v100 out soon.

Rhye

's and Fall creator
Supporter
Joined
May 23, 2001
Messages
9,984
Location
Japan / Italy / Germany
log:

- Mining jungle is allowed with Biology again
- Tundra offers 0 food
- Added Rusadir, Cartagena, Bordeax and Lyon (barbarian cities to help Rome)
- Seoul moved 1 tile north
- Added a tear of oil in Alberta
- Improved Caribben area
- Changed position of some resources in England, France and Spain to achieve a better city placement
- Weakened China and Greece, helped India (through modifiers)
- Keshiks now have +50% versus melee units
- Updated Roman, Spanish, German and English city names map
- Added a few French city names (and updated settlers map accordingly)
- Fixed some city renaming not happening
- Arabian and Russian flip area slightly larger
- BASE_UNIT_UPGRADE_COST set to 10, UNIT_UPGRADE_COST_PER_PRODUCTION set to 2
- AI Civs immune to any type of collapse in their early life (first 25 turns)
- Fixed ruins bug – banished forever! Now human player will always start in a free region and convert surrounding cities later. If there were anything in the starting plot, it’ll be erased. The same for the AI until the human player is born. After that, no changes for the AI (can be born in foreign borders as usual)
- Fixed American ships on land bug
- Fixed bug of capitals flipping if the human player is the owner
- Added rebel civs system! AI Civs can now resurrect after the discovery of Constitution or Liberalism, in large empires, when there are 4 or more dead civs. Both AI and human player, as the owner, are sent out with their troops of the cities, and can decide to repress or make peace.
- [AI tweak] Workers now won’t build roads in empty tiles




As you can see, the resurrection system is similar to what Silverknight proposed.


I will post the build when tests are all OK and when I finished writing the readme, which will be included.

BTW, (for Silverknight): don't email me to my MSN address, I don't use it. I found out that readme attached by chance, but I usually don't even open it.
 
yay! update!
 
- Added rebel civs system! AI Civs can now resurrect after the discovery of Constitution or Liberalism, in large empires, when there are 4 or more dead civs. Both AI and human player, as the owner, are sent out with their troops of the cities, and can decide to repress or make peace.

Wow! You are gonna make me stop playing Warlords!
 
Wow, I'd love to hear more detail about the resurrected Civ thing.

I guess we'll know soon enough :)
 
I love the resurrecting idea
- so if I kill Spain as Rome, may it happen that they will get born again in their land?
:goodjob:
 
Will be installable under warlords ?

Because i wouldn't like retake Vanilla Civ 4 CD

Why not add a few civs now warlord is here ?
 
Lachlan said:
Will be installable under warlords ?

Because i wouldn't like retake Vanilla Civ 4 CD
:lol: same here!
Which begs the ultimate question...
Lachlan said:
Why not add a few civs now warlord is here ?
....
But sadly, Rhye said it is because updating the code twice or more is a tiring job. So we shouldn't expect to see the mod for Warlords until some good 6 months :(.
 
Will be installable under warlords ?

Because i wouldn't like retake Vanilla Civ 4 CD

Why not add a few civs now warlord is here ?

Warlords and civ4 keeps different .exes, so it should be possible to run the this mod with the civ4 one.
 
Rhye, would you consider to give as 1.00 as 0.99 - just to have a wider and longer test phase of it? :)
 
I'm looking forward to these changes, but may I ask if anything is being done with the turn time? I personally love the 'realistic' speed setting from the Total Realism mod because it let me use units from the earlier ages. I realise it would be hard to implement another speed setting (from what I remember total realism is an 800-turn game) but if you ever consider changing the speed, I'm sure a slower game would be a welcome addition.
 
Those guys in Total Realism made great job but the mod is not playable. Too much of everything makes the game sluggish even in early stage. The biggest advantage of RFC is quickness.
 
Yeah, I agree that total realism is unplayable, and somewhat of a misnomer. Good effort though. There's just something that deteriorates when you try to add to much.
 
Total Realim 2.0 : tried and unplayable

Not everybody has a P4 DC 3.5 Ghz, 4 Go DDRAM 600 Mhz with 7900 GTX :p
I think that the team had this computer ...
 
I agree entirely about Total Realism's sluggishness - it's the main reason why I investigated Rhye's and Fall. Still, don't go thinking the speed setting has anything to do with the lag. I had tried single-player games on total realism and I've found that they are for the most part playable, and even when they suffer lag I've been able to play further than the Earth map.
 
Any ETA on the release?

Rhye, what are your thoughts on the lower threshold for trading cities? (that is: more city trading outside wars). Thanks!
 
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