View Full Version : RFC Epic
Vishaing Jun 23, 2007, 07:31 PM RFC Epic
Latest Version uploaded on :
V: August 25, 2007
W: August 25, 2007
BtS: September 7, 2007
Downloads:
Vanilla: 404!
Warlords: 404!
Beyond the Sword: BtS-1.180~0.20.a2 (http://files.filefront.com/RFC+EPIC+BtSzip/;9711645;/fileinfo.html) (UPDATED: FEB 26, 2008)
Install instructions: Download the latest version and extract it. It comes in a .zip file, so you should not require any extra software. Inside the newly created folder marked RFC_EPIC, there should be a folder marked Rhye's and Fall of Cvilization EPIC. Place this folder into your Civilization 4\mods folder. Start the game, choose load a mod, load Rhye's and Fall of Civilization EPIC from the menu, and enjoy.
Also, if you wish to start up with RFC Epic, create a shortcut to Civ 4 on your desktop or whatever folder you would like, and put mod=mods\Rhye's and Fall of Civilization EPIC after the quotes. It should look like:
"F:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Civilization4.exe" mod="Mods\Rhye's and Fall of Civilization EPIC
Of course substituting in your own install directory.
Introduction:
Like RFC++, the version number consists of two(2) parts, the first x.xxx is the current version of the base RFC this is based off of, the second x.xx is the version number of this mod.
Unlike RFC++, this mod of a mod does not add any truly new content, it just gives you more time to play with all of the holy Rhyeist goodness in normal RFC.
How much more time you ask?
Well, the original turn count of RFC is somewhere around, or possibly exactly 480 turns (provided you actually quit when you hit 2050AD, heh heh, I kid, I kid.:lol:)
How many turns does RFC Epic have? I don't really know, somewhere around 900-1000. I think. And 200 of those are just in the modern era!
About the Balance:
I will warn you however, this version may NOT be balanced. I played through a game as Greece until around the Mongol spawn time, and it seemed balanced, but I can never test all scenarios, that is where YOU (Uncle Sam Again) come into play.
I am requesting anyone who plays this version to post on this thread any weird things that happen, or just general suggestions for ways to balance it. Currently I have a few ideas I think I might try (one is lowering the unit costs) however I will need input on whether or not these changes are good.
Current Balance Problems:
Barbarian Spawn Is Too Intense (consider yourself lucky, in the first version which I did not release, Barbarians still spawned at the same rate as normal RFC, but had twice as much time to spawn in, and you could only build half as many units in that time.)
Stability Problems (have hopefully been fixed enough with the latest version that the mod is playable. I will need feedback about this as I have little to no time to test the mod personally)
Tech costs (It has been suggested that tech is progressing too quickly. I have not seen this, however I also have not played much, if it becomes a horrible balance problem it will be fixed, however I am currently focusing on the Stability and Barbarians problems.)
I may shift the current timeline progression eventually. I want to extend the ancient age even further, but I will need dedicated or at least interested testers before I can even think of doing this efficiently.
Have Fun!
However, all of this is a bit of a mute point right now, I don't want you to work. I want you to have fun! (and possibly do a little work on the side). So with that, I bid you good gaming, and Rhye Speed to you all.
Rhye Jun 24, 2007, 04:28 AM Modern era doesn't seem to work (it advances of one year: spring 1971, summer 1972, etc.)
BTW, in case you make it work, CIV4BasicInfos.xml contains seasons infos. You could delete spring and fall from there and have 2 seasons, so that it'll work exactly as 2X.
I'd also suggest to hide season name until the gameturn where you start counting 0 years, and to readd my tweak in setDateStrPlayer() for hiding the year in the save string.
Vishaing Jun 24, 2007, 10:39 AM All good ideas, I edited out your era tweak from the saves so I could easily check what year it was for balancing purposes. I fully intend to return it once I feel it is balanced.
Now then, its not advancing by seasons in the modern era? I'll look into that definately, also, if I can lower it to two seasons per year that would be good, thanks i hadn't looked at basic infos.
Update: I think I have the solution, got it to advance by years, sort of...
I will hopefully have a new version up by tomorrow at the latest.
KaiserBenjamin Jun 24, 2007, 12:38 PM I'm going to wait until you post the new version before I playtest but I wanted to say I think this is an awesome and I thank you for all your hard work.
ecv Jun 26, 2007, 07:12 AM I will definently give the warlords version a try when you post it.
Vishaing Jun 26, 2007, 05:57 PM Updated!
Okay, both versions work now, I've tested them, and although I did NOT in fact get to the modern age on any of them, I have tested the code extensively and am now completely Sure that the calendar switches from yearly or more to seasonally at 1974. IE: I edited the scenario to start 4 turns before 1974, and watched it switch.
I have decided to keep the seasons even when the years are advancing as they do no real harm, and I haven't yet figured out how to remove them, if there is a great dislike of them I will remove them, providing I figure out how, but right now I doubt it will be an issue.
Furthermore I have changed it so there are only Summer and Winter seasons, so the modern age should not be distorted come 1974, thanks for the tip Rhye ;)
Have fun!
P.S. I tested it, and the Roman UHV is now quite possible if you know what you are doing.
Rhye Jun 26, 2007, 06:23 PM I have decided to keep the seasons even when the years are advancing as they do no real harm, and I haven't yet figured out how to remove them, if there is a great dislike of them I will remove them, providing I figure out how, but right now I doubt it will be an issue.
Isn't it in CvGameTextManager.cpp::setDateStr() ?
in case CALENDAR_SEASONS:
you should add an external if.
If gameturn < turn that corresponds to 1974
paste the inner if-else without the GC.getSeasonInfo stuff
else paste the if-else as it is
Vishaing Jun 26, 2007, 08:51 PM Ah yes, thank you Rhye, I see it. Regardless, I don't think I'll release a new version just for that, partly because I am very proud of myself for not hardcoding dates and turns into the work I already did on the Seasonal Calendar, and I would like to continue to do that, but the function I used was completely internal. So It might take me some time to reverse engineer it into the setDateStr() function.
Also I would prefer my next few patches to actually have balance and bug fixes ;)
So, anyone who playse this, please provide some feedback!
Rhye Jun 27, 2007, 04:58 AM can you send me the files (c++ and XML and what more) you have changed?
Lone Wolf Jun 27, 2007, 05:08 AM Huge :thanx: , Vishang... I'll give it a try.
fishhead Jun 27, 2007, 07:41 AM great job vishaing!
Tboy Jun 27, 2007, 11:25 AM Huzzah! :banana:
Vishaing Jun 27, 2007, 05:46 PM NEW VERSION!
Including the date string change and a small bugfix. Essentially I had not in fact changed the frequency of Congresses. That has now been fixed.
@Rhye, check your Email, I sent the changed files. And thanks for the tip about CvGameTextMgr.cpp, it worked very well, and I was able to keep it dynamic.
ecv Jun 27, 2007, 06:22 PM Have you by any chance accidentally double the plague duration? Im playing on emperor (which i havent in a while), so that could also be the explanation. Anyway, the plague lasted ~15 turns which, needless to say, was extremely hard on my country.
KaiserBenjamin Jun 28, 2007, 12:55 AM OK I played a game as Persia. I got ahead in the tech tree to the point where I had Education in 500 AD. Admittedly I was doing extremely well, having conquered Babylon and India and had plenty of time to build cottages and even get Free Religion but still... Might be a problem.
Vishaing Jun 28, 2007, 08:01 AM Thanks for the tips, I'll check them out.
What was the rest of the world like at that point in your Persia game KaiserBenjami? Mostly I'm wondering if you were just playing really well.
And yes, I did double the plague duration, I think I will probably need to lower the percent chance for it to kill a unit, and the other effects to make up for that.
ecv Jun 28, 2007, 09:29 AM I have played abit further today, still the same game - germans on emperor diff. I set plague duration back to 6 turns, 12 turns is imo way to long, atleast with the current kill percentages.
Anyway, it seems that stability is a major issue. Even though i tried to focus hard on it, it seemed impossible to maintain better than shaky stability. Its just as bad for the ai. So far japan, china, india, mongols, persia, egypt, arabia, turkey, rome, france, russia, vikings and possibly babylon and carthage (not entirely sure with those two) have collapsed, and some of them more than once. I have just reached the 19th century btw.
The remaining nations have severe stability issues and my nation will also eventually collapse - im certain that i wont be able to make it to democracy (i dont quite have the tech yet) since im oscillating between shaky and unstable. Could it be that the small stability boost from tech now only occur half as often?
Apart from that, this game was the most fun gaming i had in a while. The extra turns makes emperor diff much more playable, while ofcourse still being a hard challenge. Thanks for taking the time to create this. :) :goodjob:
sdLeo Jun 28, 2007, 10:27 AM wow i didnt know you could play civ as far as the 1900th century. tell me, do we make contact with aliens? :mischief:
dionysos2048 Jun 29, 2007, 07:22 AM I've playined with Rome on monarch, warlords, until Spain spawn.
I thought the game was well balanced and enjoyable. 2 small critics though, the barbs pressure is stronger than in RFC, and so is the plague, which means that the combination of both makes it hard to survive. It also is a lot more difficult to hurry construction with slavery.
Thank you Vishaing as many of us wanted a longer game.
Whitefire Jun 29, 2007, 10:48 AM How many turns does RFC Epic have? I don't really know, somewhere around 1100. I think.
:eek:
Man, if I hadn't agreed to MP play this weekend, I would totally sit down and play China to the end.
Vishaing Jun 29, 2007, 12:48 PM Thank you dionysos2048!
That combination, barbarians and plague strength, is likely also what is hurting stability so much. So thank you, you may have just given me a magic bullet :)
As for the slavery thing, I know where that variable is, so I will try changing it to see what happens.
Thanks everyone for the support, you will hopefully be able to play the next version soon.
Rhye Jun 29, 2007, 03:15 PM remember to send me updates anytime you post an update ;)
BTW, why don't you call it RFC Marathon? It's more or less marathon game speed rather than epic, after all...
ecv Jun 29, 2007, 06:20 PM Im not sure plague and barbs are the only issue with regards to the increased stability problems i experienced. Is it harder to keep stable in an emperor diff game?
I studied the savegames i made abit, and it seems that it was around the year 1600 that stability really started to spiral downwards for most nations. Tech wise this was around gunpowder.
I think i will try another game when i get the time, It could ofcourse just be this particular game that had problems (everyone dragging eachother down). However, the problems seemed to be the same for everyone to such a degree, that i suspect that there is something in the stability system that dont work well with the doubled amount of turns, when you get to the industrial age.
Vishaing Jun 29, 2007, 07:04 PM hmmm, it might have something to do with it checking a 'bordering civ unstable' penalty twice as often now, and giving you the penalty twice as often. Thus it would only take one to start a chain reaction of barbarian collapsed death. This would explain why when I tried starting in as America (I do not advize it, I had to wait around an hour and a half) I kept seeing that France collapsed and revived over and over again.
It might be the barbs and plague hit a small weak civ, like Persia (they always get creamed by Barbs) which sets them off, and then the effect just ricochets around the world.
any help you can provide will be very appreciated ecv.
As for RFC Epic over RFC Marathon, I guess I just like the sound of RFC Epic more, no real reason other than that.
And don't worry, I will remember Rhye. :)
Whitefire Jun 29, 2007, 07:09 PM Is it harder to keep stable in an emperor diff game?
Very much so. You start with a lower base stability.
Kweeky Jul 02, 2007, 03:58 PM Unfortunately this is badly bugged it seems. Stability issues cause the game to become unplayable at around 1500 AD. Seems something is broken with civics (and possibly an associated tech). I was stuck with "1 star" civics stability, with all the others on 3 or 4 stars (all end level civics; i.e. environmentalism etc..).
It sucks as it broke a great game (there is no way I can recover the stability, only way I can stop from civil war is to spawn five great people and just keep my civ in perpetual golden age), that was almost 600 turns in.
Lone Wolf Jul 02, 2007, 09:13 PM I rolled an American start, and discovered when replaying, that Russia, Germany and Scandinavia collapsed for no reason, at least to me.
ecv Jul 03, 2007, 07:31 AM Maybe its common to get a negative stability modifier every 3 turns, when you get to the year 1500-1600? When you have twice the number of turns, this simply becomes to much to handle. I think i might try a game where the stability adjustment is every 6 turns instead of 3.
Quetz Jul 05, 2007, 12:14 AM going to give this a whirl. Thanks for making it!
Whitefire Jul 05, 2007, 10:55 AM Vish, if you changed the speed of the mod, you should also proportionately change the frequency of the stability checks. So setting the check at every 7 turns should fix the issues. Good luck changing it!
Vishaing Jul 05, 2007, 03:12 PM New Version Uploaded:
RFC V Epic version 1.975~0.33
RFC W Epic version 1.475~0.33
Changes:
Fixed stability problems (hopefully, I have not had time to test them fully, however, I discovered that I had in fact NOT changed the interval of the stability checks at all for RFC Epic, the checks now only come half as often, to hopefully match the extended timeline.)
Lightened Barbarian Spawn. (I would like more full reports on this, as currently I have lightened all Barbarian spawn by pushing the spawn modulus back sometimes two to four turns. I doubt I need to do this with all spawns, and would like more detailed reports of Barbarian Behavior, I will be spending most of my time balancing this for the next version unless stability continues to be a problem. I have not changed the tech pace yet, as in all of my games it seemed to work well, old civs would sometimes be slightly more advanced than the new civs, but the new civs caught up quickly and by taking cities might cause a collapse. I find this more realistic, unless it leads to balance problems or the utter death sentance of new civs in the majority of games, I would like to keep it.)
Whitefire Jul 05, 2007, 04:07 PM re: Stability
You might also want to lessen the permanent modifiers on several factors. I know for a fact that Anarchy should be lessened to -1 per turn because on slower speed, you receive more turns of anarchy than on Normal. Also, the longer time frame increases the chance of needing more civic switches. Also, the city loss/gain modifier should be reduced since more time = more wars.
KaiserBenjamin Jul 05, 2007, 09:36 PM I had problems with Turkey. I tried selecting them but the game would always stall out 9 turns before the game started. A catapult would also appear in Antarctica. I don't know why. Frustrating, because I want to play as the Turks.
Vishaing Jul 05, 2007, 10:00 PM Ah man, not this bug again. When this happens it means that the spawn date in the dll and the spawn date in the RiseandFall.py files are different, I will fix that and upload a mini-update sometime this weekend hopefully.
@Whitefire, thanks for the tip, I'll start looking for the permanent modifiers for the next version. I don't think I will reduce the city loss/gain modifier, but I will definately lower the combat win/lose gain. That might have been what was causing all of the instability issues earlier.
KaiserBenjamin Jul 06, 2007, 03:00 AM Well just let me know. I'd be glad to download a new, working version. Thanks!
Vishaing Jul 06, 2007, 06:46 AM For a temporary fix, it should still work if you play as another civ until Turkey spawns and then switch over. Not the same as letting the world grow naturally but it should work so you can at least play.
KaiserBenjamin Jul 06, 2007, 04:45 PM lol, thanks but in this game playing another civ until the Turkey spawn could take a long time (or at least, longer than I'm willing to play.) I'll just wait until you post the next version. Thanks again for all your hard work, the fan community appreciates it.
Kweeky Jul 06, 2007, 05:41 PM lol, thanks but in this game playing another civ until the Turkey spawn could take a long time (or at least, longer than I'm willing to play.) I'll just wait until you post the next version. Thanks again for all your hard work, the fan community appreciates it.
Aww! But that's half the fun! You could chose a civ that starts near the Turk start time, and still flip though, that may be your best workaround (especially if you don't want to play through the 4000 years of B.C!) :-)
Vishaing Jul 06, 2007, 11:32 PM For those who have played this albeit slightly bugged version, have you noticed religions spreading appropriately? I am worried that their spread rates might not have scaled with the timeline, if it didn't, that's something I will need to fix.
Also, I found the Turkey bug, and fixed it, so the next update should be free of such things. I also rechecked all of the python and c++ dates and made sure they were correct.
@KaiserBenjamin, a minor fix you could do yourself would be to change the date for Turkey's spawn in Consts.py from 438 to 428. It is wrong, around 5 or so years too early, but it will be playable since I won't have the next update for a few days.
In the file, look for;
tBirth = {
.
.
.
}
one of the numbers should be 438 and should be right above 614 (USA), and bellow 421 (Aztecs). Change that 438 to 428 and the civ should work, it will be worng, but will be working.
@Kweeky, True, that is the best part, but don't underestimate the potency of the extended ages. I tried spawning straight into America with Warlords (didn't work because of a bug similar to the Turkey One, so don't try this at home kids) and ended up waiting
ONE HOUR AND A HALF!
And this was in the version with all of the stability problems, so most of the civs had collapsed to ease load times.
Kalimakhus Jul 07, 2007, 12:17 AM Great Job!! I am a fan of epic and marathon speeds so your version of RFC is my personal favorite civ mod now.
I had the time to try Egypt twice, and I am still playing China. I did noticed that religion spread quite fast considering the game speed.
Something else with Egypt is that cultural requirements might be too low now. Usually cultural levels scale with game speed so first one after poor will need 30 rather than 10 in marathon as I remember. Any way building only Stonehenge will guarantee getting the first UHV condition for Egypt. Actually it gives almost twice the needed culture.
I also noticed that the AI will declare war more often, maybe for having nothing else to do for a long time. I know that some civs are supposed to declare war any way at specific times but I never got all these civs declaring war on me in normal RFC (Greece, Persia, Babylon, Rome, and Carthage) almost every civ I encountered!! I lost a good game because Alexander who declared war already before and we made peace, and who has converted to Judaism and became (pleased) with me just decided to declare war and sent a large number of chariots and phalanxes! I only had axmen who rather got beaten miserably against chariots in warlords 2.08.
Lone Wolf Jul 07, 2007, 12:38 AM I tried spawning straight into America with Warlords (didn't work because of a bug similar to the Turkey One
Well, how I should change consts.py file to play as America?
Kweeky Jul 07, 2007, 05:41 AM For those who have played this albeit slightly bugged version, have you noticed religions spreading appropriately? I am worried that their spread rates might not have scaled with the timeline, if it didn't, that's something I will need to fix.
Also, I found the Turkey bug, and fixed it, so the next update should be free of such things. I also rechecked all of the python and c++ dates and made sure they were correct.
@KaiserBenjamin, a minor fix you could do yourself would be to change the date for Turkey's spawn in Consts.py from 438 to 428. It is wrong, around 5 or so years too early, but it will be playable since I won't have the next update for a few days.
In the file, look for;
tBirth = {
.
.
.
}
one of the numbers should be 438 and should be right above 614 (USA), and bellow 421 (Aztecs). Change that 438 to 428 and the civ should work, it will be worng, but will be working.
@Kweeky, True, that is the best part, but don't underestimate the potency of the extended ages. I tried spawning straight into America with Warlords (didn't work because of a bug similar to the Turkey One, so don't try this at home kids) and ended up waiting
ONE HOUR AND A HALF!
And this was in the version with all of the stability problems, so most of the civs had collapsed to ease load times.
Ah okay, the latest start I've done is Rome, and that took about 10 min ;)
Lone Wolf Jul 07, 2007, 05:58 AM Playing as English so far, colonized the East Coast, South Africa and south India. Seems OK and pretty much balanced so far. Good job.
Kweeky Jul 07, 2007, 06:45 AM Just replayed my game (as the British Empire), it's slowly moving towards 1900 (~650 turns in), and there's about 7 civs left, there's been some intense wars involving Russia (love it!) and Japan fell into civil war recently.
Can I update to the most recent version and continue with my saved game or do I have to start a new save? (Stability updates would be awesome)
I'm absolutely loving this version though, because it's bigger, badder and more fun R&F. My current game has 12 hours played on it and it's far from finished :D
Vishaing Jul 07, 2007, 06:52 AM @Lone Wolf: just change the 614 I mentioned earlier to help KaiserBenjamin find the turkish spawn to a 615. It should be the last real turn number, right before a zero which is the last number of the string in Vanilla, and right before two Commented numbers and then five zeros for Warlords, again, last real turn number. That should do it, and since it is just a turn, shouldn't make any balance issues.
Oh, and that's good to hear, no real stability issues to report of? I still haven't changed the unit combat loss/win settings, but they should be minor problems if I need to.
@Kalimakhus: Thanks, that's what I was wondering, I already know where the variables are so the change should be quick and easy.
@Kweeky, yeah, it took me around six minutes I think for a Greece spawn, Guess RFC Epic does in fact NOT live up to the fastest loading legacy of RFC.
About updating, tha last version probably would have been able to, since it only had python changes, but the next version I release will have some .dll changes, so I doubt it. Especially considering they involve spawns and religion spreads, you will likely get some chaotic behavior if you managed to get an old save to load.
Kweeky Jul 07, 2007, 07:38 AM My game just finished in 1904 :-(
I forgot to turn off Cultural Victory and my third city (Sydney) just clicked up to Legendary culture (not hard to do the turn numbers really!)
I could play on, but it sucks having "Kweeky has won a cultural victory" at the bottom of the screen for the rest of the game! Is there any way to sort this (other than dropping Sydney's culture to far below Legendary) so I can play up into the modern era?
Rhye Jul 07, 2007, 09:38 AM I also noticed that the AI will declare war more often, maybe for having nothing else to do for a long time. I know that some civs are supposed to declare war any way at specific times but I never got all these civs declaring war on me in normal RFC (Greece, Persia, Babylon, Rome, and Carthage) almost every civ I encountered!!
Vishaing, you should edit the AIwars values in checkTurn() from 13 to 26
lumpthing Jul 07, 2007, 10:04 AM lost a good game because Alexander who declared war already before and we made peace, and who has converted to Judaism and became (pleased) with me just decided to declare war and sent a large number of chariots and phalanxes! I only had axmen who rather got beaten miserably against chariots in warlords 2.08.
Alexander is just an evil and unreliable AI personality. He backstabbed me in a standard civ game despite having very good relations with me and endless peace behind us.
KaiserBenjamin Jul 07, 2007, 01:11 PM No, I also had problems with the AI irrationally attacking me despite extremely good relations. And I [I]was[I] Alexander.
Kalimakhus Jul 07, 2007, 06:11 PM The strangest thing has just happened to me. I am china the Mongols have just been spawned and asked for one of my cities. I refused (I shouldn’t lose any city to them as I understand). Now the usual events are taking place. Some of my troops are joining the Mongols. No problem. But on the other side of the world a caravel of mine is exploring the eastern coast of the Americas and as it is doing so the message came that my troops are joining the Mongols. But instead I received a whole stack of troops knights, cannons, and I don’t know what else. Just guess where? Not in my capital not within my cultural borders, not even in the same continent. Right on the eastern coast of south America within Capac’s cultural borders.
Well I actually used them to get one of Capac’s cities just for the fun of it!! I then saved the game and quit.
Any explanation?!
Kweeky Jul 07, 2007, 08:21 PM The strangest thing has just happened to me. I am china the Mongols have just been spawned and asked for one of my cities. I refused (I shouldn’t lose any city to them as I understand). Now the usual events are taking place. Some of my troops are joining the Mongols. No problem. But on the other side of the world a caravel of mine is exploring the eastern coast of the Americas and as it is doing so the message came that my troops are joining the Mongols. But instead I received a whole stack of troops knights, cannons, and I don’t know what else. Just guess where? Not in my capital not within my cultural borders, not even in the same continent. Right on the eastern coast of south America within Capac’s cultural borders.
Well I actually used them to get one of Capac’s cities just for the fun of it!! I then saved the game and quit.
Any explanation?!
New World Colonisation mechanics I believe... It's designed so that when you send your explorers in a caraval onto the new world, you'll get some free units that'll help you secure a city or two in America.
Mowque Jul 07, 2007, 10:12 PM the so-called 'conquerers' event right?
Kalimakhus Jul 08, 2007, 02:04 AM Wow!!
So it is not a bug or something. I can continue that game then and enjoy building a colonial empire :D .. awesome!!!
I still have to worry about the Mongols anyway :( but I guess I can afford losing my Asian china and build new one in the americas :lol:
Pardon my ignorance folks, I am still new to RFC.:mischief: Thanks for the explanation.
Kweeky Jul 08, 2007, 05:27 AM Watch your stability! Having your entire empire moved to another continent is going to be a nightmare in paperwork!
Vishaing Jul 12, 2007, 07:02 PM UPDATED!
Changes:
New Version:
V-1.975~0.41
W-1.475~0.41
V=Vanilla
W=Warlords
B=Both
Tweaks:
B; Increased new civ tech discount duration and force. Will hopefully be a part of a new dynamic, where older civs will begin more advanced than new civs, but new civs will learn quicker, outpacing their older brethren
B; Lowered religion spread rate. May lower it further to balance proportionately cheaper missionariess
B; Lowered stability hit from combat losses
B; Lowered stability hit from neighbor Anarchy
B; Lowered stability hit from personal Anarchy
B; Lowered stability hit from few contacts
B; Increased turn counts for 'Great Depression' stability function.
B; Great Depression Turn Countdown doubled, effects weakened.
The Great Depression's effects have only SLIGHTLY been weakened, however the turns they act for have been doubled like everything else. If you get a Great Depression, your country will likely experience the hardest moments of its life. Be warned. I'm looking into modifying the AI so it might switch to a non Free Market civic if it hits a Great Depression, like what Germany did between the World Wars. I am also considering buffing Free market to counter the 'Possible Great Depression' hazard, but it would be only slight as your civ should not get a Great Depression unless your civ is stagnating horribly, so it really is your own fault.
B; Weakened the stability hit from changing from State Property to another civic, but doubled duration.
B; Similar change for Universal Suffrage Civic change.
B; Lowered the stability hit from stagnation. I believe this was what was causing most of the 'dead world' problems in the last version
Bug Fixes:
B; Turkish and American spawn dates should now be correct.
B; AIWars modified to account for longer timeline.
I am hoping that the last of the stability bugs have been ironed out. And I think I got the 'Suicidal Aggressive AI bug fixed'.
I played mostly through a game as America, and I think the techs are progressing nicely. Although Germany was slightly more advanced than they probably should have been, they did control all of Europe. If the tech pace is still too fast, it will only be minor tweaks from here out, and mostly in the Industrial age as when I (America) spawned, I was roughly as advanced as all of the Euro Powers (what few were still alive that is).
Kalimakhus Jul 12, 2007, 07:32 PM Great Work Vishaing!
Have you looked into the cultural levels, especially those required for Egypt's UHVs. I would suggest either using higher values for cultural levels glopaly, as the case with regular game epic and marathon speeds, or may be adjusting the values for Egypt alone.
Keep up the good work!
Kalimakhus Jul 12, 2007, 07:36 PM Downloading right now.
File front says I am the first one to download. :goodjob:
Will I get a prize for this (a candy bar maybe) :D
Vishaing Jul 12, 2007, 09:14 PM The Global culture levels should scale with the game speed as There is a 'culture' variable in the Game Speed .xml file. The problem with Egypt was that the needed culture levels were semi hardcoded in the Victory.py file. That bug has since been fixed, I simply forgot to include it in the changelog.
KaiserBenjamin Jul 14, 2007, 03:09 AM Can you lower the plague duration? I know it makes sense to have a longer lasting plague than in the normal game but I was playing as the Ottomans and in the 1500s I got hit with a plague the just dominated me. My score went down by over 100 points, dropping me from 2nd to 5th place and the population plummeted in virtually all my cities. Istanbul alone lost 3 population points even though I boosted my culture up so that it wasn't unhappy. Basically it's no fun to have one event set me 100 years back in population.
Mowque Jul 14, 2007, 11:32 PM so it works?
KaiserBenjamin Jul 15, 2007, 02:02 AM Well it hit all those other people too but it didn't damage them as badly for some reason... Maybe because more of my score relied on population than them...
Lone Wolf Jul 15, 2007, 03:22 AM What I love about this mod, is that more turns = more AI-on-AI action. Mongolia conquering China and India, me (England) and Germany dividing Scandinavia, Spain conquering the Incas (without the help of the Conquerors event!), Germany taking St. Petersburg from Russia etc.
I hope Vishaing is going to make RFC Epic for BTS too...
:goodjob:
Hitti-Litti Jul 15, 2007, 05:10 AM Is it slower than normal RFC? I don't mean that time goes slower, but does regular RFC run smoother?
ltccone Jul 15, 2007, 06:21 AM I finished a game yesterday as Greece. I won a cultural victory in the early 1600s. It was a lot of fun!
Lone Wolf Jul 15, 2007, 07:07 AM Is it slower than normal RFC? I don't mean that time goes slower, but does regular RFC run smoother?
It runs OK for me.
Hitti-Litti Jul 15, 2007, 09:10 AM That didn't answer my question, how does it run compared to un-epic RFC?
Lone Wolf Jul 15, 2007, 09:12 AM I didn't notice any difference.
Vishaing Jul 15, 2007, 02:54 PM For me, all I have noticed about performance is that it takes longer to spawn (duh, there's more turns to autoplay through), but as far as once you are actually playing, I have noticed no difference in loadtimes, which I feel makes sense, as even with the lower unti production costs, maintenance is still the same and even more so, plagues are more deadly, so the overall unit numbers is roughly the same if not lower.
Overall, it takes longer to go through the same time, but no real noticable difference between turns, of which I am very thankful.
After all, I don't want RFC to be the fastest loading mod, and RFC Epic to be the slowest loading mod :lol:
though I suppose Total Realism will always have the second title, if its still how I remember it. ;)
@KaiserBenjammin; I hate to sound unfeeling, but that's what the Black Plague did, it set the world back almost a hundred years in terms of population, I mean it killed a quarter of Europe.
Now, what I want is a better way to simulate poverty in your cities. That way you can build up a huge population, the plague can go through when all of your cities are cesspools of unhealthiness and unhappiness, but because of all of the population damage with little infrastructure damage, poverty goes down and you run into a rennaisance which the Rennaisance is ultimately the true legacy of the Black Plague.
@All, how is the culture progression. I think I would like to implement the same slower culture borders I had in RFC++, do you agree? I think it would fit with the extended timeline and hopefully stop some of the 'city void' areas I ran into in my latest test game (Paris razed without a replacement, the entire stretch of the Balkans was deserted).
Also don't worry, there will most certainly be a BtS version of RFC Epic, just as soon as I get a copy of BtS.
A note for those thinking of playing the Germans, it seemed razing Paris effectively killed the French will to rebel.
Lone Wolf Jul 15, 2007, 09:33 PM All, how is the culture progression. I think I would like to implement the same slower culture borders I had in RFC++, do you agree?
I don't find it necessary. I like culture to expand quickly for some reason. :)
ltccone Jul 16, 2007, 08:16 AM I'm on my second epic game, playing as the Chinese. I was going to use the whip to help build my temples for the UHV, but I found that it was counterproductive to use the whip; it was better to wait for just normal production. The loss in pop just wasn't worth the amount of turns saved.
This has been a wierd game. Japan just collapsed; I'm not sure why. Greece captured a Roman city and they collapsed. Persia has also collapsed.
Mongolia is also gone, but I had a little something to do with that. :)
ltccone
Phallus Jul 18, 2007, 12:55 PM Hmm, is AI collapse a problem in epic?
ltccone Jul 18, 2007, 02:46 PM Hmm, is AI collapse a problem in epic?
They were the only AI civ to collapse in my game for no apparent reason.
Vishaing Jul 18, 2007, 09:06 PM Overall, how was stability compared to normal RFC?
ltccone Jul 18, 2007, 09:18 PM Overall, how was stability compared to normal RFC?
It is worse. In my game as China, it is 1750. These are the civs I'm in contact with:
Very Solid - Aztecs
Stable/solid - China, Spain, England, Russia, turkry, and Egypt.
Unstable - France, Vikings, and India.
Germany recently collapsed.
ltccone
Lone Wolf Jul 19, 2007, 01:06 AM In my current game:
England (Me) controlling Vancouver, eastern Canada, India, Mecca, Melbourne, South Africa and southern Norway, running Mercantilism/Representation for research - Solid. (I am 2nd in score, BTW).
Germany controlling Paris, Amsterdam, Bordeaux, All-the-lands-that-they-usually-do-in-RFC, St. Petersburg, Sweden, Denmark and northen Norway - Unstable. (1st in score).
Mongolia, master of Babylon, Turkey and China, controlling, in addition to Mongolia, Central Asia and the City of Khalab in roughly northen Syria - Stable/Shaky. (3rd in score).
Spain, controlling Brazil, Argentina, Peru and the Philippines - Stable.
Can't remember the stability of all others, but seems OK to me.
Phallus Jul 19, 2007, 05:29 AM Mongolia, master of Babylon, Turkey and China, controlling, in addition to Mongolia, Central Asia and the City of Khalab in roughly northen Syria - Stable/Shaky. (3rd in score).
Spain, controlling Brazil, Argentina, Peru and the Philippines - Stable.
Sod stability. I'm going to play it just for the AI.
Lone Wolf Jul 23, 2007, 09:59 AM Hey. In my game, when the timer reached year 1974 AD the time has stopped. I click "Enter", and the next turn is 1974 AD too! And again. And again. And again...
I believe that the following thing is responsible for it, in Civ4GameSpeedInfos:
<GameTurnInfo>
<iYearIncrement>0</iYearIncrement>
<iTurnsPerIncrement>152</iTurnsPerIncrement>
</GameTurnInfo>
YearIncrement is 0? Doesn't that just tells the time to stop? Shouldn't it have been 0.5?
ecv Jul 23, 2007, 10:04 AM I have played two games till past 2000AD. Both with the current and former build. Needless to say, my games didnt stall at 1974AD.
Vishaing Jul 23, 2007, 10:17 AM The year increment at zero should tell the calendar to now update by seasons, if it isn't, then there is some bug in your build, but the newest version fixed that, so try redownloading and if that doesn't work then tell me what is actually happening.
Year increment can unfortunately only take integer values, and I found a way to get around that without modifying the input code, which is good as I suck at IO programming, always have.
@ecv, how was balance, so far I think you might be the only person to get that far in that many games, as I haven't heard from anyone else about it.
I think there are still some stability problems, but I'm having trouble nailing them down for the next update.
ltccone Jul 23, 2007, 10:48 AM The year increment at zero should tell the calendar to now update by seasons, if it isn't, then there is some bug in your build, but the newest version fixed that, so try redownloading and if that doesn't work then tell me what is actually happening.
Year increment can unfortunately only take integer values, and I found a way to get around that without modifying the input code, which is good as I suck at IO programming, always have.
@ecv, how was balance, so far I think you might be the only person to get that far in that many games, as I haven't heard from anyone else about it.
I think there are still some stability problems, but I'm having trouble nailing them down for the next update.
Will your next update work with the new Warlords patch?
I also hope you do a BTS version, because I really enjoy the extra time you get in the epic version...
ltccone
ecv Jul 23, 2007, 11:02 AM Balance was ok. Stability didnt seem to be different from standard RFC.
Something i noted was that in the monarch game i played, i was well ahead in tech around 1700 compared to reality, but then started to slow down, and finaly finish the tech tree around 2015. Even though i was teching like crazy.
A reason for this might be that i was hit hard by the plague around 1700 and again around 1900. Not only was a good chunk of my population killed both times, even though my cities was generally pretty healthy. But the worst thing was that all my towns was both time reduced to cottages/hamlets, which had a really severe impact on the economy. (my economy was mostly cottage based)
A sideeffect of this is that universal suffrage civic becomes alot worse than in a regular game. I would even say that its not worth getting untill you have been hit by the last plague (in ~1850), since the amount of turns that you have towns are much fewer than it should be. Not switching to US will ofc give you some stability problems, and becourse of this alone i think its worth considering of the plague should be as severe as it is now.
Even though i felt i was hit hard by the plague, it was much worse for the AI. I looked at the AI civs after both the late plagues (in the worldbuilder), and alot of AI cities had been reduced to size 1.
The only current plague effect that imo is near a realistic level is the one representic the black death around 1350. The later ones are way to strong imo.
Even though the spanish flu killed around 75 mil, that was still only a few percentage of world population at that time.
Kalimakhus Jul 23, 2007, 11:52 AM I second Itccone in hoping to see RFC Epic for BTS soon. You may consider merging it in the main mod as an alternative speed. AFAIK whatever changes you made to the code can be implemented as a switch or a conditional statement (both in Python and C++). In XML the place where you enter your modified values is already there.
I don’t assume it is a simple task or even that it is absolutely possible there may be some factors you are aware of the makes it not viable. I only hope I don’t need to make huge downloads every now and then.
ltccone Jul 23, 2007, 12:33 PM Balance was ok. Stability didnt seem to be different from standard RFC.
Something i noted was that in the monarch game i played, i was well ahead in tech around 1700 compared to reality, but then started to slow down, and finaly finish the tech tree around 2015. Even though i was teching like crazy.
A reason for this might be that i was hit hard by the plague around 1700 and again around 1900. Not only was a good chunk of my population killed both times, even though my cities was generally pretty healthy. But the worst thing was that all my towns was both time reduced to cottages/hamlets, which had a really severe impact on the economy. (my economy was mostly cottage based)
A sideeffect of this is that universal suffrage civic becomes alot worse than in a regular game. I would even say that its not worth getting untill you have been hit by the last plague (in ~1850), since the amount of turns that you have towns are much fewer than it should be. Not switching to US will ofc give you some stability problems, and becourse of this alone i think its worth considering of the plague should be as severe as it is now.
Even though i felt i was hit hard by the plague, it was much worse for the AI. I looked at the AI civs after both the late plagues (in the worldbuilder), and alot of AI cities had been reduced to size 1.
The only current plague effect that imo is near a realistic level is the one representic the black death around 1350. The later ones are way to strong imo.
Even though the spanish flu killed around 75 mil, that was still only a few percentage of world population at that time.
I've played 5 epic gamers so far, and I've found that stability is a bit worse than normal RFC. In all 5 games Japan has collapsed, even though they haven't been invaded. I've had stability problems in every game but as the Germans.
I'm not sure what the solution would be.
I agree about late plagues. They are unneccessarily nasty and shouldn't be as bad as the Black Death.
ltccone
Lone Wolf Jul 23, 2007, 12:59 PM In 1974 Japan is alive and well in my English game.
Vishaing Jul 23, 2007, 05:55 PM Thanks for the feedback, I will definately weaken the plagues for the next build. As for updating for the new warlords patch, I cannot really update anything until Rhye gets me the new RFC version, well I could, but it would likely be sloppy and poorly implemented and I don't feel like going over Rhye's Head like that. To my knowledge he hasn't released a new version for the new patch yet, and I'm going to wait for that.
As for BtS, it will have to wait till I get the game, I am one of those poor deprived Americans right now :( , plus, I'm strapped for cash and stuff, hopefully I will be able to get ahold of a copy soon, but until I do, sorry no epic BtS.
Once I DO get a copy, and I'm sure I will soon, then you can be sure I will be making an Epic version of RfC BtS.
As for merging with a switch, the SDK part would be easy, it is the python that would be difficult. Mostly because of all of the Gameturn % number lines in the Python/Barb/Plague/Stability files. I would need to either consolidate all of the values even further into Consts.py, which is possible, and then have a global switch there, or make switches for each and every one of the checks that use those variables, which would likely do things too horrible to mention to game performance.
So, I don't think I can do that just yet, I am looking into it though, who knows.
has anyone else had the 'Lavos' bug that Lone Wolf ran into?
Shame, if only it happened 10 turns later I could blame it all on BB.
Lone Wolf Jul 23, 2007, 09:46 PM BTW, that bug was in the version before last. Maybe something has changed in the last version with the calendar.
Kweeky Jul 26, 2007, 06:11 PM In my second game (I updated), stability is a lot better now.. It still fluctuates, but the arrival of emancipation can really screw up the AI if someone adopts and they don't.
Either way, absolutely bloody awesome to have a truly epic game. 15 hours played on a Civ game is how it's meant to be.. not this all over in 15 minutes vanilla Rhye's ;)
I can't wait till we get this updated for BTS. If only we could have the Celts added back in too ;-)
Rhye's + Epic Time = A truly involving and fascinating replay of the world
Phallus Jul 27, 2007, 09:03 AM Put me down for Celts please.
Kweeky Jul 27, 2007, 10:09 AM Put me down for Celts please.
Only problem with Celts is when the English arrive, but then, it can work like the US's arrival. If your aggressive enough, you can stop the US from ever spawning. Failing that, they could retreat to Ireland.
It would be wonderful to have someone actually doing something in the British Isles until the English spawn and I think it would be a very interesting timeline to see what happens if the Celts were the dominant civilization on the British Isles.
Either way, need to poke Vishaing and buy him BTS or something :P
Phallus Jul 27, 2007, 01:09 PM As Vikings you could take advantage of the insular squabbling and cripple both.
Kweeky Jul 27, 2007, 01:28 PM As Vikings you could take advantage of the insular squabbling and cripple both.
Or as the French! Maybe it's just me, but in every single game of Civ I've ever played as England, France *always* falls apart, gets beaten up, has its lunch money stolen and ends up with me (as the British Empire) having to administer Paris for them until they decide to resurface for a few turns and collapse again.
So yes, the Celts would give the English some resistance, and that could equate to an earler starting time too. England historically is quite imba, but Ireland and Scotland were a hassle right up to the 17th Century, and the Celts could/would simulate that quite nicely I feel.
I had a play about earlier with the tiles of the UK, the UK can be expanded a little, if you shift Ireland further out in the Atlantic which allows for a properly developed Wales and an extenuated south-west peninsula (Bristol onward)
----
I think within the proportions of the "Epic" game, you can get away with overcrowding a little as there's less emphasis on the speed of which you have to achieve certain things (I found in the epic version, some UHV's (and cultural victory) are much easier to achieve, but with some overcrowding and more reason for the isolated states to go to war could balance that out a tad.
Phallus Jul 28, 2007, 06:02 AM It would be worth playing for Wales alone. :D
ecv Jul 31, 2007, 09:33 AM So, have you gotten BtS Vishaing? I think my BtS copy will be collecting dust untill you give us RFC-BtS Epic. I played one game of RFX-BtS, but it seems that after i have tried RFC Epic, there simply is no way of turning back. :)
Kweeky Aug 05, 2007, 05:19 AM So, have you gotten BtS Vishaing? I think my BtS copy will be collecting dust untill you give us RFC-BtS Epic. I played one game of RFX-BtS, but it seems that after i have tried RFC Epic, there simply is no way of turning back. :)
It'll be coming soon ecv! I'm anxiously waiting for it too (haven't played RFC:BtS yet for the same reason - although I might give in today simply to just get a fix) And I agree wholeheartedly, epic makes every game, well, an epic replay of the world. Why have it all over in 400 turns when you can have it last 2,000? ;)
Kweeky Aug 09, 2007, 12:51 PM Eek.. just unloaded my BTS so I could play the old version that's up here, but the Warlords link is dead? :'( could someone post the warlords version of epic up somewhere pwease? :D
Vishaing Aug 09, 2007, 05:13 PM Thanks for telling me, don't know what happened as the vanilla one still works, but I uploaded another copy so the download works.
Kweeky Aug 09, 2007, 06:36 PM Yey! Wicked, thank you :D
Vishaing Aug 16, 2007, 07:23 PM Rhye's and Fall of Civilization Beyond the Sword is now Epicafied!
I'm not sure if that's a word, doesn't look like it does it? Oh well.
NOW THEN!
I do not have enough access to BtS to actually test the mod enough, so this might be very bugged. At the very least, I expect the balance to be royally crap as I tried changing it roughly the same way I did for RFC Vanilla + Warlords, but there are many other things that would need different changes.
Feedback is needed, a lot.
However, it should work. I know at the very least that I can get to the Spawn of Greece as Greece, so it should work.
I have included the 'Unlocked' WB scenarios that let you spawn as America and Friends. The 'not-unlocked' WB scenarios are also included. I don't know why, but they are.
I'm not sure if the 600AD spawn works. Okay, it works, in theory. But the game is bugged.
Here's a scenario, I spawn in as France. I'm going great, With my starting army I've conquered all of France and Italy, wth the Vatican at Rome giving me a huge boost to income. So then I go and decide to take back the holy land, so I get my troops ready, put them in boats. Send them off, and they land near Jerusalem, and promptly get killed by the Royal Arabian Tank Platoon.
Not joking.
It wasn't a good time.
I am HOPING this problem does not carry over into the 3000BC start. If it does, tell me, and I will try and fix it, but i don't have enough time to fully test it myself.
Kalimakhus Aug 16, 2007, 07:41 PM Downloading as I write this. Feedback sometime tomorrow I hope.
So glad you did it man though it sure was difficult without proper access to BTS.
Now did you say Tank Platoon?? I sure would like to see your expression when you saw this!!
Vishaing Aug 16, 2007, 08:07 PM I'm not quite sure what exactly my expression was, given that I in fact do NOT have eyes that can see my own face, nor did I have a mirror handy. However, I believe a good reproduction of my expression has already been made by none other than Captain James T. Kirk;
http://i18.photobucket.com/albums/b107/Vishaing/khan.jpg
Lone Wolf Aug 17, 2007, 01:03 AM OK, even through I do not have BTS, I will download the BTS version. I just want to look at some Python files....
And this thread had passed the 100 replies mark!! Wohoo!!!
ecv Aug 17, 2007, 10:53 AM I get an xml load error when i try to load the mod. The error occurs in CIV4UnitClassInfos.xml.
Vishaing Aug 17, 2007, 11:17 AM Um, okay... That's wierd. Could you do a test for me. I shouldn't have changed anything in the file, so could you try copying the CIV4UnitClassInfo.xml file from normal RFC to RFC Epic?
I'm downloading what I uploaded now and I'm going to see if that works for me. If it does, I have no idea what is happening to you.
ecv Aug 17, 2007, 11:36 AM My RFC "standard" for bts didnt have the file. I deleted it (and the other it didnt have), now it loads.:)
I tried starting up a 600AD game as germans. But the number of autoplay turns is 200 (its running now). Im almost certain that this isnt correct?
Thanks alot for your effort btw.:goodjob:
Vishaing Aug 17, 2007, 11:46 AM That's strange, my BtS RFC does have it...
Actually that number is right, I think. unfortunately, the 600AD start doesnt work (When you spawn, Arabia and all of the civs that were alive at the beginning will have tanks and the like.
SCRATCH THAT!!! I realized why the 600AD start didn't work! When I changed all of the constant dates and stuff I forgot to change the 'starting turn' value in the File. I'll change that and upload a new version right now. That should hopefully stop the 'Arabian's with Tanks' bug.
Expect it soon.
ecv Aug 17, 2007, 11:49 AM I havent updated my RFC to the newest version. Could that be the reason the missing files?
Vishaing Aug 17, 2007, 11:52 AM That might be it. Also, that would explain the XML error, as this RFC Epic version is for the latest BtS patch. Did you get that?
EDIT: New version with the hopefully fixed 600AD start has been uploaded.
Also, Rhye did change a fair bit of stuff in the CIV4UnitInfo.xml file, so simply deleting it will cause balance issues. (For one, Jungle will no longer be a barrier.)
Kweeky Aug 17, 2007, 12:10 PM OMHRE!
Yeeeeeeeey! *pounces on Vishaing*
You've made an old man proud :D
I can play BTS now!
Kalimakhus Aug 17, 2007, 01:14 PM Well, I didn't have any XML or whatever problems when I tried it. I didn't patch neither RFC nor BTS (to 3.03).
ecv Aug 17, 2007, 01:25 PM Arrrgh. I updated bts with the new patch and download the new version of epic. But now when i try to start the 600AD scenario (again as germans), the game crashes right after "finishing", ie right before the turn-counter-bar appears.:(
rapiduser Aug 17, 2007, 01:54 PM I have uploaded the Mod for Version BtS-1.05~0.13
to Rapidshare
http://rapidshare.com/files/49603924/RFC_Epic_BtS.zip
Vishaing Aug 17, 2007, 05:57 PM Thanks to Rapiduser for the second download link, it is now included in the first post.
About the 600AD start, I tried the same thing and got the same result (crash after game start but before turn timer.) HOWEVER, I had no problem loading as the Arabians. Probably because they are already spawned. I'm running some tests now. Thus the 600AD start is not completely useless, only mostly useless. Consult Miracle Max.
OMHRE!
O M H R E ?!?
Oh, My, ... Holy Roman Emperor??
I'm the Holy Roman Emperor? Why was I not informed of this?
Man, this is going to make me hated on the CFC forums....
On a related Note, AHHH I've been pounced on!
EDIT: Okay, the 600AD start IS mostly useless it seems. As everything up to France has spawned, but I was not given the opportunity to transfer to the new civs. Unfortunate.
Kweeky Aug 18, 2007, 05:42 PM In the middle of an amazingly great game at the moment!
Only thing I've noticed that is a little strange - and this could very well be normal RFC or standard BTS, but I had Egypt as a vassal for a while, and every single city I founded that wasn't on UK soil, kept wanting to "Rightfully join the Egypt Empire". Thankfully it was just a dialogue box that kept popping up everytime I founded a city and then never asked again, but it was a little strange nonetheless!
lumpthing Aug 20, 2007, 07:31 AM Kweeky, I got that in my last game on nonRFC BtS. I think its something to do with the new liberate option: You can liberate all overseas cities either to a brand new colony or to one of your vassals. Of course it doesnt make any sense that a brand new city would want to join a vassal which has nothing to do with their home civ's culture but there you go.
Vishaing Aug 20, 2007, 09:08 AM Yeah, that sounds like the 'colony' feature of BtS. I Think I might look into disabling the colony feature, as it is mostly useless for Civ.
Actually, I think I'll take a look at redesigning the colony feature so declaring a city a 'colony' just changes the nature of the colony. That was what people originally wanted way back in the days of the Big Old Thread.
Any balance problems? How is the tech pace?
Vishaing Aug 25, 2007, 05:55 PM RFC is Updated!
I have decided now that with the exception of major changes or new features, I will likely be updating RFC Epic semi-independently from Vanilla RFC. The main reason for this is its really difficult to figure out what balance changes in RFC need to be made for RFC Epic.
I do still need feedback however. So post stories about your games!
ecv Aug 26, 2007, 05:33 AM The post 600AD spawn civs, still dont work in the 600AD start. But i guess you know.
Vishaing Aug 26, 2007, 04:52 PM I think I found the problem, Compiling a new dll now. You should all be able to expect a new BtS version of RFC Epic tonight.
New version up. Just uploaded a new BtS version, but the 600AD start should work.
ecv Aug 27, 2007, 11:03 AM Hurray, it works! Thanks:)
tatertot18 Sep 04, 2007, 07:45 PM I seem to be having issues getting this to run. Do I just override the files in Rhye's directory? I tried loading the mod from the BTS main page and all I got was the normal start options.
tatertot18 Sep 06, 2007, 10:49 AM Anybody? I really want to try this!
Vishaing Sep 06, 2007, 11:01 AM Try just unzipping the files from and placing the; "Rhye's and Fall of Civilization Epic" folder into your mod directory. Then load it like a normal mod.
If it doesn't work, make sure you have the latest patch from Firaxis and are using the correct version of the game (Vanilla, Warlords, BtS). If you still only get the errors, try redownloading and reinstalling.
If you STILL get errors, then the version I uploaded is for some as of yet unknown reason not working, and I'll check if the version I have is working, and reupload.
Though, even if you get the normal start options, still try going to 'start scenario' and choosing one of the RFC Scenarios. It should work regardless of what the main screen looks like unless theres an actual code problem with the mod.
Lord Neil Sep 06, 2007, 04:35 PM I will help test this when my computer gets back from the shop:mad: :mad: :mad:
tatertot18 Sep 07, 2007, 07:24 AM Still nothing, I've never had problems with a mod like this before. I reinstalled Civ 4 and both expansions, all patches, and then extracted the epic mod. When I load the mod there is no option on the main menu to play the RFC scenarios, but if I just load BTS then they are there as an option. Any ideas?
ecv Sep 07, 2007, 08:56 AM tatertot18. The normal start options is all you should get, and RFC-bts epic is a seperate mod from "standard" RFC-bts. After loading the RFC-bts epic mod, you simply pick the scenario you wanna play, it will "automatically" be on epic game speed.
tatertot18 Sep 07, 2007, 09:18 AM So I will be playing on random maps? The only maps I can start on are the random maps or the default maps from BTS. I have no option to start the game on the RFC map that comes with the epic mod. I guess I was confused as to what this mod did.
ecv Sep 07, 2007, 09:48 AM No, you will not play on random maps. You will play RFC-bts, with the one exception that the amount of turns have been doubled.
Vishaing Sep 07, 2007, 11:20 AM Okay, go into your Rhye's and Fall of Civilization Epic folder. You should have the following.
Assets
PrivateMaps
RFC_README.pdf
Rhye's and Fall of Civilization Epic.ini
That's what it should be, but I just noticed on mine it says PublicMaps. Try renaming it to PrivateMaps.
Now, on mine it works, so I'm not sure why it doesn't on yours, but this might fix it.
Where exactly did you unzip the files to?
@Lord Neil; great, provide any comments on balance and game speed. Anything you find going too quickly or too slowly, or if hte barbarians are too powerful. This goes for everyone who plays RFC Epic, give me info or I cannot balance the mod.
tatertot18 Sep 07, 2007, 11:54 AM Changing it to PrivateMaps made all the difference! See, I knew it was something more then installing it....Thanks for the help!
Vishaing Sep 07, 2007, 01:54 PM No problem, thanks for reporting the bug.
To everyone else, I'm going to reupload a version with the folder renamed, so no one else has to worry about this problem.
EDIT: new version with renamed folder is uploaded!
Lord Neil Sep 07, 2007, 07:08 PM I just hope my computer gets back from the shop at least playable...
First I brought my computer to the Shop to get a new modem so I can download things like this so I wait about 2 weeks... Then I get it back... They took all virus protection off so I cant even try and see if they fixed modem(Back to square one) So I think o well... I have been Civ less for 2 weeks so I decide to play RFC... alls fine first day so I get up the next morning... load It up... loading screen doesn't appear where it should... I wait about 15 minutes still nothing... I close it... try again... and again... after a few hours of loading different saves one finally loads... I had started as the Chinese then switched to the Russians... turns out I could only load Chinese saves... then I try loading it ingame it works! Im playing as the Russians! The Spanish contact me... and... im deaf... I cant see any words they say... im mute too... I cant say anything!!! So I load it up again... I get about 10 turns in without troubles... then my computer reboots:mad: at this point I was really getting mad... My computer had encoutered a serious error!!! This goes on for about another 3 HOURS!!! then I decide to take out my anger on some lunch :deadhorse: :deadhorse: :D So then I played a game as the portugese... computer crashes a few more times, devolope a loading sequence... lots of minor and SERIOUS error reports... :backstab: red=me blue=computer shop dude
Lord Neil Sep 13, 2007, 06:09 PM Ok im about to download this but im on dial-up so it may take a bit...:(
Lord Neil Sep 14, 2007, 06:30 AM ok i have a problem :( I can load the mod but there are no options to start a game... and when I try to extract RFC.mp3 something pops up and says "bad CRC c10fd899 (should be 510f4f16)" It says I need to download it again to fix it but it took me 8 hours... do u know anything i can do about this? Maybe if you could put that file separate or something:goodjob: it is RFC.mp3
Lord Neil Sep 14, 2007, 04:05 PM Ok I have redownloaded it and extracted it its in my MODS folder i can load that mod but there is no option to play:cry: have spent over 12 hours downloading this and unless you know what is wrong I am not gona try again:(
Vishaing Sep 14, 2007, 04:20 PM okay, check to inside the Mod folder, is there a PrivateMaps or PublicMaps folder. Try making sure its PrivateMaps first, but if that doesn't work try renaming it to the other name.
Lord Neil Sep 15, 2007, 09:49 AM It is private maps...
Vishaing Sep 15, 2007, 11:37 AM I'm sorry, but I have no idea what's going wrong. It downloads and extracts fine on mine. I can't test it in game because I just reformatted and am having trouble getting the time to reinstall cIV.
Are you using Internet Explorer or something along those lines? Because I know IE has trouble downloading large files or files that take a long time to download. If you are using IE, the download is probably getting corrupted from long download times. Unfortunately the only way to fix this would be to downlaod a download manager (there is a good one in Firefox or Opera), and redownload the mod.
Sorry I can't help, but that's all I can think of.
Lord Neil Sep 15, 2007, 12:01 PM I'm using Firefox...
Vishaing Sep 15, 2007, 09:02 PM Okay, I have two ideas that, while crazy, might just be crazy enough to work.
Idea 1: go into the Rhye's and Fall of Civilization Epic folder, and Delete the file called Rhye's and Fall of Civilization Epic.ini. Try running the game, this should let you choose any game option, go to scenarios and try the RFC Epic scenario of your choice.
Idea 2: Does normal RFC work on your computer now?
Lord Neil Sep 15, 2007, 09:39 PM I may try idea 1 tomorrow and yes normal RFC does work currently... Also I cant seem to get the patch 3.07 for RFC either... for the patch, I download, use winzip wizard thing and choose unzip and install then everything just kinda disappears... its odd... im gona try to start anew tommorow by deleting the files and zip files... Im really getting anoyed :mad:
sdLeo Sep 16, 2007, 01:36 PM I download, use winzip wizard thing and choose unzip and install then everything just kinda disappears...
Maybe you should choose to unzip files and folders to desktop (or to any other location you won't forget). Because unzipping/downloading often sends those files to a temp folder somewhere, unless you specify you want it elsewhere. And then good luck finding your downloads and unzips...
sailor Sep 18, 2007, 02:06 PM I have started with France like around 15 times now and have only been able to get Notre Dame 1 time. I always make a bee-line for it but it is usually built before I can even discover my first tech eng. Is it just a problem with epic?
Vishaing Sep 18, 2007, 03:25 PM Is this on 3000BC start of 600AD start?
As far as if it is epic only, I don't know, as I haven't played RFC in forever.
Check the surviving civ's tech level, and let me know if they are very far ahead. This is probably only a RFC Epic thing, and adjusting the tech costs might fix this.
Come on people, this sort of feedback is what I need! I can't balance RFC Epic without it.
sailor Sep 19, 2007, 05:15 AM It is from the 600 AD start but I have saved turn 1 of France when they settle Paris and replay off this. I may just have been unlucky while waiting for France to come about and anouther Civ had some good things happen to it. I will start from scratch (600 AD) now when I replay France and tell you if it was just bad luck, and not needing adjustment.
Also the wow wikki suggests forming a city west of the Rhine to get the iron resource. Was there a iron resource in vanilla RFC and not epic? Or does it want you to raise Bordeuax (sp) and start it one square south?
I love the epic speed of RFC. keep up the good work.
tatertot18 Sep 19, 2007, 06:35 AM My thoughts -
I played a few starts as America from the 600AD start on Monarch difficulty:
From what I gathered, America usually starts a few techs ahead of other Civs to give them room in which to get their economy up and running. The starts I tried had America already behind almost every other nation in the tech race and tech choices of 50-60 turns.
The other major issue I was running into was that North America was already pretty well settled. Germany usually had a city in Texas, Britain had Canada over to Winnipeg, France was dominant in the South all the way to the Rockies. Now I know that there was extensive European settlement at the time, it is pretty hard to found a Civ in this situation, usually only have room for Washington and Chicago, plus the 2-3 East Coast cities that flip.
sailor Sep 19, 2007, 07:37 AM I just started a new game at monarch and 600 AD. I made a hard effort towards Notre Dame and got it this time. There was two wonders discovered before my Dame but maybe my prior save had a civ hard set on notre dame. I also noticed that game plays a lot differently now in my new save. Spain was a butt and settled a city (Leon) near Bodauex (sp) which never occured in my last saved game of 15 attempts of france. I dont mind this because the game isnt as scripted. I think it is fine to change my approach some each time.
Vishaing Sep 19, 2007, 09:00 AM Okay, looks like the techs are too easy to get, I'll scale the research costs up a bit for the next version. How have you noticed your tech speeds?
tatertot18 Sep 19, 2007, 09:39 AM As far as my tech costs go in my current Japan game on Monarch -
Around 1300 I was 6-7 techs ahead of everyone else and my techs were coming in at about 15-20 turns each. I had 3 cities in Japan, 1 in Korea, 2 in Phillipines, and 1 in Okinawa (Naha). I sold 2-3 (we are talking techs like Calendar, Paper, Guilds) to everyone for some easy cash.
Fast forward to 1600, I'm working on Steam Power, my tech times are about the same, maybe a tad quicker, I've snagged 3 cities in China after their collapse also, and suddenly England has Rifling and everyone else grabs Military Science. Seems like the computer does a good job of catching up in the Renissance (which is pretty accurate). But I wonder if they would've gotten up there so quick if I hadn't helped them. Around 1500 none of the European powers had Astronomy so I helped them out so they could get to colonizing.
I hope all of this helps!
sailor Sep 19, 2007, 02:00 PM As France I never lead the tech race. But the tech flow seems about right. I just seemed to had a problem with that intial race to Notre Dame. I am still new into my recent game with france and will tell you how it goes.
Lord Neil Sep 21, 2007, 03:55 PM Ok sorry I havent posted in a bit ive been busy... how do u change the thing about the maps?
Lord Neil Sep 21, 2007, 04:03 PM never mind
Lord Neil Sep 23, 2007, 12:55 PM I fixed it:D
I was putting the file into My Documents instead of Program Files.
Lord Neil Sep 23, 2007, 04:51 PM Ok im playing as the Russian and im on turn 148, 1460 AD
This is how far ahead everyone was in tech when I met them. I met them in the order I list. Anyone else not posted I haven't met yet or i didn't meet for awhile.
0300 Research points behind The Germans
2000 Research points behind The French
7000 Research points behind The Arabians
1000 Research points behind The Vikings
2400 Research points behind The Chinese
6700 Research points behind the Netherlands
5700 Research points behind the Japanese
No one has had a civil war since 600 AD(???suspicious???) and only the Netherlands have been Shaky/Unstable for more than a few turns(The Netherlands???).
By turn 161, 1400 AD Most Civs have Guilds, Civil Service, Paper, and Engineering up on me.
On Turn 178, 1442 AD Germany and Netherlands(Vassal) Declared war on me.
I haven't had any Plagues yet also(???)
Lord Neil Sep 24, 2007, 06:58 PM Still no Plagues
1540 AD-The Arabian Civilization has been destroyed be the Turks
Farm Glitch? Can build farms anywhere. No mention of Irrigation in Civilopedia.
1st Russian UHV doesn't trigger on(or after) 1700 AD.
Years are messed up...? Years are confusing me... can u change it with next version so month doesn't change till it has to? Also I suggest Summer and Fall instead of January and July.
Screenshots of Russian UHV:161027161028
after looking at the screenshots I just realized there has been a plague but It only hit Portugal(or I was sleeping through it) but it didn't hit me...
Vishaing Sep 24, 2007, 07:26 PM Thanks for the tips, I think I will be increasing the tech costs a bit.
What start did you choose?
Finally, how does everyone else feel about the Months/Seasons? If you want seasons, it should be pretty easy to get the functionality I had in Vanilla/Warlords back into BtS.
Has anyone else noticed the plagues acting funky?
tatertot18 Sep 25, 2007, 10:31 AM I've had issues with the plague starting up in a city and then never spreading. I guess the first time I wrote it off to luck, after that I didn't pay attention too much.
Maybe you should leave tech costs alone and just get the plagues going, then we'll see how that affects the research rates.
Lord Neil Sep 25, 2007, 04:43 PM Tech costs seem ok but Im having trouble keeping up in tech... although im the Russians so it may just be that... But the Plague seems like a problem.
I started in 600 AD as the Russians.
tatertot18 Sep 25, 2007, 07:30 PM I'm playing as the Russians too and I'm not having an issue with tech. I built tons of cottages around my 4 starting cities - Moscow, Kiev, St. Petersburg, and Rostov. I try to beeline for techs the AI usually doesn't go for, that way I can trade them for the techs I need. It is about 1550 now and I'm caught up or past everyone except France - they have Liberalism and Nationalism up on me. I just finished Economics first and am going to beeline towards Cossacks.
Lord Neil Sep 27, 2007, 04:12 PM Ya well I don't like cottages much... I use them but I prefer to use farms to get specialists.
Also I think tech costs need to go up because people had electricity in the 1700s.
tatertot18 Sep 27, 2007, 06:09 PM Yes, but toss in a good plague or 2 and we should see some improvement in that.
Vishaing Sep 28, 2007, 09:49 AM Yeah, this weekend I'm going to work on getting the plagues back on line, it should be a simple python fix as plagues aren't ever handled in the dll that I know of.
Has anyone still been playing the Warlords or Vanilla Version? Are there any bugs in those?
tatertot18 Sep 29, 2007, 05:21 AM I was also wondering if anything could be done regarding slavery. On the normal RFC, slavery is a great way to build your empire in the beginning. What I am seeing on the epic mod, though, is that it is not a feasible strategy. Any thoughts on this?
Vishaing Sep 29, 2007, 08:20 AM I probably just need to make the 'slavery-hammers' variable, or something along those lines, slightly larger. I was anticipating this problem. How much weaker is it?
tatertot18 Sep 29, 2007, 09:34 AM Playing as England I would usually whip 3-4 buildings out about every other build, never more then 3-4 pop points. Now even the smallest buildings are about 10 pop points from the start, I never even bother with it. I wouldn't cut it in half, that would be too drastic, maybe a 30-40% reduction and we see how that goes?
Vishaing Sep 29, 2007, 06:08 PM Wow, from 3-4 in vanilla to 10 in epic? That's too much for just the increase in hammer costs of the buildings, perhaps I adjusted the slavery pop-hammer rate in the wrong direction.
I have a temp fix possibly, I want to see which works before I upload a new version, However since I don't have civ4 installed right now (just reformatted) could you test this out.
Here is a .zip with two versions of the CIV4GameSpeedInfo.xml file, place this file into your RFC Epic\Assets\XML\GameInfo folder and tell me which lowers the pop cost to whip and how close the new version is to normal RFC.
161323
sercer88 Sep 30, 2007, 12:52 PM I'm playing the Vanilla RFC epic...but I haven't experienced anything odd yet. Just as a question, though, when does the plague usually hit? It's around 1500 AD in my German game, but the plague hasn't hit yet...
Lord Neil Sep 30, 2007, 02:19 PM I'm playing the Vanilla RFC epic...but I haven't experienced anything odd yet. Just as a question, though, when does the plague usually hit? It's around 1500 AD in my German game, but the plague hasn't hit yet...
It hits the Portuguese but doesn't spread in about 1700 AD.
I caught this looking at a screenshot of the Russian UHV not triggering :lol:
sercer88 Sep 30, 2007, 02:35 PM but, 1700 seems too late...I can't remember when in RL it DID hit, but I'm thinking by 1400 or 1500 AD it should have happened.
Vishaing Sep 30, 2007, 04:56 PM Yeah, the plagues are broken in the latest version. I'll have them fixed soon, though later than I had originally thought as I have another project I need to finish first.
sercer88 Sep 30, 2007, 06:03 PM well, that just happened in the latest game I'm playing...The first few ones I had a bunch of plague...devastating, and normally around the years 1000 AD to approx 1200 AD.
On a separate note: I played as the Aztecs, and captured Tikal and Chichen Izta (the two barb cities on Yucatan peninsula.) Soon afterward, on the IBT, England showed up and declared war and captured those two cities...all in one IBT. I hadn't even met England...how could they have done this???
Do they spawn units in the Yucatan Peninsula???
Vishaing Sep 30, 2007, 09:37 PM Looks like you got hit with the conquerors event, yep. The first Not really old power that makes it to the new world gets a bunch of Units with which they might ruin the day and make all your native american base belong to them.
Someone really should kill me for making that joke...
Good to know the plague isn't completely broken. I'll still hopefully get a chance to look at it sometime tomorrow.
sercer88 Sep 30, 2007, 09:53 PM Looks like you got hit with the conquerors event, yep. The first Not really old power that makes it to the new world gets a bunch of Units with which they might ruin the day and make all your native american base belong to them.
Hmmm, nice way to learn about that event... :rolleyes:
But...It was only, like, 4 units...they killed two in each city, and just barely held on. But yes, it was very annoying... :mad:
Someone really should kill me for making that joke...
:sniper: (you are about right......here)
There! :king:
sercer88 Oct 03, 2007, 10:08 AM Ok, back to my German game I was mentioning earlier: The plague started in the year 1714 AD!!!! Right now, it's 1720 AD, and I've been through 4 golden ages (2 from the buildings... :thumbsup: )
here's a quick questing that I cannot find in the Civilopedia: When do world congresses begin?? Once enough have learned Democracy? (I'm the only one who has...)
sdLeo Oct 03, 2007, 01:20 PM here's a quick questing that I cannot find in the Civilopedia: When do world congresses begin?? Once enough have learned Democracy? (I'm the only one who has...)
The tech is Nationalism, and 3 civs need to have it before the Congress clock starts ticking.
sercer88 Oct 03, 2007, 06:11 PM The tech is Nationalism, and 3 civs need to have it before the Congress clock starts ticking.
Cool! I can hardly wait.
The renaissance age is my favorite: does anyone have any saves around that time that are pretty good games? I only play vanilla...but there can still be good games in vanilla, right?
tatertot18 Oct 04, 2007, 09:27 AM I won't really have a chance to test the new slavery stuff until next week. I work overnights and this is my week on, so not much gaming for me. I'll get back to you Monday or Tuesday though.
Vishaing Oct 05, 2007, 08:37 AM Take your time, with the new patch for RFC I plan on semi rebuilding the Epic mod, since there appear to be some major bugs and they will be easier to simply not get in the mod during a rebuild than hunting them down.
This will push back my update plans as I need to reinstall Civ and the SDK compiler and everything and I'm not looking forward to that.
Zhuge_Liang Oct 10, 2007, 07:26 AM Will Mali be easier in this Epic......
Zhuge_Liang Oct 10, 2007, 11:06 AM You know what? There is a new patch for BTS, the 3.13 and this mod........ isn't syncronized to the patch! It always triggers an error about windows encountering a problem.
HELP HERE!!!
Or still better.......... update this mod.
slaweqq Nov 25, 2007, 11:18 AM can u re-up this mod? only version for vanilla is avaiable on file planet ; /
Depravo Nov 25, 2007, 03:19 PM I would give my mighty right ball for an update to this.
upstart Dec 01, 2007, 06:26 AM I would give my mighty right ball for an update to this.
Same here. Ryes is a great mod and especially great with the last BtS patch, but just moves too fast for my preference for turtle's pace games :D
And is there any plans to combine this with any other mods? Or is RFC++ abandoned? I really just want to see this combined with my other favorite mod, ranged bombardment(now without all the other dale's combat stuff).
Rhye Dec 06, 2007, 12:05 PM I don't think it's abandoned, since Vishaing requested the updated sources
SadoMacho Dec 06, 2007, 12:18 PM long time since I have seen Vishaing posting, so he's still alive...
redazncommieDXP Jan 05, 2008, 02:36 PM What's the word on an update here?
Also, the BtS version is down. Could anyone reupload it?
Vishaing Jan 11, 2008, 12:45 PM Back?
Hello?
Anyone still remember me?
Well regardless, I have a question for people before I work on updating RFC Epic.
Frankly, I miss RFC++. It was a fun mod, but I don't have time, okay that's a lie, I'm really lazy and doing the same update 6 times is simply out of the question for me.
So I'm considering merging the two into RFC EPIC++ or something. (I really should get a better name for the mods).
However I don't want to do this if the overall majority of people who play RFC Epic, (which should be no one given how long its been since I updated it) want the mod to be more like Vanilla RFC.
I am also taking suggestions for which mods to include. I want to do this right.
Currently I am looking at the Mad Nukes Mod by TheLopez, as global thermonuclear warfare is simply to much fun to not have more of. I am also looking at the Influence Driven War mod, as the concept is brilliant, however I want to merge it in such a way that the functions it uses can be engineered to help newly born civs, as I think it would be useful, however that will require a lot of testing.
SO what are people's opinions?
(I'm not going to waste an entire thread on this simple tally)
FOR Merging RFC++ and RFC Epic:
1
AGAINST Merging RFC++ and RFC Epic:
2
EDIT: I wish I could repost the old versions, however my cIV folder where I keep all of this stuff is so convaluted it is scary for me to go into. I will essentially be rebuilding the mod in a cleaner environment and then once I am sure I have everything I need deleting the old folder. Especially since I think the folder is like 20 Gigs in size now (I have a backup of every version of RFC since Vanilla .6 or so).
Lone Wolf Jan 11, 2008, 12:53 PM However I don't want to do this if the overall majority of people who play RFC Epic, (which should be no one given how long its been since I updated it) want the mod to be more like Vanilla RFC.
I do want RFC Epic to be more like Vanilla RFC. I wasn't a fan of most RFC++ thingies...
Depravo Jan 11, 2008, 01:48 PM Welcome back.
kairob Jan 11, 2008, 03:07 PM I loved RFC++ I thought it was brilliant. However RFC Epic interests me as it would finally make playing as the ancient civs fun!
So I am for them merged, but would still play either seporatly.
Wessel V1 Jan 12, 2008, 03:39 AM I can't wait to see the result!
ecv Jan 12, 2008, 07:29 AM I would prefer a vanilla like RFC Epic.
Hitti-Litti Jan 12, 2008, 10:46 AM Is it possible to make some kind of a menu to choose which RFC ++ mods you shall include? That way you could play the normal RFC Epic or RFC Epic ++.
Name suggestions:
- RFC Deluxe
- RFC .feat Vishaing (:D)
- RVFC aka Rhye's and Vishaings Fall of Civilization(if it's okay for Rhye)
lumpthing Jan 12, 2008, 11:58 AM i think you should do whatever is easiest and most motivating for you, you're the one putting in all the hard work after all, and the more motivated you are the more likely we are to get a finished balanced mod mod
Vishaing Jan 12, 2008, 12:08 PM A Menu to choose mod comps would be ideal, but a lot of work. Though, isn't there something like that for the Game of the Month, or one of TheLopez's Mods?
Its been so long since I looked through the normal cIV Modding forum I have no idea where anything is anymore.... :confused:
EDIT: after looking, it seems TheLopez's Great Options Mod might do exactly what I want. I'm going to start taking a look at a Vanilla Version soon.
Hitti-Litti Jan 12, 2008, 12:20 PM Great!
Did you like my name proposals? :D
Edit: Whoops, edited wrong post...
KaiserBenjamin Jan 12, 2008, 12:55 PM Personally I would prefer it without the ++. But it's your mod, you should do what you want.
SadoMacho Jan 12, 2008, 01:20 PM I would like to see a Rhye's and Fall of Civilization: Expansion Pack
A RFC with small changes, and a game play close to the normal RFC
Just some minor mods added like
-sphinx replacement of Stonehenge
-protestantism
-Zoroasterism
-the MAD mod would be nice too
-...
And I'd like them in both normal speed and epic., but one of them will do.
And I'm willing to help with the coding, if I got the time.
PS welcome back, missed you
Vishaing Jan 12, 2008, 01:21 PM I know in theory I should do what I want, but I know the people who are going to get the most out of this aren't me.
On the subject of the Great Options mod, It Appears as though TheLopez only made a Vanilla version of it. I'm going to first try getting it intigrate into the Vanilla RFC Epic version to see if it is even compatible with RFC (there looks like there might be a lot of overlap in the code). If I can get Vanilla Working, I will then look into getting Warlords and Finally BtS up and running.
@Hitti-Litti: I did like the names, but I'm going to wait before renaming my project. Feel free to come up with more though, I could always use the ideas.
sailor Jan 12, 2008, 03:28 PM I LOVED YOUR EPIC RFC AND HAPPY YOU ARE BACK!!
I never played RFC++ but you did a great job in balancing EPIC I think I wouldnt mind having both. I just miss my turtle games.
lumpthing Jan 13, 2008, 05:05 AM okay i think i would prefer epic without the expansions. But that's only because I've never played with the expansions and I'm being risk-averse and worrying that I won't like them.
Silver Jan 13, 2008, 12:29 PM Heyo. I was just trying to find a place to download this mod for BtS, and the link to file planet seems dead. Is there any other location that I can find this mod so I might give it a run? I'll write up any bugs I happen to find and post them here, I promise...
And if it's been removed because you're fixing it, do you have any idea when it might be back up? I'd really *really* like to play it...
Vishaing Jan 13, 2008, 03:01 PM It is indeed currently down. And I do not intend on reuploading until I have fixed it, but I will check around and see if maybe the BtS version is still on my computer, as I plan on uploading Vanilla first, and then Warlords, and then BtS, so it may take a while.
EDIT: I found a version of RFC Epic BtS. I think it is the latest version but I am not sure, I have uploaded it anyways. I think it should work. If not, I am sorry but you're just going to have to wait ;).
Silver Jan 13, 2008, 07:03 PM Hm, unfortunately it doesn't seem to be working, the game crashes right as the mod starts to load. It seems to be based off RFC 1.07
Should you happen to find a newer version, I'd really love to try it out, otherwise thanks for looking.
I would also perhaps encourage working on the BtS version before vanilla and warlords, as it would seem more people would play the former.
Just a thought...
Vishaing Jan 13, 2008, 09:17 PM The Problem with working on a BtS version first is that the mod switcher I am trying to integrate into the mod, TheLopez's Great Options Mod, was never created for BtS or even warlords that I can see. So I intend to merge it for Vanilla to test it to see if it works with RFC, and then go up the ladder redesigning the Great Options Mod for the different versions.
I'm sorry about the BtS version I uploaded not working, its the only one I could find other than a few I knew were far older. It probably isn't updated for the most recent BtS patch. I believe it is for the patch before said most recent one if you really want to play.
FFLaguna Jan 17, 2008, 03:50 PM I'm thoroughly interested in a newly updated Epic version of RFC! :)
ijnavy Jan 22, 2008, 08:28 AM About when will RFC epic be updated?
Vishaing Jan 22, 2008, 05:31 PM The spimlest answer is; I don't know.
I'm working on it though, after a bit of looking it doesn't seem that the Great Options Mod will have any conflicts with RFC (Beyond Compare 2 is the greatest program EVER. Seriously.)
It is with great pleasure that i announce that I have just, for the first time in a few months now, loaded up CodeBlocks, loaded the Civ 4 SDK into, and hit Build*. Hopefully before the night is out I will have a working version of RFC Epic merged with the Great Options Mod to give you guys.
NOTE: this will only be the vanilla version. The Great Options mod only comes in Vanilla Flavour apparently, so I will have to convert it over to Warlords and Beyond the Sword myself. It doesn't look like it will be too difficult, as TheLopez is a genius when it comes to documenting his code, but if I do run into problems it will likely be several days if not weeks before I solve them, as I am not nearly as good of a programmer as I would like, and the SDK is reall complicated. As I said, I am hoping there are no conflicts.
*Story abridged for dramatic purposes, I actually needed to change quite a few settings first ;).
EDIT: So, yeah. When I made the 'by tonight' claim, I hadn't quite looked at the python code for the Great Options Mod. Now, its confusing, even before factoring in that I don't actually understand anything about Python. This may take me a coupe of days.
sailor Jan 23, 2008, 02:31 PM I look forward to the BtS version!!!
Rhye Jan 30, 2008, 06:48 PM hey vishiang, maybe you should wait a couple of more days for my new update, and merge it with the fantastic Beyond Compare ;)
Vishaing Jan 31, 2008, 08:20 AM I think I will, The Great options mod has an insanely complex CustomEventManager.py file. I'm not sure if I will ever be able to merge it. I'm going to keep trying though. But I think I'm going to have to manually check each individual line because the main difference between the two files is you don't tab your code over as far as TheLopez did.
Never fear though, this isn't dead. Its only mostly dead. Consult Miracle Max.
myfamilyguy76 Feb 02, 2008, 10:44 AM filefront is not working just directs me to a comment page
Rhye Feb 05, 2008, 09:36 AM why don't you just drop Great Options Mod if it's causing problems, and just make it as usual
Vishaing Feb 05, 2008, 01:37 PM I'm going to keep tinkering with it, but I have definitely abandoned the idea of merging it any time soon. I'm hoping to have the BtS version of Epic (since that is clearly what most people play) ready for upload by Wednesday at the latest.
I'm sorry to everyone about the download links breaking, that seems to happen after about a month to any filefront upload. I might go looking for a different download manager but it needs to be free.
Though, Rhye, you can upload stuff to the Civ Fanatics database despite being over the 10 Megabyte limit, how is that? or is there no limit anymore and I just didn't wait long enough the last time I tried? DO you need special privileges or something?
Rhye Feb 05, 2008, 01:44 PM yes I've got special privileges.
Hitti-Litti Feb 05, 2008, 01:53 PM Then should Vishaing send his files to Rhye, and Rhye can upload them?
PS. Vishaing, your sig is way too long, I think ye should fix it before moderators find this forum.
Vishaing Feb 05, 2008, 02:47 PM @Rhye Then would you mind if I sent you the files for uploading?
I can write up a blurb for the upload description so you can just copy and paste it in. Is there anything else you would require?
Rhye Feb 05, 2008, 03:17 PM I think I don't have enough space!
How large is it?
Vishaing Feb 05, 2008, 04:56 PM Generally I don't think RFC Epic has even been much larger than normal RFC. It shouldn't be, since the only place I ever added anything was in the CIV4GameSpeed.xml file, (and that was only for Vanilla and Warlords), all of the other places I just doubled/halved the numbers, which while that should increase size slightly, it should be negligible.
If it's too much trouble I can always just upload it to Filefront the way I have been doing.
I haven't actually had time to work on updating yet, I just got back to work, but one of the old RFC Epic versions I have is about the same size as a matching RFC version.
RFC: 67 Mb
RFC EPIC: 69 Mb
This is without compressing the files into a zip, which I would do before I sent them to you.
Rhye Feb 05, 2008, 05:21 PM Vishaing check your PM box
WrathPhoenix Feb 05, 2008, 05:32 PM The link to the warlords version does not work. Redirects you to www.filefront.com. Any chance of updating? I really look forward to downloading.
kairob Feb 11, 2008, 08:56 AM Hi,
Just thought I would ask how this extreemly good minimod is going.
:)
Vishaing Feb 11, 2008, 10:29 PM This extremely good minimod would just have been updated for the BTS version. If you really want to know. I just uploaded it (I'm still using Filefront for right now Rhye).
I only updated BtS right now because I need some testers for the UHV conditions of Egypt and Mali and any others who need to accumulate a certain amount of x by trun y. I cannot simply double the values (although that might work for Egypt with culture, it could be disastrous for Mali with Gold). So i need someone to test things out and see how much of x they can get by turn y on average, and from there I will determine what the new values should be.
I chose BtS because it is what most people have voiced a desire to play, and because it has all of the civs. I will update the others later once I get the information I need, don't worry. ;)
kairob Feb 11, 2008, 11:08 PM AWSOME!!! this is like the best news I have heard so far today. :)
Edit - Downloading now and I just can't wait. I will play both Egypt and Mali for you, but I am not very good as peacful goals so how much gold or culture I can produce might not mean much do you. :)
Edit 2 - the world builder saves are not set to open with rfc epic but to the normal rfc game.
"ModPath=Mods\Rhye's and Fall of Civilization"
Vishaing Feb 12, 2008, 08:45 AM D'OH!
I'll reupload with a fix. If you want to fix it yourself you can open the world builder scenario in notepad and add:
- EPIC
to the Mod Path.
Thanks Kairob!
And don't worry, even if you were the worst player ever we would still need a lower bound :)
Wessel V1 Feb 12, 2008, 09:02 AM I'll take a look too. I downloaded the other version first and finished a monarch game, so I'll take a look at my cultural value and compare it with the new value.
kairob Feb 12, 2008, 10:49 AM I got a mission in the events to build 12 chariots and its kind of distracting me from culture. However it did make me think, are the events easier with the higher spead?
Vishaing Feb 12, 2008, 12:11 PM Probably, at least anything involving building units. Overall with the exception of Settlers I lowered the unit cost. (IE< instead of doubling the cost of units for the new speed I only multiplied the cost by 1.75 instead of 2.00)
I felt this was valid because I do not think I increased the enforced peace period length, so there will likely be more wars, meaning more casualties.
I'll have to take a look at the events, completely forgot they existed.
kairob Feb 12, 2008, 12:48 PM I tried a game as Egypt but in my quest for culture I kind of neglected my armies and when Rome declared war I only had 3 warriors to try and fight them off with! :sad:
I tried a game as rome afterwards and was increadably impressed as I founded Christianity 2 turns after 25bc, which is pretty f*cking close!
I have a new stratagy tips for rome players too, I got open borders with greace and invaded egypt first before invading Carthage by land. Also the Great Wall only protects one continent! :sad:
Vishaing Feb 13, 2008, 07:42 PM Well, keep the reports coming.
What culture had you gotten to?
kairob Feb 13, 2008, 09:45 PM I am not sure, I either get distracted with the military and get very little or I forget about the military completly and get invaded. :( I will have another go and try and make sure I finish though ;). Could you tell me which turns the years represent though? in case I dont have calander as the time...
In the mean time I got a bit distracted making a historical start for the Romans, the civs included are;
The Carthaginian Empire is a large and sprawling trading empire; few troops but a strong navy and possible mercenaries.
Greece represents the loosely aligned city states of the period; with their deadly Phalanxes you will need to be smart and act quickly to overcome them.
Egypt represents the Ptolomy Successor state and has spears from their Greek cousins and Axemen from the south as well as chariots. They too will not be a pushover, owning land in much of the Eastern Mediterranean.
Persia represents the Seleucid Empire, they are not much of a threat despite their size as they are surrounded by enemies and have their own internal problems.
The Mauri Empire in India centred around the Indus is growing into a strong Eastern power.
The Chinese states are feuding amongst themselves and are remaining ignorant of anything West of the Himilayers.
Here is the download;
http://forums.civfanatics.com/uploads/59217/ROME_START.CivBeyondSwordSave
Any advice on city names or things that you think should change would be welcome. :)
p.s. I hope this is ok with you Vishaing...
Talkie_Toaster Feb 14, 2008, 04:45 AM I. Love. You.
Talkie_Toaster Feb 14, 2008, 05:03 AM Uhm...Yeah, noobish question here. When I try to play France the autoloader thing stops at 20 turns remaining. I haven't tried any other countries. Any ideas?
EDIT: This is 600 AD Start.
EDIT EDIT: So I decided to play as Greedce from 3000 AD. They loaded fine, but the year display's wrong. It shows January for each year, next turn it's blank, then february again.
Vishaing Feb 14, 2008, 08:56 AM strange, I'm checking it now.
however I can assure you the game still runs how its supposed to, this is just a bug with the interface.
I haven't tested the 600AD france thing, but the 600AD start always was a little screwy with epic.
EDIT: stranger still, I loaded as the Egyptians from 3000 and gave myself Calendar, no problem.
Very curious.
Vishaing Feb 14, 2008, 09:22 AM EUREKA!
I think I know what the problem is. It doesn't deal with civ, it deals with time increment. I just played a bit as Persia, and after about 5-10 turns I noticed the problem wasn't happening any more, but months were no longer being displayed at all. i think the problem is when the turns go by with a fraction of a year involved the game code doesn't know how to handle the month part, likely as a side effect of Rhye's work with making Calendar display the years.
I won't be able to work on it till I get back from work later today, but i think i know how to fix this.
I still haven't looked at the 600AD start though...
Talkie_Toaster Feb 14, 2008, 10:19 AM I just left America from 3000BC to load all day. It currently shows the year as >3000AD. :P
I realise not many people will use this, so it's not an important bug, but it's still interesting.
Vishaing Feb 16, 2008, 09:29 PM Well that problem was easy, the wrong dates that is. I accidentally had an extra 2 in the CIV4GameSpeedInfos.xml file. I'm uploading a fixed file here, put it in your XML->GameInfo folder to fix that problem.
The date disappearing thing I still haven't fixed.
Is anyone else experiencing it?
FILE: 169502
EDIT: @ Kairob: Feel free to make historical starts. With the longer spawn times of the epic calendar I'm sure they will be more than welcomed.
kairob Feb 16, 2008, 09:46 PM Thanks I might makle another if anyone plays that one ;)
SimonB1er Feb 17, 2008, 05:31 PM Is this version of rfc epic include all the improvement of the last rfc version?(world war etc)
Lord Neil Feb 18, 2008, 07:59 PM I am finally back and I think my computer is finally working like it should:D.
Although through the chaos of my computer being fixed I lost about ten days worth of downloads so I think im gonna find a high speed connection and download everything later.
Vishaing Feb 18, 2008, 08:50 PM This RFC Epic is updated for the latest version of RFC. so It has the world wars.
And its good to be getting my followers back :)
The M'Hael Feb 18, 2008, 09:31 PM This is THE greatest mini-mod for RFC EVER!
Is this a big enough empire?
sercer88 Feb 19, 2008, 10:49 AM Uhhhh...quick question: how come I cannot play an RFC EPIC game :cry: ???
Of course, you need details:
Oh, wait...I'll need the normal game updated to it's latest patch right? Well, I don't want to do that, because when I update normal CIV IV to it's latest patch, it doesn't work any more... is there any way around this?
if it's not that (I doubt it, but here you go anyway,) then here are details:
I start a custom scenario, de-select "time" and "culture" victory conditions, leave everything else the way it was...start the game. After loading, I immediately get the "You have been defeated" balloon, and (of course) in the after game stats and everything, nothing is there because the game didn't even start. (Even if I pick a civ that doesn't start in 3000 bc, I don't have an "auto play turns left: XX" balloon)
ME IS :confused: ... :help:
Vishaing Feb 19, 2008, 05:14 PM You need to update, and remember that this version of RFC Epic is ONLY for Beyond the Sword.
does anyone have any testing info on culture and gold rates and what a good goal for the UHVs are?
Also, is anyone else having the bug where the dates and gold stuff dissappear every other turn?
sercer88 Feb 19, 2008, 06:27 PM ...this version of RFC Epic is ONLY for Beyond the Sword.
...well that sure puts a dent in the probability that my computer can play RFC Epic. :sad:
Ummm, just another question, even though it doesn't matter (maybe it's even more of an observation than a question...) So, BTS uses a world builder save that Vanilla does? I say that because it has the same icon, and name as a vanilla wbs (but, of course, I couldn't open it...)
Is there any chance this will be converted to all expansions of Civ IV?
Vishaing Feb 19, 2008, 07:59 PM Oh yes, RFC Epic will one day be for all Civ versions, just like RFC. However I am planning on balancing the UHVs in BtS and then back porting the mod to the other cIV builds.
It will take a while though.
And the only difference between WB saves is the mod path line and starting turn line for the 600AD start.
You can always open WBS in notepad.
kairob Feb 19, 2008, 08:18 PM I am having difficulty with the 600ad start, it doesnt work for me if I play as civs that dont start straight away. I start immidietly with one settler and a warrior/scout and no techs, whilst china and arabia hit future techs in less than 100 turns. The 3000bc start still works fine though.
Misanthrop Feb 20, 2008, 10:09 AM I am having difficulty with the 600ad start, it doesnt work for me if I play as civs that dont start straight away. I start immidietly with one settler and a warrior/scout and no techs, whilst china and arabia hit future techs in less than 100 turns. The 3000bc start still works fine though.
Same here! With civs not starting straight away I always get the message screen "XX turns remaining" but it won't proceed. And when i hit enter or escape then i start with a settler in stone age.
Lord Neil Feb 20, 2008, 05:46 PM Will I need the normal RFC patch or just this file?
Also any other Mods you suggest I download when I can?
Vishaing Feb 20, 2008, 08:49 PM Just this file, this is a complete mod in and of itself. Just follow the install instructions in the first post.
Don't know about any other mods.
RedRalph Feb 21, 2008, 12:47 PM Same here! With civs not starting straight away I always get the message screen "XX turns remaining" but it won't proceed. And when i hit enter or escape then i start with a settler in stone age.
Ditto, very frustrating
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