View Full Version : Changes you have made to RFC.


smile286
May 27, 2008, 03:05 AM
I mean XML-balance changes. Eg i have:

- Increase cost of some techs: Scientific Method (to prevent early Industrial era), Chemistry (same), Gunpowder (to add more time to use "classical" trebuchets, knights and macemans);
- Edit Madrassa: in my games they give only 10% research, 4 slots for priests and reduced cost to prevent Arabia become a tech leader (which is unhistorical);
- Edit Keshiks: 12 strength to represent the power of Golden Horde.

Sorry for bad English.

Úmarth
May 27, 2008, 04:29 AM
I have the Inquisitor and Zoroastrianism modcomps, I tweaked the religion spread rates so that for example Judaism/Zoroastrianism hardly spreads at all while Christianity and Islam spread very easily and I gave the Mongolians more starting units and strengthened their UP in an attempt to make the spread more rapidly but it didn't really work.

Lone Wolf
May 27, 2008, 04:41 AM
- Edit Madrassa: in my games they give only 10% research, 4 slots for priests and reduced cost to prevent Arabia become a tech leader (which is unhistorical);

Arabia is never a tech leader in my games and it's not that unhistorical anyway.

Personally, I had reduced the Russian UP a bit (I dislike that UP 'cause of its defencive nature - the AI's are already bad at attacking).

Increased the number of free Colonists for European powers.

Increased some stability bonuses, unhistorical expansion is less penalized.

Theodorick
May 27, 2008, 06:10 AM
Fix the obvious foreign stability bug for Egypt.

Disenfrancised
May 27, 2008, 06:48 AM
Removed that mountain in Cuba ;).

Lone Wolf
May 27, 2008, 07:45 AM
Removed that mountain in Cuba

Oh, I think I'll do it too! Careful editing the map - it seems that Egypt, China and India get an extra settler and warrior after every edit... Or it was so in Warlords, I had to delete the lines in the map file.

Theodorick
May 27, 2008, 10:12 AM
Removed that mountain in Cuba ;).

I could never really figure out why there's a mountain there. I'd think at the least there'd be a hill, since that part of Cuba is hilly, but nothing anyone would consider mountainous. Can someone explain why Rhye did this?

There's also a few other strange things in the game considering mountains. For instance it's impossible to make the traditional silk road, because there's no mountain pass in the western Taklamakan Desert. Instead you have to go north, basically skipping right over Kashgar--which is impossible to build. As a result you have a silk road that's longer, harder to build, and less secure than the traditional silk road. If the correct pass and area to build Kashgar was there, the silk road would more likely be built, especially if you were playing China or Persia, and it wouldn't be wrecked constantly as easily by barbarians, and would actually do its part to foster trade between China and the middle east. As for now it's a pain to build, because you have to go more out of you way than you should have to.

Other unusual mountains I have actually removed before are the Appalachians, which should just be all hills, as well as the seemingly randomly placed mountains in northern africa, especially the sahara.

sennomulo
May 27, 2008, 12:52 PM
Another mountain that really irks me is the one in Taiwan. You can build a city there but it won't ever be able to have any production, which considering the number of items I own labeled "Made In Taiwan", seems rather unrealistic.

astrognash
May 27, 2008, 04:19 PM
I got rid of the mountain where Honolulu should be, and the southern one on the big island of Hawaii. I also am working on changing some leader names. If cities have names in the language of their owner, leaders should have names in their language.

Examples:
Asoka->Ashoka
Saladin->Sh'al Adin
Tokugawa->Tokugawa Ieyasu
Peter->Tzar Pyotr

Metal Alloy Man
May 27, 2008, 09:50 PM
- Edit Keshiks: 12 strength to represent the power of Golden Horde.

Hmmm, interesting. Maybe I should try this.:cool:

MrPopov
May 28, 2008, 01:00 AM
I gave Babylon vulture and the bowman UU. I also gave them the Zigg and Garden UBs

I filled in some holes in Japan to give them more land to play with (I don't usually play them so it helps the AI a bit) I cleaned up some marsh around Khmer (again for AI) I cleaned the marsh in Louisiana. I added some oasis for Mali and pre-placed cottages on them. Lots of other map changes that I felt made the game fun too but those are the biggest.

RedRalph
May 28, 2008, 05:34 AM
I have no idea how to do anyhting with XML, but I always thought it would be cool to have a fort appear at Suez and Panama at the appropriate times

onedreamer
May 28, 2008, 06:18 AM
- Edit Madrassa: in my games they give only 10% research, 4 slots for priests and reduced cost to prevent Arabia become a tech leader (which is unhistorical);


many (really many) european middle ages technological advances came from Arabs. If there's a period in RFC where Arabia can get the tech lead is the MA. After that it's unlikely to be a tech leader.

Theodorick
May 28, 2008, 06:21 AM
I have no idea how to do anyhting with XML, but I always thought it would be cool to have a fort appear at Suez and Panama at the appropriate times

That would be a tad useless. The AI often builds the Suez in one form or another--sometimes even as early as 1000BC--and the Panama too if you wait long enough. And if the Panama is never built, it's likely one city built by the Mayans or even Aztecs does the job just as well.

The only canal's that are never built by the AI and would be useful, depending on the game, are:

White Sea-Baltic Canal - It's hard to build, but you'll be able to have a decent navy due to it.
Berlin Canal - Self explanatory, especially useful early, since it's hard to find a decent city to build a navy with early on.
Great Lakes Canal system - Now Chicago can be connected to the ocean, or even Toronto/Ottawa/Montreal if built.

I once even made a huge canal stretching from the black sea all the way to Lake Balkhash, but this was pretty useless, and just for fun.

Dabur
May 31, 2008, 01:24 AM
Hmmm, interesting. Maybe I should try this.:cool:


Hi ,

carefull with that , or the map might be entirly brown , .... :mischief:

now where is my anti mongolian vaccin again :confused:

Have a nice day :)

Lokolus
May 31, 2008, 02:05 AM
Removed some jugles, and replaced Germany with the HRE.

Lone Wolf
May 31, 2008, 06:32 AM
Made Tokugawa a bit less of a turtling isolationist.

Metal Alloy Man
May 31, 2008, 10:59 AM
Replaced Germany with the HRE.

I tried to do this last summer, but all I did was allow everyone to build Lansknechts and Rathauses. Could you please tell me how to do this! I'd be very grateful.:crazyeye:

Metal Alloy Man
May 31, 2008, 11:00 AM
Made Tokugawa a bit less of a turtling isolationist.

How'd you do that cause I'd like to make that change as well.:crazyeye:

Lokolus
May 31, 2008, 11:52 AM
I tried to do this last summer, but all I did was allow everyone to build Lansknechts and Rathauses. Could you please tell me how to do this! I'd be very grateful.
Change "GERMANY" in the WB save to "HOLY ROME".

Lone Wolf
Jun 01, 2008, 03:52 AM
How'd you do that cause I'd like to make that change as well.

The leader parameters are in

Mods\Rhye's and Fall of Civilization\Assets\XML\Civilizations\CIV4LeaderHe adInfos.xml.

Under <Type>LEADER_TOKUGAWA</Type>

I changed the iTechTradeKnownPercent to 80 instead of 100,
HealthBonusRefuseAttitudeThreshold to Annoyed instead of Cautious
iMaxWarDistantPowerRatio to 50 instead of 30
MapRefuseAttitudeThreshold to Cautious instead of Pleased
And OpenBordersRefuseAttitudeThreshold to Cautious instead of Pleased.

He is still an isolationist, only a bit more reasonable one (trades his health resources at Cautious, signs Open Borders at Pleased, trades techs like Stalin).

Althrough it will be interesting to see how Tokugawa will fare with trading parameters of Mansa Musa...

Metal Alloy Man
Jun 01, 2008, 11:29 AM
:) Thank you. :)

Dabur
Jun 01, 2008, 10:43 PM
morning folks ,


hmmmm , Lone Wolf , seems nice , any other civs that could be redone this way ?

so what happens to mister turtle in game ? have you played as his neighbor ?

have a relaxing day :)

Cethegus
Jun 05, 2008, 02:32 PM
The only changes I've done are regarding some leader traits or interests, and even those are restricted to only favourite civics. I can't do much with XML so I'd rather see what others do and then copy their work.

PS: Thanks for the Tokugawa tweak, Lone Wolf.

astrognash
Jun 05, 2008, 03:09 PM
How do you build canals, if it's possible in Vanilla? Do you put a city there, or what?

Aramil799
Jun 05, 2008, 04:38 PM
In Vanilla (and the expansion packs, of course), building a city at an isthmus location (like Panama or Suez) counts as a canal.

Unfortunately, it wasn't added until Warlords or BtS (I forget which, sorry), that the easier canal option of placing a fort to allow ships through was added. This makes it possible to create canals up to 3 tiles long (if you have a city in the middle, with forts on either side), or to place forts as canals in places where cities would be sub-optimal.

astrognash
Jun 05, 2008, 04:53 PM
Hmm... could someone please try to track down the codes for me? You know, the file where that ability is located, if its in Vanilla too, and how I can edit my Vanilla?

SadoMacho
Jun 06, 2008, 04:15 AM
it's only in BtS, I don't think it will be possible in other versions.

Lone Wolf
Jun 20, 2008, 11:44 AM
Hey, I've spent last 20 minutes intergrating Varietas Delectat Mod with RFC. Now I have even more Ethnically Diverse Units!

Does anyone want that? Shall I upload it up somewhere?

Metal Alloy Man
Jun 20, 2008, 11:57 AM
I'd love that Lone Wolf! It'd be awesome if you could upload it.

Lone Wolf
Jun 20, 2008, 12:16 PM
OK, will try to do it tomorrow...

sgrig
Jun 24, 2008, 08:00 AM
The only change I made so far is a small modification to the Finance Advisor screen (the F2 screen). Now it displays the numerical values for stability in each category as well as the numerical value for the total stability. I find with this it is easier to judge which categories really impact your stability. One star on expansion can mean -100, while 5 stars on foreign can be as low as +16.

The zip file contains the CvFinanceAdvisor.py file. If you want to try this, go to \Beyond the Sword\Mods\Rhye's and Fall of Civilization\Assets\Python\screens and back up the original file, and then replace with the new one.

AnotherPacifist
Jun 24, 2008, 01:35 PM
Thank you very much, can't wait to see what a Khmer North America will do to my expansion stability. :lol:

astrognash
Jun 24, 2008, 05:02 PM
Hey, for Vanilla, I changed it so that there need be no space between cities. I'll upload the file now.

181085

You will have to unzip it, of course, and it only works with Vanilla. Once unzipped, put it in:

C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/Mods/Rhye's and Fall of Civilization/Assets/XML

If anyone running Vanilla has any problems working this, let me know, as I may have given you the wrong file.

Metal Alloy Man
Jun 24, 2008, 07:12 PM
I wonder if the AI will start placing some wacky cities. Better watch out Astrognash.

AnotherPacifist
Jun 25, 2008, 10:24 AM
Sgrig I can't thank you enough for your numerical stability mod. If only Rhye will include this in the next patch and/or RFC Random.:goodjob:

Metal Alloy Man
Jun 25, 2008, 10:35 AM
Sgrig I can't thank you enough for your numerical stability mod. If only Rhye will include this in the next patch and/or RFC Random.:goodjob:

I know, it makes the game that more interesting and playable. I sure hope this is included in RFC random.

sgrig
Jun 25, 2008, 07:09 PM
You are welcome guys! I'm glad others are finding it useful too.

Rhye
Jul 01, 2008, 06:53 PM
The only change I made so far is a small modification to the Finance Advisor screen (the F2 screen). Now it displays the numerical values for stability in each category as well as the numerical value for the total stability. I find with this it is easier to judge which categories really impact your stability. One star on expansion can mean -100, while 5 stars on foreign can be as low as +16.

The zip file contains the CvFinanceAdvisor.py file. If you want to try this, go to \Beyond the Sword\Mods\Rhye's and Fall of Civilization\Assets\Python\screens and back up the original file, and then replace with the new one.

If you all really want it, I will include it. I've just polished the interface a bit.

AnotherPacifist
Jul 01, 2008, 07:54 PM
If you all really want it, I will include it. I've just polished the interface a bit.

Yes, by all means!! Everybody vote yes!

blizzrd
Jul 01, 2008, 08:26 PM
Yes
Ja
Oui
Ναι

Sim
Да
نعم
Da
Ano
Kyllä
हाँ
Tak

(Everyone agrees!)

Metal Alloy Man
Jul 01, 2008, 08:58 PM
Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Ye s,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes, Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Yes,Ye s,Yes,Yes,Yes,Yes,Yes,Yes,Yes, Pretty please with something you like on top.

Talkie_Toaster
Jul 02, 2008, 09:44 AM
Ja! JA!
(10chars)

bazooka82
Jul 03, 2008, 02:56 PM
Yes! * 9999999999999999999999999999999999999999999

The Turk
Jul 03, 2008, 05:14 PM
I agree and I think their should be ancient religions (greek, egyptian, mesopatmian, judaism and zorastrian) and then after the founding of of Islam and Christianity let the religions slowly die out like they did in real history, i think rhye should add this system into the next update. I'm fed up of having a jewish greece and egypt!


oh and take away the mountain in cuba it makes settling the island a lot harder to do

Metal Alloy Man
Jul 03, 2008, 08:15 PM
oh and take away the mountain in cuba it makes settling the island a lot harder to do

Ya, last time I checked there wasn't a significantly large mountain in Cuba.

As for the religions system, this is a fault in the civ4 system, not RFC you are talking about. It'd be very hard to implement a system like that due to the civ4 system.

AnotherPacifist
Jul 04, 2008, 01:21 AM
I think he was thinking of the one next to the spice:

blizzrd
Jul 04, 2008, 02:28 AM
I'll go out on a limb here and suggest that Metal Alloy Man was actually referring to the real world and not the RFC map when he posted that statement.

AnotherPacifist
Jul 04, 2008, 08:12 AM
Heck, I play RFC so much I only think of the world in terms of Rhye's map. Hence my misreading of MAM's statement. :lol:

The Turk
Jul 04, 2008, 10:21 AM
yes i was only talking about the map for RFC (obviously!) and since u can't build a city on jungle yet its a real pain in the neck! and i still say their should be ancient religions or someone should make a mod like that:D

Metal Alloy Man
Jul 04, 2008, 11:29 AM
I'll go out on a limb here and suggest that Metal Alloy Man was actually referring to the real world and not the RFC map when he posted that statement.

Thank you blizzrd, I colonize Cuba alot and find this mountain very annoying. My previous statement was ,as blizzrd said, talking about real life.

@The Turk:Have you tried Umarth's modcomp that removes Judaism and adds Zoroastrianism?
Here's the link:http://forums.civfanatics.com/showthread.php?t=257663

Edit: oops you did see it and posted in that thread but this is the closest thing to what your looking for that's avaliable at the moment.

sgrig
Jul 05, 2008, 06:33 PM
If you all really want it, I will include it. I've just polished the interface a bit.

I'll also vote yes on this one. And to be honest I'm quite flattered.

Barak
Jul 05, 2008, 06:39 PM
It would be a great addition Rhye!

Orzio
Jul 05, 2008, 06:58 PM
Yes Yes Yes Yes Yes :D

lumpthing
Jul 06, 2008, 05:53 PM
yes! (don't know much about the mod but I wanted to join the wave of enthusiasm for it)

Rod
Jul 14, 2008, 01:41 AM
I made two changes for the Mercenaries:

1)At first I let them appear in my capital, not in my farthest city.

I believe it is more logical and less annoying. Normally foreign soldiers would head right for the capital in order to meet the person, who has hired them and then to receive their orders. Apart from this it is really annoying when the urgently required Mercs suddenly appear somewhere in the jungles and you need the equivalent of 300 years just to move them to their intented posting.
Your capital is normally well connected, therefore it is much easier to deploy troops from there.

2) I also changed the delay time. Normally Mercs arrive only the next turn, but this is unlogical as well, because no Merc needs 40 years to reach me after I hired them. Therefore Merc now appear in the same turn when they were hired, but have no movement points.

I believe that the fact that they have no movements points is compensating for the extra turn (and btw. in this case Mercs also have to get paid one more round). Still it is a very important change, because the Merc can still defend in this case and can still be deployed on ships and therefore already be on the way to their intended location in the same turn.

lumpthing
Jul 14, 2008, 04:31 AM
I changed Vikings to Scandinavians and English to British

I also changed all the preferred civics to things that reflect the entire civ rather than a particular leader

I added native cities all over the Malay peninsula, as is historically correct.

Metal Alloy Man
Jul 14, 2008, 10:02 AM
@Rod

Rhye's already going to change it so that mercenaries spawn in your capital in the next patch if I'm correct. As for the other two, I'm going to add them to the minor suggestions thread because I think they're worth consideration for the next patch.:goodjob:

The Turk
Jul 14, 2008, 12:27 PM
i actually rather they spawn in the least defended city, because usually when i buy mercanaries i use them to quickly ward of barbs or natives etc. :D

oh and when is rhye's next patch coming out??:confused:

Mowque
Jul 14, 2008, 09:44 PM
well he is going out for a vacation so it will be awhile, not to mention all the work on Random.

Back to the topic.....does anyone else, Connect Japan to the mainland? i find it makes them slighlty more active.

Lone Wolf
Jul 14, 2008, 09:47 PM
Connect Japan to the mainland?

Unhistorical, much?

The Turk
Jul 15, 2008, 11:23 AM
ditto thats the worst plan i have ever heard, maybe they should just start off with more galleys or something

Virdrago
Jul 15, 2008, 05:25 PM
I don't know, I've seen them launch some major attacks on Chinese and Mongolian cities, take them, and hold them! It seems they're the only AI who can do some real damage with amphibious and naval attacks. Of course, it may be because of all their military, sitting on their small island doing nothing for a while. Then they build three or four galleys, and they go on the offensive.

I'd love to see England, the Vikings, Carthage, or even Mongolia try that. Too much land to explore and build on, I expect.

The Turk
Jul 16, 2008, 03:56 PM
One thing which I think should be changed is religion for the Mayans, Aztecs and Inca they should only be Christian or at least the spread of other religions should be very limited, i'm fed up of seeing Muslim Aztecs or something weird like that:mad:. Or maybe, make a Sun God religion for all New World Civs (other than the USA).

AnotherPacifist
Jul 16, 2008, 04:01 PM
Au contraire. I love the fact that the new world civs have no religion, because I try to delay spreading a state religion so that I get several religions for free religion (=happiness, culture and science). If one of them is Christianity for the AP hammers, so much the better.

kbk
Jul 16, 2008, 08:33 PM
I have to agree with AP on this. The Amerindians adopted Christianity after much proselytizing of christian missionaries. Why shouldn't other religions have that option if they reach the Americas first?

ADP101
Jul 17, 2008, 12:03 PM
although i dont have my cpu on which i have CIV IV installed as soon as i get it back, im gonna

1. increase mongol power, with more powerful keshiks, more of them at start, and (find a way) to give them a slight stability helper

2. give china a stability helper, one of the longest lasting civs in teh world should not have to colase to often

3. Give india a stability helper, same reasons as china

4. make japan a bit more open so it does stuff throughout the game and doesnt just waste the worlds space

5. Make america way more stronger by giving it more units at start and better starting techs (whenever america spawns its WAY behind in technology, making it an easier vasalazing target for europeons)

6. Give europeons more settlers

7. Give rome a stability helper, give em more starting units and more setlers.

8. Make Arabia more agressive and expansive, give it more starting units, settlers and increase power of their special building and UP.

9. Give greece a huge stability helper (they always fail) give em more settlers, starting units, more gold and like make em not build sparta cuz it always gets in the way of Athens

10. EUROPEON WARS!! add the protestent/catholic mod. i want to see more wars in europe.

11. Give Bonuses to Maya and Aztecs (stability helper, more units and whatnot)

12. Stronger Germany

13. Also Vikings never do anything like japan, i want to make them more agressive and expansive

Panopticon
Jul 17, 2008, 02:58 PM
1. I enjoyed changing RFC so much that I wrote a mod for it.
2. I changed the name of the independent city Pagan to Dagon (later Yangon, later Rangoon, and now Yangon again if you think the Burmese/Myanmar junta is a legitimate government).
3. I modded CityNameManager.py quite comprehensively to include colonial names for Mbanza Kongo, Mombasa, Yangon among others, and also to include additional conquest-related names for the cities in the Russian/German frontier like Klaipeda and Warsaw.

The Q-Meister
Jul 18, 2008, 05:46 PM
I have tinkered with the science part of the game, basically making the following techs more expensive:

Gunpowder
Rifling
Military Tradition
Assembly Line

I am going to go back and decrease the cost for Gunpowder but after playing 1 game with the changes I am pleasantly surprised!

I no longer see Riflemen in the 1600s; I have great wooden ship battles in the 1700s and 1800s so it actually now makes sense to build wooden navies (whereas before ironclads and destroyers would make them obsolete so quickly it wouldn't make much sense to build them en mass)

Cuirassers actually have some lasting value, Infantrymen are generally in the 20th century where they belong (I've seen them in the 1800s and even 1700s in some games)

In short, I'm very pleased with the results...like I said I will go back and make gunpowder come out a bit earlier than it did (1500s-1600s) but if you ask me, I'd rather get the chance to really savor each historical epoch than always feeling that everything I build has become obsolete within a matter of 10 turns.

The Q-Meister
Jul 18, 2008, 06:09 PM
1. increase mongol power, with more powerful keshiks, more of them at start, and (find a way) to give them a slight stability helper

2. give china a stability helper, one of the longest lasting civs in teh world should not have to colase to often

3. Give india a stability helper, same reasons as china

4. make japan a bit more open so it does stuff throughout the game and doesnt just waste the worlds space

5. Make america way more stronger by giving it more units at start and better starting techs (whenever america spawns its WAY behind in technology, making it an easier vasalazing target for europeons)

6. Give europeons more settlers

7. Give rome a stability helper, give em more starting units and more setlers.

8. Make Arabia more agressive and expansive, give it more starting units, settlers and increase power of their special building and UP.

9. Give greece a huge stability helper (they always fail) give em more settlers, starting units, more gold and like make em not build sparta cuz it always gets in the way of Athens

10. EUROPEON WARS!! add the protestent/catholic mod. i want to see more wars in europe.

11. Give Bonuses to Maya and Aztecs (stability helper, more units and whatnot)

12. Stronger Germany

13. Also Vikings never do anything like japan, i want to make them more agressive and expansive

1. Agreed.
2. Well, recall that China had many warring clans/dynasties throughout its history, was successfully invaded by the Mongols, exploited by the Europeans, invaded again by the Japanese so it shouldn't be 'rock solid' and Rhye has made improvements towards it so I would actually say its OK right now. Perhaps certain collapses could be interpreted as a rival dynasty overtaking the current one.

3.Same situation as above: India was not always a unified country, warred within itself and since this is hard to implement in RFC a few collapses are not unwarranted. Again Rhye has modified this a bit so they do not collapse as often as they did before.

4. Hear Hear! Agree strongly! Japan had its period of isolatation but in modern times became very aggressive economically and this isn't really represented in the game.

5. America already is very strong; has immense resources that should be able to out-produce any civ in the world. If the AI-America is not strong it's either due to 1. powerful Euro neighbors that reacted different that they did historically or 2. A poor AI

6. Not sure what you mean by needing 'more settlers.' Euro civs are fully capably of making more if need be and besides, their homelands are (with the exception of Russia) not very big to begin with.

7. Disagree. In fact, I think Rome is TOO stable and far too often is a major player deep into the medieval/renaissasnce eras. In the classical era, Rome (if played correctly) is a powerhouse and the strongest civ in the Mediterreanen by far, as it should be.

8. Hear Hear! Unfortunately though, many (including myself) has requested just that but apparently Rhye has done everything to make AI Arabia more aggressive to no avail. :(

9. Again, Greece should fall in most games. After being conquered by Rome they were basically part of someone else's empire (Romans, Byzantines, Ottomans) for centuries. Did not achieve modern independence until the 1800s so no don't see the need for a major stability booster.

Civs collapsing is not necessarily a bad thing as it is part of history and thus why the FALL part is included in "Rhye's and Fall of Civilizations"

10. That would be very interesting; only problem is that the Euro homelands are so small that losing only 1 city in most cases would put the civ on the brink of collapse. Sounds like an excellent idea for the Rhye's and Fall of Europe people.

11. Nah, they should collapse.

12. Germany is strong enough. Maybe too strong. Awesome production, one of the best UPs, expanded spawn area...

13. I think the Vikings are done pretty accurately...could be a bit more aggressive, especially with their navies.

kbk
Jul 18, 2008, 07:41 PM
13. I think the Vikings are done pretty accurately...could be a bit more aggressive, especially with their navies.

Interestingly, in my Russian Emperor game that I'm currently playing the Vikings vassalized Aztec, Inca, and America. They also collapsed Germany with the help of the Turks.

djenghis
Jul 20, 2008, 03:42 AM
Is there any way i can mod the game so as to my Roman empire doesn't collapse everytime?
I want my stability to be at maximum throughout the game, no matter of my actions. I do like the instability with the other civs, as it makes it all a bit more realistic.

blizzrd
Jul 20, 2008, 06:01 AM
I want my stability to be at maximum throughout the game, no matter of my actions. I do like the instability with the other civs, as it makes it all a bit more realistic.

Irony? :goodjob: :lol:

Cethegus
Jul 20, 2008, 07:40 AM
Most I'd want would be to make the world map a little bit more realistic (no mountains in Cuba, Taiwan or North Sahara where they don't belong), tweak the stability and "historical" modifiers a bit as well as some research rates. On top of that, some civilization tweakings and maybe Zoroastrinism (or some other ancient world religion) in place of Judaism in my games. Haven't tried out the Judaism replacement mod yet, I have to give it a try sometime soon.

The Turk
Jul 20, 2008, 07:45 AM
Most I'd want would be to make the world map a little bit more realistic (no mountains in Cuba, Taiwan or North Sahara where they don't belong), tweak the stability and "historical" modifiers a bit as well as some research rates. On top of that, some civilization tweakings and maybe Zoroastrinism (or some other ancient world religion) in place of Judaism in my games. Haven't tried out the Judaism replacement mod yet, I have to give it a try sometime soon.

I agree with everything he said, whats up with the mountains everywhere??

Cethegus
Jul 20, 2008, 12:13 PM
I made two changes for the Mercenaries:

1)At first I let them appear in my capital, not in my farthest city.

I believe it is more logical and less annoying. Normally foreign soldiers would head right for the capital in order to meet the person, who has hired them and then to receive their orders. Apart from this it is really annoying when the urgently required Mercs suddenly appear somewhere in the jungles and you need the equivalent of 300 years just to move them to their intented posting.
Your capital is normally well connected, therefore it is much easier to deploy troops from there.

2) I also changed the delay time. Normally Mercs arrive only the next turn, but this is unlogical as well, because no Merc needs 40 years to reach me after I hired them. Therefore Merc now appear in the same turn when they were hired, but have no movement points.

I believe that the fact that they have no movements points is compensating for the extra turn (and btw. in this case Mercs also have to get paid one more round). Still it is a very important change, because the Merc can still defend in this case and can still be deployed on ships and therefore already be on the way to their intended location in the same turn.

I like these ideas. Too often do I have to ship my newly bought mercenaries from Ciudad de Mexico to my warring Iberia to battle France.

Wessel V1
Jul 20, 2008, 01:34 PM
I agree with everything he said, whats up with the mountains everywhere??

The mountains north of the sahara are rather tall: over 10,000 feet. I agree with the other mountains though. http://en.wikipedia.org/wiki/Atlas_mountains

Personally, I have changed the Dutch name of Hamburg (Hamborg) to Hamburg. Only in Low Saxon it's called Hamborg, but in Dutch it's Hamburg. Other examples are Valkenburg, Fort Vredeburg, Middelburg, Tilburg.

Theodorick
Jul 20, 2008, 03:40 PM
The mountains north of the sahara are rather tall: over 10,000 feet. I agree with the other mountains though. http://en.wikipedia.org/wiki/Atlas_mountains

Personally, I have changed the Dutch name of Hamburg (Hamborg) to Hamburg. Only in Low Saxon it's called Hamborg, but in Dutch it's Hamburg. Other examples are Valkenburg, Fort Vredeburg, Middelburg, Tilburg.

I agree that the Atlas Mountains should stay, though there are a lot of other strange mountains that should really go.

And what do you think on German Wien? I've always changed it to Vienna later on because I like making Vienna an important cultural city--not really important strategy wise, but I like RPing a bit--but it just doesn't feel right if it's going by its German name. Other names I think should change are basically all of the Roman cities to Italian names at some point, but I think that's just me.

djenghis
Jul 21, 2008, 01:45 AM
Irony? :goodjob: :lol:

euhm, no. I really find it annoying when i have worked for an entire week to build an empire and then everytime see it collapse, because i conquered more territory then the Romans did in reality. I would like to be able to conquer the entire world as the Romans. How could this stability be modded that i remain solid or even very solid?

Thanks

blizzrd
Jul 21, 2008, 03:48 AM
The irony is that you are happy for other civs to collapse but you want to cheat to break the game mechanics and turn off your own stability.

If you do a search of this forum you'll find others who have asked the same question and been given options on how to cheat the stability system. I don't have much time for cheating the game so I don't have the time to provide a link. In your own time though I'm sure you can find it.

Rod
Jul 28, 2008, 03:10 AM
I like these ideas. Too often do I have to ship my newly bought mercenaries from Ciudad de Mexico to my warring Iberia to battle France.

You find everything you need in
\Rhye's and Fall of Civilization\Assets\Python\MercenaryUtils\Mercenar yUtils.py

just change

g_strMercenaryStartingLocation = "Civilization Edge"
to
g_strMercenaryStartingLocation = "Capital City"

and

g_bDelayMercenaryPlacement = true

to

g_bDelayMercenaryPlacement = false

beak
Jul 28, 2008, 04:57 AM
hi guys, how do i turn off the spaceship/space race in the bts version ? find it distracts from my later years wars :)


btw, first post in the 7 years since i joined this forum !

bazooka82
Jul 28, 2008, 03:22 PM
set nocustomscenario=0
Open up rfc in custom scenario and uncheck space race victory

beak
Jul 28, 2008, 03:32 PM
set nocustomscenario=0
Open up rfc in custom scenario and uncheck space race victory

thanks, no way to remove it from the mod as standard ?

what file is this in ?

bazooka82
Jul 28, 2008, 06:36 PM
You can only do it in custom, sorry.
Its in the .ini file located in the mod folder (blah blah blah/Civ4/Beyond the Sword/mods/Rhye's and Fall of Civilization)

beak
Jul 29, 2008, 02:47 PM
You can only do it in custom, sorry.
Its in the .ini file located in the mod folder (blah blah blah/Civ4/Beyond the Sword/mods/Rhye's and Fall of Civilization)


thanks !!!

The Turk
Aug 01, 2008, 11:14 AM
Does anybody know how I can make Hattusas an Independent city, because historically the Hittits were not really barbarians, and it would give another premade city to the Turks

Cethegus
Aug 01, 2008, 02:00 PM
You find everything you need in
\Rhye's and Fall of Civilization\Assets\Python\MercenaryUtils\Mercenar yUtils.py

just change

g_strMercenaryStartingLocation = "Civilization Edge"
to
g_strMercenaryStartingLocation = "Capital City"

and

g_bDelayMercenaryPlacement = true

to

g_bDelayMercenaryPlacement = false

Thanks a lot!

The Turk
Aug 01, 2008, 03:23 PM
Two Questions:

1. How do you change Hattusas to a independent country?

2. Is their a way to make mercenaries come to the city you want them to come to?

Opferlamm
Aug 01, 2008, 05:34 PM
I updated the CVFinanceAdvisor.py in \Assets\Python\screens with the one from RFC:RAND, now I have those nice figures in the normal RFC

The Turk
Aug 01, 2008, 06:57 PM
I updated the CVFinanceAdvisor.py in \Assets\Python\screens with the one from RFC:RAND, now I have those nice figures in the normal RFC

HOW DID YOU DO THAT!!!:D

MrPopov
Aug 03, 2008, 12:57 AM
Is it a simple copy/paste the file?

Greeneyedzombie
Aug 24, 2008, 04:08 AM
I have tinkered with the science part of the game, basically making the following techs more expensive:

Gunpowder
Rifling
Military Tradition
Assembly Line



Where can you change those values, and wich values did you use?

Cethegus
Aug 24, 2008, 01:03 PM
I tried replacing Germany with Holy Rome to no avail. I replaced the GERMANY part in the WB saves with both "HOLY_ROME" and "HOLY ROME", only to make Germany non-available for player. Anything I can do to bring HRE in to this mod?


EDIT: Never mind, I managed to it. Just replaced the German UU and UB with their Holy Roman counterparts.


For anyone else who wants to do it, just go to XML\Civilizations/CIV4CivilizationInfos and replace
<Buildings>
<Building>
<BuildingClassType>BUILDINGCLASS_FACTORY</BuildingClassType>
<BuildingType>BUILDING_GERMAN_ASSEMBLY_PLANT</BuildingType>
</Building>
</Buildings>
<Units>
<Unit>
<UnitClassType>UNITCLASS_TANK</UnitClassType>
<UnitType>UNIT_GERMAN_PANZER</UnitType>
</Unit>
with
<Buildings>
<Building>
<BuildingClassType>BUILDINGCLASS_COURTHOUSE</BuildingClassType>
<BuildingType>BUILDING_HOLY_ROMAN_RATHAUS</BuildingType>
</Building>
</Buildings>
<Units>
<Unit>
<UnitClassType>UNITCLASS_PIKEMAN</UnitClassType>
<UnitType>UNIT_HOLY_ROMAN_LANDSKNECHT</UnitType>
</Unit>

Editing the Worldbuilder saves didn't work for me. I managed to make the Civ playable (the magic word was "HOLY_ROMAN"), but the civilization had XXX starting year, XXX UP and XXX UHV conditions, so it didn't help me at all. The way it is now, my German empire can now grow as the medieval superpower it was.

Metal Alloy Man
Aug 25, 2008, 10:14 AM
Beware though, your unique unit will still be avaliable for hire as a Mercenary.

Cethegus
Aug 26, 2008, 02:50 AM
That doesn't worry me. :P Landsknechts are useful, although very troubling to get. Might as well be available as mercenaries, too. :)

Jinnai
Aug 26, 2008, 01:40 PM
Most I'd want would be to make the world map a little bit more realistic (no mountains in Cuba, Taiwan or North Sahara where they don't belong),I think the mountain in Taiwan is suppose to represent the need of Taiwan to basically import food and water, ie they had almost no farmable land as it is just rocky which is why Qing almost let the remnant Ming dynasty stay there. Only it's strategic importance (later seen by the English) made it viable. The others i'm not sure.

Cethegus
Aug 27, 2008, 02:29 PM
I think the mountain in Taiwan is suppose to represent the need of Taiwan to basically import food and water, ie they had almost no farmable land as it is just rocky which is why Qing almost let the remnant Ming dynasty stay there. Only it's strategic importance (later seen by the English) made it viable. The others i'm not sure.

Too bad only little of that could be transferred directly into gameplay.

wolfigor
Aug 28, 2008, 08:55 AM
I made some changes to stability.py:
Expansion civics (apart from commonwealth) a little bit more effective (e.g. more stability points).
Decreased the anarchy penalty to match golden-age.
Decreased the penalty due to recession

In a nutshell it's a bit easier to switch expansion civic to match the "mood" of your strategy.
The numbers have not been changed too much, just a little bit.

Jinnai
Aug 28, 2008, 08:58 AM
Too bad only little of that could be transferred directly into gameplay.
That's why I believe there was a mountain. Easiest way to impliment a barren wasteland that even modern agriculture can't fix (unlike deserts)

Cethegus
Aug 28, 2008, 01:38 PM
That's why I believe there was a mountain. Easiest way to impliment a barren wasteland that even modern agriculture can't fix (unlike deserts)

I guess you have a point... even with hilly plains, you could build a windmill there. Although who in their right mind would do that, they get enough food from the sea as it is while production is another issue.

The Turk
Aug 29, 2008, 06:47 AM
Right now the Indian Civilization starts in norther india, but indian civilzation really started more to the west in modern day Pakistan on the Indus River with the city of Harrapa and Mahenjo-Daro. Therefore I propose that on the 8000BC start it starts On the Indus River and in the 600 AD start its capital is placed in delhi (like it would be now).

NerfCothons
Sep 01, 2008, 01:35 PM
I must say the fact that the clams next to Corsica/Sardinia require you to build a city there bothers me to no end. I move them closer to southern Italy (but not in Rome's radius) to bolster whatever city goes there. This I will admit is biased because I plan on having a city there. Moving it closer to Spain is probably the fairer move :p.

I also throw Mali a bone and turn Lagos into a place where you could actually found a city, and give them a fish resource. It is a modern megacity after all.

kairob
Sep 01, 2008, 01:42 PM
I agree about the Indus, it should be really fertile, especially in the mouth of a river. In a previous thread I have made the argument for floodplains their.

Also about taiwan, I have already changed that to a plains hill in my game, give taiwan some production

The Turk
Sep 06, 2008, 09:36 PM
also for the Chinese, Beijing wasen't the capital unitl much much later it was Anyang which was the first capital of the Shang Dynasty, but in the 600 AD start I guess Beijing could be the capital.

Cosmos1985
Sep 19, 2008, 11:41 PM
Reading through the forums I once saw the demigod explain how the plague can be "turned off" - can anybody tell me how that is done? I tried searching, but couldn't locate the thread again. Thanks in advance :)

Lone Wolf
Sep 20, 2008, 06:40 AM
Here it is, in attachments, unzip that Python file to Your Civ4 directory\Beyond the Sword\Mods\Rhye's and Fall of Civilization\Assets\Python.

BTW, in the Russian Civilization site most people play without plagues. ;)

Cethegus
Oct 11, 2008, 07:09 AM
I'm currently trying to modify the civics a bit and I'm having a problem. While I understand all the basic mechanics and all, I can't figure out by myself what to do to rename Representation as Parliamentarism. I set its enabling tech to be Guilds rather than Constitution for now (so it doesn't obsoletisize instantly) but I don't think medieval representation should actually be called "Representation". I guess I could leave it as it is but I want to see which of the two works best. Anyone willing to give me a hint towards how to rename a civic in a mod?

Lone Wolf
Oct 11, 2008, 07:40 AM
It seems that you have to include something like

<TEXT>
<Tag>TXT_KEY_CIVIC_REPRESENTATION</Tag>
<English>Parlamentarism</English>
<French>
<Text>Représentation</Text>
</French>
<German>
<Text>Representation</Text>
</German>
<Italian>
<Text>Rappresentanza</Text>
</Italian>
<Spanish>
<Text>Representatividad</Text>
</Spanish>
</TEXT>

In

Rhye's and Fall of Civilization\Assets\XML\Text\Civ4GameText_RFCCivic s.xml,

between some other texts like that.

Cethegus
Oct 11, 2008, 11:25 AM
Thanks for the quick reply. :P I think I can handle all the rest myself. I'm not very good at XML but I do understand something of it. Exactly what goes where is what gives me trouble sometimes. :P

Cethegus
Oct 13, 2008, 02:53 AM
I have a question about the WeLoveKing-parts in Government civics...

I don't understand how one modifies them. I went to the appropriate Civics.xml file in Assets->XML->GameInfo->Civ4CivicInfos and took a look around. I saw the WeLoveKing parts in the modern civics and now I wonder. How do I change what they celebrate? There is _Despot, _Monarch, _Prime_Minister etc., do I just change the last world to my liking? For example, WE_LOVE_SENATE?

I'm sorry for asking so much about this. I'm just a little baffled because I couldn't find appropriate piece of information in any other files and I'm not sure is the system so bendable on this issue. Do I just change the last word to my liking in the WeLoveKing-part in XML or do I need to modify it somewhere else too?

Lone Wolf
Oct 13, 2008, 04:57 AM
There is _Despot, _Monarch, _Prime_Minister etc., do I just change the last world to my liking? For example, WE_LOVE_SENATE?

Oh, no. You do need to change it to WE_LOVE_SENATE or something, but if you do only that, you'll get the code directly on the screen (Moscow celebrates WE_LOVE_SENATE day!) Althrough, if you are not interested in multilanguage support of your changes, you can just write your Senate stuff directly in the code, like that:

<WeLoveTheKing>We love the Senate</WeLoveTheKing>

But if you do need the multilanguage support, go to Rhye's and Fall of Civilization\Assets\XML\Text\CIV4GameText_RFCBTS.x ml

And add something like:

<TEXT>
<Tag>TXT_KEY_WE_LOVE_SENATE</Tag>
<English>blablabla</English>
<French>blablabla</French>
<German>blablabla</German>
<Italian>blablabla</Italian>
<Spanish>blablabla</Spanish>
</TEXT>

After the text which deals with Otto I.

lumpthing
Oct 13, 2008, 05:48 AM
Another mountain that really irks me is the one in Taiwan. You can build a city there but it won't ever be able to have any production, which considering the number of items I own labeled "Made In Taiwan", seems rather unrealistic.

Well let's be honest, that has more to do with civ's primitive economic model, where raw material can't be moved about, then whether taiwan has mountains or not.

Cethegus
Oct 13, 2008, 06:50 AM
Oh, no. You do need to change it to WE_LOVE_SENATE or something, but if you do only that, you'll get the code directly on the screen (Moscow celebrates WE_LOVE_SENATE day!) Althrough, if you are not interested in multilanguage support of your changes, you can just write your Senate stuff directly in the code, like that:

<WeLoveTheKing>We love the Senate</WeLoveTheKing>

But if you do need the multilanguage support, go to Rhye's and Fall of Civilization\Assets\XML\Text\CIV4GameText_RFCBTS.x ml

And add something like:

<TEXT>
<Tag>TXT_KEY_WE_LOVE_SENATE</Tag>
<English>blablabla</English>
<French>blablabla</French>
<German>blablabla</German>
<Italian>blablabla</Italian>
<Spanish>blablabla</Spanish>
</TEXT>

After the text which deals with Otto I.

Thanks. That ought to do it.
What a great XML wizard I am, asking whatever I need to do next all the time.

The_Stranger1
Oct 19, 2008, 12:32 AM
Hi there,

I remember reading, though I can't find it now, that someone reduced the research penalty for larger civilizations. Could someone explain to me how this is done?

Also, from Lone Wolf: "Increased some stability bonuses, unhistorical expansion is less penalized."

Could you send me the file in which you made these changes?

And, lastly! :) I'm trying to add unique units and buildings from non used civs (i.e. Korea) to existing Civs. I thought it was a matter of simply switching the unitinfos and civinfos xml files, but it seems not. I've got Lone Wolf's Varias Delectat mod installed--do I need to make changes there as well?

Thanks for any help

Cethegus
Oct 19, 2008, 01:05 PM
As far as I know you only need to go to RFC -> Assets -> XML -> Civilizations -> CivilizationInfo and then edit the select few lines you need to. If we were to exchange the German UU from Panzer to Landsknecht, we'd be replacing the following:

<Units>
<Unit>
<UnitClassType>UNITCLASS_TANK</UnitClassType>
<UnitType>UNIT_GERMAN_PANZER</UnitType>
</Unit>
</Units>
with:

<Units>
<Unit>
<UnitClassType>UNITCLASS_PIKEMAN</UnitClassType>
<UnitType>UNIT_HOLY_ROMAN_LANDSKNECHT</UnitType>
</Unit>
</Units>
under the German info. It should work that way. In case it doesn't, feel free to ask for advice.

The_Stranger1
Oct 19, 2008, 03:19 PM
Hi Cethegus,

and thank you :)

I wondering if it's possible to add anther unique unit to the Germans without replacing the Panzer--so that they have two?

EDIT-It seems I have to change the module for the mod too...I'll try that.

Cethegus
Oct 19, 2008, 04:39 PM
It's actually very easy. Just add essentially the same thing after it with different names. Sound confusing? I'll give you an example.

Let's make the Germans have both Panzer and Landsknecht. Here, you have the CivilizationInfo.xml. You browse down and come across the info about the Germans. Browse down some more and you'll see the <Units> info. Now, let's experiment...


<Units>
<Unit>
<UnitClassType>UNITCLASS_TANK</UnitClassType>
<UnitType>UNIT_GERMAN_PANZER</UnitType>
</Unit>
</Units>


See those bolded parts in the quote screen? In XML language (that little that I know) it creates a folder inside the file within which the information will modify the civilization's unique unit properties. In this case, between the two bolds is added a replacement for the typical Tank. If we intend to add the UU Landsknecht after the Panzer, we just add another <Unit> </Unit> entry between the the <Units> and </Units> tags. Now, it'd look like something like this...


<Units>
<Unit>
<UnitClassType>UNITCLASS_TANK</UnitClassType>
<UnitType>UNIT_GERMAN_PANZER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_PIKEMAN</UnitClassType>
<UnitType>UNIT_HOLY_ROMAN_LANDSKNECHT</UnitType>
</Unit>
</Units>


The info in bold is what I added after the Panzer entry. Notice how for each unit you add you need to have seperate <Unit> tags that must both start and end and be positioned between the <Units> </Units> tags, which help the system categorize each civilization's unit information as it needs to. Anyway, in this example, you must also take into consideration what unit class the new UU is going to be. Landsknecht replaces Pikeman in the regular game, so of course its unit class is Pikeman. Hwacha (Korean UU) replaces Catapult so its unit class is Catapult and so on...

And the UU's name itself, realize that it needs to have the civilization's civil adjective before its actual name. Holy Roman Landsknecht needs to be called exactly that, HOLY_ROMAN_LANDSKNECHT. GERMAN_LANDSKNECHT or HOLY_ROME_LANDSKNECHT won't do, it needs to be exactly the right name. However, the pattern is easily understood (civil adjective + unit name) so that's hardly a problem. What's important is fitting all this between the <Unit> </Unit> tags, which in turn must be fit between the <Units> </Units> tags.

Also remember, all the letters that I wrote as capital letters must remain capital letters and all the underlines (_) I wrote as underlines must remain exactly that. No spaces, no dots, no commas, just underlines. They're important when seperating pieces of text from one another. Nothing else matters as much as the last thing I said. Keep that in mind, hope that helped.

The_Stranger1
Oct 19, 2008, 05:20 PM
Your instructions work very well, thank you :)

I had to change the civinfos information in the modular directory too, but that was easy.

Cheers

eris23
Oct 20, 2008, 04:55 AM
yeah, i did that too...also added the rathaus.

so...i ve been asking around pretty much everywhere, but never got a response to it, how would i go about changing radius of workable plots for a city (which is what i would have done if i d know how). i really liked having a radius of 3 as experienced in the world of civ, gives you much more freedom in placing your cities. since i usually always try to get the maximum out of a city there are often some (minor, i.e. without boni) tiles left unreached by any city. which i dislike...seems like a waste to me.

Cethegus
Oct 20, 2008, 05:56 AM
I don't know how to help you with that. I'm trying to figure out how to set the Egyptians to spawn one tile to the north with little luck. I'm sure it has something to do with the Python files but so far I've been short of luck figuring it out.

smile286
Oct 21, 2008, 01:17 AM
OK. I've tried some games without plagues and what can I say... it's more interesting!! More wars, more colonies, more interest. You should try it :)

Cethegus
Oct 21, 2008, 01:59 AM
OK. I've tried some games without plagues and what can I say... it's more interesting!! More wars, more colonies, more interest. You should try it :)

Sure thing. :p If it works that well, I'm installing it right away.

Lone Wolf
Oct 21, 2008, 02:48 AM
OK. I've tried some games without plagues and what can I say... it's more interesting!! More wars, more colonies, more interest.

Exactly. My main beef with plague that it kills AI units, and the more units AI has, the more are the chances that it will use them somewhat competently.

Cethegus
Oct 26, 2008, 06:52 PM
I can't figure out why my RFC no longer allows UU's with changed unit classes. The same goes for buildings. I noticed this when playing as the Japanese that the Mongols no longer produced any Keshiks but Knights, and now when I tried to change the Indian UB class from Jail to Courthouse, the game disowned any kind of relationship between the Indians and the Mausoleums just as much as they did so with the Mongols and the Keshiks.

<UnitInfo>
<!-- Rhye -->
<Class>UNITCLASS_KNIGHT</Class>
<Type>UNIT_MONGOL_KESHIK</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MOUNTED</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_MONGOL_KESHIK</Description>
<Civilopedia>TXT_KEY_UNIT_MONGOL_KESHIK_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_MONGOL_KESHIK_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>

There's the first 15 lines of the Keshik data from Assets -> Units -> Civ4UnitInfos. It's left uneditted ever since the installment of the latest patch, I can't figure out what's preventing me from doing crossovers. The fact that I've been adding modcomps to my RFC might play a role in here, although I can't name any single scapegoat to blame for this.

The effects for all of this are that I can't edit the unit classes. If I do and go to Civilopedia, it says on the Civilizations Screen that Mongols' UU is Keshik (Horse Archer) and Keshiks themself replace Knights but aren't unique units for The Mongols anymore. Same thing for India and its Mausoleums.

Cethegus
Oct 26, 2008, 07:02 PM
The modcomps I've been using are...

- Inquisitor in RFC (XML)
- Protestantism in RFC (XML)
- Decipher Me Or I'll Devour You BTS (XML)

- ActualQuotes for BtS (Text)

- Older version of Varietas Delectat implemented to RFC (Unit graphics)

- RFC Optimized (Python)
- Arabian UP Fix (Python)
- Plague Fix (Python)

Mind you, otherwise the mod works perfectly; the only problem right now is that it ignores any changes made to the XML regarding unit or building classes. Any ideas what might affect or cause it? I'd try to fix the problem by myself if I only knew where to look.

The_Stranger1
Oct 27, 2008, 07:32 PM
You've not only got to change buildings and units in the regular mod xml file, but in the varietas delecat modcomp file also.

So, make your changes in xml-units, xml civ infos, etc, then go to-->assets->modules-->varietas delecat-->xml-->Unitartstyles&Civinfos-->in this folder find the file VD_CIV4CivilizationInfos.xml and) repeat the changes you made earlier.

Now you can see your altered units and buildings :)

Cethegus
Oct 28, 2008, 06:16 AM
Okay, thanks a lot for the help! This should make the game more interesting.

Cheers. :)

Lone Wolf
Nov 03, 2008, 11:17 AM
OK. I've tried some games without plagues and what can I say... it's more interesting!! More wars, more colonies,

Yes, I rolled an American start without plague and AI colonization is slightly more active.

Rod
Nov 10, 2008, 09:52 AM
The latest thing I did was to correct the caucasus.

Currently Baku is north of Caucausus and north is only desert.

So I shifted the mountains 1 tile north and changed the former mountain tiles into plains , named them Baku and Tbilissi and gave forest to Georgia.

I added an independent city Kazan. I was always annoyed that there are no Tartars in the game, so now at least there is Kazan.

Next thing I will do is to correct Chelyabinsk. Chelyabinsk is actually is pretty big industrial town (1.5 Mio inhabitants) south of Ekaterinburg. But currently the whole area is unsettleable.

Hence I want to nerf some areas in Central Sibiria (like Krasnoyarsk which gets way too big) and unnerf the Southern Urals. At the end there wont be more hospitable land than before but it will be distributed better.

kairob
Nov 10, 2008, 11:24 AM
Hey Rod, could I have a copy of your wb save so I could use these changes? ;)

Rod
Nov 11, 2008, 11:33 AM
sure thing, pm me your email would be best or I could post the wb-file in code form here in the forum.

Cethegus
Nov 11, 2008, 12:25 PM
I would also be interested in the said WB file. :) Although I've done modifications of my own to my WB files too, so at least for me it would be more useful that way. There's always the spoiler prevention, even if people in the forum happen to come across it later. Might be more useful for them too?

Rod
Nov 12, 2008, 08:29 AM
I opened an thread for these files.

I tried to use spoiler feature , but both files together are 800.000 characters, hence I couldnt post it.

pfried
Nov 12, 2008, 05:07 PM
I modified CityNameManager.py so that whenever a civilization conquers a city it is renamed as if the civ had just founded the city rather than depending on its current name. This makes city names quite a bit more interesting... especially because I also modified some civ's grids to make each conquest more linguistically accurate and interesting. When Japan conquers London, for example, it is renamed "Rondon", and if the Romans manage to found or conquer New York, it is renamed "Nova Eburacum". :cool:

Also modified some settlermaps a little so that all civs attempt to colonize the Americas. Russia founds cities that are more spread out now and now it usually spreads all the way eastward to Petropavlosk-Kamchatsky, even occasionally founding Unalaska...

Cethegus
Feb 16, 2009, 09:02 AM
The Lone Wolf mentioned that he lessened the stability penalties for colonies and decreased the maintenance costs somewhere... could you tell which files you modified to do that and what are the values you're using?

Lone Wolf
Feb 21, 2009, 11:42 PM
Stability.py. Some parts of it are quite undestandable.

Tibur753
Feb 25, 2009, 05:10 PM
I don't know how to help you with that. I'm trying to figure out how to set the Egyptians to spawn one tile to the north with little luck. I'm sure it has something to do with the Python files but so far I've been short of luck figuring it out.

Considering this was posted several months ago you might have found the answer by now, but it should be in Consts.py. Find these lines:

# starting locations coordinates
tCapitals = (
(69, 33), #tThebes
(90, 40), #tDelhi
(102, 47), #tBeijing
(76, 40), #tBabylon
(67, 41), #tAthens
(82, 39), #tPersepolis
(58, 39), #tCarthage
(60, 44), #tRome
(113, 45), #tKyoto
(72, 29), #tAksum
(22, 35), #tTikal
(61, 62), #tNidaros
(75, 33), #tMecca
(102, 34), #tAngkor
(52, 43), #tMadrid
(55, 50), #tParis
(53, 54), #tLondon
(62, 52), #tBerlin
(73, 54), #tMoskow
(57, 53), #tAmsterdam
(53, 31), #tTimbuktu
(49, 43), #tLisboa
(28, 22), #tCuzco
(99, 51), #tKarakorum
(18, 37), #tTenochtitlan
(70, 43), #tSogut ((72, 43), #tKonya #71?)
(27, 46) #tWashington
)

The coordinates are from the bottom right with (horizontal, vertical). Just change Egypt's to (69, 34) and it should move them 1N.

Cethegus
Mar 26, 2009, 12:17 PM
Considering this was posted several months ago you might have found the answer by now, but it should be in Consts.py. Find these lines:

# starting locations coordinates
tCapitals = (
(69, 33), #tThebes
(90, 40), #tDelhi
(102, 47), #tBeijing
(76, 40), #tBabylon
(67, 41), #tAthens
(82, 39), #tPersepolis
(58, 39), #tCarthage
(60, 44), #tRome
(113, 45), #tKyoto
(72, 29), #tAksum
(22, 35), #tTikal
(61, 62), #tNidaros
(75, 33), #tMecca
(102, 34), #tAngkor
(52, 43), #tMadrid
(55, 50), #tParis
(53, 54), #tLondon
(62, 52), #tBerlin
(73, 54), #tMoskow
(57, 53), #tAmsterdam
(53, 31), #tTimbuktu
(49, 43), #tLisboa
(28, 22), #tCuzco
(99, 51), #tKarakorum
(18, 37), #tTenochtitlan
(70, 43), #tSogut ((72, 43), #tKonya #71?)
(27, 46) #tWashington
)

The coordinates are from the bottom right with (horizontal, vertical). Just change Egypt's to (69, 34) and it should move them 1N.

What, that's it? Thanks a lot for underlining it for me and those in need. :goodjob:

EDIT:
I actually gave up and forgot about it but now that I'm trying to turn the Vikings into the Swedish, the subject's topical again. Thanks again, I had totally overlooked that file.

Lone Wolf
Jun 28, 2009, 12:19 PM
Never mind so far, these files were for previous version of RFC.

Lone Wolf
Jul 01, 2009, 01:19 PM
Seems like I forgot to disable plague in my files. You can use the file posted earlier instead.