View Full Version : v1.10


Rhye
Sep 21, 2008, 04:12 PM
Hi, I've collected all your requests up to a few days ago, and implemented most of them.
A part of the request has been forwarded to the classic RFC to-do list, for a future patch, something else has been left as it is (number of civs, and native conquerors). The bugs, where possible, have been fixed. All the rest of your requests has been satisfied.

CHANGES
- Independent cities now spawn automatically*
- Spawn dates may now vary in medium and, especially, low likeliness
- Improved map generator (especially for low likeliness, more realistic shapes)*
ADJUSTMENTS
- Adjusted number of starting settlers and workers for some civs
- Expanded code for resource unbalancement in high and medium likeliness
- Grouping of resources now more realistic
- Adjusted starting location resource improvement (including the addition of marble and stone)
- India/Khmer/Maya get better starts (less jungle)
- Improved starting location placement in high likeliness
- German goal now limited to old world civs only
- Russian goal now limited to your same landmass only
- Japanese goal more difficult
- Portuguese goal scales with world size
FIXES
- Fixed Dutch, Viking and Turkish UHV
- No conquerors event (or conquerors' plague) on Americans
- Egyptian UP now working
- Barbarians won't spawn on small islands
- Silk and spices no longer placed on desert
- No more flood plains on hills
- Boats won't be placed in small lakes at spawn
- No cows (or other food resource) added on peaks


*shown in the picture

kbk
Sep 21, 2008, 04:49 PM
Awesome, thanks Rhye.

Metal Alloy Man
Sep 21, 2008, 04:49 PM
Looks awesome, did you think of including the optomization suggestions?

Rhye
Sep 21, 2008, 04:52 PM
no, it's stuff for regular RFC, and I still haven't looked into it

Verily
Sep 21, 2008, 05:55 PM
Sounds awesome! I'm looking forward to playing the new version :)

thadian
Sep 21, 2008, 06:47 PM
same here!

I love the RAND version, and so far i like it better than standard just for being able to see the stability points. I can't wait to test out a few Khmer games now!

Shadowhal
Sep 22, 2008, 05:22 AM
wow, seems great, looking forward to it.

dionysos2048
Sep 23, 2008, 04:56 AM
Great stuff!
By the way how was Japan, Rhye? Tell us about it!

Rhye
Sep 23, 2008, 07:34 AM
it's up.

As for Japan, it was amazing. I'm still under shock after one month that I'm back. I've heard that it's common between people who travels a lot.

Shadowhal
Sep 23, 2008, 09:09 AM
is it just me or did the upload not work right? can't really find a link and it doesnt appear in the download section.

Barak
Sep 23, 2008, 09:26 AM
its linked in the "welcome" stickied thread.

Shadowhal
Sep 23, 2008, 09:54 AM
its linked in the "welcome" stickied thread.

ah, thx. I already checked that, but was confused when - in the download area - it showed the date added as june and no updated description. I thought something would change automatically when you upload new files there.

Śmarth
Sep 23, 2008, 09:55 AM
I can't wait to try this out. RAND is unpolished right now but I get the feeling a few versions down the line it will be just as addictive as RFC.

And welcome back to Europe, btw.

Quotey
Sep 23, 2008, 11:52 AM
I just got a 1 settler start in desert as Khmer- does this mean 1.1 is not really uploaded? Could you add a version number on the title screen?

e: oh, the manual says it's v1.1... hmmm

Well, certainly less Jungle. I think it would be a good idea wo have more resources in the 4-10 tiles around civ starts in future versions (depending on the civs actual size)

thadian
Sep 23, 2008, 01:49 PM
this would be a good indicator of how far to expand.

as some of my pictures have shown, i am really afraid to build more than 3 cities because even though i have my number 2 city 2 spots from my capital - it will still flip to a civ who's capital is 16 sqm away. It would be nice to get some kind of indication as to where i can place my cities. i sure hate waiting for the rest of the world to spawn.

Jet
Sep 23, 2008, 10:25 PM
If I start as Emperor, it still says Monarch in F8.

Jet
Sep 23, 2008, 10:28 PM
Map first impressions:

It looks like more usable land than the Earth map. I think if you counted the total food (pre-Biology), it would be more here. In general there appears to be a lot of grassland compared to the other land types.

The Egypt and Babylon start locations look pretty difficult.

Resource distribution might be too generous in some places. For example, big clusters of Fur, Silver, and Dye.

I saw an India start with no food resources. I think the default code for balancing the starting fat crosses would be better than nothing.

Jet
Sep 23, 2008, 11:53 PM
I tried Mali/Huge/High.

Turns were slower than normal RFC for some reason - frustrating.

The AI still makes bad decisions about where to put cities, too often building them where they cannot grow. I wonder if it would be better to force cities to be 2 tiles apart in this version.

Rhye
Sep 24, 2008, 02:43 AM
jet, is it 1.1?

Zdarg
Sep 24, 2008, 03:01 AM
Actually, flood plains on hills were very cool, I'll miss them.
And I think Khmer need not less jungle but less desert.
All the rest seems good...

onedreamer
Sep 24, 2008, 05:59 AM
great changelist, can't wait to try (I'm actually addicted even if RAND is not yet polished :P). One thing though: the Arabian UHV suffers the same bug of the Turkish one I think, but it's not in the changelist, probably because the summary thread made some days ago also was missing it.

edit: one more thing, Egypt almost never starts in "Africa" in large earth likeliness, and Carthage simply never. As a result, later civs will also be misplaced. Also there is a problem with spawning civs flipping anything (except capitals) human-controlled with 4-5 tiles from their capital, no matter how distant close they are to their own capital. I say human-controlled because the same does not happen with AI controlled civs. For example in a chinese game I was playing, a spawning Mongolia would flip 3 of my 5 cities, however if I switched to Mongolia and settle their same capital, I would flip only 1 of the now AI-controlled Chinese cities.
Lastly, the presence of Camel Archers in Africa should be greatly toned down. AI Mali and Ethiopia never survive a game, and playing a european colonizing nation, you'll have to send an army of pikemen to Africa in order to resist the Mameluks because they'll know ASAP you settle in Africa and they'll want to destroy you :P

Jet
Sep 24, 2008, 07:28 AM
jet, is it 1.1?
Yes, I think it is.

Barak
Sep 24, 2008, 10:11 AM
I loaded up v1.1, and playing as the Dutch got no cows on mountains (yeah). However, when I received my first quest playing on a large map with High likelihood, I was tasked with building 17 amphitheaters. Even on a huge map that's still ridiculous.

kbk
Sep 24, 2008, 12:18 PM
I loaded up v1.1, and playing as the Dutch got no cows on mountains (yeah). However, when I received my first quest playing on a large map with High likelihood, I was tasked with building 17 amphitheaters. Even on a huge map that's still ridiculous.

Same with harbormaster. Some kind and industrial soul should start a 1.1 bugs/suggestions thread.

Barak
Sep 24, 2008, 12:29 PM
Just an FYI, I am still getting Japan asking for compass every turn.

onedreamer
Sep 24, 2008, 01:03 PM
well, neither this or the quest problem was mentioned in the changelist, hence they hadn't been fixed.

Metal Alloy Man
Sep 24, 2008, 01:12 PM
That diplomacy bug needs fixing!

JujuLautre
Sep 24, 2008, 05:22 PM
Some kind and industrial soul should start a 1.1 bugs/suggestions thread.

I will update mine, no worries; tomorrow in the evening I think :)

Barak
Sep 25, 2008, 10:14 AM
Strange that these 2 issues weren't fixed. I know they were mentioned many times in the bug forum. But since neither are really game breakers...

Shadowhal
Sep 25, 2008, 03:46 PM
the updated manual indicates that up to 10 turns in spawning date are possible. isnt that a little bit unbalanced with some UHVs that are bound to dates? I'd think 5 - 10 turns should make quite some difference if you are required to have the largest empire or some tech/ religion founded.

not that I am good enough to even notice, but maybe some small factor could vary if spawn date varies also, like the amount of initial gold or in extreme cases a weak unit.

kbk
Sep 26, 2008, 03:37 AM
the updated manual indicates that up to 10 turns in spawning date are possible. isnt that a little bit unbalanced with some UHVs that are bound to dates? I'd think 5 - 10 turns should make quite some difference if you are required to have the largest empire or some tech/ religion founded.

not that I am good enough to even notice, but maybe some small factor could vary if spawn date varies also, like the amount of initial gold or in extreme cases a weak unit.

If you're concerned, stick with high earth likelihood, where the spawn dates aren't going to vary.

Rhye
Sep 26, 2008, 04:43 AM
spawn date changes apply to AI only

Rhye
Sep 26, 2008, 04:44 AM
That diplomacy bug needs fixing!

I have no idea of how to fix it, since I have made no changes in RAND on diplomacy.
May be something related to the new RFC patch (as RAND includes a few changes, such as the stability numbers). In case we'll know when it's ready

Verily
Sep 26, 2008, 12:59 PM
The Egypt diplomacy bug is still there, too. (You can't offer anything to Egypt, just ask for what they have.) It may be connected to the other diplomacy bug since Egypt is the first civ.

mslavko82
Sep 26, 2008, 04:53 PM
It is still not possible to select difficulty level, no matter which you choose, it's always monarch. You can only select difficulty levels wiht Egypt (not even with India/China/Babylon) :confused:

scu98rkr
Oct 01, 2008, 11:39 AM
the Egypt bug disappears if you save and completely close CIV and then reload.

brucedecatz
Oct 02, 2008, 08:58 AM
(deleted, wrong post)

innonimatu
Oct 17, 2008, 12:23 AM
For some reason the change to the 2nd portuguese historical goal doesn't seem to be working. In a game with 13 remaining civs (12 + player) I had open borders with 9, yet it was reported as failed. Changing line 1211 in victory.py to if "(iCount >= 9):" resolved the issue. I don't know how to check what value was being stored in iTarget.

Verily
Oct 17, 2008, 12:29 PM
Breakthrough! I think I figured out the diplomacy bug, the Egypt diplomacy bug, and another suspected bug that had been bothering me (difficulty level).

When you set conditions or the game, you're not setting them for the human player. You're setting them for Egypt. Egypt is always counted as the human player, while the human player is considered an AI. This bugs diplomacy, and, when I was trying to play on Viceroy to test the game out, Egypt always founded religions before their intended founders because it was Egypt that was getting the bonuses of Viceroy, not my civ.

Why Egypt? They're player 1. I'm no great shakes at coding, but the solution would be either to set the human player to always be player 1 or to figure out how this coding is different from the way it works in default RFC, where the problem doesn't exist.

kbk
Oct 17, 2008, 05:19 PM
Interseting Verily. Still doesn't quite explain why you get it from other civs sometimes.

BurnEmDown
Oct 17, 2008, 06:37 PM
Maybe the AI just thinks the "other AI" will give him the gift, since that what the "other AI" would do if it was really an AI, since the "other AI" doesn't give the gift, this bugs the system, which makes the AI keep asking for something. (Just my guess)

Meatbomb
Oct 18, 2008, 07:29 AM
Fantastic, that all makes perfect sense... this sounds like it could be an easy fix.

Rhye
Oct 23, 2008, 02:30 AM
Breakthrough! I think I figured out the diplomacy bug, the Egypt diplomacy bug, and another suspected bug that had been bothering me (difficulty level).

When you set conditions or the game, you're not setting them for the human player. You're setting them for Egypt. Egypt is always counted as the human player, while the human player is considered an AI. This bugs diplomacy, and, when I was trying to play on Viceroy to test the game out, Egypt always founded religions before their intended founders because it was Egypt that was getting the bonuses of Viceroy, not my civ.

Why Egypt? They're player 1. I'm no great shakes at coding, but the solution would be either to set the human player to always be player 1 or to figure out how this coding is different from the way it works in default RFC, where the problem doesn't exist.


aaahh, I know some story about this.
At first, custom game mode was completely broken (you were forced to play as Egypt, otherwise all the spawns were messed up). Then I made the fixed, but probably there's something left that's still pointing to Egypt.
I guess now I have a decisive hint to trace the bug, thanks heaps.

PinkPallin
Dec 09, 2008, 05:15 PM
So, well?
I'm waiting for the update you promised. RAND version 1.183, when shall it come?
:yumyum:

Rhye
Dec 10, 2008, 04:54 AM
hope by christmas

PinkPallin
Dec 12, 2008, 12:19 PM
It would be great!
I'd have a reason not to go skiing...;)

JujuLautre
Dec 14, 2008, 06:41 AM
aaahh, I know some story about this.
At first, custom game mode was completely broken (you were forced to play as Egypt, otherwise all the spawns were messed up). Then I made the fixed, but probably there's something left that's still pointing to Egypt.
I guess now I have a decisive hint to trace the bug, thanks heaps.

I do not know if this bug was fixed or not, but notices something that (could) be interesting in the changelog of BetterAI 0.45 :
- Fixed bug causing player ID to be used in place of actual attitude when checking for denials in bonus, civic, and religion trading
No idea if it will help, but I post that just in case

That said, I am wondering, Rhye: do you include some of the changes of the unofficial patch (and perhaps even betterAI) in RFC ?

Rhye
Dec 14, 2008, 08:53 AM
no, why, isn't better AI already the standard AI of BTS?

MrPopov
Dec 14, 2008, 01:44 PM
no, why, isn't better AI already the standard AI of BTS?

That's like asking why isn't RFC 1.x83 part of the standard Civilization installs/patches.

Lone Wolf
Dec 14, 2008, 09:51 PM
no, why, isn't better AI already the standard AI of BTS?

The BTS BetterAI is already there, but if you check the BetterAI subforum, there are people who continue to improve the AI (in particular, naval invasions). They are at version 0.45 now.

thadian
Dec 15, 2008, 05:33 PM
I had an idea. due to all my "FAIL" screenshots where my cities 3 spaces from my capital flip to a civ who settles a capital 12 spaces away (usually china/russia), how about cities settled within the cultural borders of the Capital be flip-immune? i hate it when i found a religion, and use my second city as a "base" just to have it flip. Say cities founded within the 3-tile cross? this would give most civ's 3-4 "safe" cities. after i brought this up a while back, nothing was really said about it so i figured i would bring it up again.

http://forums.civfanatics.com/showthread.php?t=285177 This has the file attatched of a perfect example of this, and it is not the only time it has happened.

Rhye
Dec 16, 2008, 03:48 AM
I had an idea. due to all my "FAIL" screenshots where my cities 3 spaces from my capital flip to a civ who settles a capital 12 spaces away (usually china/russia), how about cities settled within the cultural borders of the Capital be flip-immune? i hate it when i found a religion, and use my second city as a "base" just to have it flip. Say cities founded within the 3-tile cross? this would give most civ's 3-4 "safe" cities. after i brought this up a while back, nothing was really said about it so i figured i would bring it up again.

http://forums.civfanatics.com/showthread.php?t=285177 This has the file attatched of a perfect example of this, and it is not the only time it has happened.

no need to add other rules, it's just buggy and it'll work eventually

thadian
Dec 16, 2008, 04:18 AM
If i may ask, what is the intended "safe-zone"? I remember you posting that each civ, when it spawns, will be given its "zone" that it flips and a "zone" that is safe from flip. What is the intended "safe-zone?" I can't wait for the next version.

Rhye
Dec 16, 2008, 07:17 AM
i don't remember what I said, but cities that are closer to the capital than to the spawning civ's capital will not flip, regarless of being in the area

onedreamer
Dec 16, 2008, 09:55 AM
Rhye the problem with that is that it doesn't work as you advertise, for the human player. It only works vs the AI (both human vs AI or AI vs AI). For me it's the biggest downside of the mod, because if you don't play one of the very late civs, your empire will get teared up piece by piece in subsequent new spawns.

Rhye
Dec 16, 2008, 02:32 PM
I know, it's bug, I'm gonna fix it. I wanted to point out that it's not the concept to be wrong.

thadian
Dec 16, 2008, 05:00 PM
when will we see a list of fixes/alterations for Rand? Will this be included?

This is still my favorite mod! Besides the flip-bug, i think the only thing that needs attention is some of the positions of Khmer and Ethiopia. my games as them usually leave me isolated from the rest of the world, and im one of the few who likes that. but im SO isolated that no matter who goes to war with me, theres never a battle because its too inconvenient for my closes neighbor to march all the way over to me.

Besides that, its awesome and i think this mod has more potential than any other mod for civ. I know i have given harsh criticisms, and i don't apologize - i just want to let you know that i really appreciate the mods and with exception of the 1-3 flaws remaining, your the best modder and should be hired by EA. you and Wolfshanze.

Walliard
Dec 16, 2008, 09:09 PM
EA? Civ is still owned by Firaxis, thankfully.

thadian
Dec 17, 2008, 12:41 AM
Gah, i meant to say Firaxis! i HATE ea.

onedreamer
Dec 17, 2008, 03:17 AM
I know, it's bug, I'm gonna fix it. I wanted to point out that it's not the concept to be wrong.

awesome news then :goodjob:

Rhye
Dec 17, 2008, 08:21 AM
it's fixed now. You'll get the list of fixes directly when it's released