View Full Version : RFC Europe Files
3Miro Oct 14, 2008, 08:28 PM Main Download Thread
RFC Europe ALPHA 11: Mar 4, 2010
http://rapidshare.com/files/358677182/RFCEurope_Alpha11.zip
Many changes, listed on the svn.
Hopefully this will be the last Alpha and we will go for Beta next time. If you have suggestions for more gameplay features and such, give them now or you will probably have to wait for version 2.0.
sedna17 Oct 16, 2008, 12:55 PM Beta 1 is now out
Now that we have moved into Beta testing, information about releases will be published on the "Starting Information" thread at http://forums.civfanatics.com/showthread.php?t=363679. This thread is obsolete.
Changes for Beta 1 (from ALPHA 12):
Only a few missing TXT_KEYs fixed.
Old Stuff:
May 2, 2010: RFC Europe ALPHA 12 is now available.
To download, visit our sourceforge page and (http://sourceforge.net/projects/rfceurope/) click the big green box.
Or go directly there: https://sourceforge.net/projects/rfceurope/files/RFCEurope_Alpha12.zip/download
This Alpha release is intended to be very close to the first Beta release, which will come later this week. The only purpose of this release is to find bugs.
Changes for Alpha 12
Major Changes:
New reformation mechanics from Panopticon. Reformation spreads gradually over Europe.
Dynamic LeaderHeads implemented: most Civs have multiple leaders which change over time.
Many old entries removed, so Civilopedia is cleaner.
Some civs resurrect at new capitol location (thanks to Panopticon for the code)
Better art for corporations (executives and buildings)
Balancing in the Balkans: Indy Alba Iulia. Weaker Hungary, Venice. Stronger Ottomans, Austria. Pechenegs and Cumans added to Northern Balkans. Austria and Hungary have a high war chance. Byzantine Core Zone extended west. New Settler Map for Hungary.
Much cleanup behind the scenes.
Small Changes:
Update French settler map to leave Burgundy some space.
Fixed starting civics to align with starting techs in (hopefully) all cases.
Made black death less severe. Removed Byzantine Tagmata (the AI just disbands them, the human doesn't need them).
Fixed some bugs with initial starting contact: Arabs and Ottomans mainly.
New LHs have first meeting quotes
Stronger (possibly to the extent of overkill) Frankia start
Gave every leader a favorite Religion.
Some city name syncro in Transylvania,
Removed Alsace-Lorraine off Burgundy spawn zone
Removed Barbarian in Syracuse (now that AI is using islands again).
Removed a bunch of villages from WBSave that messed up capital city placement, and added iron to Arab start.
XML fixes about interface hints and tips
Workboat now comes at Astrolabe (useless before then).
Forest has forest button instead of jungle
Byzantium text without the strategy
Civ rating (stars) included.
A bit of fiddling with city names and independents
Civic strategy texts.
Fixed incorrect unit buttons for some Ottoman/Arab artstyles.
Removed modern resources + improvements
Included all vanilla techs with German, Italian and Spanish name.
Improvements to beehive art.
New button Heavy Infantry.
Pope/Papal text.
unofficial patch: trade routes of the city deleted after razing.
Button Fixes
Bulgarian UHV, Moscowan starting Techs, Tennary cost, Prosecutions and Temple Mount, a few minor bugs
Moscow names changed
New art Genoan Bank. Mint now named Genoan.
Toll House Has +75% trade route modifier instead of 25%.
Minor balance things. One atlantic access spawn between Norse and Sweden in 1680.
Mediterranean islands out of Arabs normal area. Pantelleria now out of Genoan settlermap (had forgotten it before).
BugFix: Resurection of formerly owned cities that are now independent
Major Changes:
Reduced early game health and happiness by removing resources from the map, eliminating the health bonus of forests, and making early buildings give less health/happy bonuses.
Significant re-design of civics, focusing on simplification. Civs now spawn with a pre-defined set of civics.
Reduced penalties against Byzantium and gave them a navy.
Made Seljuk turks a major barb invasion (like Mongols). They also spread Islam on capture.
Changed Ottoman spawn zone to be much closer to Constantinople and include Hadrianopolis.
Removed some un-needed buildings: Monuments, Siege workshop, Catholic/Orthodox schools and Sahn. Removed unhealth from guild hall. Make Archery range obsolete with flintlock.
Text updates and cleaning.
Small Changes:
Revisions to city name maps and settler maps to correspond to new map.
Disable mines/watermills on forest squares.
Improved German starting position.
Made Germany more likely to get Protestantism.
New scholar specialist art.
Pillaging un-owned cottages spawns barbs.
Military order executives now upgrade to pikemen, a crude way to limit their spreading after a certain date.
Workers can remove mud with machine tools
New explosives Buttons
New movie of Magellans Voyage
New movie of Copernicus Observatory
Many early techs with too many benefits saw things shuffled around slightly.
Made Mongols harder on Viceroy (so Kiev doesn't become super-power).
Removed several starting missionaries so religion is a little less deterministic. Religions also auto-spread a bit less fast.
Removed protestantism from Swedish spawn techs.
Changes to respawn probabilities.
Made Corps HQ bigger. (structure art)
Moved Scriptorium up in the tech tree.
Moved windmills back further in the tech tree.
Other minor re-arrangements of items on tech tree.
Reduced cost of techs to keep up with smaller number of resources.
Modified some balance parameters to preserve balance with new map conditions.
Strengthened the barb Vikings so they actually do something.
Some wonders and corporations now require religions in the city.
Moved some wonders and military corporations now require state religion.
Changed Shrine of Uppsala
City secession now boosts stability more (this helps Byzantium especially)
Allowed crusades against independent Jerusalem.
Added barbarian Palermo and moved Naples to be a better city.
Added Levant to catholic war maps so crusaders actually do something.
Pope and Indies can't found corporations.
New 3rd Swedish UHV
Excluded Huelva of Portugal spawn zone.
Milan and Firenze respawn if razed.
Translations:
French text updates merged in.
Some initial German translations.
Bugfixes:
Norse raze UHV now actually 10 cities
Extended Swedish UHV to Tallinn.
Cog AI fixed.
Fixed Venice button.
Fixed a small error in dynamic naming.
Bugfix: a Resurection Bug
AI: Now the AI is aware that some seemingly useless projects unlock other useful projects.
Fixed bug with 3rd Polish UHV
Fixed bug in French dynamic names
Fixed(?) city secession name bug
Major New Things:
New WB file by st lucifer
Removed relics from Carpathians
Added more fertile land to North Africa
Added more dense forest to Northern Europe – particularly Germany and Poland
Removed timber from Normandy
Added inlet tile to give Sevilla coastal access
Moved clams into Rome’s BFC
moved ‘Iceland’ to where ‘Greenland’ currently is
moved coal in Anatolia to north coast; reduced coal in Balkans, added more in UK
added fresh water for Poznan tile – added Warta river between Wroclaw and Warsaw
added far north resources around Archangelsk, and far east resources near edge of the map in Urals – primarily gems and metals, some extra furs.
moved olives out from under Tunis
made central Anatolia much more fertile
added mud to Hungarian marshes
added AA to Canaries and Iceland
added cow to Alps near Basel
change terrain in Levant and NE Africa as per Turk’s suggestions
made eastern part of Nile delta more city-friendly
Preliminary version of Civ Dynamic names from Panopticon
Ethnically Diverse Art from Embryodead
More/better Wonder art/movies from JediClemente
Building revisions/simplifications
Bugfixes and Minor Changes:
Norse UHV for France only includes Brittany/Normandie
Moved 1st Norse UHV back to 1050
Removed +1 health from fish from smokehouse.
Allow city founding on dense forest.
New texts and updated Great Person files from Jessiecat
Reduced tech costs, particularly in the mid-to-late game
Weakened German barbs, changed indy Edinburgh name to Eidyn Dun
Black Death more severe.
New settler maps for Iberian civs (except Cordoba, which was done), weakened Venice in research terms, lessened Dutch spawn zone.
Norse more likely to get shrine of uppsala.
New cannon buttons.
Swedish leader art is now Gustav Vasa.
A few tweaks to Poland and neighbors.
Added some German localization (ue, oe)
Skirmisher can't enter marsh.
Long Swordsman now Longswordsman (name may change again)
Olive icon fixed
Updated unit iPower values to help AI
Better version of Yaroslav
Added Barbary corsair
Changed Arab/Cordoban/Polish flags and buttons.
New Civics buttons
Weakened Sweden.
Small fix on Muscovy map
updated .ini file to exclude Custom Assets (as in BUG), to prevent crashes
Gave New England and Quebec timber.
Fixed barbs spawning in ocean
jessiecat's colonies text update
Civilopedia Texts for many civs
Update and Bugfix - Swedish 3rd UHV
Fixed buttons so they all work well in low-graphics mode.
Religion info added to manual and a little more work therein.
New Reference/Settler/War maps to reflect new map.
Changes for Alpha 8
===================
New respawn mechanics
New optimized leadheads from embryodead
Merged in JediClemente's wonders and merjin_v1's texts (Civilopedias and a few other changes)
Changes to Iberia AI maps
Updated Colony Requirement Techs
Gave economy civics corporation changes.
Guild: -10 percent corp payments.
Merchant Republic: -25 percent corp payments.
Mercantilism: Foreign corps have no effect.
Bug Fix - Dead civs joining the reformation
Moorlands now support cottages.
New buttons for Colonis.
Fixed unit buttons so they work with low-resolution settings (removed Minimaps), more to come.
New Venice Galleas button.
French translation by M41d3n.dc merged in.
Gustav's eyes fixed
Bug Fix - Fast Movement Over Snow Terrain, now Ships move fast over Ocean
Update on Byzantines and Hungarian civilization names
Lisboa moved 1S, and rework of south Iberia.
Naval redesign. War galley replaces trimene. Cogge renamed Cog. New units: war galley, gun galley, holk.
Beserker no longer upgrades to (worse) longswordsman.
Forest/Dense forest renamed to woodland/forest.
Bug Fix - German UHV, UHV update - Poland
Added War/Settler reference maps
Bug Fix - No more brothers in faith between different religions
New Moscow UHV (get warm water access) and bug fix in consts.py resource list
Fixed the Orthodox Arabia bug, the AI is now aware of the future cash income from the Faith UP + Holy City synergy
Buildings can spread irrigation ability (used for Gardens of Al-Andalus)
Fixed the always re-apperaring burgundy settler map bug, germany spreads out better
Some synchro in maps at French/Germany,
Stronger Cordoba
Added Tamerlane's invasion
Weakened Arabia at start.
Side effect for fixing: Arabia and Cordoba spawn one turn later.
Replaced indy Koenigsberg with Tvanksta, and added some barbs (Longobards) in Northern Italy.
Full Alpha Versions posted here currently:
Alpha 7: http://rapidshare.com/files/274940052/RFCEurope.zip
Changes since Alpha 6
Incorporated 6.1 patch (from micbic)
New text entries for encyclopedia (compiled by merijn_v1)
Map modifications from St. Lucifer
New UHV reference maps
New Moscow city-name-map from Ptitsa Consul
Fixed bug with Arab UU
Full Working Version
Test Version June 7: Rapidshare http://rapidshare.com/files/241897899/RFCEurope_test_June7.zip
Changes:
New AI colony logic (3Miro)
Fixed bug with 2nd Norse UHV
Resurrection of civs now occurs in "Normal" areas, see Reference/Normal.png
Hungary start moved to Budapest
Constantinople has better production
Great scholar can now build Royal Academy
New city-name map (micbic)
Crusades now use Pope's city-name map (Jerusalem instead of Al Quds in announcement)
Spanish rivers and terrain slightly modified
Spanish start moved back to 909AD and start moved to Leon. New start date NOT reflected in starting screen, because I didn't have the latest dll source code.
Test Version May 26: Rapidshare: http://rapidshare.com/files/237518845/RFCEurope_test_May26.zip
Changes:
Some new unit civilopedia texts
New city name maps from micbic
Fixed bug with religion instability (which was hitting Arabs hardest)
Fixed bug with barb spawning at Emperor level
Fixed stability bug where dead civs weren't counted correctly for open borders and wars.
Reduced stability penalty for being in foreign lands
Stability was too high with these fixes, so I fudged it with slow stability decay, though I view this as a temporary fix.
Reduced French research/production penalties
Much work on English game:
- New spawn area includes more of Normandy
- Calais spawns later (to avoid being killed by barb-vikings)
- New UHVs
- New barbarian units (Welsh longbow and Highlander) in Scotland and Wales. Quite possibly these barbs are a bit much -- I "cheat" and soften them for the AI.
Forts now possible on moors
Kievan UU now Druzhina
New unit art for Moscow Boyar
Byzantium starts out with some immobile guards (Tagmata).
Kievan UHVs moved earlier (as suggested) and description clarified
New Burgundian UHVs (as suggested)
Fixed some out-of-order prereqs in naval tech line.
Decreased spawn periods for the Seljuks (who get new art) and Mongols as suggested by jessiecat
Changed the "Franks" to be the "French", in keeping with other modern names.
Later spawns and different spawn zones for Moscow (Russia) and Spain. These civs now appear "out-of-order" at the start of a new game, which should eventually get fixed.
Much work on Iberia:
- New Cordoban UHVs
- New indies to represent the early Christian kingdoms
- Later/more powerful Spain
A crude boost to the AI weighting of projects now has the AI building some colonies.
Test Version May 5: Rapidshare: http://rapidshare.com/files/229529989/rfceurope_test_May5.zip
Fixed Orthodox Belfry art
Made most early worker builds require a tech and postponed forest chopping to prevent clear-cut Europe too early.
Disabled some inappropriate moorland improvements and increase moorland improvement costs
Restored serfdom hammer, moved worker speed bonus to free labor.
Manorialism now +2 commerce, -1 food for farms
Organized religion moved later to encourage monastery-building
Small decrease to growth rates as function of era
Worker speed restored to default BTS speed
Reduced value of city cultural defenses to promote defensive buildings
Tech civilopedia descriptions from Jessiecat
Increased Ottoman starting units
Fixed bugs in Burgundy/Venice UHV
Changed how economic instability is handled
Revised military system with fewer units available at a time and 5 distinct classes: Archers, Light Cav., Heavy Cav., Heavy Infantry, Polearm. See Manual.pdf.
- Some new unit art
- Some new button art
- Some changes to promotions to counter new unit classes -- Ambush, Feint
Fixed bug (from RFC base code) in spawn stability hit that was killing Burgundy, Byzantium, Frankia and letting later civs off the hook.
Mod now ends in 1800.
Added some stability help text to the appropriate buildings
New formula for economic growth/stability
Reduced stability penalty for expansion outside cultural borders
New barb spawns (pseudo Vikings/Magyars)
Some independent cities moved to later spawns to help speed
New Norse UHVs
Tweaks to civic stability recommended by kbk (partially implemented)
Spain/France/Germany War and Settler maps updated
Start of a manual (in pdf format) is included.
Test Version April 18: Rapidshare: http://rapidshare.com/files/222931535/rfceurope_test_April18.zip
Fixed Orthodox Belfry art
New estimated start times for Sweden/Dutch -> New DLL built by Sedna17, let me know if anything doesn't work.
Portugal now dislikes Cordoba on spawn
Fixed Power of Trade(Tade) typo and updated Bulgarian UHV description
Fixed two bugs in respawn code that were causing game-breaking CTDs. The problem was Civ collapse close too close to the edge of the map (normally Arabia).
Softened tech penalties for early Civs.
Added new Venice leaderhead as proof-of-concept.
Switched minimum city distance back to 1 sqaure, at least for now.
Tweaked balance parameters to even out tech rates, strengthen Turkey and weaken Poland.
Removed hammer bonus for farms under serfdom.
Made Feudal Law allow conscription (levy).
Test Version April 13
Rapidshare: http://rapidshare.com/files/220581099/RFCEurope_test_April13.zip
Changes:
New stability system. Should increase instability.
New Wonders from JediClemente
Shrunk some wonder art
Gave Cordoba a 3rd settler on spawn
Better Orthodox building icons
New Button for Round Church from belamoor
Fixed some tech quotes (Jessiecat)
Minimum city separation set to 2 tiles
Fixed a few hints
Smacked down Education = Music bug again.
Bug fix in Victory
New StarFort,Access,and Ren Art buttons
Test Version March 30
Rapidshare: http://rapidshare.com/files/215426969/RFCEurope_test_March30.zip
New Content:
New tech quotes from Jessiecat (no quotes are read anymore -- i.e. no audio).
New orthodox building art and buttons
Balance:
Normalization code turned back on in stability. Does not appear to have large impact.
Increased the number of dead civs required for resurrection to occur.
House of Wisdom obsoletes with Chivalry
Bug fixes:
Typo in Venice Rise tech list (astrolabe)
Encylopedia no longer counts as colony for victory purposes
ALUMINUM -> RELIC now (change not visible to users)
Minor typos fixed in Building description and crusades text
Dutch start date fixed to 1580 AD
New dll from 3Miro fixing war-with-independents bug
Various late-game bugs in Victory.py fixed
Genoan city art
San Marco movie now works
Test Version March 22
Rapidshare: http://rapidshare.com/files/212326868/RFCEurope_testMar22.zip
Changes since March 14:
Dense Forest now allows mines, watermills, and camps from the start (as these do not clear the dense forest). Lumbermills allowed with appropriate tech. Other improvements currently available with clearing dense forest at Machine Tools (Tech tree displays this funny though).
New city name maps from micbic
New wonders from JediClemente
Krak des Chevaliers now works
Restored Serfdom village growth penalty
House of Wisdom gives +100% science (obsolete at Education). This is offset by the penalty on Arabic/Cordoban science.
Removed Orthodoxy from Jerusalem to fix occasional problem with Arabs turning Orthodox at the beginning
Fixed bug with many early civs getting Education at start.
Fixed some starting techs to be in sync with progression of maritime techs.
Rice removed from WorldBuilderSave, now spawns on the map at appropriate time (see Resources.py)
New Cordoban flag
Better version of Moscow flag, symbol still a bit too complicated to work well IMHO
Same for Bulgaria
New Hungarian flag
Worst tech button art fixed.
Slightly better Russian Kremlin art.
Some comments on Iberia:
The requirement is that the Spanish/Portuguese AI normally takes over Iberia. I think we will have to adjust UHVs around this fact.
Cordoban AI now expands more into Portugal, to increase this fight
Barbarians spawn in North Africa to provide another challenge for Cordoba around 1000 AD.
Test Version March 14
Rapidshare: http://rapidshare.com/files/209361929/RFCEurope_test_March14.zip
Changes since March 11:
Overhauled buildings. Main features:
1) More religious buildings and religious buildings are important for early science (library -> scriptorium). Catholicism and Orthodoxy are equivalent, but Protestantism and Islam have somewhat different buildings. Some new art to accompany these changes, but not finished (particularly Orthodoxy).
2) Removed colosseum and re-assigned or gave new UBs to the civs affected
3) Resources now are more even. Each health/happy resource now has one building which produces a better product from the raw material (causes it to give +1 more happy/health) and one which sells the resource (causes it to give +% food or money).
4) Some production buildings (Forge/Mason/Carpenter) now give production bonuses only with the appropriate resources.
5) Market is now prerequisite for some of the buildings which sell something.
6) New Arabic UB, Bazaar replacing Market (Madrassa is now a generic Islamic building)
I'm not entirely happy with the new building system. One corcern is that there are too many health/happy boosters due to all the new resources. Another concern is that a lot of the buildings are not unique enough. I welcome suggestions.
Other changes:
Scientist renamed scholar
Bulgarian UHV can no longer be to build libraries. Currently set to Scriptoria in the code, but not in the description.
More color/flag/button changes for civs.
Dense Forest no longer allows farms, mines, etc. Only lumber-mills can be built here (eventually).
Barbarians around Bulgaria a bit weaker
Made Cordoba even weaker, and Spain hate them more.
Turkey starts with a couple Islamic Missionaries.
Trading Companies no longer count as a colony for victory.
Guisarme made cheaper 60 -> 50
Heavy Lancer made weaker 11 -> 10 to address imbalance
African colonies (except South Africa) moved earlier and no longer require Trading Companies
Road movement increases to 3 with Vaulted Arches
Modified some spawn units a little.
Gave later spawning civs some health buildings so they don't start unhealthy.
Resurrecting civs get better units now.
Map changes:
Map changes from Jessiecat
Modified city names from micbic
Spanish WarMap redone to encourage killing Corodoba
Arab WarMap redone to encourage invading Turkey
Austria gets Prague on spawn.
Cordoba spawn moved one square to the west.
Test Version March 5
Rapidshare: http://rapidshare.com/files/205691324/RFCEurope_test_March5.zip
FileFront: http://files.filefront.com/RFCEurope+test+March5zip/;13414634;/fileinfo.html
Changes since Feb 27th version:
Made .xml file for Great Person name list so that these should show up correctly now
Introduced some more Corporation Competition
Pushed Corporations a bit back in time
Change Kievan Leader Name to Yaroslav the Wise
Fixed Hudson Bay Colony Art
Introduced East/West India Art
Updated Art for Moscow UB (Currently medieval walls with towers, Civilopedia entry still looks like normal walls...)
Fixed English UP for real
Fixed Spanish Religion Goal
Fixed 2nd French UHV (culture)
Fixed all colony UHVs
Fiddled with Colors/flags many civs. Flag symbols still need work. Still need many new buttons. Colors are approaching final colors.
Replaced Bank-spread exec with new model
Fixed cottage growth display bug
Fixed how worker-rate modifiers are handled
Test Version Feb 27
Rapidshare: http://rapidshare.com/files/203291765/RFCEurope_test_Feb27.zip
FileFront: http://files.filefront.com/RFCEurope+test+Feb27zip/;13378548;/fileinfo.html
Changes since Feb 22nd version:
New Features:
More work on corporations. Some executive art included, though "spreading" animation is lacking. Less-bad corporate HQ building art. All special knights now included, and new Portuguese UU included.
Limited version of Judaism added, though this may introduce some oddities in religion spreading for now. Currently this religion does nothing.
Added new period/area-appropriate GP names compiled by Jessiecat
French UB, Salon, moved to Scientific Method just like Observatory
Konnik brought into line with new Horse Archer (both with cost and First Strikes)
Adjusted Ghazi/Berber costs
Adjusted Beserker cost
Theodosian Walls now pre-built in Constantinople to make it harder to take initially
Cordoba is weaker, Spain stronger, in attempt to get better Iberian dynamic
Burgundy and France are friendlier initially (though they still tend to go to war too often)
Unit costs raised by 50% across the board
Fixed bug with English UP (just an offset in Consts.py) so now they don't have super mines anymore
Changed Polish color/flag, mostly just to check that I could
Other civ colors changed, though much work remains to sync colors with potential flags
Test Version Feb 22
Rapidshare: http://rapidshare.com/files/201432410/RFCEurope_test_Feb22.zip
FileFront: http://files.filefront.com/RFCEurope+test+Feb22zip/;13350836;/fileinfo.html
Changes since Feb 17th version:
Corporations added, though still not complete. See wiki (http://wikirhye.wikidot.com/rfce-corporations) for plans. Specifically -- the military orders are still missing their special units/buildings, Portugal no longer has a UU, and the executives and HQ buildings art is not yet changed.
Added some corporation art
Added colony art splash screens (i.e. on build) from jessiecat.
Added new resource: Relic, available from Teutonic Knights and (planned) from certain Wonders
Judaism is back as a stump religion. It should stay confined to Jerusalem for now. Proper implementation will come soon.
Latest city name map from micbic
Bug-fix preventing Protestantism from spreading
Bug-fix in getColonies (line 714 of Victory.py) possibly blocking Portugal UHV
Bug-fix in changeColonies (line 262 of Victory.py)
Bug-fix which was blocking cottage growth. Cottages still incorrectly report time to grow.
Balance:
Trading companies come earlier (they had been re-positioned on the tree, but their prereqs are now relaxed)
Turkish spawn troops and modifiers improved to make it more powerful
Swedish spawn troops and modifiers improved to make it more powerful
Dutch spawn troops and modifiers improved to make it more powerful
Later tech costs (Late Middle Ages and later) costs increased in XML by ~150%. This should help slow tech rate, though probably not enough yet.
Serfdom drops slow cottage growth and gains Medium upkeep.
Test Version Feb 17
RapidShare: http://rapidshare.com/files/199448920/RFCEurope_test_Feb17.zip
Changes since Feb 16th version:
Protestantism:
Added modified protestantism code from Panoptican's Protestantism for RFC, see that mod for full details. Protestantism is founded if you are Catholic State Religion and first to reserach (or acquire) Printing Press. When this happens every nation has choice to flip (converting Catholic buildings and cities) or not. AI goes randomly (based partly on history), human chooses. Some Catholics may linger if you flip and some Protestants may spawn even if you refuse to flip.
Units:
Restored Pinch Promotion
Removed Longbow city defense bonus
Mounted Infantry now upgrade to foot-knights (remove city-raider knights)
Horse Archer made weaker (strength 5)
Spearmen and Guisarme bonus vs. heavy cavalry raised from 50% to 75%
Resources:
Added "Atlantic Access" to strategic places on map. Revealed with Astronomy. These sort of crudely represent important ports on the Atlantic and are distributed to encourage the historic colonizers (England, Spain, Portugal, France, Dutch) to build colonies.
Art:
Atlantic Access has some artwork now
New intro screen from Jessiecat
Misc:
Latest city name map from Micbic
Arabic technologies associated with earlier era.
Test Version Feb 02
RapidShare: http://rapidshare.com/files/193203851/RFCEurope_test_Feb02_09.zip
Changes Since Jan 31:
New Art:
- New Colony Icons
- Introduced eras. New era splash screens and names. Let me know of any artwork/sounds oddities due to this.
- A Mappa Mundi for the initial splash screen.
Tweaked colony resources and added Virginia and East Africa
Removed 1st early annoying plague
Gave Portugal better starting units
Mercs now spawn at your capitol
AI shouldn't bug you to switch to Paganism anymore
Include updated Frankia UHV map
Re-arranged building order a little to be consistent.
Tweaked English Game:
- Now starts with a couple Lancers and without warriors
- Now gains armored lancers if anyone declares war on-spawn
- Barb warriors in Wales and barb ax/spear spawn in Scotland so unification is harder.
jessiecat Oct 19, 2008, 01:20 AM I've transferred the art and files for suggested UUs here plus the file for the xebec which I'd like to use for the Muslim civs replacing the privateer if possible. The file for the Al Andalus "Soria" or Water Mill is here and for the Winged Hussar which has been suggested for Poland. The art for the Arab Ghazi light cavalry UU is on the lower right of the thumbnail.
holy king Oct 20, 2008, 10:18 AM hey, just checked back in after quite some time. how's it going?
jessiecat Oct 20, 2008, 10:48 AM hey, just checked back in after quite some time. how's it going?
Going good now. Check the Discussions thread to see where we're at. Your input on the Germany and Austria details in particular would be very welcome.:)
jessiecat Oct 21, 2008, 08:25 AM Files for the Hungarian Stronghold and Kievan Rus Heavy Cavalry moved here. The Kievan Rus HC art could be used for the Russian UU "Boyar" as the KR would have the Cossack.
jessiecat Oct 26, 2008, 06:14 AM Files for Portugal UU, Knights of St. John moved here.
Files for Ottoman Great Bombard moved here.
jessiecat Oct 30, 2008, 06:45 AM Files for Portugal UU, Knights of St. John moved here.
Files for Ottoman Great Bombard moved here.
Files for Venetian Arsenal moved here.
Files for possible Muslim knights moved here. (Note figure center-right)
Files for possible Burgundy Paladin UU moved here.
Files for possible Hungarian Heavy Lancer UU moved here.
Files for possible Bulgarian Konnick UU moved here. (Note center-foreground)
jessiecat Nov 04, 2008, 12:12 AM Suggested files for Dutch Grenadier UU. The most suitable would be the figure in yellow and blue on the center-right of the pic as the Dutch generally wore the mitre helmet instead of the bearskin.
onedreamer Nov 04, 2008, 04:41 AM I'm impressed by your work guys, well done :goodjob:
so what should I do to try it out ? Download RFC Europe Nov1 and what else ?
jessiecat Nov 04, 2008, 05:17 AM I'm impressed by your work guys, well done :goodjob:
so what should I do to try it out ? Download RFC Europe Nov1 and what else ?
The last playable test version was Oct.22nd. As sedna is now just finishing the UUs and the UBs, its probably best to wait for 3Miro to include all the latest files and release the next test version. In just a couple of days I think. For now why not take part in the discussions thread? We're working on the colonies now. Next will come the wonders and resources, followed by rework on the map and tech tree. Lots still to do.:)
jessiecat Nov 07, 2008, 06:03 PM The latest test version is Nov.10 See first post above.
jessiecat Nov 11, 2008, 09:57 PM Latest test version (with stability disabled) is Nov. 11. See first post above.
st.lucifer Nov 13, 2008, 01:09 AM Miro, I'm trying to update the map and I get an instant crash upon opening the RFCEurope WBsave in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\RFCEurope\PublicMaps. I'm pretty sure I've got it installed properly - what am I doing wrong? I've thrown out the old version, and I just downloaded and installed the new one into the mods folder of BTS.
3Miro Nov 13, 2008, 05:40 AM That is odd, so you suddenly cannot start the game? Did you edit the WB first, try using the original one from Nov 10 or Nov 11. Maybe you cannot just load the WB, start a game with Burgundy (note not Franks or Byzantines but Burgundy) and go into the WB before you do anything (i.e. don't settle). Then edit and save as another WB file. Send me the second one.
st.lucifer Nov 13, 2008, 09:43 AM That is odd, so you suddenly cannot start the game? Did you edit the WB first, try using the original one from Nov 10 or Nov 11. Maybe you cannot just load the WB, start a game with Burgundy (note not Franks or Byzantines but Burgundy) and go into the WB before you do anything (i.e. don't settle). Then edit and save as another WB file. Send me the second one.
I'm using the original file from nov. 11, downloaded and expanded into the mods folder in BTS. I've tried loading it from the icon in the folder, and from the file inside the program. It restarts Civ to load the mod, and crashes to desktop upon nearing/hitting the end of the loading bar. When opening it from the PublicMaps folder, it crashes to desktop before hitting the end of the load bar - as soon as it enters the black screen that signifies the launch of the program, it aborts. Any ideas?
jessiecat Nov 13, 2008, 10:01 AM I'm using the original file from nov. 11, downloaded and expanded into the mods folder in BTS. I've tried loading it from the icon in the folder, and from the file inside the program. It restarts Civ to load the mod, and crashes to desktop upon nearing/hitting the end of the loading bar. When opening it from the PublicMaps folder, it crashes to desktop before hitting the end of the load bar - as soon as it enters the black screen that signifies the launch of the program, it aborts. Any ideas?
Try this saved game. See if it works. If not you may have to delete all RFC Europe files and download the Nov. 11 version again.
st.lucifer Nov 13, 2008, 12:39 PM Try this saved game. See if it works. If not you may have to delete all RFC Europe files and download the Nov. 11 version again.
Thanks for the save; I encountered the same problem. I'm going to try starting over from scratch tonight when I have more time to work with it.
Is there a set of hidden files that I may be missing when I'm throwing stuff away?
jessiecat Nov 13, 2008, 01:03 PM Thanks for the save; I encountered the same problem. I'm going to try starting over from scratch tonight when I have more time to work with it.
Is there a set of hidden files that I may be missing when I'm throwing stuff away?
What I always do before I download another version is to do a file search for "RFC Europe" incl. hidden files and delete everything that comes up. Then I download the new file to My Documents and unzip it to BTS/Mods. Right-click the WB save from Public Maps and send it to desktop as a shortcut. Then its right there to access with one click. It'll open straight to the civ list and you're ready to play.:)
st.lucifer Nov 13, 2008, 08:43 PM *sigh*
I'm not sure what I'm doing wrong. I've done four or five restarts, purges, downloads, installations, and test runs, and can't get either the Nov. 13th version or the Burgundy WBsave Jessiecat posted to run. Normal civ still runs fine, and it'll load standard RFC - but for whatever reason, it crashes to desktop every time RFC Europe starts to load.
Anything else named RFCE, RFC Europe, etc. has all been renamed or thrown away. I'm trying to keep backup files of the early stages of mod development in case we have to refer back to them, but they aren't anywhere near the civ folder, and all the pertinent ones have been renamed and checked via filesearch. The only files which come up are in the RFC Europe folder in BTS\Mods.
jessiecat Nov 14, 2008, 01:32 AM *sigh*
Anything else named RFCE, RFC Europe, etc. has all been renamed or thrown away. I'm trying to keep backup files of the early stages of mod development in case we have to refer back to them, but they aren't anywhere near the civ folder, and all the pertinent ones have been renamed and checked via filesearch. The only files which come up are in the RFC Europe folder in BTS\Mods.
I'm trying to understand what you've just said. You want to keep backup files. No problem. Zip them into a new folder and save in My Documents. But then you say the "only files which come up are in the RFC Europe folder in BTS\Mods". You shouldn't even have such a folder in BTS\Mods. Delete that too. Just download the new test to BTS\Mods. That becomes the new folder. Try that.:)
3Miro Nov 14, 2008, 06:12 AM I am not sure of the problem, anyone else experiencing problems?
Other than complete file purge (delete the folder) and reinstall (put the new folder in) I really don't know what else to tell you. I also keep a copy of every RFCE version that came out. You may want to try some of the previous ones to see if they crash too. If no one else is having a problem, there might be a general Civ IV problem. Keep us posted, this should be resolved so that you can keep on working on the map.
jessiecat Nov 14, 2008, 06:28 AM I am not sure of the problem, anyone else experiencing problems?
Other than complete file purge (delete the folder) and reinstall (put the new folder in) I really don't know what else to tell you. I also keep a copy of every RFCE version that came out. You may want to try some of the previous ones to see if they crash too. If no one else is having a problem, there might be a general Civ IV problem. Keep us posted, this should be resolved so that you can keep on working on the map.
No problem with me at all. I'm playing a good Arabia game now on the new version. As I suggested above, I think st. lucifer should delete the RFC Europe folder in BTS then install the new test version to Mods which then becomes the new RFC Europe folder. It works fine for me every time.
I will post a report in the test thread shortly. A couple of problems still need fixing.
sedna17 Nov 14, 2008, 09:54 AM Hey St. Lucifer,
Although I agree that the problem is most likely simply a silly error in your installation, I have a couple other suggestions:
First, download and run civchecker.pl from this thread (http://forums.civfanatics.com/showthread.php?t=276286). Missing art files can cause hard crashes. Perhaps some of the Charlemange art from your installation got accidentally deleted or corrupted. This problem will search through the mod for all art files and make sure they actually exist on your machine.
The output is hard to parse for critical vs. non-critical errors (there are many of the latter). I suggest you run it on your RFCEurope folder and then upload the resulting text file for me to take a look at. I use this program to check my modding work, so I know what to look for in the output.
Second, is your computer near the system requirements for BTS? It is possible that as we keep adding new art files to the mod it becomes a larger burden on old systems. I really don't think this should be the problem however -- especially since the latest update didn't add that much new art.
st.lucifer Nov 14, 2008, 12:30 PM Hey St. Lucifer,
Although I agree that the problem is most likely simply a silly error in your installation, I have a couple other suggestions:
First, download and run civchecker.pl from this thread (http://forums.civfanatics.com/showthread.php?t=276286). Missing art files can cause hard crashes. Perhaps some of the Charlemange art from your installation got accidentally deleted or corrupted. This problem will search through the mod for all art files and make sure they actually exist on your machine.
The output is hard to parse for critical vs. non-critical errors (there are many of the latter). I suggest you run it on your RFCEurope folder and then upload the resulting text file for me to take a look at. I use this program to check my modding work, so I know what to look for in the output.
Second, is your computer near the system requirements for BTS? It is possible that as we keep adding new art files to the mod it becomes a larger burden on old systems. I really don't think this should be the problem however -- especially since the latest update didn't add that much new art.
Sedna, thanks for the tech support. I'm running it now, I'll PM you with the file. My computer's advanced enough, and has no trouble running BTS. Jessiecat, to clear up any confusion, I've been deleting everything before re-downloading and re-extracting the Nov. 13th file; the only way anything labeled RFCE or RFC Europe comes up is if I've just installed it. I clean, reboot, and check before retrying the installation; I'm not trying to replace existing files by overwriting them.
After running the check, I seem to have 4 missing art files. Do I need to reinstall BTS?
I'm trying to follow the instructions in civcheck for checking individual mod folders, opening the config file in notepad. I'm not sure how to edit the lines to make sure I'm checking the right mod, though. We'll see if this works after a few more iterations.
ed: seems to have worked. File attached.
sedna17 Nov 14, 2008, 12:53 PM Those four missing art files aren't the problem. They look pretty much like the "normal" errors I always get when I run this program.
MissingArt: Art/Units/Selection Effect/Selection_Above.nif
Used: charlemagne art/civ4artdefines_misc.xml at line 146
MissingArt: Art/Units/Selection Effect/Selection_Above.kfm
Used: charlemagne art/civ4artdefines_misc.xml at line 147
MissingArt: Art/Units/Flag/Mediallion.nif
Used: charlemagne art/civ4artdefines_misc.xml at line 153
MissingArt: Art/Interface\Buttons\WorldBuilder\Terrain_Peak.dds
Used: RFCEurope terrain/civ4terraininfos.xml at line 1105
I'm interested in this line though
UndefinedSymbol: TECH_ART
Used: RFCEurope gameinfo/civ4processinfo.xml at line 37
This is saying that the "Build Culture" command requires the tech art and can't find where it is defined in your version of RFCEurope.
I won't have access to my Civ computer until later tonight, so I can't verify that I don't also get this error, but it seems strange and could be causing a crash. Most undefined-symbols are harmless, but this one might not be.
RFCEurope/Assets/XML/Technologies/CIV4TechInfos.xml should contain a tag for TECH_ART, so Civ should be able to find it... There should be a little section like this in that file:
<TechInfo><!--ART-->
<Type>TECH_ART</Type>
<Description>TXT_KEY_TECH_ART</Description>
<Civilopedia>TXT_KEY_TECH_ART_PEDIA</Civilopedia>
<Help/>
....
Hmmm... while you're checking out that folder to make sure that that file is there, please delete "NewList.txt". This is a temporary file I created while transplanting the techs into Python. It _should_ be completely harmless, but it might look like a badly formed xml file to some reader. I really hope that's not the problem.
One other question: XP or Vista?
onedreamer Nov 14, 2008, 12:55 PM I can't download Nov13, Rapidshare claims I am already downloading a file...
question 1: can't it be uploaded on civfanatics DB ?
question 2: I actually only wanted to see a list of units and techs that enable them so that I can make a list of starting units for civs. Maybe someone can just attach the units XML file ?
st.lucifer Nov 14, 2008, 01:05 PM RFCEurope/Assets/XML/Technologies/CIV4TechInfos.xml should contain a tag for TECH_ART, so Civ should be able to find it... There should be a little section like this in that file:
<TechInfo><!--ART-->
<Type>TECH_ART</Type>
<Description>TXT_KEY_TECH_ART</Description>
<Civilopedia>TXT_KEY_TECH_ART_PEDIA</Civilopedia>
<Help/>
....
Those files do appear to be in the XML, in the order you listed.
Hmmm... while you're checking out that folder to make sure that that file is there, please delete "NewList.txt". This is a temporary file I created while transplanting the techs into Python. It _should_ be completely harmless, but it might look like a badly formed xml file to some reader. I really hope that's not the problem.
One other question: XP or Vista?
Deleted NewList.txt. Trying again...nope, still crashes on launch. I'm running XP.
I'm going to try starting over again in a few hours, when I get home and have a chance to play around with it. Thanks for the help.
onedreamer Nov 14, 2008, 01:09 PM St.Lucifer, you get a Windows crash or a Civ4 crash ? If it's any problem with XML or the game configurations, you should only get a Civ4 crash and it should tell you exactly what file is the problem.
If you get a Windows crash, there is something odd. Does RFC run ? If not, reinstall the the whole game.
edit: I just read your other comment in #20... I'm a bit puzzled then. If it was an error in Python or XML the game would tell you what it is...
sedna17 Nov 14, 2008, 01:12 PM Sorry St. Lucifer, I'm out of ideas now. I think a civ re-install should fix the problem, but I know that's kind of a hassle.
@Onedreamer: Here is the units xml file from the Nov13 file.
3Miro Nov 14, 2008, 01:30 PM The RFCE files are too big to put in as an attachment and I don't know what privileges I need to post the files otherwise.
onedreamer Nov 14, 2008, 01:41 PM yeah I see. Anyways now rapidshare says that the limit for downloads was reached. Thanks Sedna.
st.lucifer Nov 14, 2008, 02:37 PM St.Lucifer, you get a Windows crash or a Civ4 crash ? If it's any problem with XML or the game configurations, you should only get a Civ4 crash and it should tell you exactly what file is the problem.
If you get a Windows crash, there is something odd. Does RFC run ? If not, reinstall the the whole game.
edit: I just read your other comment in #20... I'm a bit puzzled then. If it was an error in Python or XML the game would tell you what it is...
Civ4 crashes to desktop upon the error. The error file in detailed form is meaningless to me - there are 71 modules and then there's a whole bunch of code that I can't follow. It won't let me save the error file to attach here, so that's out, but the game itself isn't telling me anything I can understand.
The game loads up past Init engine to Init fonts (something I can't read), moves to a black screen, and then crashes to desktop.
Standard BTS and RFC load just fine.
I'm going to try one more reload from the Nov. 13th archive, and then I'll admit defeat and reinstall BTS.
onedreamer Nov 14, 2008, 06:31 PM do you have the res folder in Assets ?
st.lucifer Nov 14, 2008, 07:32 PM do you have the res folder in Assets ?
Yeah, that's in there. Seems to have the same content as the res folder of RFC. I don't think the fonts are the issue - they're the last thing to load successfully on boot.
Are any of these other files besides the Nov. 13 update required, or are they included in the Nov. 13 file?
onedreamer Nov 15, 2008, 03:44 AM I'm unable to dl from rapidshare :(
3Miro Nov 15, 2008, 08:23 AM I'm unable to dl from rapidshare :(
What does it say?
3Miro Nov 15, 2008, 09:18 AM I uploaded the files to a new place, hope this help those that have trouble downloading.
onedreamer Nov 15, 2008, 11:38 AM Thanks 3Miro, I'm downloading from Filefront right now. Rapidshare would always claim I was already downloading a file...
st.lucifer Nov 15, 2008, 03:40 PM Reinstalled and patched BTS....and the same thing happens. I don't want to interpret this a sign of divine displeasure, but short of removing all civ-related files and reinstalling them again, I'm not sure what I can do that's likely to improve things. As far as I know, I'm using the same files as everyone else with the same version of civ4 and BTS, and my computer's in good shape and capable of running the other versions of the game without crashing. It seems as though RFC Europe crashes to desktop as it tries to load the intro screen or possibly an intro movie; it doesn't matter whether I load it externally through a shortcut, or through the BTS engine.
Sorry to keep asking for help on this, but my usefulness is limited as long as I can't get the program open. I could put a bunch of flags on an older copy of the map, as update directions, but that would be really tedious for someone else to put in.
3Miro Nov 15, 2008, 04:33 PM Let me get this right, it crashes only on RFCE. What is the earliest version that you could play. Something might be corrupt with your windows system in general causing problem with either graphics file or XML file. There is something that you can do, go to
My Document\My Game\Beyond the Sword,
then zip and post the folder Logs. Do that right after the game crashes (i.e. not after you have played a regular civ game). Hopefully that would tell me where the problem is.
st.lucifer Nov 15, 2008, 05:57 PM Let me get this right, it crashes only on RFCE. What is the earliest version that you could play. Something might be corrupt with your windows system in general causing problem with either graphics file or XML file. There is something that you can do, go to
My Document\My Game\Beyond the Sword,
then zip and post the folder Logs. Do that right after the game crashes (i.e. not after you have played a regular civ game). Hopefully that would tell me where the problem is.
Not sure what the earliest working version I could use was; possibly the version that you had me post the Byzantine start from.
Here's the log file. Thanks.
3Miro Nov 15, 2008, 07:13 PM Do you have the file:
RFCEurope\Assets\XML\GlobalDefines.xml
Problem is that is doesn't say anything about an error. I crashes when it is supposed to look for that file or right after CIV4GraphicOptionInfos.xml (that one is in Beyond the Sword\Assets\XML\GameInfo ). I guess you can move that file into the RFCEurope\Assets\XML\GameInfo, if nothing else helps.
I really don't know what to do/say. The Byzantine version was quite some time ago, right after it we stated introducing new units and graphics. Maybe that is the problem. Sedna, do you know if there is an option that can say "don't look for graphics in other mods", maybe that is the problem.
sedna17 Nov 15, 2008, 08:09 PM I think the correct question is what the latest version you could play was, not the earliest. Apologies if you understood this the correct way, to me it was confusing.
It definitely seems to be dying on the XML...
Googling around I found this thread (http://forums.civfanatics.com/showthread.php?t=132992)explaining how people sometimes had problems with the XML parser, but there's no way that should give you a problem just on RFC Europe.
What date is this "Byzantium start"? It would be most helpful if we could find what version change broke things. If you (or 3Miro) have copies and/or links to these old versions I think it would be good for St. Lucifer to systematically go through versions one-by-one and see which one stops working for him. Conversely, of course, if a version that you known had previously worked for you no longer does then that means your Civ installation is broken in some subtle way.
If you've never launched a game with the new Unique Units in it (I think anything past Nov 4) -- some of the new text files I included with those units are from another mod and have translations that make the proper encoding of those files essential and thus a little dicey. Of course, those should pop up an error message before crashing.
st.lucifer Nov 15, 2008, 09:03 PM I think the correct question is what the latest version you could play was, not the earliest. Apologies if you understood this the correct way, to me it was confusing.
It definitely seems to be dying on the XML...
Googling around I found this thread (http://forums.civfanatics.com/showthread.php?t=132992)explaining how people sometimes had problems with the XML parser, but there's no way that should give you a problem just on RFC Europe.
What date is this "Byzantium start"? It would be most helpful if we could find what version change broke things. If you (or 3Miro) have copies and/or links to these old versions I think it would be good for St. Lucifer to systematically go through versions one-by-one and see which one stops working for him. Conversely, of course, if a version that you known had previously worked for you no longer does then that means your Civ installation is broken in some subtle way.
If you've never launched a game with the new Unique Units in it (I think anything past Nov 4) -- some of the new text files I included with those units are from another mod and have translations that make the proper encoding of those files essential and thus a little dicey. Of course, those should pop up an error message before crashing.
The Byzantine start is from way back in October, maybe a month ago. I haven't successfully launched any version since then. If we've got a copy from a few weeks back, I'll try installing that and see if there's a difference. I don't have the older versions.
The weird thing with all of this is that it's only happening to me. Presumably, if there were an error in the code, it would be affecting everyone.
I get an error message, but it's just the basic 'has encountered a problem and needs to close. we are sorry for the inconvenience' error message.
I've got RFCEurope\Assets\XML\GlobalDefines.xml, and going through it line by line in notepad, there aren't any obvious errors in the file. One potentially weird thing, though - my computer won't open anything in XML through the appropriate editor.
Upon moving RFCEurope\Assets\XML\GlobalDefines.xml into the GameInfo folder, I get the following XML Errors:
Tag: HANDICAP_NOBLE in Info class was incorrect
Current XML file is: xml\GameInfo/CIV4ForceControlInfos.xml
Tag: HANDICAP_CHIEFTAIN in Info class was incorrect
Current XML file is: xml\GameInfo/CIV4ForceCOntrolInfos.xml
It repeats the errors a second time, and then crashes to desktop again with the original uninformative error message.
3Miro Nov 15, 2008, 09:20 PM I remember that when I was first adding the Byzantine cities (from st. Lucifer's WB file), I deliberately did not add any units. I was waiting on the new units from sedna. That is when we started making large changes to the XML, introducing new units and graphics from different files. Sedna do you remember when and what changes did you made on GlobalDefines and GraphicsDefines.
Sorry to st. Lucifer, use the GlobalDefines from the Rhye's and Fall of Civilization. Rhye has made some changes.
The big problem is that the thing doesn't give a message where the error is. There are problems with some of the XML, on my machine for example, it crashes if I use a comment in the sound defining files.
I will see what I can come up with tomorrow, but my hopes are low.
A wild guess, move this file into My Documents\Beyond the Sword\ (back up the existing file there).
st.lucifer Nov 15, 2008, 09:51 PM I remember that when I was first adding the Byzantine cities (from st. Lucifer's WB file), I deliberately did not add any units. I was waiting on the new units from sedna. That is when we started making large changes to the XML, introducing new units and graphics from different files. Sedna do you remember when and what changes did you made on GlobalDefines and GraphicsDefines.
Sorry to st. Lucifer, use the GlobalDefines from the Rhye's and Fall of Civilization. Rhye has made some changes.
The big problem is that the thing doesn't give a message where the error is. There are problems with some of the XML, on my machine for example, it crashes if I use a comment in the sound defining files.
I will see what I can come up with tomorrow, but my hopes are low.
A wild guess, move this file into My Documents\Beyond the Sword\ (back up the existing file there).
Progress!
Replacing the file in My Documents gets me at least to the choose-a-civ screen, and allows me to pick my leader. Then, I get a Program Execution Problem.
Attached is the normal dump.
sedna17 Nov 15, 2008, 09:53 PM It is odd that it's happening only to you. My big concern of course, is that this is some problem that will effect other people as well -- that there's something partially broken that breaks only on certain systems or whatever.
I haven't touch GlobalDefines. I'm not sure what you mean by: GraphicsDefines
3Miro Nov 15, 2008, 10:41 PM [81712.609] Load XML file xml\GameInfo/CIV4GraphicOptionInfos.xml SUCCEEDED
[81712.609] SetGlobalClassInfo (Civ4GraphicOptionInfos/GraphicOptionInfos/GraphicOptionInfo)
those were the last two lines in st Lucifer's xml.log file. Anyway, I was assuming that the problem occurs because something is not set up properly, i.e. it is not looking for the right files in the right places. Since Civ IV works, it is not windows problem, since reinstall doesn't work, it means the problem is in a file unaffected by reinstall ... CivilizationIV.ini
Dumb ... I mean dump files, while accurate are useless. ( Two guys in a hot air balloon got lost in a big storm. They saw a skyscraper and shouted to a guy on the skyscraper: "where are we", then the guy replied "in a hot air balloon". That's how the guys in the balloon knew they were in fact in the silicone valley.)
@st. lucifer: maybe if now you reinstall the mod? How far does the green progress bar go after you choose a civilization. Does it crash with all civs? Send me another copy of the Log folder (there should be more files in it now).
st.lucifer Nov 16, 2008, 01:42 PM [81712.609] Load XML file xml\GameInfo/CIV4GraphicOptionInfos.xml SUCCEEDED
[81712.609] SetGlobalClassInfo (Civ4GraphicOptionInfos/GraphicOptionInfos/GraphicOptionInfo)
those were the last two lines in st Lucifer's xml.log file. Anyway, I was assuming that the problem occurs because something is not set up properly, i.e. it is not looking for the right files in the right places. Since Civ IV works, it is not windows problem, since reinstall doesn't work, it means the problem is in a file unaffected by reinstall ... CivilizationIV.ini
Dumb ... I mean dump files, while accurate are useless. ( Two guys in a hot air balloon got lost in a big storm. They saw a skyscraper and shouted to a guy on the skyscraper: "where are we", then the guy replied "in a hot air balloon". That's how the guys in the balloon knew they were in fact in the silicone valley.)
@st. lucifer: maybe if now you reinstall the mod? How far does the green progress bar go after you choose a civilization. Does it crash with all civs? Send me another copy of the Log folder (there should be more files in it now).
Reinstalled the mod from the .rar file, after deleting the previous version. The green progress bar does not appear - I'm able to select a civ, select a leader, and select difficulty levels, but it crashes upon hitting 'ok'. Any civ selected produces such a crash.
Updated BTS logs attached.
I'd always heard the hot air balloon joke as a lawyer joke, but it works either way. :D
3Miro Nov 16, 2008, 03:27 PM my xml.log:
[63725.750] info type NONE not found, Current XML file is: xml\Interface/CIV4InterfaceModeInfos.xml
[63725.750] SetGlobalActionInfo
[63725.750] Loading XML file xml\Units/CIV4FormationInfos.xml
[63725.766] Load XML file xml\Units/CIV4FormationInfos.xml SUCCEEDED
and it goes on
your xml.log
[45568.078] info type NONE not found, Current XML file is: xml\Interface/CIV4InterfaceModeInfos.xml
[45568.078] SetGlobalActionInfo
and it ends.
So more xml is loaded just before the map is. Several files, the one that seems to cause problems is CIV4FormationInfos.xml
Do you have that file in Beyond the Sword\Assets\XML\Units ?
Try putting the attached files in RFCEurope\Assets\XML\Units, or Beyond the Sword\Assets...
Post new logs (if something doesn't work again).
st.lucifer Nov 16, 2008, 05:34 PM my xml.log:
[63725.750] info type NONE not found, Current XML file is: xml\Interface/CIV4InterfaceModeInfos.xml
[63725.750] SetGlobalActionInfo
[63725.750] Loading XML file xml\Units/CIV4FormationInfos.xml
[63725.766] Load XML file xml\Units/CIV4FormationInfos.xml SUCCEEDED
and it goes on
your xml.log
[45568.078] info type NONE not found, Current XML file is: xml\Interface/CIV4InterfaceModeInfos.xml
[45568.078] SetGlobalActionInfo
and it ends.
So more xml is loaded just before the map is. Several files, the one that seems to cause problems is CIV4FormationInfos.xml
Do you have that file in Beyond the Sword\Assets\XML\Units ?
Try putting the attached files in RFCEurope\Assets\XML\Units, or Beyond the Sword\Assets...
Post new logs (if something doesn't work again).
Added the files to RFCEurope\Assets; no change. They didn't replace any files, though, so they may have been important to add. The BTS Units folder has a couple more files not found in the RFCE units folder - Civ4AnimationPathInfos; Civ4AnimationInfos; CIV4AutomationInfos; Civ4EntityEventInfos; CIV4MissionInfos; CIV4SpecialUnitInfos; and CIV4UnitSchema. All capitalizations are just as written. Moving copies of those files into the RFCE Units folder results in a...crash to desktop. Damn.
New logs included.
CIV4FormationInfos.xml is found in the BTS XML folder; however, the BTS folder's version is larger. I could replace the one in the BTS subfolder, but am a little scared to lose data. I'll await further instruction on that.
Edit: Upon replacing the RFCE folder with the 11/16 version, I get to the same point before crashing as before. This represents progress over the initial crash problem.
3Miro Nov 16, 2008, 06:55 PM rapidly running out of ideas. I can see where XML files are loaded in the code, but most of it is are just calls to microsoft windows routines. Try installing this:
http://www.microsoft.com/downloads/details.aspx?familyid=4A3AD088-A893-4F0B-A932-5E024E74519F&displaylang=en
otherwise I am rapidly running out of ideas.
st.lucifer Nov 16, 2008, 07:22 PM rapidly running out of ideas. I can see where XML files are loaded in the code, but most of it is are just calls to microsoft windows routines. Try installing this:
http://www.microsoft.com/downloads/details.aspx?familyid=4A3AD088-A893-4F0B-A932-5E024E74519F&displaylang=en
otherwise I am rapidly running out of ideas.
Having installed this, what do I then do with it?
3Miro Nov 16, 2008, 07:51 PM Try running the game.
st.lucifer Nov 16, 2008, 08:09 PM Try running the game.
Sorry. Still no luck. Logs updated and posted.
Barak Nov 17, 2008, 09:02 AM What updates were made in the Nov 16 version?
jessiecat Nov 17, 2008, 09:05 AM What updates were made in the Nov 16 version?
See post 1359 (2nd. last) in the Discussions thread.:)
Barak Nov 17, 2008, 09:31 AM thanks, was looking for that here rather than there.
3Miro Nov 17, 2008, 11:14 AM @st. Lucifer: OK, we keep on trying. Use this file to replace the RFCEurope\Assets\CvGameCoreDLL.dll
See if the game works now.
st.lucifer Nov 17, 2008, 11:42 AM @st. Lucifer: OK, we keep on trying. Use this file to replace the RFCEurope\Assets\CvGameCoreDLL.dll
See if the game works now.
Negative progress; the game now crashes before the civ choice screen.
Logs attached.
3Miro Nov 17, 2008, 02:10 PM Makes no sense. The only difference in the .dll file is in the loading after the main menu. Are you sure you are using the Nov 16 version of RFCE. Also the .dll file should go into the RFCEurope\Assets.
st.lucifer Nov 17, 2008, 02:27 PM Makes no sense. The only difference in the .dll file is in the loading after the main menu. Are you sure you are using the Nov 16 version of RFCE. Also the .dll file should go into the RFCEurope\Assets.
I'm positive. I just reinstalled RFCE from the Nov. 16 .rar to check. I'm putting the updated .dll file in the assets folder, where it replaces the existing one (which is the same size, but modified a day earlier).
I don't have some of the other files you had me add earlier installed, as I'd just reinstalled the RFCE folder. Should I go back and re-add those?
Update: Now the program crashes before the select civ screen even with the older .dll file. I'm going to try tossing everything and restarting again.
3Miro Nov 17, 2008, 02:34 PM At one point you had it to the point where you could choose a civ. The .dll is supposed to help the crash afterwards. Was it right after you used the .ini file that I send you.
st.lucifer Nov 17, 2008, 03:58 PM At one point you had it to the point where you could choose a civ. The .dll is supposed to help the crash afterwards. Was it right after you used the .ini file that I send you.
Ok, re-downloaded and re-installed the Nov. 16 version, after wiping everything and restarting. It continues to crash to desktop upon the launch of the civ choice screen.
I can go back and add in the small xml and dll files attached previously, but this seems to be a new set of issues. Should I go back to the Nov. 13 version?
Log attached.
3Miro Nov 17, 2008, 04:05 PM Can you see the screen and choose a civ. If so, then try to replace the .dll file with the one I gave you earlier.
st.lucifer Nov 17, 2008, 04:23 PM Can you see the screen and choose a civ. If so, then try to replace the .dll file with the one I gave you earlier.
Previously, I was able to do that; currently, I am not. It seems like the November 16 version worked yesterday; I'm not sure what changed between now and then that would have messed it up.
3Miro Nov 17, 2008, 05:44 PM And the entire time the rest of Civ IV works well?
I don't know what to say. The only other thing that comes to my mind it reinstall the entire operating system, but that would probably be too much trouble. When I give out the next version of the mod I will add another .dll file that you can try if the first one doesn't work.
st.lucifer Nov 17, 2008, 06:05 PM And the entire time the rest of Civ IV works well?
I don't know what to say. The only other thing that comes to my mind it reinstall the entire operating system, but that would probably be too much trouble. When I give out the next version of the mod I will add another .dll file that you can try if the first one doesn't work.
I'm not sure that I can reinstall the whole OS - the computer technically belongs to my school and not to me, and I'm supposed to minimize the degree to which it is messed around with. I appreciate your efforts at help, and I'm sorry that it's been such a struggle. If nothing ends up working, I can make changes to the map by pulling up an old version, flagging tiles, and sending you a spreadsheet with resources or changes listed.
Wait, new problem. Now ordinary civ mods don't work either. !^&#@^* I'll reinstall BTS again, I guess.
3Miro Nov 17, 2008, 06:37 PM Try this:
1. Uninstall BtS.
2. Uninstall Civ IV.
3. Delete everything in Program Files\Firaxis Games
4. Delete everything in My Documents\My Games\Beyond the Sword ( NOTE: except possibly save directory with the savegames, but move them somewhere else and don't bring them back until everything is working)
5. Install Civ IV
6. Make sure Civ IV works.
7. Install BtS.
8. Make Sure it works.
9. Install the latest version of RFC (not RFC Europe, but RFC).
10. Update BtS to 3.18 (actually probably you can install RFC after the update, but justin case do it the other way around).
11. Make sure everything works, mods and regular BtS.
12. Install RFCEurope Nov16 (just put the directory in place).
13. If not working, try replacing the Civilization.ini file in My Games\Beyond the Sword with the one posred by me earlier. (back up the existing Civilization.ini).
14. If not working, try to replace the CvGameCoreDLL with the on that I posted earlier. (back up the original RFCE CvGameCoreDLL.dll)
15. Report how far did you get on each step, what seems to be working and what not.
jessiecat Nov 17, 2008, 10:32 PM BTS 3.17 is the latest version available AFAIK. Do you have a source for the 3.18 version?:confused:
3Miro Nov 18, 2008, 07:56 AM BTS 3.17 is the latest version available AFAIK. Do you have a source for the 3.18 version?:confused:
I wish I did, latest RFC version was something .18 and BtS is 3.17:mischief:
st.lucifer Nov 18, 2008, 10:31 AM Try this:
1. Uninstall BtS.
2. Uninstall Civ IV.
3. Delete everything in Program Files\Firaxis Games
4. Delete everything in My Documents\My Games\Beyond the Sword ( NOTE: except possibly save directory with the savegames, but move them somewhere else and don't bring them back until everything is working)
5. Install Civ IV
6. Make sure Civ IV works.
7. Install BtS.
8. Make Sure it works.
9. Install the latest version of RFC (not RFC Europe, but RFC).
10. Update BtS to 3.18 (actually probably you can install RFC after the update, but justin case do it the other way around).
11. Make sure everything works, mods and regular BtS.
12. Install RFCEurope Nov16 (just put the directory in place).
13. If not working, try replacing the Civilization.ini file in My Games\Beyond the Sword with the one posred by me earlier. (back up the existing Civilization.ini).
14. If not working, try to replace the CvGameCoreDLL with the on that I posted earlier. (back up the original RFCE CvGameCoreDLL.dll)
15. Report how far did you get on each step, what seems to be working and what not.
It'll probably be a few days before I can get to this, but thanks for the tech support. I'll check back in after trying it.
st.lucifer Nov 21, 2008, 10:37 PM After full removal/reinstall and patching, I can run the most recent version. Thanks for the tech support - updated resource and city placements coming tomorrow.
onedreamer Nov 22, 2008, 03:32 AM any chance to use filefront instead of rapidshare ?
sedna17 Nov 22, 2008, 05:47 PM I'll try using filefront for the next upload. Since 3Miro indicated he would be gone/busy this next week, I intend to post full uploads incorporating my work. I have made a bunch of little changes and plan to incorporate St. Lucifer's modified map (when it's done) into the next test version.
st.lucifer Nov 22, 2008, 09:01 PM The map update is finished. Updated version is attached.
Changes made:
-Coastlines of England, Scotland, Ireland, Netherlands, and Italy updated as per Cornelio's suggestions.
-Moved the mountain in Sicily; added a mountain to Wales as per Jessiecat's suggestion.
-Made some terrain modifications in England as per Jessiecat's suggestions.
-Added some moorland to Sweden and Gotland.
-Went through the map and added resources to most locations. Russia/Ukraine may need some additional modification, as may Germany - I wanted to see where the cities spawned before adding anything.
-Changed some terrain in N. Africa to plains from desert, particularly around Marrakech.
-Removed some of the sugar from the Canaries/Azores to make sugar less common/accessible except by colonization. Deleted the nearest Canaries in the interests of geographic accuracy. Added salt to one of the islands in the Canaries and Azores.
-Shrunk the Pripet marshes a little to make them more accurately sized.
-Removed corn from the map; replaced it with barley.
-Eliminated much of the gold, silver, gems, dyes, and incense from the map. Added cotton to Turkey and Egypt. Replaced some of the luxury resources in W. Europe with honey.
-Moved several independent cities - Bordeaux, Tolouse, Caen, Pisae, Firenze, Milano, Tours.
-Deleted several independent cities - Calaris, Ajacco, Pamplona north, Caen, Tours, Freiburg, Graz.
-Added Augsburg as an independent.
-Deleted the far NW Byzantine city (I've forgotten the name); made Rhodes an independent.
I think this is the list, although I may be forgetting things. I'll add updates as I remember them.
jessiecat Nov 23, 2008, 01:59 AM The map update is finished. Updated version is attached.
Changes made:
-Coastlines of England, Scotland, Ireland, Netherlands, and Italy updated as per Cornelio's suggestions.
-Moved the mountain in Sicily; added a mountain to Wales as per Jessiecat's suggestion.
-Made some terrain modifications in England as per Jessiecat's suggestions.
-Added some moorland to Sweden and Gotland.
-Went through the map and added resources to most locations. Russia/Ukraine may need some additional modification, as may Germany - I wanted to see where the cities spawned before adding anything.
-Changed some terrain in N. Africa to plains from desert, particularly around Marrakech.
-Removed some of the sugar from the Canaries/Azores to make sugar less common/accessible except by colonization. Deleted the nearest Canaries in the interests of geographic accuracy. Added salt to one of the islands in the Canaries and Azores.
-Shrunk the Pripet marshes a little to make them more accurately sized.
-Removed corn from the map; replaced it with barley.
-Eliminated much of the gold, silver, gems, dyes, and incense from the map. Added cotton to Turkey and Egypt. Replaced some of the luxury resources in W. Europe with honey.
-Moved several independent cities - Bordeaux, Tolouse, Caen, Pisae, Firenze, Milano, Tours.
-Deleted several independent cities - Calaris, Ajacco, Pamplona north, Caen, Tours, Freiburg, Graz.
-Added Augsburg as an independent.
-Deleted the far NW Byzantine city (I've forgotten the name); made Rhodes an independent.
I think this is the list, although I may be forgetting things. I'll add updates as I remember them.
I like your changes very much. Esp. England which looks much more realistic now. I like your addition of Augsburg and ditching of Graz. As far as the next list of indies go I'd like to keep the no. in the Germany/Poland area fairly limited though as well as in Britain. My suggestion would be;
Dublin
York
Edinburgh
Tonsberg (flips to the Norse)
Lubeck
Leipzig
Prague
Gdansk (flips to Poland?)
Memel
Krakow or Breslau
As for Russia, I would have it as:
Novgorod
Vologda
Yaroslavl (flips to Moscow?)
Smolensk (flips to Moscow?)
Minsk
Kharkov
with Khazan and Samara as barb cities.
I would leave out Kherson as it seems to be grabbed by Bulgaria in every game I've seen and we really want them to expand south and west not north. I think its important to encourage the AI to build in these areas so I've tried to keep the list to a bare minimum. What do you think of this?
Barak Nov 23, 2008, 10:28 AM Where do I put the updated map?
hendriksen Nov 23, 2008, 10:45 AM In RFC europe/public maps
There should already be 2 other worldbuilder saves....;)
sedna17 Nov 23, 2008, 12:40 PM Hey,
I've posted a new version. See my post at the start of this thread for a download link and list of changes.
http://forums.civfanatics.com/showpost.php?p=7353675&postcount=2
Or get it directly here:
http://files.filefront.com/RFCEurope+test+Nov23zip/;12440479;/fileinfo.html
Just substituting in St. Lucifer's map will start Frankia and Burgundia with double units, so I suggest using this new version -- apart from all the other changes.
st.lucifer Nov 23, 2008, 12:46 PM Hey,
I've posted a new version. See my post at the start of this thread for a download link and list of changes.
http://forums.civfanatics.com/showpost.php?p=7353675&postcount=2
Or get it directly here:
http://files.filefront.com/RFCEurope+test+Nov23zip
Just substituting in St. Lucifer's map will start Frankia and Burgundia with double units, so I suggest using this new version -- apart from all the other changes.
For some reason, the filefront link redirects to the main page with no option of downloading the file. Can you put a copy on rapidshare, as well, please?
sedna17 Nov 23, 2008, 12:51 PM I had entered the wrong link. Should be fixed now. I'm also uploading to rapidshare and will enter that link when available.
st.lucifer Nov 23, 2008, 12:57 PM I had entered the wrong link. Should be fixed now. I'm also uploading to rapidshare and will enter that link when available.
Works, thank you. The changes sound good.
Barak Nov 23, 2008, 01:38 PM Love the additions and changes in the newest version.
But in RFC, longbows absolutely upgrade to riflemen. So while they probably shouldn't upgrade to muskets, they should upgrade to Line Infantry (or whatever they are called)
sedna17 Nov 23, 2008, 01:46 PM You are correct. I'll make that change.
Barak Nov 23, 2008, 04:00 PM tried to DL the newest version, but there seems to be no file associated with it. The zipped folder contains 4 items, 2 folders and 2 files, but cant be copied.
Just looks weird...
Barak Nov 23, 2008, 04:09 PM I thin i understand what i did. I assume that the nov_23 is replacement files, NOT a whole new version.
Of course I have also reached my limit for free downloads on rapidshare, so I need to DL the Nov_21 version then DL the 23rd files some other way (i dont want to pay for the right naturally.
Any way to load the Nov 21 file on filefront?
Barak Nov 23, 2008, 04:30 PM I was able to DL the Nov21 version, never mind.
Still not sure what to do with the new files though (i must be missing something)
KaiserBenjamin Nov 23, 2008, 05:25 PM I had the same problem with weird duplicate files. But then I used WinZip instead of the default zip file opener that comes with Windows and it worked. Try using a different unzipper program. The newest version is complete - you don't replace any files with it.
sedna17 Nov 23, 2008, 05:27 PM I had the same problem with weird duplicate files. But then I used WinZip instead of the default zip file opener that comes with Windows and it worked. Try using a different unzipper program. The newest version is complete - you don't replace any files with it.
That's correct, the new version is totally complete. You should delete old versions and install this. I'm posting complete versions for the next week or so while 3Miro is on vacation.
Barak Nov 23, 2008, 05:30 PM Stupid question, but how do I use WinZip? My only option with the downloaded file is to "open"
jessiecat Nov 23, 2008, 05:31 PM That's correct, the new version is totally complete. You should delete old versions and install this. I'm posting complete versions for the next week or so while 3Miro is on vacation.
There is a problem with the newest version. Its a lot smaller than the Nov21 version and seems to lack files from it. Like the Arabs don't get mosques anymore when they found Islam. Why should the Nov23 version only have about 47,000K when the Nov21 one has over 53,600K?
Barak Nov 23, 2008, 05:33 PM i noticed the size difference as well.
Barak Nov 23, 2008, 05:35 PM Ok, managed to use a different program to unzip, but the new folder is missing the folder "CvGameCoreDLL"
sedna17 Nov 23, 2008, 05:39 PM Hmmm... I removed the CvGameCoreDLL from the upload because I understood that just to be the source code from which the .dll is compiled. That is why the new version is smaller.
That shouldn't have broken the Arab UP though, so maybe something is screwy. It seems some people have had no problem downloading and playing?
Barak Nov 23, 2008, 05:41 PM So the entire folder isn't needed? Interesting.
Seems to load properly this time for me. Starting as the Norse to see how early civs develop.
jessiecat Nov 23, 2008, 05:52 PM Hmmm... I removed the CvGameCoreDLL from the upload because I understood that just to be the source code from which the .dll is compiled. That is why the new version is smaller.
That shouldn't have broken the Arab UP though, so maybe something is screwy. It seems some people have had no problem downloading and playing?
Two other differences I've just spotted. All the civ names on the opening menu have reverted back to what they were before. (ie Venice as opposed to the Republic of Venice). And the 3 Russian indy cities have disappeared.
Although some map changes are there other stuff seems like its from an older version. Maybe the CoreDLL is necesssary after all?:confused:
sedna17 Nov 23, 2008, 07:03 PM Hi Jessie,
Are you sure you completely deleted the old version before installing the new one? I just deleted my folder, downloaded the version off rapidshare, installed it, and opened up a game. Arabian UP seems to work just as advertised. I'm not sure what the details of the map changes you're talking about are...
jessiecat Nov 23, 2008, 07:41 PM Hi Jessie,
Are you sure you completely deleted the old version before installing the new one? I just deleted my folder, downloaded the version off rapidshare, installed it, and opened up a game. Arabian UP seems to work just as advertised. I'm not sure what the details of the map changes you're talking about are...
OK. Just tried it again. Deleted everything. Reloaded Nov.23 version. Arabian UP seems to work. Still has the old civ opening menu though. Russian indies still missing. I didn't realize they'd been cut out. Maybe its OK now.
st.lucifer Nov 23, 2008, 07:45 PM OK. Just tried it again. Deleted everything. Reloaded Nov.23 version. Arabian UP seems to work. Still has the old civ opening menu though. Russian indies still missing. I didn't realize they'd been cut out. Maybe its OK now.
That's on me - I temporarily removed them. They should spawn at a later date; I didn't put a year in for them initially.
We should hammer out the independent city list tomorrow. I'd like to play a couple more games as other civs to see where things should be spawning first.
EDIT: Updated map file posted here. Be forewarned that if you run a game on this, France and Burgundy will start with double units.
Changes made:
-Added ocean tiles to Mediterranean and Black Sea
-Added resources in Iberia, notably food resources near Cordoba; some resources shuffled around
-Added copper to Denmark
jessiecat Nov 24, 2008, 01:48 AM I did post a proposed list of remaining indies somewhere a day or two ago but I can't seem to find it now. I'm reposting it again today on the civ discussion thread.
Cethegus Nov 24, 2008, 03:36 AM I'd like to join in on the beta-testing group. Are there any specific civs that need testing?
EDIT: Wrong thread, sorry.
Barak Nov 24, 2008, 06:46 AM Interestingly enough, when France and Burgyndy start with double units, they do better.
Perhaps we were hamgstringing them to much to begin with?
st.lucifer Nov 24, 2008, 10:38 AM Interestingly enough, when France and Burgyndy start with double units, they do better.
Perhaps we were hamgstringing them to much to begin with?
I just noticed that in my Dutch start (I let it run overnight), Frankia was on top of the score chart after having absorbed Burgundy. Maybe we aren't giving them enough to work with.
Algeroth Nov 24, 2008, 01:43 PM Could someone re-upload the files on megaupload? I can't get to the rapidshare due to a brutal aggregation of my internet connection.
st.lucifer Nov 24, 2008, 05:00 PM Updated resource and terrain map. Keep in mind that if played, France and Burgundy start with double units.
sedna17 Nov 27, 2008, 10:02 PM I guess there's a new version posted with some minor changes. See the second post of this thread.
SimonB1er Nov 27, 2008, 10:18 PM I guess there's a new version posted with some minor changes. See the second post of this thread.
What's the __MACOSX folder include in this version?
st.lucifer Nov 28, 2008, 01:01 PM Map update with the following changes:
-Added resources to the Carpathian basin and Apulia.
-Changed the marsh below the dye resources in England and Ireland to grassland so plantations can be built.
-Added timber to Corfu and pigs to France.
-Changed a few more tiles in the Baltic (in N. Poland) to moorland.
-Added a flag to make Calais show up in 500 AD (otherwise, France founds a city there within the first 20-30 turns.). I thought about adding the city itself, but decided it might crash the game if the city attempted to spawn at the later date.
sedna17 Nov 28, 2008, 01:32 PM What's the __MACOSX folder include in this version?
Sorry, that's file system crap from Mac OS X 'cause I forgot to delete it before uploading.
Barak Nov 28, 2008, 02:46 PM Its been present in the past few updates.
SimonB1er Dec 01, 2008, 03:54 PM Is there a new version coming out soon ? I just want to new before starting a new game.
jessiecat Dec 01, 2008, 04:03 PM Is there a new version coming out soon ? I just want to new before starting a new game.
That'll be up to sedna17 and 3Miro when they incorporate some changes
and a couple of CityName maps. Soon, I think.
3Miro Dec 01, 2008, 04:07 PM Not today. Hopefully tomorrow, with fixed Norse UHV/UP.
sedna17 Dec 01, 2008, 05:57 PM Posted new files (RFCEurope_Senda_Dec1.zip, see post #2 of this thread) for 3Miro to include in next test version. I'm going to play with some XML-only stuff next.
3Miro Dec 03, 2008, 10:32 AM Next version is out.
Barak Dec 03, 2008, 10:36 AM The Dec3 version has improved city amp and fixed UHVs. Any other changes?
3Miro Dec 03, 2008, 10:45 AM I don't think there are any improvements on the city name map, just the independent city spawns. No other changes, I was busy all last week and would be rather busy this week too. I will incorporate any contributions sedna might have, but other than that I will probably do little else.
Barak Dec 03, 2008, 11:30 AM thanks, keep up the good work!
sedna17 Dec 04, 2008, 09:20 PM Got some new files posted (Dec 4) for 3Miro. A lot of new city name maps and some other tweaking/fixes.
3Miro Dec 06, 2008, 10:44 AM I hope to get in on Monday. I am very busy this week and part of next week.
sedna17 Dec 07, 2008, 03:51 PM I can also resume posting full builds -- certainly don't want you to feel pressure here when you're busy in real life...
st.lucifer Dec 07, 2008, 05:04 PM Updated map with the following changes:
-Removed reservoir north of Moscow as suggested by Black Whole
-Changed Dniester as suggested by Black Whole; moved Pripet marshes accordingly and reduced them slightly in size
-Added a few resources to Kievan territory (most importantly iron, but also filled in some of the more empty areas); switched out wine for wheat at the tip of the Crimean peninsula
-Added dyes to many of the marshy areas on the map, in forests or grasslands so that building plantations is possible
-Changed the mouth of the Guadalqivir as suggested by Jessiecat
-Added dense forest to the foothills of the Caucasus; added a few more resources in that area
-Moved a few fish, whale, and clam resources around Ireland, Netherlands, and Britain; moved cows into and deer out of London's BFC
There may be a few more minor changes, but these are the ones I remember making.
3Miro Dec 09, 2008, 02:30 PM My contributions is on the Files page. Thanks sedn17.
sedna17 Dec 09, 2008, 08:14 PM December 9th test version is out. Grab it from the second post in this thread:
http://forums.civfanatics.com/showpost.php?p=7353675&postcount=2
civmademepoor Dec 13, 2008, 11:59 AM Has anyone else had this issue when trying to extract the 12/9 test: there is already a file with the same name as the folder name you specified ?
I'm using craptastic Vista. I've never had issues with the previous versions.
KaiserBenjamin Dec 13, 2008, 01:29 PM Use Winrar. The problem only happens when you use winzip.
civmademepoor Dec 13, 2008, 08:15 PM Use Winrar. The problem only happens when you use winzip.
Thanks! Winrar worked just fine.
sedna17 Dec 13, 2008, 10:40 PM December 13th test version is out. Grab it from the second post in this thread:
http://forums.civfanatics.com/showpost.php?p=7353675&postcount=2
Sorry St. Lucifer, I wanted to post this now, so I didn't wait for your new map. Next version...
sedna17 Dec 17, 2008, 08:13 PM December 17th Test version is out. Grab it at the usual place (2nd post in this thread). Please let me know if it still crashes on you and post prior autosave if it does.
sedna17 Dec 20, 2008, 10:01 PM Dec 20th test version is out. Grab it at the normal place: http://forums.civfanatics.com/showpost.php?p=7353675&postcount=2
st.lucifer Dec 21, 2008, 10:02 PM Updated map with the following changes:
-Added Lys river to Netherlands.
-Moved the mountain in Sicily; changed the city from Catania to Siracusa (will need to be updated in the code)
-Moved the gold 1 e of Tangier as suggested by Verily. I hope this didn't mess up the city's spawn.
-Added the Volga delta and marked the spot for Astrakhan. Moved the horse and added some mud.
-Removed anomalous spots of mud from N of the Pripet marshes, and mystery spice from S of Crete
-Removed horses and marble from Dijon's BFC to decrease production. Moved horses down to Lyon.
-Redid Ireland as per Jessiecat's suggestions - coastline is now moorland hills, interior is now marshy.
-Took out a couple of superfluous timber resources and added a couple of stone to the map. Added whales off Portugal.
-Added fish and sheep to Thessalonika as per Verily's suggestions.
-Changed gold in Bohemia to silver.
Other suggestions welcome.
sedna17 Dec 27, 2008, 07:12 PM Dec 27th Test Version is out. See second post in this thread. This has ecv's modified dll without the Inquisition AI code that seemed to cause at least some of the late game crashes. I've never been able to consistently generate these crashes on my own, so the fact that I was able to play until 1600 in a test game with this changes doesn't necessarily mean anything. Still, let me know how it goes...
Rhye Dec 29, 2008, 06:00 AM 1 curiosity: are you keeping it updated with RFC, or is it still based on 1.181?
sedna17 Dec 29, 2008, 09:26 AM 1 curiosity: are you keeping it updated with RFC, or is it still based on 1.181?
For now, still based on 1.181. It makes sense for us to migrate over some of the new mechanics (changes to rises/wars/stability) to keep things reasonably familiar for people, but we haven't had a chance to look at the details yet.
3Miro Dec 29, 2008, 11:35 AM For now, still based on 1.181. It makes sense for us to migrate over some of the new mechanics (changes to rises/wars/stability) to keep things reasonably familiar for people, but we haven't had a chance to look at the details yet.
Stability is already completely changed, since RFCE uses different type of a map, it makes sense to use completely different mechanics on the stabillity.
I have to look at the wars and rises changes. What is different?
sedna17 Dec 29, 2008, 10:32 PM Stability is already completely changed, since RFCE uses different type of a map, it makes sense to use completely different mechanics on the stabillity.
I have to look at the wars and rises changes. What is different?
There are a bunch of changes listed on the change-log (http://wikirhye.wikidot.com/release-notes). Here are a few I noticed in no particular order:
- Considerably less units flip during a war with a civ just spawned, but to counterbalance this, new civs’ units are “semi-immune” (that means, there’s 50% chance that a new unit is added every time one is killed) the first 2 turns while they are in the capital plot (prevents the exploit of the early attack, that didn’t trigger the unit flips)°°
- No tech brokering enabled by default°°
- AIs contact less frequently in the late game (they used to pester a lot with useless requests)°°
- No tech trading the first 3 turns after spawn (this fixes the exploit of giving techs and jumping to another civ)°°
- Easier defensive pacts between 2 civs allied with the same 3rd party°°
- Human capitals now can flip, as starting location is what counts (makes the exploit of squatting civs more difficult)°°
- Mercenaries now spawn in your capital instead of a borderline city°°
Relatively isolated/self-contained changes on code we haven't changed will be pretty easy to bring over, but I'm not sure if the value of similarity-to-normal-RFC is high enough to merit it.
jessiecat Dec 30, 2008, 05:58 AM Here's the revised Spain/Portugal CityName map in WB and saved game formats.
sedna17 Jan 02, 2009, 10:58 PM Another very minor update, just taking care of the most important house-keeping tasks and bugs.
I'm going to have limited/no time to work on this for the next couple weeks -- probably won't be back to "normal" until after Jan. 15th.
Grab the Jan 3 update at the normal place: http://forums.civfanatics.com/showpost.php?p=7353675&postcount=2
3Miro Jan 12, 2009, 06:20 PM Next test version is out on the first post of the tread. Enjoy!
sedna17 Jan 15, 2009, 09:39 PM I've posted a handful of new wonders in the second post of this thread for 3Miro to include in the next test version. Some building powers aren't coded yet, but the building description points this out*. Testing all the wonder graphics (models/movies/etc.) is sort of a pain, so please let me know about problems when you get your hands on it.
*@3Miro, I'm using the <HELP> tag to describe wonder effects, so we don't NEED to add anything to the XML schema for buildings unless you want to.
sedna17 Jan 17, 2009, 08:13 PM Hey 3Miro,
I've posted some more files on the second post of this thread, but they are work-in-progress.
I have added a new abstract resource (currently borrowing fish artwork and not-yet-appearing-on-the-map) -- Atlantic Access. This is required for building all colonies.
I have attempted to modify the CIV4GameInfoSchema.xml to make Projects have all the tags necessary for our Colonies to behave as we wish. That involved adding this:
<!--Begin Sedna17-->
<ElementType name="iNumFreeColBonus" content="textOnly" dt:type="int"/>
<ElementType name="FreeColBonus" content="eltOnly">
<element type="BonusType"/>
<element type="iNumFreeColBonus"/>
</ElementType>
<ElementType name="FreeColBonuses" content="eltOnly">
<element type="FreeColBonus" minOccurs="0" maxOccurs="*"/>
</ElementType>
<!--End Sedna17-->
and then, under <ElementType name="ProjectInfo" content="eltOnly"> in the appropriate places
<!--Begin Sedna17-->
<element type="PrereqProjects"/>
<!--End Sedna17-->
<!--Begin Sedna17-->
<element type="PrereqBonuses"/>
<element type="FreeColBonuses"/>
<!--End Sedna17-->
So far, so good, and I added our list of colonies. Of course the new elements need to be added to the dll by you before they will DO anything, and we'll need to modify the Civilopedia format for projects to be more like the one for buildings at some point.
However, I also get errors on load. Specifically, on loading Civ4ProjectInfo.xml it complains:
Tag: 100 in Info class was incorrect
Tag: 1 in Info class was incorrect
which seems to be objecting to the values of 100 under BonusProductionModifiers (for colonies with double production speed with slaves) and 1 under FreeColBonuses. Is this because I made some mistake or because the game doesn't know if these are "good" values for these parameters until we tell it what good values are?
Hopefully you can make figure this out...
micbic Jan 19, 2009, 09:05 AM Small German-Hungary city name map fixes (first Python attempt), to rest sedna17 from doing that. Hope not buggy.
Changes: Germany---> Replaced Dubrovnik with Ragusa, as per civmademepoor's suggestion.
Hungary---> Erased that Calais 500AD sign if (if!!) you founded Calais.
Unrar the file and replace with it the RFCEmaps file in the Assets/Python folder of the mod.
EDIT (fortunately noone has gotten it yet). Next thread contains tat file with the Duncerque renaming, as per civmademepoor's suggestion.
micbic Jan 19, 2009, 11:47 AM The new .py file (rarred of course)
civmademepoor Jan 19, 2009, 10:24 PM Dunkerque with a K! :hatsoff:
micbic Jan 22, 2009, 11:43 AM Another updated version of the RFCE maps python file, implementing civmademepoor's proposed citynames (Anvers-Coblence) for French-Burgundian.
Same instructions.
3Miro Jan 23, 2009, 11:01 AM Hey 3Miro,
I've posted some more files on the second post of this thread, but they are work-in-progress.
I have added a new abstract resource (currently borrowing fish artwork and not-yet-appearing-on-the-map) -- Atlantic Access. This is required for building all colonies.
I have attempted to modify the CIV4GameInfoSchema.xml to make Projects have all the tags necessary for our Colonies to behave as we wish. That involved adding this:
<!--Begin Sedna17-->
<ElementType name="iNumFreeColBonus" content="textOnly" dt:type="int"/>
<ElementType name="FreeColBonus" content="eltOnly">
<element type="BonusType"/>
<element type="iNumFreeColBonus"/>
</ElementType>
<ElementType name="FreeColBonuses" content="eltOnly">
<element type="FreeColBonus" minOccurs="0" maxOccurs="*"/>
</ElementType>
<!--End Sedna17-->
and then, under <ElementType name="ProjectInfo" content="eltOnly"> in the appropriate places
<!--Begin Sedna17-->
<element type="PrereqProjects"/>
<!--End Sedna17-->
<!--Begin Sedna17-->
<element type="PrereqBonuses"/>
<element type="FreeColBonuses"/>
<!--End Sedna17-->
So far, so good, and I added our list of colonies. Of course the new elements need to be added to the dll by you before they will DO anything, and we'll need to modify the Civilopedia format for projects to be more like the one for buildings at some point.
However, I also get errors on load. Specifically, on loading Civ4ProjectInfo.xml it complains:
Tag: 100 in Info class was incorrect
Tag: 1 in Info class was incorrect
which seems to be objecting to the values of 100 under BonusProductionModifiers (for colonies with double production speed with slaves) and 1 under FreeColBonuses. Is this because I made some mistake or because the game doesn't know if these are "good" values for these parameters until we tell it what good values are?
Hopefully you can make figure this out...
The idea for a wonder being build faster with specific resource is already there, why do we need to change the Schema. We can identify the colonies in RFCEBalance and Consts (it would be easier if we just make them a block, i.e. colonies start and olonies end just like the indy players). Anyway, XML is probably more "correct" approach. I will look into it.
sedna17 Jan 23, 2009, 11:14 AM My plan was to implement Colonies as "Projects" (ala Spaceship parts/The Internet) rather than "Buildings". I went back and forth on this, but it seemed to be useful because:
a) Projects are not physically located in a specific city (doesn't make sense to be able to "capture" Cuba just be capturing the city where it was "built")
b) We aren't doing anything else with Projects, and this lets us modify their schema without having to modify all the buildings/wonders xml.
The drawback is we have to do some work fleshing out the Projects XML schema and integrating it. Since you already figured out how to do this for the area-damage buildings I thought it wouldn't be too hard for you -- but let me know if you see any intractable problems and we can switch back to doing colonies as buildings.
3Miro Jan 23, 2009, 11:38 AM I'll look into it. At least the tag to speed up the construction with a specific resource should be there already (Internet).
SimonB1er Jan 23, 2009, 09:58 PM Do you plan adding more accurate flags/countries colors to the test version? It wouldn,t be that long and would give a more historical feel to it. Anyway keep up the good job!
micbic Jan 24, 2009, 08:07 AM The RFCEmaps python file-Ragusa is now changed in both German and Austrian maps (previously it was still Dubrovnik in the latter). Yes, I can't do a complete job :hammer2: :wallbash:
jessiecat Jan 24, 2009, 08:56 AM Do you plan adding more accurate flags/countries colors to the test version? It wouldn,t be that long and would give a more historical feel to it. Anyway keep up the good job!
There is a thread (RFC Europe Art and Flags) where the proposed flags were posted. Other suggestions are welcome and should be posted there.
sedna17 Jan 28, 2009, 11:53 AM New version posted in the second post of this thread. This version does NOT have colonies yet, but does have some more wonders and the new military redesign, so please provide feedback.
micbic: Thanks for the new RFCEMaps.py file
Jessiecat: I didn't get around to implementing the new UHV and spawn areas you suggested (though they're good suggestions). Next version, I promise...
3Miro Jan 28, 2009, 01:39 PM sedna, I don't think making a plague on turn 2 is a good idea. Maybe leave the one on turn 60, but the first one is way too early.
sedna17 Jan 28, 2009, 01:48 PM Yeah, you're probably right. Technically it's turn 10 (mean). I think the turn 60 plague I use is suspect (from this list http://en.wikipedia.org/wiki/List_of_historical_plagues the Plague of Constantinople, but I can't find other info on it).
So, to balance gameplay and history we'll have one "early" plague around turn 60 that sort of pseudo-represents Justinian's plague and then not another one until the Black Death.
sedna17 Jan 28, 2009, 04:55 PM Not my day for posting files correctly. The link is working again now. Thanks for the heads-up jessiecat.
jessiecat Jan 28, 2009, 05:16 PM Not my day for posting files correctly. The link is working again now. Thanks for the heads-up jessiecat.
A couple of quick observations while I'm downloading again.:lol:
I like the progression of grades esp. of swordsmen and spearmen. Though I wonder if the pre-gunpowder units have been weakened too much. I think that 4/7/10 for swordsmen and 6/8/10 for the spearman upgrades would be better. The strongest swordsman should not be weaker than a pikeman, I think.
And what happened to the swiss pikeman? Shouldn't that be a further upgrade so it can be used in formation with musketmen? Maybe strength 12. Same with the Landsknecht?
Also the Hungarian UU (9/3) seems unbalanced with the Armored Lancer (11/2) its supposed to replace. Maybe should both be strength 10.
sedna17 Jan 28, 2009, 05:58 PM @jessiecat. I respond to your thoughts in the other post http://forums.civfanatics.com/showpost.php?p=7708032&postcount=23
3Miro Jan 28, 2009, 07:17 PM I am actually also working. I have most of the XML/C++ Projects figured out. It was harder than I thought. I also have the new Papal features implemented (no Crusades yet). I will post a new version tomorrow, but will not make any changes beyond the .dll and the Projects info scheme and xml files. (well, maybe fix the English bug)
sedna17 Jan 28, 2009, 07:37 PM Great, thanks for the update. I'm (obviously) not touching the dll, and not working on the projects xml either (focusing on buildings and units xml right now). Do let me know of any changes to Consts.py
3Miro Jan 28, 2009, 09:27 PM Great, thanks for the update. I'm (obviously) not touching the dll, and not working on the projects xml either (focusing on buildings and units xml right now). Do let me know of any changes to Consts.py
There should not be any Consts.py changes until we get to the Colony UHVs. I will try to see if I can change the prosecutor AI from Constst.py + RFCEBalance.py into XML (after the colonies).
3Miro Jan 29, 2009, 01:30 PM New version is out. Get it from the first post in the tread.
Enjoy!
jessiecat Jan 29, 2009, 04:34 PM New version is out. Get it from the first post in the tread.
Enjoy!
Does this version include everything in Sedna's new version posted earlier? Yours seems to be a smaller file .
3Miro Jan 29, 2009, 07:09 PM Does this version include everything in Sedna's new version posted earlier? Yours seems to be a smaller file .
It does include all of sedna's contributions and all of mine. Good point on the smaller file, I did not feel necessary to comment, but I had previously included files that are not needed. Every build posted by me contains a CvGameCoreDLL folder with the C++ source files, they are not needed for the game to play, but are needed for modders to see what I have done. In previous test versions, I had been accidentally including additional files that were completely not needed. Sorry, to make you guys download files bigger than needed.
sedna17 Jan 31, 2009, 11:52 PM New version available for download from the second post in this thread. Sorry if it gets confusing for you guys to know where the most recent version is coming from. I've got some work on colonies left to finish and then we need to write them into UHVs, and then... gosh, I think we'll be just about ready to call this a beta.
This doesn't include anything (really) from the religious building discussion we've been having, but it does throw in some new units that I found when I was trolling for ideas. I'm certainly no wedded to all of them, so let me know.
Oh, and I sort of threw colonies randomly at late-game techs (so they don't all bunch up in a few). Anyone have any ideas for how to rationally distribute them?
3Miro Feb 01, 2009, 08:33 AM Once I get the time to work on the Crusades (which I hope to do this week), with the colonies and UHVs we can call it our first beta.
BurnEmDown Feb 01, 2009, 11:43 AM I'm not sure this belongs here, but I've noticed no changes were made to the Apothecary and there's no new building called "Herbalist" in the latest patch.
sedna17 Feb 01, 2009, 04:26 PM I'm not sure this belongs here, but I've noticed no changes were made to the Apothecary and there's no new building called "Herbalist" in the latest patch.
Are you sure you installed the latest (Jan 31) patch correctly and don't accidentally have an old version?
jessiecat Feb 02, 2009, 01:35 AM New version available for download from the second post in this thread. Sorry if it gets confusing for you guys to know where the most recent version is coming from. I've got some work on colonies left to finish and then we need to write them into UHVs, and then... gosh, I think we'll be just about ready to call this a beta.
This doesn't include anything (really) from the religious building discussion we've been having, but it does throw in some new units that I found when I was trolling for ideas. I'm certainly no wedded to all of them, so let me know.
Oh, and I sort of threw colonies randomly at late-game techs (so they don't all bunch up in a few). Anyone have any ideas for how to rationally distribute them?
As requested I've done a revision of the existing colonies, their prerequisites,
distribution and bonus resources. I've posted it on the wonders thread. OK?
jessiecat Feb 02, 2009, 01:36 AM New version available for download from the second post in this thread. Sorry if it gets confusing for you guys to know where the most recent version is coming from. I've got some work on colonies left to finish and then we need to write them into UHVs, and then... gosh, I think we'll be just about ready to call this a beta.
This doesn't include anything (really) from the religious building discussion we've been having, but it does throw in some new units that I found when I was trolling for ideas. I'm certainly no wedded to all of them, so let me know.
Oh, and I sort of threw colonies randomly at late-game techs (so they don't all bunch up in a few). Anyone have any ideas for how to rationally distribute them?
As requested I've done a revision of the existing colonies, their prerequisites, distribution and bonus resources. And I've suggested 2 more as well. I've posted it on the wonders thread. OK?
sedna17 Feb 02, 2009, 11:09 PM Yay -- another test version is now out. Get it from the second post of this thread. (http://forums.civfanatics.com/showpost.php?p=7353675&postcount=2)
micbic Feb 04, 2009, 09:05 AM New city name .py file. Changes:
1) Renamed Sundisvall to Sundsvall in Norse/Swede map, as proposed
2) Changed Shrewsbury to Manchester in Norse/Swede map, as proposed
3) Filled a gap in the French/Burgundy map with Caen.
4) Fixed typos in Adrianopolis in Byzantine map.
5) Renamed London to Londinium in Byzantine map.
3Miro Feb 06, 2009, 07:21 PM New version (Feb 06) is out on the first post.
sedna17 Feb 10, 2009, 02:44 PM Not sure if this is the best place to post this...
I've had a major computer meltdown with my Civ-capable computer. Minimal data loss, and the hardware is under warranty, so not too bad. Still, I'll be out of the modding game until I get things fixed.
3Miro Feb 10, 2009, 05:59 PM I will try to compile a new test version then. I will add mor eunits for the crusaders and look into the Projects problems. (will be somewhat buisy in the middle of the week, but I hope to get time on Friday)
civmademepoor Feb 10, 2009, 10:11 PM To 3Miro and Sedna: Just a thanks to all the work you've both been doing on this great mod. I hope 2K or whatever company you want picks you up (after the mod is done, work like slaves until then 'cause I want to play a finished version!): I've paid far more for far less in my professional life, and I'm very impressed with both the enthusiasm and professionalism you two have both displayed in this project. And that by no means is to mitigate others contributions, but it's clear that you two are leading this on many levels.
Cheers!
-Mark (civmademepoor)
jessiecat Feb 11, 2009, 12:44 AM I will try to compile a new test version then. I will add mor eunits for the crusaders and look into the Projects problems. (will be somewhat buisy in the middle of the week, but I hope to get time on Friday)
If you can get a new version out within a few days that would be great. Hopefully Sedna will get his machine problems sorted out soon. I know how he feels. Mine crashed last year and it cost me bigtime. I know its been said before but on behalf of some of our contributers can I emphasize the biggest priorities for the next version, as I see it.
1. Finish the UHV conditions. Even if it's only some resource requirement or a couple of colonial projects as placeholders we need 3 conditions for each civ. ASAP. People feel they need something to shoot for while playtesting.
2. Colonial projects, as you say. As they stand, giving 6 resources isn't much incentive for the long build times involved. Colonies historically were huge cash cows for the home country. Maybe gaining a couple of gold per turn in each home city would make building them worthwhile.
3. Improving the Crusade experience for the human player. Maybe having some units in the Crusade army might allow the player to take part in the action even if he's not voted leader.
4. Some work on starting units and improving the spearman/guisarme bonuses against mtd. units.
5. A rethink on the Protestant spawn which comes too early and too randomly. Maybe it should be a dated event which starts in Germany, England etc. rather than based on whoever researchs Printing Press.
6. Eventually some implementation of Judaism as an event spreading similiarly to plague as discussed before.
7. Some new wonders would be good. I'm thinking the Dome of the Rock (replaces Taj Mahal), Basilica San Marco (replaces the temple of Artemis) La Scala Opera House (replaces the Eiffel Tower), and Magna Carta (replaces the Pyramids) in particular.
8. Flags and new leaderheads, eventually.
I know you can't get all that done in a couple of days but if the first 2 or 3 could be sorted that'd be a great improvement. Whatever you can do would be appreciated. And I echo civemademepoor's comments on that as well. Without you and sedna this project would never have gotten off the ground IMO.:)
Samsa Feb 11, 2009, 11:56 AM Hi guys, added a visibility area for all Civs.
Used for that purpose the "BroaderAreas", should work fine. Beside the Byzantine got no real visibility improvement cause their "BroaderArea" is nearly uncovered by their Cities. But i did that for consistence.
Actually in the zip file are only the edited files (RiseAndFall.py and the WorldbuilderSave) if u want to try i recommend to backup those two files :crazyeye:
3Miro Feb 11, 2009, 01:17 PM Hi guys, added a visibility area for all Civs.
Used for that purpose the "BroaderAreas", should work fine. Beside the Byzantine got no real visibility improvement cause their "BroaderArea" is nearly uncovered by their Cities. But i did that for consistence.
Actually in the zip file are only the edited files (RiseAndFall.py and the WorldbuilderSave) if u want to try i recommend to backup those two files :crazyeye:
Good job, help is always welcome. The visible areas were discussed in this tread:
http://forums.civfanatics.com/showthread.php?t=305024
They would be larger than the Broader areas especially for the late pawn civs. We believe that it would help the AI a lot expanding.
Why did you change the WB file, did you actually put visible territory in it. IN general we try to avoid changes in the WB since it is not robust at all. If we decide to make Burgundy a late spawn civ (i.e. not on turn 0) then we will have to change the indexing of the civs, the WB file would only remember that civ X should see tile Y, but Civ X is suddenly different. In short, the Franks would get the visibility of Byzantium and everything would change. Then again, if there is a good reason to change the WB then we will do that. So why the change in the WB?
Samsa Feb 11, 2009, 02:17 PM Good job, help is always welcome. The visible areas were discussed in this tread:
http://forums.civfanatics.com/showthread.php?t=305024
They would be larger than the Broader areas especially for the late pawn civs. We believe that it would help the AI a lot expanding.
Why did you change the WB file, did you actually put visible territory in it. IN general we try to avoid changes in the WB since it is not robust at all. If we decide to make Burgundy a late spawn civ (i.e. not on turn 0) then we will have to change the indexing of the civs, the WB file would only remember that civ X should see tile Y, but Civ X is suddenly different. In short, the Franks would get the visibility of Byzantium and everything would change. Then again, if there is a good reason to change the WB then we will do that. So why the change in the WB?
I'll take a look into this thread, and adjust the visibility.
The WB file was change, cause i added visibility to Burgundians and the Franks (the change to Byzantine in minor). I did that for consistence, if the later civs get some uncovered map the first should get some too. Didn't knew about the "don't touch the WB file" agreement, so i remove this instantly :)
3Miro Feb 12, 2009, 09:21 AM I'll take a look into this thread, and adjust the visibility.
The WB file was change, cause i added visibility to Burgundians and the Franks (the change to Byzantine in minor). I did that for consistence, if the later civs get some uncovered map the first should get some too. Didn't knew about the "don't touch the WB file" agreement, so i remove this instantly :)
I see about the WB. Call the visibility function in from where the new units are created, that way the function will be called for the Burundians and Byzantines and Franks, but we will avoid the problems we might have if we change the order of the civs later on.
micbic Feb 12, 2009, 01:37 PM Another RFCEmaps file (rarred). Many changes this time. Specifically
1) Yay-synchronized Arabian and Byzantine maps in the Middle East.
2) Minor fixes in the Narva-Tartu area in Moscowan and Swede maps.
3) Removed the mass of Hungarian names in the middle from the Dutch maps.
And of course, I will agree with jessiecat and civmademepoor that without 3Miro and sedna17, the mod wouldn't be where it is currently.
micbic Feb 12, 2009, 01:50 PM And, due to the amateurism and the indisputable awkwardness of the poster, the file wasn't posted in previous post.:D It is there.
BurnEmDown Feb 12, 2009, 02:14 PM To 3Miro and Sedna: Just a thanks to all the work you've both been doing on this great mod. I hope 2K or whatever company you want picks you up (after the mod is done, work like slaves until then 'cause I want to play a finished version!): I've paid far more for far less in my professional life, and I'm very impressed with both the enthusiasm and professionalism you two have both displayed in this project. And that by no means is to mitigate others contributions, but it's clear that you two are leading this on many levels.
Cheers!
-Mark (civmademepoor)
Sorry for the delay but I just noticed this message thanks to micbic. I'm sure we all feel this way and are very grateful for all of your hard work :) (and all future works of course!) Without you this modmod would still be an idea! Thanks :)
sedna17 Feb 13, 2009, 09:08 AM 1) Thanks for the kind words and encouragement from everyone.
2) Thanks also to a) Micbic for taking charge of polishing the city name maps and b) Samsa for volunteering to get involved in the coding effort.
3) Play-testing feedback and historical suggestions are very important too. It's great to have everyone contributing where they can.
3Miro Feb 13, 2009, 10:10 PM The encouragements were so strong that I got motivated to do a next version today. It does not include all the fixes and features that I wanted, but it is close enough.
Not all of the new UHVs are tested. Also there is still a possibility for the colonies to give a bug (they should not, but still).
Keep up the good work everyone.
3Miro Feb 14, 2009, 02:56 PM On Jessiecat's idea of all players getting some Crusader units. It sounds good, but it means that all Catholic players would declare war on Arabia. That alone might be too much.
jessiecat Feb 14, 2009, 03:16 PM On Jessiecat's idea of all players getting some Crusader units. It sounds good, but it means that all Catholic players would declare war on Arabia. That alone might be too much.
What I was really suggesting was that the human player could have some units so he could take part in the action even if he wasn't chosen leader. Not necessarily all Catholic civs. Maybe just the 2 nominees plus the human player automatically. So only 2 or 3 at most. Which also seems historically realistic I think as not every Christian kingdom took part. :)
3Miro Feb 14, 2009, 03:27 PM What I was really suggesting was that the human player could have some units so he could take part in the action even if he wasn't chosen leader. Not necessarily all Catholic civs. Maybe just the 2 nominees plus the human player automatically. So only 2 or 3 at most. Which also seems historically realistic I think as not every Christian kingdom took part. :)
It again implies war with Arabia. I for one would hardly go to war with a powerful foe and with just couple of units.
I will think about it.
NEXT VERSION IS OUT, grab it the first post of the tread.
Jessiecat, to do the Moscow UHV you need to reload a save before 1400AD.
micbic Feb 16, 2009, 03:00 PM Another RFCEmaps file, this time:
1) Restricted Bulgarian map to the Balkans
2) Made some spelling changes in Arab/Cordoba maps, as per Kalimakhus' suggestions
3) Revamped a little and synchronized maps in Greece.
3Miro Feb 16, 2009, 03:04 PM A small patch addressing the Frank and Venetian UHVs.
jessiecat Feb 17, 2009, 05:03 AM I have found some good art for the following colonies and projects and have posted them here.
Virginia, Cuba, Malaya, East Indies, Brazil, Ivory Coast, Gold Coast, Capetown, India and East Africa.
I've posted a couple more plus some alternatives in the following post.
jessiecat Feb 17, 2009, 07:33 AM Here's a few more. Maybe no.5 for the East India Company and No. 6 for the Hudson Bay.
jessiecat Feb 17, 2009, 09:25 AM And just a few that might be more colourful for Krak des Chevaliers and the eras. Included is a really nice map of the West Indies which would do for the West India Company.
BurnEmDown Feb 17, 2009, 09:50 AM Ooooh! I like the one with the french in India, shows how they have Heirarchy (sp?) of men in charge, how they treat the locals, how they sent troops there too, and how they brought french culture to their areas of control around the globe.
jessiecat Feb 17, 2009, 09:57 AM Ooooh! I like the one with the french in India, shows how they have Heirarchy (sp?) of men in charge, how they treat the locals, how they sent troops there too, and how they brought french culture to their areas of control around the globe.
French in India? Which one?:confused:
merijn_v1 Feb 17, 2009, 10:10 AM On post 195 (jessiecat) is a picture of the Nightwatch. I think this could be the button for the Rembrandt's Masterpiece Wonder (if its comes ofcourse). It wasn't something that deals with colonies. Even the men on the picture weren't merchants or captains of ships or something what deals with colonies.
jessiecat Feb 17, 2009, 10:18 AM On post 195 (jessiecat) is a picture of the Nightwatch. I think this could be the button for the Rembrandt's Masterpiece Wonder (if its comes ofcourse). It wasn't something that deals with colonies. Even the men on the picture weren't merchants or captains of ships or something what deals with colonies.
I agree. Some of the pics in the last batch are for era art or any other purpose.:)
merijn_v1 Feb 17, 2009, 10:20 AM Ok. Then the first one is Krak des Chevaliers I think.
jessiecat Feb 17, 2009, 10:35 AM Ok. Then the first one is Krak des Chevaliers I think.
Which I'm only suggesting could replace the B/W art we have for it already.
BurnEmDown Feb 17, 2009, 11:18 AM The last on on your third post, it seems the people there wear a turban, so I thought it was India, maybe it's another part of Asia?
jessiecat Feb 17, 2009, 11:47 AM The last on on your third post, it seems the people there wear a turban, so I thought it was India, maybe it's another part of Asia?
Close I guess. But it's actually a local prince in the East Indies surrendering to the Dutch commander. Check out the flag that's flying.:D
BurnEmDown Feb 17, 2009, 01:03 PM Oh they're Dutch? Isn't that France's Flag 0o? I need to learn some basic History and Geography I guess XD.
ZachScape Feb 17, 2009, 01:23 PM Rapidshare is not letting me download. It is just giving me an error. I don't really want to become a Premium user just to solve this problem.
Edit: I tried again and it's working. Nervermind for now.
Verily Feb 17, 2009, 01:27 PM Oh they're Dutch? Isn't that France's Flag 0o? I need to learn some basic History and Geography I guess XD.
The Dutch flag has horizontal stripes; the French flag has vertical stripes.
sedna17 Feb 17, 2009, 10:20 PM My computer's back in action, so there's a new test version available from the second post of this thread (http://forums.civfanatics.com/showpost.php?p=7353675&postcount=2).
The bigigest new change is the "Reformation" code from RFC ported over. Unfortunately it takes a long time for my computer to generate a save for the post-reformation world, so I've only done limited testing in the real world, but it seems to basically work.
jessiecat Feb 18, 2009, 08:20 AM In case we decide to use some screen art for each Crusade, here is one for each crusade in date order.
new888-1 Feb 19, 2009, 11:21 PM hi~I am a new guy,I think this MOD is VERY GOOD,but I think there is many thing can be Better。IF this mod can start on Greece and Persia born,after that,Roman and Carthage born,the Byzantines can Fission from Greece and Roman.
sorry for my english,hope your guys can Understand what i say!
sedna17 Feb 19, 2009, 11:53 PM hi~I am a new guy,I think this MOD is VERY GOOD,but I think there is many thing can be Better。IF this mod can start on Greece and Persia born,after that,Roman and Carthage born,the Byzantines can Fission from Greece and Roman.
sorry for my english,hope your guys can Understand what i say!
Glad you enjoy it. I'm afraid we won't be able to follow your suggestion; the time-frame for the mod is absolutely set and would be far to much work to change at this point.
merijn_v1 Feb 20, 2009, 07:20 AM hi~I am a new guy,I think this MOD is VERY GOOD,but I think there is many thing can be Better。IF this mod can start on Greece and Persia born,after that,Roman and Carthage born,the Byzantines can Fission from Greece and Roman.
sorry for my english,hope your guys can Understand what i say!
Try the RFC Antiquity thread. Maybe there comes a new RFC-MOD which deals with the conditions you want. But if it comes, it won't come in a few months.
micbic Feb 21, 2009, 11:07 AM Another update on the city-name-maps. Mostly small changes
1) Since no crusader would name the Holy City with the infidelish name Al-Quds, when a European country captures it, it becomes Jerusalem (sensible, eh?)
2) Final tweaks in Greek area (hopefully)
3) Lubeck does no more become Kiel when captured by the Norse
4) French and German maps now are synchronized in Lorraine, Alsace and Switzerland area.
sedna17 Feb 22, 2009, 10:32 PM New version is out. Get it from the second post of this thread here. (http://forums.civfanatics.com/showpost.php?p=7353675&postcount=2)
This doesn't have quite as much stuff in it as I'd hoped. The corporations are still sort of half-finished, but enough is in to get the general idea. I also haven't had a lot of time to read/digest all the balance comments from people lately. I promise I will pay more attention to these issues for the next release.
The problem (I know you care) which delayed this posting and stole my mod-time, was that after adding the corporations and the relic graphics to Gamefonts.tga, the icons were all wrong. That's an annoyingly fiddly file, so I spent forever trying to find an error in it. Turns out, I had simply exceeded the allowed number of resources in the XML file (there being some junk ones in there), and that caused Civ to read the graphics file wrong.
@3Miro: Where is the cottage growth code you changed? I think everything's fine in the XML now, but the cottages still incorrectly report how long they take to grow (they say 5 turns when it's really 10), under plain civics (i.e. no improvement modifiers).
3Miro Feb 23, 2009, 08:36 AM @3Miro: Where is the cottage growth code you changed? I think everything's fine in the XML now, but the cottages still incorrectly report how long they take to grow (they say 5 turns when it's really 10), under plain civics (i.e. no improvement modifiers).
The is a Firaxis bug in the code for cottages. They use the standard trick for percentage modifiers:
base *= modifier; base /= 100;
This works well with techs that cost > 100 beakers, or even population growth (>20 food needed). The problem is that the base cottage growth rate is 1. Now do (1*50)/100 in integer arithmetics. The answer is 0.
I cheated and when I had growth modifier of 50, I simply made an if statement:
if ( iGameTurn %2 == 0 ) base = 1, else base = 0.
So cottages register to grow every other turn, it works for the growth. When we go to display the growth, Firaxis have turns left / ( max( 1, base), so in the case of displaying the growth they always assume cottages grow every turn and thus display an incorrect number of turns left.
The correct solution would be is to change the bas growth rate from 1 to 10, and then change the amount of "growth" cottages require from 10 to 100. This is rather involved and I did not do it at the time. I will try and do it next time.
sedna17 Feb 27, 2009, 01:08 PM New version is out. See the second post of this thread. There's some new content, and I've started working through my compiled list of reported problems for ya'll -- but I'm no where near done yet! I know fixing UHV bugs are a high priority, but tracking them down is somewhat harder.
3Miro Mar 03, 2009, 03:59 PM I forgot to post, there is a new patch for civilization. Fixes the cottage problem.
sedna17 Mar 03, 2009, 04:33 PM Great. I'll merge this into my changes and release a new version when I can. That will squash a lot of the (reported) bugs. Probably tomorrow evening though.
sedna17 Mar 05, 2009, 11:00 AM New test version is out. Get it at the normal place. (http://forums.civfanatics.com/showpost.php?p=7353675&postcount=2)
This is mostly bug fixes and some artwork/color changes. I'm having some trouble with getting new flag decals to work properly (I think it's an alpha problem, but I can't track it down). Can anyone else help to make some more appropriate flag decals? You need to be able to make DDS files (since that's where I'm running into a problem, apparently).
I'm planning to revamp the buildings (particularly religious ones) next. 3Miro, this means I'll be sticking to XML-only for a while, so you should feel free to do whatever you want in C++ or Python.
Panopticon Mar 05, 2009, 04:41 PM How do I correctly extract the files to my Mods folder? I open the download, but it presents two "RFCEurope" - a folder and a file - and two "MacOSX" - a folder and a file. Is this correct?
sedna17 Mar 05, 2009, 04:48 PM Sorry, when I post updates from my Mac I should be more careful to clear out all the HFS+ junk (the MACOSX files). I don't know why you have an RFCEurope file -- the RFCEurope folder should be all you need. Just throw that in your Mods folder. I normally run the mod by double-clicking on the world-builder-save in RFCEurope/PublicMaps/
3Miro Mar 05, 2009, 05:18 PM Sorry, when I post updates from my Mac I should be more careful to clear out all the HFS+ junk (the MACOSX files). I don't know why you have an RFCEurope file -- the RFCEurope folder should be all you need. Just throw that in your Mods folder. I normally run the mod by double-clicking on the world-builder-save in RFCEurope/PublicMaps/
In all the versions from you there is always a __MACOSX folder along with the RFCEurope one. Not a big deal, I just delete that. I hope that my versions do not include ~something.py files in the Python folder. Those are backup files by the linux text editor, they should not affect the game in any way, but I still try to delete them.
It is interesting how the two of us have done the majority of coding (excluding maps and the code taken fro Rhye) and neither of us is using Windows.
:crazyeye: Crazy? Or not? :confused:
jessiecat Mar 06, 2009, 02:44 AM Sorry, when I post updates from my Mac I should be more careful to clear out all the HFS+ junk (the MACOSX files). I don't know why you have an RFCEurope file -- the RFCEurope folder should be all you need. Just throw that in your Mods folder. I normally run the mod by double-clicking on the world-builder-save in RFCEurope/PublicMaps/
I do the same though I send it to desktop first to create a shortcut. Easier and quicker to access IMO.
sedna17 Mar 06, 2009, 10:47 AM In all the versions from you there is always a __MACOSX folder along with the RFCEurope one. Not a big deal, I just delete that. I hope that my versions do not include ~something.py files in the Python folder. Those are backup files by the linux text editor, they should not affect the game in any way, but I still try to delete them.
It is interesting how the two of us have done the majority of coding (excluding maps and the code taken fro Rhye) and neither of us is using Windows.
:crazyeye: Crazy? Or not? :confused:
Ah. The default Mac zip program stores all the file metadata in the zip. I don't know why I didn't notice this before. I'll switch over to a version that (really) won't have this cruft in it.
And yeah, it's pretty odd that neither of us use Windows as our main system.
3Miro Mar 09, 2009, 08:08 PM New version is available at the first post of the tread.
Note the changes in Projects scheme and xml files.
I still need to fix the proper display for the requirements, colored and what not. String manipulations is tricky.
merijn_v1 Mar 10, 2009, 03:02 AM The new version of 3Miro doesn't work. In the civilclopedia the techs hasn't a power. So you know what the tech is, but you don't what is can. And also the buildings, wonders and resources. When I tried to exit the game, the game crashed.
3Miro Mar 10, 2009, 07:28 AM The new version of 3Miro doesn't work. In the civilclopedia the techs hasn't a power. So you know what the tech is, but you don't what is can. And also the buildings, wonders and resources. When I tried to exit the game, the game crashed.
Odd, but possible. I will double check with to see if it works on my computer. Also double check to see if you installed the mod correctly, did you completely delete the old folder. Did you start a new game or did you load a previous save, old saves would not work.
jessiecat Mar 10, 2009, 07:35 AM Odd, but possible. I will double check with to see if it works on my computer. Also double check to see if you installed the mod correctly, did you completely delete the old folder. Did you start a new game or did you load a previous save, old saves would not work.
I got the same thing. If you try to start a game you first get a blank technology advisor. When you exit it that you get the game starting units but nothing else. No date, time, civlopedia etc. You can't even right-click the start units so the settler doesn't appear. In short. Seriously messed up. Good thing I had saved my saved game in My Documents and reloaded the Mar. 5th. version.
3Miro Mar 10, 2009, 08:28 AM There is some funny behavior, but otherwise it works for me. No techs are shown intially, but then I go to the science advisor, select a tech and everything works afterwards. Civilopedia doesn't always show everything as supposed to.
I will try to see what the problem is.
3Miro Mar 10, 2009, 10:34 AM Lets give it another try. I deleted some of the unnecessary files.
jessiecat Mar 10, 2009, 10:39 AM There is some funny behavior, but otherwise it works for me. No techs are shown intially, but then I go to the science advisor, select a tech and everything works afterwards. Civilopedia doesn't always show everything as supposed to.
I will try to see what the problem is.
I've downloaded it again and its still the same when you try to start a new game. These are the screenshots.
3Miro Mar 10, 2009, 10:42 AM I've downloaded it again and its still the same when you try to start a new game. These are the screenshots.
You just downloaded the March 10 version? Or March 9 again?
merijn_v1 Mar 10, 2009, 10:47 AM I downloaded the 10th version and it doesn't work indeed. Precise the same problemes. And I'm sure I downloaded the 10th version.
3Miro Mar 10, 2009, 11:00 AM I downloaded the 10th version and it doesn't work indeed. Precise the same problemes. And I'm sure I downloaded the 10th version.
:wallbash: Would you believe me if I tell you that for me it works just fine? I will try a few other things.
jessiecat Mar 10, 2009, 11:01 AM I downloaded the 10th version and it doesn't work indeed. Precise the same problemes. And I'm sure I downloaded the 10th version.
Funny enough. I just downloaded the 10th. version and it seems to work OK for me. What doesn't seem right to you?
BTW I think we need a rethink on which colonies are enabled by which company and tech.
But thanks 3Miro for the fix :goodjob:
3Miro Mar 10, 2009, 11:04 AM I downloaded the 10th version and it doesn't work indeed. Precise the same problemes. And I'm sure I downloaded the 10th version.
OK it works for one other than me. That is good news.
Please merijn_v1, try re-downloading, deleting the old RFCEurope and reinstalling. Then start a new game, select Burgundy and see if it works.
merijn_v1 Mar 10, 2009, 11:09 AM When I enter the civilclopedia I see this. And if I click on the wonders and buildings button, nothing happens.
3Miro Mar 10, 2009, 11:25 AM When I enter the civilclopedia I see this. And if I click on the wonders and buildings button, nothing happens.
I don't have time to work on this today (maybe much later on today). I will try to recompile the code again and see. I was having some of the issues that you have, but it was all fine after I deleted some unnecessary files.
Could you also post the PythonErr2 file from your My Games\Beyond the Sword\Logs folder (you will have to zip it first).
merijn_v1 Mar 10, 2009, 11:36 AM Ok. I started a game and I saw this.
jessiecat Mar 10, 2009, 12:10 PM When I enter the civilclopedia I see this. And if I click on the wonders and buildings button, nothing happens.
I don't know what other patches you're running but on the Mar. 10th. version my screens look like this.
EDIT I spoke too soon. Started a game as Francia. OK until the Burgundy and Papal scores disappeared from the corner of the screen. Toggle score button doesn't seem to include all scores. Tested a few buttons. Tried to access civ details/info. Suddenly crashed to desktop. (see last screenshot - no score details for Burgundy or the Pope) Also the victory screen said Burgundy had 0.000% territory with 2 cities. There is something wrong with this version I guess.
jessiecat Mar 10, 2009, 04:39 PM As I suggested earlier, I've had a rethink on colonies and their prerequistes which I've posted on the Wonders thread. See what you think.
3Miro Mar 11, 2009, 06:57 AM The March 10 version has been downloaded 7 times, of all the people that downloaded it, does it give you any trouble or is it just merijn_v1. I have to know if I am to help, are e talking about problem with the mod or problem with the installation.
Lexad Mar 11, 2009, 07:27 AM OK until the Burgundy and Papal scores disappeared from the corner of the screenIf they were the only states you know, should be just civ feature. Click your civ name in score table and get the full table.
merijn_v1 Mar 11, 2009, 10:05 AM I've download it for the 3rd time and it still doesn't work. But when I unpack the 5th March version over it, it works fine. But I don't know if the new features are enabled then.
Verily Mar 11, 2009, 11:45 AM Agree with Lexad and merijn, the new test version is broken. When I start a new game (as Burgundy), an empty Tech Advisor screen pops up, then, once I press Enter, it goes away and I see the usual screen, but with no interface at all. Crtl-Alt-I retrieves the interface, but I have no interface when viewing cities, and the Tech Advisor screen continues to be blank. There are various other major bugs, too. Restoring to the March 5 version resolves all issues.
3Miro Mar 11, 2009, 04:16 PM And the damn thing works for me ....
OK, I need someone with the problem to do this:
-go to My Games\Beyond the Sword\ and open CivilizationIV.ini with NotePad or some other editor.
- scroll down and find where is says: LoggingEnabled = 0.
- change that to LoggingEnabled = 1.
- save the file (it will make the game produce more log files).
- start the Mar 10 mod and load the game to where you see the problem (open the tech screen and so on).
- exit the game.
- zip the Folder My Games\Beyond the Sword\Logs and post it.
In the mean time I will see what else I can possibly try.
(BTW unpacking one version over another is the wrong way to do it. Before unpacking any version, completely erase the folder of the previous one. Otherwise no one knows what bugs might appear).
sedna17 Mar 11, 2009, 08:57 PM I downloaded a fresh copy of the March 10th file. It failed to launch for me, with an error on CvEventInterface. Since this file reads in RFCEBalance.py, my guess is the problem is there. I'll trying debugging it a little (since mine doesn't work it makes it much easier :) ). Anyhow, here are the logs.
3Miro Mar 11, 2009, 09:12 PM PythonErr gives only the failure, no line on which the error occurred.
Such erratic behavior could only be explained with a bad dll build. (That or a very bad XML file which msxml doesn't properly complain about, xml.log is very short). I will boot under windows tomorrow and rebuild the dll there. Will double check the XML files as well, I only changed the projects, the scheme and buildings text files.
3Miro Mar 12, 2009, 05:56 AM OK, sedna and the others that are having trouble with the latest build: try this .dll file, hopefully it would work. Tell me if it doesn't.
jessiecat Mar 12, 2009, 06:10 AM OK, sedna and the others that are having trouble with the latest build: try this .dll file, hopefully it would work. Tell me if it doesn't.
Where should I put it?:confused:
3Miro Mar 12, 2009, 06:18 AM Where should I put it?:confused:
It goes in RFCEurope\Assets.
Unless you have trouble with March 10 version, this file should not change anything. If everything works just fine for you, you don't even have to bother. This is a test for those that are having trouble.
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