View Full Version : Request: No stability
Nerochev Jan 07, 2009, 10:51 PM Would anyone be willing to make a mod to remove stability that would work with the current patch? Maybe make stability option in custom scenario? I like stability but sometimes I want to see how the game would play without it...there have been stability fixes before but they never worked very well and none of them where made to work with the most recent patch.
I don't want to get rid of stability, I'd just like the option of switching it off and on if I wanted to. Would this be hard to do?
blizzrd Jan 08, 2009, 01:04 AM AFAIK, the stability nerfing options previously listed actually didn't switch stability off. They simply "buffered" stability by giving your permanent stabiltiy a massive boost every turn by a set amount. Actually turning off stability would seem to be more complex, which is probably why it hasn't been done before.
3Miro Jan 09, 2009, 03:43 PM On version 1.81 it took to comment 3 lines of code. I am not sure about version 1.84. Here are two files that need to replace the corresponding files in Rhyes and Fall of Civilization\Assets\Python (backup the old files). I hope this works.
Note this will remove the effects of stability, i.e. no one will collapse due to poor stability and no city will ever declare independence (regardless of stability). Stability, however, will still be computed.
To turn stability back on, you will need to delete the two files and replace them with the original ones.
JohnPorno Jan 11, 2009, 03:36 AM Hi all,
for me I don't like to totally remove the stability, but unfortunately I don't see a chance to manage it :(
My basic problem are my Civics. For the World-RFC I could read, how the civics effect stability (http://wikirhye.wikidot.com/stability#toc12), but where can I read this for RFC-E?
Also I would love to know what for the numbers below the stars are in general :confused:
Many thx for your advise
3Miro Jan 11, 2009, 04:59 PM Hi all,
for me I don't like to totally remove the stability, but unfortunately I don't see a chance to manage it :(
My basic problem are my Civics. For the World-RFC I could read, how the civics effect stability (http://wikirhye.wikidot.com/stability#toc12), but where can I read this for RFC-E?
Also I would love to know what for the numbers below the stars are in general :confused:
Many thx for your advise
This tread is for RFC not RFC-E, so we are getting a bit OT here.
The numbers are: permanent, current and temporary. Permanent points are gained and lost, but it is generally hard to change them. -15 civic means too many anarchies, you loose 3 points for each anarchy. Current, considers civic combos current state of the economy and so on (for RFCE it is not well documented yet). You can instantly change the current value by switching civics or rearranging work tiles for the economy. Temporary lasts only for few turns, i.e. -20 immediately after an Anarchy, Great Depression (in RFC) and so on.
Some RFCE pointers: free thinking republics and free peasantry dislike oppressive religious and feudal civics. On the other hand oppressive divine monarchy and Theocracy likes more oppressive combos.
mrwacko Mar 22, 2009, 09:39 PM I've been trying to effectively turn off stability as well, but just for the Human, so I can do a few domination victories with the smaller civilizations. I've been modifying the Stability.py file with the following additional lines placed in the file:
if (gc.getPlayer(iPlayer).isHuman()):
self.setStability(iPlayer, self.getStability(iPlayer) + 120)
It's placed inside checkTurn, inside a for loop which iterates through iPlayer for all current players. It isn't working, however. Furthermore, when I looked at the world builder for a later civ start, the effects of greatly enhanced stability were very apparent with all the AI's, as everyone had grand empires, stretching all over the place.
Suggestions? I just want a stability fix for the human, not anyone else. I still want rise's and falls. I thought those two snippets of code would give me what I wanted, but alas.
P.S. On a separate note, I don't suppose anyone has all the initial dependencies for compiling the coreDLL files? I was hoping to modify the settler maps for something.
3Miro Mar 23, 2009, 08:06 AM I've been trying to effectively turn off stability as well, but just for the Human, so I can do a few domination victories with the smaller civilizations. I've been modifying the Stability.py file with the following additional lines placed in the file:
if (gc.getPlayer(iPlayer).isHuman()):
self.setStability(iPlayer, self.getStability(iPlayer) + 120)
It's placed inside checkTurn, inside a for loop which iterates through iPlayer for all current players. It isn't working, however. Furthermore, when I looked at the world builder for a later civ start, the effects of greatly enhanced stability were very apparent with all the AI's, as everyone had grand empires, stretching all over the place.
Suggestions? I just want a stability fix for the human, not anyone else. I still want rise's and falls. I thought those two snippets of code would give me what I wanted, but alas.
P.S. On a separate note, I don't suppose anyone has all the initial dependencies for compiling the coreDLL files? I was hoping to modify the settler maps for something.
There is some normalization going on for the stability, many people have tried the above it doesn't work.
Check the file where I have turned off stability and the original files from RFC. See where the difference is and modify around it accordingly. It is where implosion and secession are being called.
If you want to recompile the .dll, you can download the source code for RFC Europe, there are detailed instructions inside (just make sure to recompile the RFC .dll, since the RFC Europe one wouldn't work).
PPQ_Purple Mar 23, 2009, 09:08 AM Is there any simple way to disable bad stability from religions or at least decrese the negative effects?
Verily Mar 23, 2009, 11:13 AM Is there any simple way to disable bad stability from religions or at least decrese the negative effects?
Run Free Religion (or, in RFC, Pacifism).
Lone Wolf Mar 23, 2009, 11:16 AM Run Free Religion (or, in RFC, Pacifism).
Whut ?
PPQ_Purple Mar 23, 2009, 12:00 PM Run Free Religion (or, in RFC, Pacifism).
I meen do it in the code, so that it no longer exists in the game. Not to do it in game with civics.
3Miro Mar 23, 2009, 01:41 PM I meen do it in the code, so that it no longer exists in the game. Not to do it in game with civics.
This is in Stability.py, you can comment out parts of the code there. In the city section I believe.
Nerochev Apr 13, 2009, 10:25 AM On version 1.81 it took to comment 3 lines of code. I am not sure about version 1.84. Here are two files that need to replace the corresponding files in Rhyes and Fall of Civilization\Assets\Python (backup the old files). I hope this works.
Note this will remove the effects of stability, i.e. no one will collapse due to poor stability and no city will ever declare independence (regardless of stability). Stability, however, will still be computed.
To turn stability back on, you will need to delete the two files and replace them with the original ones.
And where would one be able to find older versions of RFC?
thadian May 03, 2009, 09:50 PM maybe someone could make it so that once it calculates stability, it gives each country the same ammount of positive points as the negative gained? (example, india loses 200 stability points for expansion - so its given 200 stability points, thus making it not matter).
the idea of this is to give you a positive modifier to keep ALL countries at their peak super-stable mode.
or instead - to make it "clean out" your negative points every turn. example: ethiopia builds a city in south africa, and gains -50 stability but its ok because on its next turn, when stability is calculated - it will "wipe" the negatives.
3Miro May 05, 2009, 08:18 PM maybe someone could make it so that once it calculates stability, it gives each country the same ammount of positive points as the negative gained? (example, india loses 200 stability points for expansion - so its given 200 stability points, thus making it not matter).
the idea of this is to give you a positive modifier to keep ALL countries at their peak super-stable mode.
or instead - to make it "clean out" your negative points every turn. example: ethiopia builds a city in south africa, and gains -50 stability but its ok because on its next turn, when stability is calculated - it will "wipe" the negatives.
The no-stability mod-mod posted above has essentially that effect for all civs. It can be easily updated to do it for individual civs.
Chiyochan Jul 10, 2009, 09:03 PM this doesn't appear to work, i just experienced a civil war,
3Miro Jul 12, 2009, 10:58 AM It was made for an older version of RFC. Also did you install it correctly.
Chiyochan Jul 14, 2009, 08:42 AM It was made for an older version of RFC. Also did you install it correctly.
you just replace the .py files right?
actualy i think i might have just forgotten to reinstall them when i reinstalled civ a while ago :crazyeye:
Chiyochan Jan 10, 2011, 08:43 AM can anyone or the author of this modmod locate the 3 lines of code he commented out?
I tried using file comparison software but there are so many changes I'm fairly sure the files are different versions and I can't find it.
kettenhunde Jan 27, 2011, 10:58 PM if you dont wanna have stability why dont you just play another version of civ?
i mean without civs failing apart do to stability, it isnt the same game, wouldnt a normal bts version of civ iv work for you?
dcode147 Jan 28, 2011, 03:39 AM I guess what a lot of people want is a way to enjoy other aspects of RFC not found in BTS (such as UHVs, UPs, civilization spawns etc...) without having to deal with stability.
Eliminating stability would open up some really new interesting ways to play the game. World conquest challenge with Babylon or Ethiopia anyone?:crazyeye:
Baldyr Jan 28, 2011, 01:49 PM Well, why not add some line of Python that zeroes all stability ratings on every turn?
Aharon Feb 03, 2011, 12:09 PM You could also give yourself a massive starting Stability boost. It seems, to me, the easiest solution - you're essentially exempt from shakyness that way, and you don't need to change much.
Baldyr Feb 03, 2011, 01:10 PM Stability is capped every turn, so you wouldn't essentially ever get more than 80 or something. And the value would deteriorate from there. So you'd have to remove the limitation, then. Making this less of a easy-fix.
killerkebab Feb 06, 2011, 07:53 PM Wasn't there a cheat that gives the player an extra 20 stability every time they pressed a certain key combination?
Baldyr Feb 06, 2011, 10:33 PM Yeah, I made that, actually. :D It got included in the final version.
killerkebab Feb 07, 2011, 04:24 AM Is it in RFC E/M? What is the key combo again? Ctrl-Shift-S?
Aharon Feb 07, 2011, 09:42 AM @Baldyr
Well, for practical purposes, I found that this is sufficient at Monarch-Difficulty. Your stability does deteriorate, but not fast enough to matter. If you plan to do that Ethiopian Domination thing, though, it might not be enough.
Oh, and thanks for the cheat, BTW. I did not know about that!
dirigent Apr 20, 2011, 02:45 PM I like stability, but I think the home-base effect on stability is kind of lame. I want to be able to conquer the world as India or the Netherlands, while still needing to keep the economy strong, win wars, etc. Is there any way to deactivate just that aspect of the stability settings?
Baldyr Apr 20, 2011, 02:50 PM dirigent, its quite possible to do whatever it is you heart desires. Its just a matter of knowing programming, and luckily programming isn't a talent people are born with, but rather something that anyone can easily pick up.
dirigent Apr 20, 2011, 03:23 PM Yeah, let me get right on that. In the meantime, if anyone could just help me turn off the expansion threshold that would be great.
Baldyr Apr 20, 2011, 03:31 PM Anyone who knows Python sure could do just that for you, but firstly they'd have to evaluate the Stability module where all the concerned code is located, and that is one pretty big module. My point is merely that it would require some work to get the job done, unless someone has already solved this very issue and has a ready-to-use fix for you. Because once you know where exactly this happens in the code, it might be as simple as commenting out/deleting one line/block of code. But the Stability module isn't all that well documented...
Baldyr Apr 24, 2011, 05:09 PM dirigent, I think I found the answer you wanted: Comment out line #499 in Stability.py and you should have no more stability hit from owning plots outside your Core Area. (Commenting out a line involves basically adding a # character at the beginning of the line.)
If you wanna go nuts, you might actually comment out lines 491 trough 499. This would, in theory, decrease the lag caused by the stability calculations during a given game turn. But I doubt its even noticeable.
Good luck! :goodjob:
dirigent Apr 24, 2011, 11:25 PM Thanks! I'm opening the file in Notepad, though, so the lines aren't numbered. Can you c/p the lines involved?
Baldyr Apr 25, 2011, 03:10 AM You can enable line enumeration in Notepad.
Baldyr Apr 25, 2011, 03:28 AM I posted the full edit below.
dirigent Apr 25, 2011, 03:48 AM Brilliant! Thanks very much
Baldyr Apr 25, 2011, 03:49 AM I never tested it, so you should probably tread carefully. Since I've mocked around with the Python you should probably enable Python exceptions, logging and pop-ups in the .ini file.
stolenrays Nov 27, 2011, 08:23 PM If you know the specific code block for this you could easily make a custom game option for this.
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