RFC Europe Files

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 This thread is obsolete.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:
Spoiler :


May 2, 2010: RFC Europe ALPHA 12 is now available.

To download, visit our sourceforge page and 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.
 
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.
 
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.:)
 
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.
 
Files for Portugal UU, Knights of St. John moved here.
Files for Ottoman Great Bombard moved here.
 
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)
 
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.
 
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 ?
 
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.:)
 
The latest test version is Nov.10 See first post above.
 
Latest test version (with stability disabled) is Nov. 11. See first post above.
 
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.
 
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.
 
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?
 
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.
 
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?
 
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.:)
 
*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.
 
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