migck
Señor de la guerra
- Joined
- Apr 6, 2009
- Messages
- 197
I realize I'm really late to the awesome party that is RFC, after having played it for a while and falling in love
with it, I have accumulated some self made tweaks to it (and some provided by users such as Panopticon's modules), which in some cases actually make a lot of sense. It is extremely basic XML and little Python stuff, I can't really mod anything above that (I only wish I could)
I'd like to know what do other users think of them, if there's any catch that I haven't seen due to my limited knowledge of the game and scarce tactical skills (I can't really hope to win a game over Viceroy... shame on me
), and hopefully share some other little tweaks to make RFC that little bit better 
For the new Python stuff, I didn't do paste & replace but instead manually compared and copied the new code in the files themselves, to ensure I'm using the latest code (1.187 BTS). There are some tweaks to units and buildings I consider necessary even out of RFC. The changes to civilizations I can see them as controversial, having a second UU and UB while the rest of the world doesn't can be cheesy, but I didn't want to miss seeing those UU in action as history plays.
What do you think of these changes? Are there any other tweaks made by you or someone else you can't play RFC without?

I'd like to know what do other users think of them, if there's any catch that I haven't seen due to my limited knowledge of the game and scarce tactical skills (I can't really hope to win a game over Viceroy... shame on me


Spoiler :
ART
- CIV4ArtDefines_Terrain.xml, Assets\Art\Terrain\Textures: Changed the marshes' graphics and art schema to Marsh terrain graphics from Colonization by johny smith (http://forums.civfanatics.com/showthread.php?t=293601)
PYTHON
- Resources.py: Added Dynamic Terrain by Panopticon (http://forums.civfanatics.com/showthread.php?t=338752)
- RiseAndFall.py: Prevented bDeleteEverything = True (now False) on new civs spawning, since obliterating cities which might even have wonders is a bit harsh IMO
- UniquePowers.py: Added Religious Inmigration by Panopticon (http://forums.civfanatics.com/showthread.php?t=338241), changed so that it doesn't favor any religion
BUILDINGS
- Fixed all national wonders turned to world wonders in RFC so that they give no culture when captured (Colosseum, Channel Tunnel, Mt. Rushmore)
- Turned Triumphal Arch into a regular building and it is always captured
- Coal plant requires coal
- Nuclear plant requires nuclear-I mean, uranium
- Scotland Yard requires Communism (kind of odd having a glass skyscrapper in a hut or medieval city)
- Amphitheatre gives +1 happiness for Football Events, UB versions don't (they are all already better off)
- Market and Forum give +1 happiness for cotton
- American Mall gives no happiness for Football Events (what would that be, video tapes of football matches?)
- Pyramids never go obsolete. Otherwise it would be arguably better to forgo it in favor of building monuments manually, so that they don't disappear when Calendar arrives
- Statue of Zeus requires just a monument in the city, since they often go obsolete too soon to have bothered building 4+ of them
- Changed Olympic park to give same effects as Mausoleum (+50% GA length), since one could exploit building/losing it for several golden ages
- To keep with the above, Mausoleum goes obsolete with Nationalism
CIVILIZATIONS
Basically I've added a UU and UB to some civs if their culture generally encompasses that of a civ which doesn't appear in RFC
- Babylonia: Gets back the Garden UB, added Vulture UU (+Sumeria)
- Byzantium: Added Odeon UB, which is present in Athens in the 600AD scenario (this is just to prevent Athens having an Amphiteatre and an Odeon, which generally won't happen anyways)
- China: Added Hwacha UU, Seowon UB (+Korea)
- Germany: Added Landsknetch UU, Rathaus UB (+Holy Roman Empire)
- Rome: Added Cataphract UU, Hippodrome UB (+Byzantium)
UNITS
- Added Commando promotion to Great Spy
- Workboats incur no military support and get no military production modifiers
- Battleship requires Artillery
- Missile Cruisser requires Rocketry, same iPower 40 than Battleship
- Attack Submarine requires either oil or uranium
- Infantry no longer can upgrade to SAM Infantry (Fuyu)
- Grenadier can upgrade to SAM Infantry (Fuyu)
- Increased iPower of: Catapult (5->6), Cannon (12->14), Artillery (18->19), Mobile Artillery (26->28) as per Fuyu's recommendations
- CIV4ArtDefines_Terrain.xml, Assets\Art\Terrain\Textures: Changed the marshes' graphics and art schema to Marsh terrain graphics from Colonization by johny smith (http://forums.civfanatics.com/showthread.php?t=293601)
PYTHON
- Resources.py: Added Dynamic Terrain by Panopticon (http://forums.civfanatics.com/showthread.php?t=338752)
- RiseAndFall.py: Prevented bDeleteEverything = True (now False) on new civs spawning, since obliterating cities which might even have wonders is a bit harsh IMO
- UniquePowers.py: Added Religious Inmigration by Panopticon (http://forums.civfanatics.com/showthread.php?t=338241), changed so that it doesn't favor any religion
BUILDINGS
- Fixed all national wonders turned to world wonders in RFC so that they give no culture when captured (Colosseum, Channel Tunnel, Mt. Rushmore)
- Turned Triumphal Arch into a regular building and it is always captured
- Coal plant requires coal
- Nuclear plant requires nuclear-I mean, uranium
- Scotland Yard requires Communism (kind of odd having a glass skyscrapper in a hut or medieval city)
- Amphitheatre gives +1 happiness for Football Events, UB versions don't (they are all already better off)
- Market and Forum give +1 happiness for cotton
- American Mall gives no happiness for Football Events (what would that be, video tapes of football matches?)
- Pyramids never go obsolete. Otherwise it would be arguably better to forgo it in favor of building monuments manually, so that they don't disappear when Calendar arrives
- Statue of Zeus requires just a monument in the city, since they often go obsolete too soon to have bothered building 4+ of them
- Changed Olympic park to give same effects as Mausoleum (+50% GA length), since one could exploit building/losing it for several golden ages
- To keep with the above, Mausoleum goes obsolete with Nationalism
CIVILIZATIONS
Basically I've added a UU and UB to some civs if their culture generally encompasses that of a civ which doesn't appear in RFC
- Babylonia: Gets back the Garden UB, added Vulture UU (+Sumeria)
- Byzantium: Added Odeon UB, which is present in Athens in the 600AD scenario (this is just to prevent Athens having an Amphiteatre and an Odeon, which generally won't happen anyways)
- China: Added Hwacha UU, Seowon UB (+Korea)
- Germany: Added Landsknetch UU, Rathaus UB (+Holy Roman Empire)
- Rome: Added Cataphract UU, Hippodrome UB (+Byzantium)
UNITS
- Added Commando promotion to Great Spy
- Workboats incur no military support and get no military production modifiers
- Battleship requires Artillery
- Missile Cruisser requires Rocketry, same iPower 40 than Battleship
- Attack Submarine requires either oil or uranium
- Infantry no longer can upgrade to SAM Infantry (Fuyu)
- Grenadier can upgrade to SAM Infantry (Fuyu)
- Increased iPower of: Catapult (5->6), Cannon (12->14), Artillery (18->19), Mobile Artillery (26->28) as per Fuyu's recommendations
For the new Python stuff, I didn't do paste & replace but instead manually compared and copied the new code in the files themselves, to ensure I'm using the latest code (1.187 BTS). There are some tweaks to units and buildings I consider necessary even out of RFC. The changes to civilizations I can see them as controversial, having a second UU and UB while the rest of the world doesn't can be cheesy, but I didn't want to miss seeing those UU in action as history plays.
What do you think of these changes? Are there any other tweaks made by you or someone else you can't play RFC without?