Beta 12

I've also seen Lithuania underperforming, and often because Poland conquered part of it. Lithuania's land definitely needs a boost, but is there any way to make sure the AI hooks up iron? It really shouldn't be necessary to point such a thing out, but I guess such is the case.

Will check Lithuania, and add another iron if necessary

Also, do countries that were historically quite friendly (Poland/Hungary or Poland/Lithuania for instance) get some sort of diplomacy boost? I'm not sure how much of an effect a +2 would have, but it might help, and would certainly be realistic.

This is already in
Poland and Lithuania had +3, now I increased to 4
Poland and Hungary got 3
 
:goodjob: on the hints. Just couple of questions:


Did you already code that or do I have to look it up. I cannot remember if it was in C++ or XML.

I'm on it, I think I already got it work in my version of RFCE (on my comp)

This should probably be:

You lose considerable stability even for one city.

Yep, sounds better this way
Will change it in my next update
 
Do we need the CIV4GameText_Events_BTS_fixed.xml ? I think it's better to remove it for a while (and put in in a backup folder), until we have working events.

I don't think we will ever have events and even if we do, those tags wold be useless. You can just delete it, I don't think any of the tags inside are being used.

Agreed, you can just delete it
If we implement events, we can even look this file up in the svn or in RFC itself

Another thing, as you are organizing the xml files:
All files start with CIV4GameTextInfos_RFCE_*.xml
Just a totally cosmetic thing, but I feel those extra infos unnecessary - never seen in other mods either
Shouldn't they be CIV4GameText_RFCE_*.xml?
 
Agreed, you can just delete it
If we implement events, we can even look this file up in the svn or in RFC itself

Another thing, as you are organizing the xml files:
All files start with CIV4GameTextInfos_RFCE_*.xml
Just a totally cosmetic thing, but I feel those extra infos unnecessary - never seen in other mods either
Shouldn't they be CIV4GameText_RFCE_*.xml?

I will change it.
 
Oh, I see. But if we want russian tags for all texts, we need to add them to ALL vanilla wonders, ALL vanilla buildings, ALL vanilla units, ALL vanilla RFC text, ALL vanilla resources, etc.. And still then they have to be translated and I don't think that will happen soon, if it will ever happen at all.

BTW, only a few did realy have a text in it. And I don't think anyone will translate the remaning texts into Russian. (At least, I don't get any sign some will) If they played the game as it was before my revision, they would get an English text, because there was no "text" in the tag. Now, they also get the English text, but then we save a lot of space. And most of the russian translations are outdated.

I think we should remove all text that haven't a translated tag in it, and keep (=readd) the ones that have a russian translation.

I'm also concerning removing the Russian tags completely. It will make fixing all problems with the fonts al lost easier. And most all neccesary things (Features like the UHV, concepts, Crusades, custom bonus' for civics etc.) aren't translated, so the game would even with the russian tags be impossible to play. E.g. when the popup for the Crusades come, they can't understand it because it is or in English, or no text at all. And they have this problem all over the game.

There isn't that many civs/leaders/wonders/buildings/units from vanilla BtS or RFC that we use in RFCE
So it won't save that much space if we readd them here with russian tags
It's also easier to edit the xml entries if we have everything in one place. Right now these are handled in 3 or more different xml files (vanilla Civilization IV, Warlords, BtS, RFC, RFCE)

Btw, having them in one place may even get the mod to run slightly faster, as the engine doesn't have to search for the entries in different places
I'm not sure of this at all (from what I know, the xml files may be loaded once, on startup), but certainly won't slow down the mod.
Also, all of these extra text files are 1-2 additional megabytes tops, and have to be downloaded only once.
In my eyes this means nothing in a 500+ megabytes mod

One more thing: It may still be possible to have both russian chars and european accents in the game.
Even if we can't run the mod in russian, I would still keep the tags. As I said, those additional entries in the text files won't cause any problem for the mod.
And who knows, we may even get an enthusiastic russian playtester who will gladly finish and update the russian translation.
 
There isn't that many civs/leaders/wonders/buildings/units from vanilla BtS or RFC that we use in RFCE
So it won't save that much space if we readd them here with russian tags
It's also easier to edit the xml entries if we have everything in one place. Right now these are handled in 3 or more different xml files (vanilla Civilization IV, Warlords, BtS, RFC, RFCE)

Btw, having them in one place may even get the mod to run slightly faster, as the engine doesn't have to search for the entries in different places
I'm not sure of this at all (from what I know, the xml files may be loaded once, on startup), but certainly won't slow down the mod.
Also, all of these extra text files are 1-2 additional megabytes tops, and have to be downloaded only once.
In my eyes this means nothing in a 500+ megabytes mod

One more thing: It may still be possible to have both russian chars and european accents in the game.
Even if we can't run the mod in russian, I would still keep the tags. As I said, those additional entries in the text files won't cause any problem for the mod.
And who knows, we may even get an enthusiastic russian playtester who will gladly finish and update the russian translation.

Ok, I won't remove them.
 
I will change it.

Cool! And thanks :)
If we uniformize all the files: could you also rename the CIV4GameText_RFCHints.xml to CIV4GameText_RFCE_Hints.xml, the CIV4GameText_Victory.xml to CIV4GameText_RFCE_Victory.xml, the CIV4GameText_UP.xml to CIV4GameText_RFCE_UP.xml, and all the similar ones?
 
Ok, I won't remove them.

Thanks
I will look into the font files, and check the russian-western char issue again. I was already experimenting with Asaf's font editor.
Hopefully will be able to come up with something...
 
Cool! And thanks :)
If we uniformize all the files: could you also rename the CIV4GameText_RFCHints.xml to CIV4GameText_RFCE_Hints.xml, the CIV4GameText_Victory.xml to CIV4GameText_RFCE_Victory.xml, the CIV4GameText_UP.xml to CIV4GameText_RFCE_UP.xml, and all the similar ones?

No problem.
 
@ 3Miro & Absinthered

From wednesday, I'm away for 10 days, so I won't be able to code etc. I will return home Fryday next week.

No prob, have a good vacation! :)
 
@3Miro
Adding anarchy free golden ages is very easy, as it was already introduced in BtS
But I'm not totally sure:
If I change some of the C++ code, do I have to recompile the whole dll for my changes to work?
 
Another golden age thing:
Should we keep the first golden age with 2 Great People, or enable it with only one GP?
 
If you change the C++, you will have to recompile. However, if you think you know where it is, just let me know and I will fix it. If you are not sure, then don't worry about it, I will find it and fix it.

I think 2 people for the first GA is good. Unlike BtS we also have Golden Age from 2/3 UHV conditions and for some players we have Crusades.
 
If I'm not mistaken, you just have to readd the lines in the cvplayer.cpp:

Code:
int CvPlayer::getCivicAnarchyLength(CivicTypes* paeNewCivics) const
{
	bool bChange;
	int iAnarchyLength;
	int iI;

	if (getMaxAnarchyTurns() == 0)
	{
		return 0;
	}

	[COLOR="Red"][B]if (isGoldenAge())
	{
		return 0;
	}[/B][/COLOR]

	iAnarchyLength = 0;

	bChange = false;
...
Code:
int CvPlayer::getReligionAnarchyLength() const
{
	int iAnarchyLength;

	if (getMaxAnarchyTurns() == 0)
	{
		return 0;
	}

	[COLOR="red"][B]if (isGoldenAge())
	{
		return 0;
	}[/B][/COLOR]

	iAnarchyLength = GC.getDefineINT("BASE_RELIGION_ANARCHY_LENGTH");

	iAnarchyLength += ((getNumCities() * GC.getWorldInfo(GC.getMapINLINE().getWorldSize()).getNumCitiesAnarchyPercent()) / 100);

	iAnarchyLength = ((iAnarchyLength * std::max(0, (getAnarchyModifier() + 100))) / 100);

	if (iAnarchyLength == 0)
	{
		return 0;
	}

	iAnarchyLength *= GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getAnarchyPercent();
	iAnarchyLength /= 100;

	iAnarchyLength *= GC.getEraInfo(GC.getGameINLINE().getStartEra()).getAnarchyPercent();
	iAnarchyLength /= 100;

	return range(iAnarchyLength, 1, getMaxAnarchyTurns());
}

Will keep the first Golden Age with 2 GPs
 
If I'm not mistaken, you just have to readd the lines in the cvplayer.cpp:

Will keep the first Golden Age with 2 GPs

Incidentally Rhye has a bug in his code, if you go into Anarchy and then hit the "Start Golden Age" button, the Anarchy will be instantly over. If you do things the other way around, you lose one turn of your Golden Age.

Don't worry, I will find it.

EDIT: I don't know what I was looking for. It is in getCivicAnarchyLength(), I will add the changes to the svn.
 
Incidentally Rhye has a bug in his code, if you go into Anarchy and then hit the "Start Golden Age" button, the Anarchy will be instantly over. If you do things the other way around, you lose one turn of your Golden Age.

After we have anarchy-free Golden Ages, this will be a feature, not a bug.
I think you should leave it this way
 
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