Beta 13

The SVN version includes all the latest updates
So it has a couple improvements than the latest officially released version (Beta 13)
We use sourceforge to upload all our code commits: https://sourceforge.net/projects/rfceurope/develop
You can easily get the latest SVN versions by using TortoiseSVN

So... I downloaded TortoiseSVN, and tried to import the files based off of the URL from the link you gave me.

It is requesting a username and password. Is that normal?
 
So... I downloaded TortoiseSVN, and tried to import the files based off of the URL from the link you gave me.

It is requesting a username and password. Is that normal?

IIRC in TortoiseSVN importing means uploading files to the main version
(the scourceforge version is the base, so that's where you import)

So, yeah, Caliom is right
You only need password if you want to upload files
For downloading there is no password
Anyway, it's probably easier to use Caliom's link for donwloading
 
Hi everyone, I am back. It has been couple of busy weeks at work.

I just finished reading the comments here, but I have not read the other threads yet. Here are some things to start.

- I will look at the Crusader vs Vassal bug as well as the Merc promotion bug.
- In order to get the Venice bug, I need a savegame. Can someone post a savegame with the bad Venecian stack.
- the automated worker behavior was due to the proximity with Hungary. If Bulgaria and Hungary are at war, then Bulgarian automated workers would stay away from the border (otherwise they are too easy of a target).
- Ottomans did not historically start in East Anatolia, they currently spawn on a good location.
- The conquest of Hadrianopolis is needed to split them in both east and west direction. We can try to see what would happen if we only give them a large stack, but this would definitely help Bulgaria.
- Portugal is probably the biggest problem right now.
- on Monarch, often times you cannot get Constantinople with your initial Bulgarian stack, this makes the first UHV a lot more interesting. The second should a race with time and defensing against some Mongols and a Venician Crusade. The third UHV is lost if a city is transferred from Bulgaria to the Ottomans in any way.
- If a non-Catholic nation discovers the Printing Press, then the reformation shouldn't take place.
 
Hey 3Miro!
Glad to see you back :)

- the automated worker behavior was due to the proximity with Hungary. If Bulgaria and Hungary are at war, then Bulgarian automated workers would stay away from the border (otherwise they are too easy of a target).
No, I'm afraid this new issue in AI behaviour was introduced with the new code of AI regions
I have never saw such worker movements previously
The same with barbarians. There are huge number of "unused" barbarians for example in North Africa. They spawn every 5-10 turns, like they should be
Indy cities are relatively close (Tanja in this example), yet the barb AI won't realize it and there are just getting more barb units in the next province without doing anything

The third UHV is lost if a city is transferred from Bulgaria to the Ottomans in any way.
The bug was that the city was transferred after the UHV date, yet the UHV switched back to failed.
I think I already fixed this

- If a non-Catholic nation discovers the Printing Press, then the reformation shouldn't take place.
This is a bug reported mulitple times (with Islamic Egypt and Orthodox Bulgaria)
I spent some time on it, but couldn't find the cause yet :/
 
No, I'm afraid this new issue in AI behaviour was introduced with the new code of AI regions
I have never saw such worker movements previously
The same with barbarians. There are huge number of "unused" barbarians for example in North Africa. They spawn every 5-10 turns, like they should be
Indy cities are relatively close (Tanja in this example), yet the barb AI won't realize it and there are just getting more barb units in the next province without doing anything
Can you post a savegame?

This is a bug reported mulitple times (with Islamic Egypt and Orthodox Bulgaria)
I spent some time on it, but couldn't find the cause yet :/
But nobody has a savegame, right?
 
No, I'm afraid this new issue in AI behaviour was introduced with the new code of AI regions
I have never saw such worker movements previously
The same with barbarians. There are huge number of "unused" barbarians for example in North Africa. They spawn every 5-10 turns, like they should be
Indy cities are relatively close (Tanja in this example), yet the barb AI won't realize it and there are just getting more barb units in the next province without doing anything

Just started a new game and took a few screenshots
These are from a random English start:
Civ4ScreenShot0042.JPGCiv4ScreenShot0043.JPG

On the worker issue, I forgot to mention:
I always had peace with Hungary. At the time those screenshots were taken, they were my peaceful vassals.
So the cause cannot be wartime AI behaviour
 
Just started a new game and took a few screenshots
These are from a random English start:
View attachment 306855View attachment 306856

On the worker issue, I forgot to mention:
I always had peace with Hungary. At the time those screenshots were taken, they were my peaceful vassals.
So the cause cannot be wartime AI behaviour

The only barbarians that should spawn are the ones in Barb.py. I have to look at this, maybe this is due to Sahara not being part of any province.
 
Quick question about barbarian spawns:
Am I right that the only difference between OuterInvasion and ForcedInvasion, that if it's forced the units can spawn inside a civs territory?
 
Quick question about barbarian spawns:
Am I right that the only difference between OuterInvasion and ForcedInvasion, that if it's forced the units can spawn inside a civs territory?

OuterInvasion spawns only on free tiles, thus you can stop Barabrian invasions if you simply take cultural control over the spawn territory (i.e. the Byz can block the Seljuks). ForcedInvasion will prefer empty tiles, however, if all tiles are taken by someone's culture, then the Barbs will spawn regardless (at a random tile within the cultural borders).
 
OuterInvasion spawns only on free tiles, thus you can stop Barabrian invasions if you simply take cultural control over the spawn territory (i.e. the Byz can block the Seljuks). ForcedInvasion will prefer empty tiles, however, if all tiles are taken by someone's culture, then the Barbs will spawn regardless (at a random tile within the cultural borders).

Yep, that's what I thought
But why should the Byzantines be able to stop the Seljuks?

EDIT: OK, checked their spawn and Seljuks have ForcedInvasion. No issues there
 
Yep, that's what I thought
But why should the Byzantines be able to stop the Seljuks?

EDIT: OK, checked their spawn and Seljuks have ForcedInvasion. No issues there

Rhye only had OuterInvasion in his RFC code and that was the one we were using for quite some time. Then I added the ForcedInvasion specifically for the Seljuks and the Byzantines.
 
A session report, played on revision 817. Byzantine on Emperor. (Details: First time on emperor, but I knew about all spawns from playing on monarch. No reloading.)

The early war was a brutal wakeup call for the Byzantine Empire. As in history, a strong expedition was sent west to conquer Carthage and Italy (four swordsmen on the prepared fleet).
Spoiler :
544carthage.png

Constantinople dedicated itself to growth and culture, while the rest of the provices went all out defensive. From the first year, it was clear that the barbarians would be brutal. The countryside in northern Greece and Anatolia was repeatedly pillaged, and only the presence of promoted archers behind walls provided relief.
Spoiler :
528Slavs.png


By the year 600, Sassanids and Slavs were hitting their fronts hard respectively. Still, a few more soldiers managed to be siphoned off to Italy without endangering the defenses.
Spoiler :
600Sassanids.png
600Slavs.png


In 636, the Arabs spawn. The plague has hit hard, and several strong defenders have fallen. Barbarians captured Hadrianopolis, just as it got hit. As in real history around this time, the walls of Constantinople proves the saving grace of the Empire, as endless hordes falls against them.
Spoiler :
644siegeofConstantinople.png


Though the Arabs flipped several cities, they had been evacuated beforehand. After that, they were content to send but token forces to Egypt and were willingy to make peace for paltry sums (10-30 gold).
By 720, the Lombards had proven too strong (together with the corrupt Empire officials ordering some defenders off to Rhodes) and Florentia fell.
Spoiler :
720Florentiafallen.png


In 748: Arabia declared war again. Their aggression were as weak as in the previous war, and we eventually made peace with the loss of only a few fishing boats for the Byzantines. While they ask for Antioch, they are perfectly willing to settle for 10 gold.

In 764, barbarians press through, ignoring Rome. My belief that Neapolis would be safe proved wrong.
Spoiler :
764Neapolisfallen.png


Beleaguered Byzantine defenders try their best, but in 772 Florentia falls again. Italy is crowded with barbarians.
Spoiler :
772Italyfallsagain.png


Around 880, things started to calm down. Bulgaria and Arabia absorbs the barbarians (after a few futile attacks from Konniks against me). However, even as my vassal, Bulgaria can't stand against the barbarians and fall.
Spoiler :
880Bulgariastartstofall.png


In 921, the Empire is holding its own against barbarians. First contact with France. They live, but are weak.
Spoiler :
921weakfrance.png


However, compared to them, Kiev are miserable. While desperately seeking the Empire's assistance, they quickly fall to barbarians.
Spoiler :
951weakKiev.png
969Kievcannothold.png


Throughout these times, and especially after the fall of Kiev, the barbarian pressure in the former slavic area has increased. Anatolia is fortified against a rumored Seljuk threat and easily dispatches any barbarians coming. North Africa is entirely calm and busy expanding its Byzantine holdings along the coast. A decision was made to found a city in modern Moldova as a Bulwark, to prevent the incoming hordes from pillaging. However, that proved to be a critical policy mistake. Not once, not twice but thrice well-funded expeditions (at least five units, settler, missionary) were killed before they even managed to settle a city, much less build the critically needed city wall. Furthermore, these expeditions weakened the defenses behind the lines, exposing the Bulgarian cities, eventually leading to their destruction.
Spoiler :
1020Barbarianpressure.png


Hungary offer themselves as vassal in 1041. They are hard-pressed by barbarians, but manage to survive.
Spoiler :
1041Hungaryvassal.png


1074: The last of the ill-fated expeditions are sent. Notice the newly resettled Bulgarian cities.
Spoiler :
1074Pechnegs.png


1086: Bulgaria respawns, and the Seljuks arrive. Their first wave looks scary, and several workers have to be sacrificed as bait in order to save the cities. But after the initial wave, their attacks quickly petered out, leaving Anatolia much more safe than expected. As always, the true problems lay in the Balkans.
Spoiler :
1086Seljuks.png


1095: Bulgaria destroyed by barbarians, poor Ivan only got nine years.

By the mid-12th century, the tech rate is abysmal. The Empire has got way too many cities, and no one wants to trade, as exmplified by the Pope here:
Spoiler :
1173Poperejectstechtrade.png


In 1239, the first Keshiks arrive. This would be bloody.
Spoiler :
1239Keshiks.png


Tunisia declared indepedence in 1242. The safest provinces of the Empire was no more.
Spoiler :
1242Cordoba.png


The officials had thought Egypt was safe since the Arab were still alive at Saladin respawn, but alas, they declared independence 1263. Our beautiful chain of 11 cities in north Africa was now all gone. The remaining garrisons actually managed to capture Cairo in a futile attack of revenge, but it was handed back to secure peace.
Spoiler :
1263Arabiaindependence.png


1272: Suprisingly enough, the biggest threat to the Empire from the Mongols came not in Anatolia but in the Balkans.
Spoiler :
1272Balkanslost.png


The second UHV was secured in 1284. Anatolia was in beautiful shape, but Greece/Balkan lay in tatters, as the high-producing Thessalonica fell.
Spoiler :
1284UHV.png


1317: While it can be bonus for the player that the cities lost to barbarians revolt and rejoin you so very often, they are extremely quickly dispatched when you don't have castles.
Spoiler :
1317Hadrianopolisagain.png


1326: The citizens and emperor alike praised God for the walls of Constantinople: Two crossbowmens, one arbalastier and one cataphract managed to kill 11 Keshiks, without loss, in a single turn

1350: The revolts and rejoining are getting somewhat out of hand, nearly all of Greece rejoins the Empire (with devastated countryside and without infrastructure) before the reconquista force is even assembled.
Spoiler :
1350rejoin.png


1359: With Thessalonica and Athens still in Mongol hands, the Ottomans arrive. The flipping cities are handed over to avoid having massive unit conversions.

1374: Black death, and a fresh wave of mongols. Thankfully, the defenders from Anatolia weren't removed (~5 promoted crossbowmens in each city, behind castles).

1374-1450: Continous warface against Ottomans and Mongols. On average, 5-10 keshiks were killed per turn. In 1431 Damieta revolts and joins the Empire, even though we had neither owned, nor attacked it. A few turns after getting it for free, a "Byzantine" revolt occurs there. Nicaea is recaptured from the Ottomans after bloody fighting, but nothing else. The saved money is more than enough for victory!
Spoiler :
1452Victory.png


Impressions:
It was really, really fun!

The game consisted of more or less continous defense - from the initial Slavs and Sassanids, through Arabs and Bulgarians, horse archers in the east (Pechnegs, Cumans, Magyars...), Seljuks, Mongols and finally Ottomans. Somewhat ironic, the Arabs and Bulgarians, together with the Seljuks, were absolutely the easiest to deal with. The early horse archers and the Mongols in the Balkans were the hardest, probably because I was less prepared for them than the threats in the Balkans.

The first UHV required you to dedicate Constantinople to culture. This felt historical, and provided a nice contrast to the otherwise warfare heavy play. It also emphasized the historical role of Constantinople. The second required an assault on the spawned barbarian city with longbows, which was vert costly (especially since I made an unsuccecssful assault with a very lager foce). The third was trivial, as the tech rate was so slow in the end running several hundred gold in surplus hardly made a difference for tech.

Before the revolt, North Africa was my safe haven. Perhaps a few barbarians could be added there in the form of bedouins? My tech rate was abysmal. In the end, I had cataphracts, but nearly all the game was spent with crossbowmens, swordsmen and spearmen as the primary weapon (and before crossbowmen just archers). They sufficed, and the key was to get city walls, and later castles up and running everywhere. Thankfully, Egypt was easy to keep with the stone. Once the defenses unraveled, most notably in the Balkans and Greece it was nearly impossible to keep it together as I lacked the infrastructure. Similarly, my idea to build a city in Moldova to contain barbarians coming into the Balkans failed as I couldn't get even a large expedition far out beyond the cities. The empire was in collapse the whole time, but Byzantine powers kept it safe. I guess other nations will be harder, due to stability hit from barbarian pillage.

Balance points: The amount of barbarians were adequate for a fun game on emperor - do not decrease. If possible, have the Seljuks spawn more stacks during a longer period, they were pitifully few.

I would like the Arabs and Bulgaria to spawn with more units to be more of a threat. Though I guess it would cripple an ai Byzantine?

An idea to consider would perhaps be to add something like 25% bonus against barbarians for all ai civs on emperor difficulty?

I think the cities lost to barbarians revolted and rejoined too often.

Many times, the notification said new mercenaries were available for hire, even though there weren't.

Italy is very nice to have as a Byzantine, to get Condottiere mercenaries.

Some final screens:
Spoiler :
Theworld999.png
Theworld1200.png
Theworld1299.png
Theworld1401.png
Theworld1452.png


All in all, a hectic game that managed to keep it fun the whole match. I can wholeheartedly recommend it!
 
Fun reading! :)

But how come that more cities didnt flip to your low stability?
 
Just a question:
Was it your goal that the Pope asks for a crusade every few turns?

Here is how it went in my game:
I play Spain, its my first game of rfcr.
I wanted to stick very close to the christianity theme and therefor i joined every crusade, even while i had my own wars.
The first c's were lead by france. They were victorious and smashed the arabs, conquering everything down there. they hold like ten citys in that sandbox.
J became independent and another C was ordered. This happened a few times.
Somewhen leadership went to me and i took J easily. I had like 20 units there against three defenders.
I realized holding J was a bad blow to my stability (france is dancing on the edge all the time as well) and decided to use the worst option when the arabs respawned.
It happened as I hoped and J went independent again.
Just a few turns (5?) later Pope Stubbornius IX asked for another crusade. Again I joined, was declared leader and took J.
I gifted it, together with the ~16 units to france (they are still at the edge of crumbling).
Again just a few turns later (3? Possibly at the same time France got it aka unrest ended) The pope knocked on my door again.
And that the situation right now.
Update: The crusaders spawned and France is still holding J, but its in unrest, i did NOT declare war on france

What am I supposed to do? Disband the crusaders? Or just fortify them there and ruin my economy? I realy dont know. It seems totaly useless and it realy hurts. I could just ignore the crusades, but that seems realy bad play to me, from a 25-years roleplaying freaks perspective :)

I wish I could just gift it to Rome and be done with it!

Maybe I'll just keep gifting it to hardly stable nations and abuse that scenario to make them all crumble. Oh boy I feel like Im forced to cheat :(
 
I always try to dodge getting elected leader of the crusades since I'll just lose the cities anyway these days
 
I allways voted AGAINST myself! I still get elected because the pope loves me like no other (I guess thats the reason)

I got like a dozent citys, all of them have churches, monasterlys, BiFis and whatever, no foreign relifions and I allways followed the popes orders, I never opened borders to anyone whos not catholic and opened borders to everyone who is...
 
I just finished my very first game of rfcr and thought I'd give some feedback. I'm a very experienced civ-player and I won rfc with nearly all civ a few years ago. But i was playing civ5 for a year so im a bit rusty.

Spain, dificulty 2/3 (what is it called again?)

I know the start is variable, because the AI plays its turns and the outcome varies, but the first UHV condition was way too easy. It was aimed at 1492, right? I had it done before 1200 easily.

The second was easy as well. I didnt know how to unlock the colonie projects and had to stumble over them, still I managed to have four colonies, the only four in the world, before it triggered. By that time I had all buildings (usefull ones) in all citys and was nearly unbeatable in my boarder citys.

The third didnt take any work at all. I countered the reformation by bribing everyone to go back to ch. I was insanely rich (10k+ gold, 250/turn+ at 90% tech) and way ahead in tech. My city where all teching, if there was no new wonder to build.

Basicaly, the 'its new' feeling kept it intresting, but it was not challenging at all. Dont get me wrong, I love the scenario/mod and I will dfinately play some other civs. Its realy great work and very entertaining. Maybe even better the original rfc because the detailed map allows the countrys to reflect reality way better.

But the spain scenario is way too easy.

My first guess on how to improve it would be to change his starting units. Give him more units, but weaker ones. That way he s still save from attack from the AI but he cant do his reconquista in 10 turns and be done with it. If thats slowed done a little bit everything else will be delayed as well without changing too much of the setting.

Keep up the good work, great mod!

Edit: lots of typos but im tired and want to sleep, hope you can guess what i wanted to say :)
 
Three things I think need to be balanced:

1. Units are too cheap to maintain. It required many peasants to feed and armor a knight or maceman, they didnt have the productivity back in the days.
2. Economy is far too good. Nerf banks as a start and the cash generating wonders.
3. Happiness is way too abundant. I had a few suggestions a while back in the main feedback thread. Anyone actually have to use the culture slider? Ever?
 
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