3Miro
Deity
I am starting a new thread to keep things organized. Many of the old discussions are no longer valid.
Beta 5 is out, get it at sourceforge
https://sourceforge.net/projects/rfceurope/
Here is a probably incomplete list of the changes:
The big things are:
- the Ottoman AI that should capture Constantinople (even if you play another civ, please use the WorldBuilder to keep an eye on whether or not this is working).
- Early Frank Empire, the synergy between Manorialism and Manor House/Chateau
- Changes to buildings and early cavalry units
Many changes have been made to the .dll file and not all of them are "pretty". Some are rather ugly hacks that have not been fully tested yet (this is your job right?) Please report random crashes WITH SAVEGAMES. I have no way of fixing anything unless I have a savegame to work with.
At this point of the mod I declare that we have an AI that is about as competent as they come. It is not perfect and we will still work on it, but we should switch focus from the AI to the player. We should make sure we have a good set of historically accurate, gameplay challenging, fun to play UHVs.
When I say Historically accurate, note that at least one UHV for every nation should be something that they have failed in real history. One example from RFC is the survival of Rome. Another is Bulgaria capturing Constantinople or Turkey capturing Vienna. Right now, not all nations have UHv conditions like that. One note is Venice, it would be way more fun to ask them to build one colonial project (as opposed to the Marco Polo Embassy or capturing the resources).
Anyway, let the comments begin.
Beta 5 is out, get it at sourceforge
https://sourceforge.net/projects/rfceurope/
Here is a probably incomplete list of the changes:
Spoiler :
- added merijn_v1 XML modifications, some unit abilities and removing old and unused XML entries
- Fixed the Papal Culture Bug
- Fixed Venetian UHV
- Moved Hungarian and Kievan starting turns, with no conflict with Cordoba, we can use more historical dates (note on the bug of one extra autoturn)
- Added info for Stability, Faith, GP and GG
- Removed the exile mechanics
- Nerf to the Barbarians around Frankia, to many to allow you to grow
- Changed the Bulgarian Konnik to more appropriate early Lancer, Bulgaria now gets fewer Konniks on spawn (looks balanced)
- Cordoba and Turkey now start Muslim, the Dutch start Protestant
- Moved the Autorun constants to Python (now we don't have to worry about strange bugs like fighting barbs or meeting other nations before you spawn, if we change the unit XML files, just keep Python in sync)
- Updated small region on the map in the middle of the desert, has to do with the Autorun so "don't touch"
- Get a speedup the hack on the semi-random bugfix from Beta 4 (look below)
- Move University to Philosophy, Education gives a free GS
- National University goes to Paper
- Brewery: +1 Happy, Happyness with berley, (removed one person scientist, I didn't realize we had that with the Monasteries), lowered cost
- Change the Smokeshouse to give health from meat, changed the cost of building it
- Guild hall gives an engineer, an engeneer slot and a merchant slot
- Removed Stability bonus from the Dungeon
- Cordoba, Turkey and the Dutch start with their religions already set
- Updated main menu music (much better quality)
- Market gives only one Merchant slot
- Inn gives +2 esp, 10% gold with wine, -10 war worry and 1 spy slot
- Many wonders now require a specific state religion (as opposed to a religion being in the city)
- Changed the Manor House to give money early on
- Manor house gives +2 gold only with Manorialism (the AI is "aware" of that)
- Early Lancers and Heavy Lancers are somewhat OP, rased the cost of tech and construction
- Mounted Sergeants and Horse Archers come with Stirrup
- Lancers reuire Farriers, Heavy Lancers require Blast Furnace
- The cost of early mounted units has increased
- Hungarian Huszars are not lighter version of Heavy Cavalry, they don't require Iron, they are a bit cheaper, strength reduced to 9 (very few units have bonus vs light-cavalry)
- Hungary starts with 3 Horse Archers (in place of a Swordsman and an Axeman)
- Ghazi are the same as before (didn't want to mess up Arabia)
- Druzjina and Cataphrac also require Blast Furnace and have their cost increased
- The strength of Pistoler increased to 12
- Chateau moved as Frankia's UB, Salon moved to Burgundy (we probably need something completely different for Burgundy, I think Brewery -> Winery for Burgundian wine)
- Chateau bonus changed to +2 hammers (Frankia can really use the boost early on)
- Brothers in Faith bonus (i.e. Round Church) gives you penalty to diplomacy with people form the same faith (keep Orthodox fighting each other, as they were historically)
- Civs without state religion (i.e. Pagans) suffee diplomatic penalty from players with State Religion
- Turkey should finally be getting Constantinople
- Changed the AI flags for the Mediterranean pirates to act more like the Vikings
- Fixed the Papal Culture Bug
- Fixed Venetian UHV
- Moved Hungarian and Kievan starting turns, with no conflict with Cordoba, we can use more historical dates (note on the bug of one extra autoturn)
- Added info for Stability, Faith, GP and GG
- Removed the exile mechanics
- Nerf to the Barbarians around Frankia, to many to allow you to grow
- Changed the Bulgarian Konnik to more appropriate early Lancer, Bulgaria now gets fewer Konniks on spawn (looks balanced)
- Cordoba and Turkey now start Muslim, the Dutch start Protestant
- Moved the Autorun constants to Python (now we don't have to worry about strange bugs like fighting barbs or meeting other nations before you spawn, if we change the unit XML files, just keep Python in sync)
- Updated small region on the map in the middle of the desert, has to do with the Autorun so "don't touch"
- Get a speedup the hack on the semi-random bugfix from Beta 4 (look below)
- Move University to Philosophy, Education gives a free GS
- National University goes to Paper
- Brewery: +1 Happy, Happyness with berley, (removed one person scientist, I didn't realize we had that with the Monasteries), lowered cost
- Change the Smokeshouse to give health from meat, changed the cost of building it
- Guild hall gives an engineer, an engeneer slot and a merchant slot
- Removed Stability bonus from the Dungeon
- Cordoba, Turkey and the Dutch start with their religions already set
- Updated main menu music (much better quality)
- Market gives only one Merchant slot
- Inn gives +2 esp, 10% gold with wine, -10 war worry and 1 spy slot
- Many wonders now require a specific state religion (as opposed to a religion being in the city)
- Changed the Manor House to give money early on
- Manor house gives +2 gold only with Manorialism (the AI is "aware" of that)
- Early Lancers and Heavy Lancers are somewhat OP, rased the cost of tech and construction
- Mounted Sergeants and Horse Archers come with Stirrup
- Lancers reuire Farriers, Heavy Lancers require Blast Furnace
- The cost of early mounted units has increased
- Hungarian Huszars are not lighter version of Heavy Cavalry, they don't require Iron, they are a bit cheaper, strength reduced to 9 (very few units have bonus vs light-cavalry)
- Hungary starts with 3 Horse Archers (in place of a Swordsman and an Axeman)
- Ghazi are the same as before (didn't want to mess up Arabia)
- Druzjina and Cataphrac also require Blast Furnace and have their cost increased
- The strength of Pistoler increased to 12
- Chateau moved as Frankia's UB, Salon moved to Burgundy (we probably need something completely different for Burgundy, I think Brewery -> Winery for Burgundian wine)
- Chateau bonus changed to +2 hammers (Frankia can really use the boost early on)
- Brothers in Faith bonus (i.e. Round Church) gives you penalty to diplomacy with people form the same faith (keep Orthodox fighting each other, as they were historically)
- Civs without state religion (i.e. Pagans) suffee diplomatic penalty from players with State Religion
- Turkey should finally be getting Constantinople
- Changed the AI flags for the Mediterranean pirates to act more like the Vikings
The big things are:
- the Ottoman AI that should capture Constantinople (even if you play another civ, please use the WorldBuilder to keep an eye on whether or not this is working).
- Early Frank Empire, the synergy between Manorialism and Manor House/Chateau
- Changes to buildings and early cavalry units
Many changes have been made to the .dll file and not all of them are "pretty". Some are rather ugly hacks that have not been fully tested yet (this is your job right?) Please report random crashes WITH SAVEGAMES. I have no way of fixing anything unless I have a savegame to work with.
At this point of the mod I declare that we have an AI that is about as competent as they come. It is not perfect and we will still work on it, but we should switch focus from the AI to the player. We should make sure we have a good set of historically accurate, gameplay challenging, fun to play UHVs.
When I say Historically accurate, note that at least one UHV for every nation should be something that they have failed in real history. One example from RFC is the survival of Rome. Another is Bulgaria capturing Constantinople or Turkey capturing Vienna. Right now, not all nations have UHv conditions like that. One note is Venice, it would be way more fun to ask them to build one colonial project (as opposed to the Marco Polo Embassy or capturing the resources).
Anyway, let the comments begin.