Beta 9 Talk

Could we get Burgundy not to place that crappy city 2E of Marseilles?
 
totally agree, it doesnt absolutely nothing. Burgundy has had a history of building really horsehockey cities. Fortunately they now spawn with Lyon, Dijon, Marseilles and don't often build as many bad cities but still stuff like that pops up. Or like a city 1N and 2E of Dijon when theres space to build a city another 2 tiles over.
 
So what happens when your culture is big enough to cause a city in an unstable province to flip to you? Does the presence of your culture there mean that province is not unstable anymore or do you just have to bear the consequences of having an unstable province city flip to you?
 
I got a bug playing Burgundy about two days ago. I (think I) nailed UHV 3, being way higher in score then England, Germany and France, but it still didn't trigger. Should I have a higher score then E+G+F combined? That would be kinda tricky.

Also, I just won a UHV playing the Dutch (which was really easy btw), and then exitted to main menu, started a game as France. It's 768 AD now, but I have mysteriously failed both the first and second UHV. Any ideas?

Cheers
 
@ FadeToBlack

This is a known bug w/ Beta 9 - You must exit Civilization entirely and restart the program to start new games (saved games are okay).
 
Each time I meet Germany as The Norse, the game crashes. Is anyone else having this issue?

It may be a graphic issue
What year and era is it in?
 
I played around with the LeaderHeadInfos.xml. I set both iSameReligionAttitudeChange and iSameReligionAttitudeChangeLimit to zero, so that nobody gets any diplomacy boost for sharing the same religion. The penalty for having another religion still applies, but it is small (-1 or -2) most of the time. I hoped that this would lead to more battles among the catholic nations, as someone already sugested in this forum. But i didnt see much of a difference. Most nations still had pleased or even friendly diplomacy status. "Open borders" often gives +2, and another +1 from "years of peace". That makes +3 and that is often enough to get a pleased status. At least between AI palyers.
I would have liked to change the tresholds for the different diplomatic status but i didnt find out how to do that. They seem to be different for each civilization. I know that there are some hidden modifieres in RFCEBalance.py but i think there are more that i dont know of. Is someone familiar with this kind of settings?

Then i found these settings in LeaderHeadInfos.xml

Code:
<NoWarAttitudeProbs>
	<NoWarAttitudeProb>
		<AttitudeType>ATTITUDE_ANNOYED</AttitudeType>
		<iNoWarProb>10</iNoWarProb>
	</NoWarAttitudeProb>
	<NoWarAttitudeProb>
		<AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType>
		<iNoWarProb>60</iNoWarProb>
	</NoWarAttitudeProb>
	<NoWarAttitudeProb>
		<AttitudeType>ATTITUDE_PLEASED</AttitudeType>
		<iNoWarProb>90</iNoWarProb>
	</NoWarAttitudeProb>
	<NoWarAttitudeProb>
		<AttitudeType>ATTITUDE_FRIENDLY</AttitudeType>
		<iNoWarProb>100</iNoWarProb>
	</NoWarAttitudeProb>
</NoWarAttitudeProbs>

They seemed to high to me. Although they are the same as in standard bts.
I lowered these values by 20 points for each leader (except for ATTITUDE_FRIENDLY) and it worked. There is a lot more war going on in europe. At least declarations of war, the a AI is still very bad at attacking cities, but its more fun now. I also saw the AI ganging up against others, especially me :)
I changed some other values too, but i dont know exactly which one. I think it was iMaxWarRand and iDogpileWarRand but it is impossible to track the impacts of every little change.

I also lowerd the MemoryDecays values to make the AI forget about past events faster, and added entries for MEMORY_DECLARED_WAR, MEMORY_DECLARED_WAR_ON_FRIEND, MEMORY_RAZED_CITY to make the AI forget about such things too. (as suggested in this thread)

I dont know what are good numbers for these settings but i see great potential here.
 
1. Health depends too much on resources.
As portugal, lithuania or austria you start with size three cities that instantly suffer from bad health. I takes some turns to connect the health resources to all your cities. This is especially annoying when a city flips to you that is even larger because than it is starving. Minsk is such a city, or Steinamanger.
When the plage occurs i see often all burgundian or austrian cities reduced to size one.
On the other hand the resource rice is just imbalanced, because there are only two spots on the map where you get it. Whoever controlls Alexandria or Valencia gets a +2 health bonus in every city. In every game i am tempted to conquer those cities because the health bonus is just too powerfull. But for most civs it feels unhistoric and it just makes no fun to do the same thing with every civ in every game.

So my suggestions are: Remove the extra health bonus for resources from granary and smokehouse. Give them a static +1 health instead and increase the base health in cities by 1 and increase the fresh water bonus by 1.
This way you loose 5 health from resources but most cities get +4 from bonuses that do not depend on resources.
This is a net lose of 1 for civilizations that have access to rice, and a net gain of 1 for civs that have no access to rice.

2. Adjustment of starting units.
Some of the later spawning civs could need a buff to their starting units. They often start with outdated units.
Austria should get longbowmen instead of crossbows and knights instead of heavy armored lancers because everybody else has those when they spawn.
Portugal should get some more Knights of Aviz and maybe a workboat and a galley/war galley or two.
In addition raise the amount of additional units a civ gets when they are at war from the start. Keep in mind that in case of war the civ depends a long time on those units and that they start with zero experience while the enemy already has two or three. The idea is to keep them save until they have all their land improved and their economy running. I often see those new civs turtling in their tiny cities while their enemies pillage the few improved tiles they have. Kiev does this to Moscow, Hungary to Austria and Cordoba to Portugal. It doesnt help if they have good citiy defenders they also need some offensive units to guard their land.

3. Add some more roads to the starting locations of new civs. It helps them improve their land much faster. Or give them some more workers. I am thinking of austria and lithuania here.

4. England often looses their french cities right away. I dont know how to fix this easily. I tried to let them spawn with some more units in galleys but i didnt work. England is simply to dumb to bring defenders in those cities. It depends on luck if France attacks those cities with more than one unit in an single turn.

5. I often saw Cordoba respawing in Tunis and collapsing a few turns later. I dont know why. Somtetimes Arabia declared war on them sometimes not.

6. Arabia has huge stability problems upon rewspawning too.
I think it is beacause they spawn with too many cities but cant build any manors or courthouses because they are already built.
This brins me to the next point.

7. Stability form buildings.
I think it would generally be better to grant the stability points for controlling such buildings not for building it. The way it is now this can lead to unpredictable high or low stability ratings. It depends on how many of those builings are already built in cities you aquire. The problem on the other hand would be that you loose a lot of stability when manor houses go obsolete.

8. Burgundy doesnt start with initial civics. I think they should start with the feudal stuff too as germany. They already have all prerequired techs.

9. I would like to see some resources removed from the balkan area. Whoever controlls that region feels too strong for me. Let it be Byzantium, Arabia or Turkey.

10. The Seljuks still have problems conquering many of the byzantine cities. Or Byzantium manages to recapture them later.

11. Why are barbarian cities always stuck with trying to produce culture? Shouldnt they build units instead?
 
Where is Strasbourg on the map, and does it fall into Lorraine or Swabia? I was thinking the former.

I ask because I've realized in the past that when I build Treves (Trier) that I'm effectively nixing any resources that a good city in Champagne would have, Namur mostly. Looking at a real map, it seems to be halfway between Basel and Trier. I would just build Bale to ring Burgundy and get a ahold of some resources, but Swabia is unstable (although the UP does help in this regard).
 
I posted this message on the main thread but I'll post it here too:

Ok it seems I have a similar problem to that of others. I download everything and then I extract the files into the bts mods folder. I go advanced, and load a mod and then Rhyes and Fall of Europe. I get the start menu and there's music playing and I think everything is a success. Then I go play a scenario and this comes up:

Failed to read world builder file "C:\Users\ForCinder\Documents\My Games\ Beyond the
Sword\Saves\WorldBuilder\wbquicksave.civbeyondswor dwbsave"

I proceed to play as the [default] leader of the [default] empire and then the game crashes.
Any suggestions?
 
Sorry for the probably stupid suggestion, but shouldn't AA be for anyone with access to a sea that goes to the Atlantic Ocean? Just having the major civs have access annoys me. Just a thought but maybe it should be how many coastal plots owned.

p.s. this is my 100th post.
 
Sorry for the probably stupid suggestion, but shouldn't AA be for anyone with access to a sea that goes to the Atlantic Ocean? Just having the major civs have access annoys me. Just a thought but maybe it should be how many coastal plots owned.

p.s. this is my 100th post.

It is to prevent countries like Russia from dominating the colonization and to leave colony building to the colonizers such as England, France, Spain, Portugal, Netherlands, Sweden.


Why does Britain get two Atlantic Access?

Sicily should have rice prior to the 15th century (a very nice bonus for a conquering civ).

Italy and France should get rice in the 16th century

PS are you going to fix the strategy layer for Beta 10?
 
Looking good - i am d/l now

Will start a new game with England and try to report back in a few days

Is there anything i should be looking out for / checking ?
 
Sorry for the probably stupid suggestion, but shouldn't AA be for anyone with access to a sea that goes to the Atlantic Ocean? Just having the major civs have access annoys me. Just a thought but maybe it should be how many coastal plots owned.

p.s. this is my 100th post.

I also dislike the way 3Miro implemented Atlantic Acceses in the recent versions
If any civ controls huge coastal areas even with an AA in it (where it should be), then it should be possible for that civ to colonize

If Cordoba survives, or Burgundy conquerers some territories in West Francia, or Germany expands to the west, why couldn't they build some colonies?
UHV victory is the main goal in RFCE, but not the only one. Civ is a "what-if-game" too
This is just another thing again, which restrict the players' options when plaing this game...

AAs were perfectly fine the way they were implemented before:
Their appaerance was only based on a specific date only, with no connections to civs at all
They are of course placed in strategic positions where most likely the major colonizing powers will get them
This is more than enough for a good gameplay IMO
 
Having the AA tied to individual civs progress is quite restrictive, making them appear on certain dates (after Astronomy) would make more sense and allow for non-historic colony builders.
 
Having the AA tied to individual civs progress is quite restrictive, making them appear on certain dates (after Astronomy) would make more sense and allow for non-historic colony builders.

:agree:
 
I also dislike the way 3Miro implemented Atlantic Acceses in the recent versions
If any civ controls huge coastal areas even with an AA in it (where it should be), then it should be possible for that civ to colonize

If Cordoba survives, or Burgundy conquerers some territories in West Francia, or Germany expands to the west, why couldn't they build some colonies?
UHV victory is the main goal in RFCE, but not the only one. Civ is a "what-if-game" too
This is just another thing again, which restrict the players' options when plaing this game...

AAs were perfectly fine the way they were implemented before:
Their appaerance was only based on a specific date only, with no connections to civs at all
They are of course placed in strategic positions where most likely the major colonizing powers will get them
This is more than enough for a good gameplay IMO

I second that
 
Lithuania was willing to vassalize to me, but wouldn't give me open borders because they didn't like me enough, WTH?
 
I see an issue with Lithuania here, it seems overpowered. It becomes a large empire and has vassals and such, and expands deep into Russia and Poland. In my latest game it had Poland and Moscow as vassals and was very large.

One other thing, I was wondering if the Mongols could be brought into the game to a greater extent then simply being barbarians. The issue with them of course is that their empire wasn't really a country in the normal sense, just a bunch of conquered land.
 
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