Celtic Mod v1.0 Release

Indeed, I will adjust their size downward in v2 (there will actually be a bit of a different mechanism in place there anyway). In the meantime, you can adjust their size downward by editing Barbs.py. Find the line that spawn the city you are looking for (in this instance they are grouped together) and after it says GameTurn lower the "5" to a "2".

If you use "find" to locate "Dublin" "Cork" "Cardiff" and "Edinburgh," you find that the first instance of the city's name in the file gives the coordinates and spawn turn, don't touch that, but the second, longer line gives the order to spawn the city, to whom it belongs, the size and any resident units.
 
New bug, the civil war event is not working correctly. Civilizations that go into civil war are supposed to turn independent, but both Rome and Greece were barbarian after they collapsed.
 
let me know if this repeats. The Greeks just became Indy for me. Is it possible that they were conquered by the barbarians or became Indy cities that were themselves taken by barbs?
 
New bug, the civil war event is not working correctly. Civilizations that go into civil war are supposed to turn independent, but both Rome and Greece were barbarian after they collapsed.
This is not a bug. Prior to Nationalism (I believe) collapsing Civs are randomly divided between Barbarians and Independents (of both persuasions). Also, native African and American Civs collapse into Natives (prior to Nationalism).

It could be changed, though. I actually think its an addition in the latest RFC patch.
 
Before I play further, I must protest the large barb cities in Ireland and Scotland. The largest city in those days should be no more than size 2 (my capital in Spain was only size 6 with 2 fish, 1 cow and 1 sheep) and Rome was a measly size 4 (due to wars with me and Greece). I conquered Greece thinking that I was just going to send settlers over to Ireland from Paris but wasn't expecting a fully fledged society there!
As antaine said, you could change those size's yourself in the meantime. Let him know what size is working out for you:
Code:
                self.foundCity(iBarbarian, lDublin, "Teamhair na R&#237", iGameTurn, [COLOR="Red"]5[/COLOR], con.iArcher, 1) 
                self.foundCity(iBarbarian, lCardiff, "Caerdydd", iGameTurn, [COLOR="Red"]5[/COLOR], con.iArcher, 1)
                self.foundCity(iBarbarian, lCork, "Corcaigh", iGameTurn, [COLOR="Red"]5[/COLOR], con.iArcher, 1) 
                self.foundCity(iBarbarian, lEdinburgh, "D&#0250n &#0201ideann", iGameTurn, [COLOR="Red"]5[/COLOR], con.iArcher, 1)
Also, Rome is not sending out any Praetorians to conquer Greece--just sitting in their capital with settlers.
Is the land way blocked by anything like Celts? A maritime invasion could be too much to hope for.

I have a hunch about the Romans being at peace with the Creeks. There is a mechanism in place to make Civs go to war with each-other when they spawn, though. This probability could be increased concerning the Romans and the Greeks. This is done in the Consts.py file. Change line #696 to:
Code:
[iCeltia,iCeltia,iEgypt,iGreece,iGreece,[COLOR="Red"]iGreece,iGreece,[/COLOR]iCarthage,iCarthage], #Rome
This should double the already increased chance of war between Rome and Greece. (The more times the iCivname variable is shown on this line the greater the chances of war.)

The reason the Romans aren't settling any new cities could be the opposite, though. That they already are at war and thus have turtled up in defense. The AI really has no idea about what its "objectives" should be...
 
I'm referring to the one that's available for download now (although this will not change in the new release, I just need to define new areas in victory.py so that the game has a name for them when trying to determine UHV city settlement). The map in C++ is for tile settlement desirability for the AI, not stability. Adherence to and incursion into the core/normal/broader causes stability hits and collapses.
I always thought (and still believe) that there is something called Stability maps in RFC. These govern the penalty for settling outside of your historical boundaries. In fact, any Civ is allowed 32 tiles of foreign land before stability becomes an issue. And if there are any foreign cities within a Civs Core Area (not the same as defined in Consts.py) there will also be a stability hit.

Maybe you should try and locate these? (Could it be the same as the Settler maps?)
 
I think that the stability maps were actually a construct that Rhye pulled together rather than an neat section somewhere within the mod files.

They are however mostly based on the settler preference maps. Take the settler maps, subtract/overlay all the other civ's core areas and voila - stability 'maps'.
 
I think that the stability maps were actually a construct that Rhye pulled together rather than an neat section somewhere within the mod files.

They are however mostly based on the settler preference maps. Take the settler maps, subtract/overlay all the other civ's core areas and voila - stability 'maps'.
I had a hunch that it could be something of this nature, as the core areas (from the Python) fit nicely into the stability maps. The other areas would be derived from other core areas and normal/broader areas and stuff (like settler maps).

I think I might have to reconsider some details in my own pet project - the Russia scenario.
 
stay tuned for v2 in its own thread with revamped UHVs and important adjustments to core areas and spawns.
 
stay tuned for v2 in its own thread with revamped UHVs and important adjustments to core areas and spawns.
You're doing a beta-release first, I hope?

This should be interesting in any case... :king:
 
heh...the email notification of your message came through a second after I pushed the button to post the thread. I've tested the UHV so I know it works, honestly the rest of it is minor tweaks that have successfully passed a bunch of observed autoplays (how do you pause the autoplay in cheat mode anyway?). It's mostly the same as what we had under v1 as far as coding and whatnot is concerned, so I'm confident that after the testing I've done so far there will be no major problems with the coding...perhaps requests to increase tGaul, or something.

Well, it's up...have at it!
 
The way I use autoplay to play test is like this (and the experts might have even more clever ways of doing things):

1. I have enabled cheat mode in Civilization.ini, of course.

2. I usually start a game as the Americans, as this gives me the most game turns of autoplay.

3. Once the autoplay starts and a few autosaves have been made (you could give it a minute or two) I abort the game (ctrl+alt+del) and relaunch the game from the second latest autosave (to avoid any issues with the last one, as I could have broken the save by aborting).

4. Now the autoplay runs without the "Dawn of Man" window blocking my view and my options (because there are some available). The first course of action once the game has relaunched is to pause the game (press the Pause key on a PC keyboard) to gain some added control over the interface.

5. Second I open up the whole map by pressing ctrl + z while paused, and scroll and zoom the map where I want it centered (still without the damned popup blocking the view).

6. Now I open up World Builder to give Washington the Calendar Tech, enabling me to see the game date.

7. Only now do I resume autoplay by pressing Pause once more, go get the popcorn and watch the autoplay unfold all the way to the year AD 1775.

Note that you can pause the game at any time, zoom in and even use the main game options menu (to save/load/quit a game). You can't open up a city or view the units on a tile or anything like that, but you can see what every city is building and any units that move. (You have access to the game options menu and can somewhat customize what you actually get to see during the autoplay.)

Also, I have the PythonDbg.log open in another application and will pause the autoplay to reload the log file in order to see what just happened in the game. (Like follow up a collapse or a secession, or check the game turn or stability rating of a Civ.)

I will also do my edits in the Python while paused and once I switch back to the game the .py files will automatically reload. Since I've also enabled the debug features in Civilization.ini I get pop-ups telling me about any Python exceptions as they happen, without using the PythonError.log file. (This is actually more convenient to do without the autoplay, as exceptions could mount faster than you can close the pop-ups...)
 
ah...I'm using a MacBook Pro, so I'll have to find the "pause" button.

In any event, you can click on the victory screen with the Dawn popup on, and when you exit it the popup is gone. That way, you don't have to do the whole autosave thing...
 
In any event, you can click on the victory screen with the Dawn popup on, and when you exit it the popup is gone. That way, you don't have to do the whole autosave thing...
I'll be damned... :eek:

Thanks for the tip man! :king:
 
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