Changes you have made to RFC.

I like these ideas. Too often do I have to ship my newly bought mercenaries from Ciudad de Mexico to my warring Iberia to battle France.

You find everything you need in
\Rhye's and Fall of Civilization\Assets\Python\MercenaryUtils\MercenaryUtils.py

just change

g_strMercenaryStartingLocation = "Civilization Edge"
to
g_strMercenaryStartingLocation = "Capital City"

and

g_bDelayMercenaryPlacement = true

to

g_bDelayMercenaryPlacement = false
 
hi guys, how do i turn off the spaceship/space race in the bts version ? find it distracts from my later years wars :)


btw, first post in the 7 years since i joined this forum !
 
You can only do it in custom, sorry.
Its in the .ini file located in the mod folder (blah blah blah/Civ4/Beyond the Sword/mods/Rhye's and Fall of Civilization)
 
Does anybody know how I can make Hattusas an Independent city, because historically the Hittits were not really barbarians, and it would give another premade city to the Turks
 
You find everything you need in
\Rhye's and Fall of Civilization\Assets\Python\MercenaryUtils\MercenaryUtils.py

just change

g_strMercenaryStartingLocation = "Civilization Edge"
to
g_strMercenaryStartingLocation = "Capital City"

and

g_bDelayMercenaryPlacement = true

to

g_bDelayMercenaryPlacement = false

Thanks a lot!
 
Two Questions:

1. How do you change Hattusas to a independent country?

2. Is their a way to make mercenaries come to the city you want them to come to?
 
I updated the CVFinanceAdvisor.py in \Assets\Python\screens with the one from RFC:RAND, now I have those nice figures in the normal RFC

HOW DID YOU DO THAT!!!:D
 
I tried replacing Germany with Holy Rome to no avail. I replaced the GERMANY part in the WB saves with both "HOLY_ROME" and "HOLY ROME", only to make Germany non-available for player. Anything I can do to bring HRE in to this mod?


EDIT: Never mind, I managed to it. Just replaced the German UU and UB with their Holy Roman counterparts.


For anyone else who wants to do it, just go to XML\Civilizations/CIV4CivilizationInfos and replace
<Buildings>
<Building>
<BuildingClassType>BUILDINGCLASS_FACTORY</BuildingClassType>
<BuildingType>BUILDING_GERMAN_ASSEMBLY_PLANT</BuildingType>
</Building>
</Buildings>
<Units>
<Unit>
<UnitClassType>UNITCLASS_TANK</UnitClassType>
<UnitType>UNIT_GERMAN_PANZER</UnitType>
</Unit>
with
<Buildings>
<Building>
<BuildingClassType>BUILDINGCLASS_COURTHOUSE</BuildingClassType>
<BuildingType>BUILDING_HOLY_ROMAN_RATHAUS</BuildingType>
</Building>
</Buildings>
<Units>
<Unit>
<UnitClassType>UNITCLASS_PIKEMAN</UnitClassType>
<UnitType>UNIT_HOLY_ROMAN_LANDSKNECHT</UnitType>
</Unit>

Editing the Worldbuilder saves didn't work for me. I managed to make the Civ playable (the magic word was "HOLY_ROMAN"), but the civilization had XXX starting year, XXX UP and XXX UHV conditions, so it didn't help me at all. The way it is now, my German empire can now grow as the medieval superpower it was.
 
That doesn't worry me. :P Landsknechts are useful, although very troubling to get. Might as well be available as mercenaries, too. :)
 
Most I'd want would be to make the world map a little bit more realistic (no mountains in Cuba, Taiwan or North Sahara where they don't belong),
I think the mountain in Taiwan is suppose to represent the need of Taiwan to basically import food and water, ie they had almost no farmable land as it is just rocky which is why Qing almost let the remnant Ming dynasty stay there. Only it's strategic importance (later seen by the English) made it viable. The others i'm not sure.
 
I think the mountain in Taiwan is suppose to represent the need of Taiwan to basically import food and water, ie they had almost no farmable land as it is just rocky which is why Qing almost let the remnant Ming dynasty stay there. Only it's strategic importance (later seen by the English) made it viable. The others i'm not sure.

Too bad only little of that could be transferred directly into gameplay.
 
I made some changes to stability.py:
Expansion civics (apart from commonwealth) a little bit more effective (e.g. more stability points).
Decreased the anarchy penalty to match golden-age.
Decreased the penalty due to recession

In a nutshell it's a bit easier to switch expansion civic to match the "mood" of your strategy.
The numbers have not been changed too much, just a little bit.
 
Too bad only little of that could be transferred directly into gameplay.
That's why I believe there was a mountain. Easiest way to impliment a barren wasteland that even modern agriculture can't fix (unlike deserts)
 
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