civIV Rise and Fall of the Roman Empire (RFRE)

Solved the problem with the roman temple with your post number 162.

Another thing i have found its the Civitas/Civitas Modicum thing. I cant build the Lex Agraria( tried with civil war and with republica) , and only 1 Civitas Modicum is allowed to build, its a World Wonder.

The Triumvirate governmet its a bit worst than republican one. What is the point of chosing it?

Have you thougt in hard coding a civil war period when a chosen tech is discovered?

Corfinium and Neapolis arent romanic.

Dont know if its intended, but with triunvirate i cant build the Slave Market.

Besides that, i am researching really fast, Sulla´s Rule in 150 more or less.

Very different from civ3 game, but very good too.

Good work.
 
> lex agraria

This another xml problem. As is only 0 can be built :/

Anyway, it doesn't do anything yet. With the patch.. as soon as I figure out how to get onBuildingBuilt to fire from within AIAutoPlay.py.. it will end the Social War, and grant civitas to the Italian cities. The plan then is for other cities to automatically get civitas over time, I think with some culture value (200?). I was hoping to do it based on roman % of culture, but once a civ is eliminated it's culture goes away... Another option is to use a culture level of maybe 200. With the culture level number, some cities (eg Athens) will be granted citizenship immediately. I think this jives with history well enough. Civitas is more important with the patch because only cities with civitas can train legions (which are cheaper now, Roma could really pound them out!). The Romans continually relaxed this requirement, and so it only applies to the 1st 2 legios. Starting with the Marius Legion any city can build them, but it takes more shields to represent that although the manpower pool was far larger, the soldiers no longer outfitted themselves, so the burden is much higher on the state.

Civitas modicum isn't used and was removed.


> fast research

In civIII the game allowed setting a min research time (4 typically, but 12 for RFRE). civIV has no such capability, and trying to set the correct number of beakers is both difficult and error prone. So a better system should be devised, but what???


> patch date

By this weekend!


> republic vs triumvirate

The triumvirate allows more free units (20 vs 12), lower support costs (4 vs 6gpt), and lower war-weariness (0 vs 60).

One thing that needs to be tuned is what to set the war-weariness (WW) numbers at to get good results. A fundamental difference from the civIII vs is that campaigns are expected to be shorter (the map is smaller, fewer units..), but there will be the historical complement of revolts. These things couldn't be covered well (eg Spartacus) in civIII without a specific scenario (ie 100BC), but now they will materialize into real crises! This is all from the python code, and will be added beginning with the 1st patch. There will still be plenty going on, it just won't be focused so much on expansion.


> corfinium + neapolis

Got it :)


> civil wars

I haven't read enough of the history of any of these to have a handle on what to do about them.



How about unit costs? Was the +2 cost/legion, and +1 cost/ballista a deterrent at all?

How does city cost scale? Many things contribute to lower city maintenance. How is the mix? civitas gives only -10%, but maybe that should be a bigger % of the overall factors?

Oh, and how about the legion and consular unit names? Are there enough? I found 81 uniqe name for the miles auxillarius ;)
 
About the civil wars, i was only thinking in giving the civic "Civil War" when a historic civil war tech was researched, as Civ3 RFRE when you changed the type of government.

I only have 7 or 8 marius legions and the names are cool, but i have a partian one, built in Italy.

About the speed, well, i know its imposible to follow the real roman expansion speed, that guys were really good, after all, Roman one is The Empire :) .

I am not sure about The manteniment cost and unit cost are working fine, its a feeling, not sure. Losing money after changing to Triunvirate, gaining money with Pretor.

Another thing i have found is AI razing cities, i think that shouldnt be allowed.

I will try the game with the new patch, but continue with this one a bit more.
 
> unit names

The names are just cut+paste of the actual unit names in whatever order wikipedia had them in :/ Another way is to roughly follow the various naming conventions that were used in order to get historically-based names, but not actual ones. Sometimes they used the Emperors name (Augustus did this frequently), typically they had a number, but not always, and numbers were re-used. Units were sometimes re-named for some trait like loyal, or faithful, or by the location of a notable victory. So it is a bit complex, but it could be coded to a large extent. Maybe someday!

What I would like to do with this is something about unit loyalty. After enough rebellions where local troops (who had been raised there) joined the rebellion, the policy became to station troops far from home. 1 way to go about this is to name each unit partially with where it was raised, and use that as data when a rebellion occurs to see if the unit switches sides. The problem is the player could just rename the units to get around this. Maybe the renaming ability can be disabled somehow?


> razing cities

I changed the RazeCityProb to 0 for all leaders. Hopefully that does it!

The player can still raze cities since this was occasionally done (eg Corinth, Carthage).


> CTD selecting Antonine Golden Age for research.

I tried this, but no CTD. Maybe it was something else happening at the same time?

My current CTDs are from the code trying to convert the Italian units back into Roman units.. :mad:

> speed of conquest

A few things should help this out:
1. armies/heros for the medic1+2 heal bonus
2. navis actuaria (should these have more moves?)
3. increases in water & road movement rates with certain techs

However most of this will be determined by relative strength, and that is something play testing needs to try to sort out. Balancing unit shield costs/combat values/unit support... etc.. Sieges did sometimes take years, and conquering many nations to 2-3 campaigns to accomplish.

Travel within your own borders and across the sea should be very quick though. That is the intent.


> treasury

More work to do here for sure. My understanding is that the treasury fluctuated quite a bit depending on who was in charge. Nero for example squandered what his predecessors had saved up. This can be somewhat controlled by the current leader. For now all I've got is:
Consul - the leaderhead during Republican times
Caesar -
Augustus -
Nero - but no domus aurea
Hadrian -

This list needs to grow 2-3X, and each one needs to be characterized. I don't know if python can change the name that is displayed (it may always be "Consul" since this is what is set in the map, but the leader traits + picture do change).


The change to Caesar will bring civil war. This should be tied to the "dictator perpetuous" wonder, but for now (with patch #1 that is) it's just triggered by some turn #. This will take some sorting out.. How about:

the triumvirate tech: still gives a free Caesar unit, the wonder is removed

the dictator tech:
1. changes the govt to civil war
2. changes the Roman leader to Caesar
 
I agree in all what you say. Great!

For the unit names, its ok as it is, it gives some flavour to read names of historic legions.

I will have to wait for the patch, remember to fix the roman temple line in the xml file for buttons.
 
Patch 1 is almost ready, just doing some play testing/tuning.
* City maintenance blows up too fast
* Hannibal isn't strong enough
* Hannibal's army should be bigger
* Illyria needs 2 army groups with some naval support to capture
* pirate ships need to be implemented (too many cumbas out exploring..)
* city growth is too fast
* the AI razes cities even with iRazeCityProb set to 0. Hannibal/Hasbrudal are the worst offenders..
* Persia is fighting the Syrians
* Carthage attacked the Western Greeks between the 1st+2nd Punic War
* "Russian" barbarian cities are drawing too much attention, removed them. Will add cities back into this area in python when the Huns arrive (to do)

Here is a SS showing the turn when Hannibal invades Italy: http://forums.civfanatics.com/uploads/61935/Civ4ScreenShot0003.JPG
 
I've played the first ~80 turns through a few times.

http://forums.civfanatics.com/uploads/61935/RFRE_beta1p1.7z

The patch is < 300k. Overwrite the existing files.

There are no new graphics, only xml and significant Python changes. Do note that while slave units can be added to cities, there is currently no way to remove them. This can lead to starving cities very quickly! Wait for the granaria + Portus Ostia before adding more than 1 to most cities.


Here are the release notes:

Spoiler :
Beta1 -> Beta1.p1
==================================
1. Changed Tribus Magnus art

2. Added Vassalage ability with the Age of Augustus (the beginings of Imperial times)

3. Changed Slave Market to allow 2 slaves (was 2 free citizens). The -1 happy of the slave market represents displaced
local workers.

4. Created "slave" specialist. Slave workers can be converted into these. While production is increased, each
specialist consumes 1 food. This can cause problems if a city cannot support the food level required!!! Also, slaves
take away 1 beaker to represent the lack of innovation due to distractions of a more decadent lifestyle.

5. The garnaria also gives +2 food now

6. Misc map edits (eg added Hamilcar Bacra in Sicily)

7. Vastly increased the culture garrison value of a tribus magnus (still doesn't stop flipping though.., eg Samnites)

8. allow more units (eg ptolemite phalanx) to enslave slaves. this is the only way most civs can obtain workers.

9. fixed Roman Temple icon bug causing a CTD

10. Added Miles Socii (allied auxilliaries). They are cheaper, but less useful than a legion.

11. Changed pre-marius legions to require civitas in order to be built. Reduced the cost of the 1st 2 legions.

12. Fixed event code by merging with AIAutoPlay.py.
The list of coded events is:
Social War (+ end to the Social War - ie build Lex Agraria)
Spartacus slave rebellion
Armenia's conversion to Christianity
an earthquake in Petra that destroys the city
Hannibal Bacra's invasion of Italia
Persia's conversion to the Sassanids, except the leader, see Known Problems below

A. Added the Social War event code. Research "Agrarian Troubles" to allow Lex Agraria to be built. This will grant citizenship to the
cities in Italia, and end the war. Also, at least 2 cities need to be captured before the war will end via Lex Agraria.

13. Changed the starting leader for the Romans to "Consul". Other leaders will come later starting with Caesar.

14. Added citizenship modeling. Most citizens became so through the gradual process of "Romanification". In game terms, after Lex Agraria
has been built, cities with > 90% Roman culture will automatically be given citizenship.

This has some issues and will be revised later..

15. Removed the "dictator perpetuous" wonder. Here are the relavent changes:
the triumvirate tech
-> still gives a free Caesar unit

the dictator tech
-> starts a civil war (ie changes the govt to civil war)
-> changes the Roman leader to Caesar

16. Increased the legal civic (eg praetor) potency quite a bit. Without these, the maintenance costs blow up after the Illyrian war to unsustainable levels.
Praetor must be researched before the Illyrian cities are captured or else the economy will crumble!!

17. Added pirate ship generation. An enhancement to change the appearance % (+ location) based on how many live pirate civs (Piratae, Dacian, Goth, Illyrian, Aechian, ??) there are
is planned.

18. Hannibal + Hasbrudal no longer enslave the servus seditious. Hannibal is stronger, and has a bigger army with him.

19. Added the lumber mill (Stativa Lignaria), but in civIV there doesn't appear to be a way to require a resource to be within the cities radius, so these give +0 production till something can be done. Similarly, the auxillary hoplites, celts, and numidians have thier building pre-built.

20. Changed Consular Amries + Scipio + Caesar to require BUILDING_SENATUS in order to be built (ie only in Roma). Made the cost reasonable.

21. Removed all the barbarian cities from the Russian region


Known Problems/Issues:
===================================
1. palisades don't show up correctly

2. 3X enslaving bug..... please help!

3. social war is a bit messy still..

4. portus ostie doesn't give free granaries (BUILDING_GRANARIA) like it says to in the xml.. changing the order of buildings in CIV4BuildingInfos.xml changes what actually gets used!!!!

5. civil war will happen automatically based on events, but there is no anarchy period or restriction from changing back immediately

6. changing the Persian leader (via the same function used to change Roman leaders) results in a "multiplayer disconnected" popup!!!! This is disabled for now!

7. civitas code needs more work


Oh, and city razing has been disabled ;)

Beta1.p2 planned work:
1. fix problems noted in the releaseNotes.txt
2. find hook into when a city starves so that slaves can be purged
3. add more emperors
4. add in Christian Persecution
5. tune/tweak
6. add Cimbrii + Helveti events
 
I've played the first ~80 turns through a few times.

http://forums.civfanatics.com/uploads/61935/RFRE_beta1p1.7z

The patch is < 300k. Overwrite the existing files.

There are no new graphics, only xml and significant Python changes. Do note that while slave units can be added to cities, there is currently no way to remove them. This can lead to starving cities very quickly! Wait for the granaria + Portus Ostia before adding more than 1 to most cities.


Here are the release notes:

Spoiler :
Beta1 -> Beta1.p1
==================================
1. Changed Tribus Magnus art

2. Added Vassalage ability with the Age of Augustus (the beginings of Imperial times)

3. Changed Slave Market to allow 2 slaves (was 2 free citizens). The -1 happy of the slave market represents displaced
local workers.

4. Created "slave" specialist. Slave workers can be converted into these. While production is increased, each
specialist consumes 1 food. This can cause problems if a city cannot support the food level required!!! Also, slaves
take away 1 beaker to represent the lack of innovation due to distractions of a more decadent lifestyle.

5. The garnaria also gives +2 food now

6. Misc map edits (eg added Hamilcar Bacra in Sicily)

7. Vastly increased the culture garrison value of a tribus magnus (still doesn't stop flipping though.., eg Samnites)

8. allow more units (eg ptolemite phalanx) to enslave slaves. this is the only way most civs can obtain workers.

9. fixed Roman Temple icon bug causing a CTD

10. Added Miles Socii (allied auxilliaries). They are cheaper, but less useful than a legion.

11. Changed pre-marius legions to require civitas in order to be built. Reduced the cost of the 1st 2 legions.

12. Fixed event code by merging with AIAutoPlay.py.
The list of coded events is:
Social War (+ end to the Social War - ie build Lex Agraria)
Spartacus slave rebellion
Armenia's conversion to Christianity
an earthquake in Petra that destroys the city
Hannibal Bacra's invasion of Italia
Persia's conversion to the Sassanids, except the leader, see Known Problems below

A. Added the Social War event code. Research "Agrarian Troubles" to allow Lex Agraria to be built. This will grant citizenship to the
cities in Italia, and end the war. Also, at least 2 cities need to be captured before the war will end via Lex Agraria.

13. Changed the starting leader for the Romans to "Consul". Other leaders will come later starting with Caesar.

14. Added citizenship modeling. Most citizens became so through the gradual process of "Romanification". In game terms, after Lex Agraria
has been built, cities with > 90% Roman culture will automatically be given citizenship.

This has some issues and will be revised later..

15. Removed the "dictator perpetuous" wonder. Here are the relavent changes:
the triumvirate tech
-> still gives a free Caesar unit

the dictator tech
-> starts a civil war (ie changes the govt to civil war)
-> changes the Roman leader to Caesar

16. Increased the legal civic (eg praetor) potency quite a bit. Without these, the maintenance costs blow up after the Illyrian war to unsustainable levels.
Praetor must be researched before the Illyrian cities are captured or else the economy will crumble!!

17. Added pirate ship generation. An enhancement to change the appearance % (+ location) based on how many live pirate civs (Piratae, Dacian, Goth, Illyrian, Aechian, ??) there are
is planned.

18. Hannibal + Hasbrudal no longer enslave the servus seditious. Hannibal is stronger, and has a bigger army with him.

19. Added the lumber mill (Stativa Lignaria), but in civIV there doesn't appear to be a way to require a resource to be within the cities radius, so these give +0 production till something can be done. Similarly, the auxillary hoplites, celts, and numidians have thier building pre-built.

20. Changed Consular Amries + Scipio + Caesar to require BUILDING_SENATUS in order to be built (ie only in Roma). Made the cost reasonable.

21. Removed all the barbarian cities from the Russian region


Known Problems/Issues:
===================================
1. palisades don't show up correctly

2. 3X enslaving bug..... please help!

3. social war is a bit messy still..

4. portus ostie doesn't give free granaries (BUILDING_GRANARIA) like it says to in the xml.. changing the order of buildings in CIV4BuildingInfos.xml changes what actually gets used!!!!

5. civil war will happen automatically based on events, but there is no anarchy period or restriction from changing back immediately

6. changing the Persian leader (via the same function used to change Roman leaders) results in a "multiplayer disconnected" popup!!!! This is disabled for now!

7. civitas code needs more work


Oh, and city razing has been disabled ;)

Beta1.p2 planned work:
1. fix problems noted in the releaseNotes.txt
2. find hook into when a city starves so that slaves can be purged
3. add more emperors
4. add in Christian Persecution
5. tune/tweak
6. add Cimbrii + Helveti events

Very nice but the download link doesn't work!!:cry: Can you fix it please???(I have my afternoon off:goodjob:

It say's the format is either in unknow format or damaged

Edit:OK I kept try and now it work??!!!
Anyway I'm gonna give it a try this afternoon!!
 
ok know i've installed it but it crash after I just before the game start:( :sad: Just after I picked my civ and started. Can you help me out??
 
English is the only supported language for now. Most of the RFRE specific text needs to be translated still. Other than that I don't expect it to bomb ;) Let me dl it and see what happens.

Did it extract sucessfully? Maybe try the "test" option on the archive? Does anybody else have this problem?

Oh, and which version of Warlords? I'm still on 2.08, but 2.13 is the latest version :/ Here is the 2.13 48civ dll http://forums.civfanatics.com/showthread.php?t=226032
 
English is the only supported language for now. Most of the RFRE specific text needs to be translated still. Other than that I don't expect it to bomb ;) Let me dl it and see what happens.

Did it extract sucessfully? Maybe try the "test" option on the archive? Does anybody else have this problem?

Oh, and which version of Warlords? I'm still on 2.08, but 2.13 is the latest version :/ Here is the 2.13 48civ dll http://forums.civfanatics.com/showthread.php?t=226032

yeah I'm on 2.13. So do I have to download the 2.13 48civ download and it suppose to work??
 
yeah I'm on 2.13. So do I have to download the 2.13 48civ download and it suppose to work??

Ok, I dl'ed the 75 meg civ patch + the 56 meg new minor-version of directx 9.0c + the 1 meg warlords 2.13 48 civ dll. With all of that RFRE is playable in warlords 2.13.

I do recall there were some minor python changes listed in some thread.. so today I'll try to find that thread again, and then create a 2.13 compatible patch.
 
XML Error:

Tag: UNITCOMBAT_SKIRMISHER in Info class was incorrect
Current XML file is: Units/CIV4UnitInfos.xml

(I don't want to spam the other errors too, actually every UNITCOMBAT_.... file wasn't correct)

When I downloaded the file and started the map this is wat I've got. My Warlords is updated to 2.13.

I really really really want to play this scenario:sad: so please help me. :blush:
 
It sounds like the files aren't installed correctly. Does that file exists in the ...../mods/rfre/assets/xml/units directory? An example of RFRE specific text is "UNIT_CONSUL2". That string needs to exist in that file.

For 2.13 just dl that dll too. Everything else seems to be un-effected. So for 2.13 there are 3 files that need to be dl'ed:
1. the beta (~19 megs)
2. the patch (~1 meg)
3. the 2.13 dll (~1 meg)


At this point it really only playable up to sometime in the 2nd Punic War. I've left the maintenance costs too high, so the economy will crash. Praetor helps quite a bit, but it's not enough, the costs just add up too quick.

I've been trying to figure out what to do about costs in general. With this number of cities, it might be necessary to pitch the regular city maintenance costs all together (no distance or number of cities cost), and just use far greater civics costs.

I've been distracted by some other games for some weeks now.. but am almost ready to get back at this.
 
Here are the changes:

Spoiler :
Beta.p1 -> Beta.p2
==================================
1. updated for Warlords 2.13 (new dll)

2. added Byzantine Cataphract and Stratios art. Added persian sagitarius art

3. changed Praetor to -100% distance cost. Upped "organized" trait to -60% maintenance (was -50%).

4. added "indiginous peoples game mechanism buildings" to allow tribe specific buildings to be built in conquered territories (eg castra hopilatorium)
a. added celtic & barbarian peoples requirement for Hardrian's Wall. There are 2 such cities in Britania.
b. similarly, a local timber "building" has been added to enable the timber camp (Stativa Lignaria) to be built only there

5. increase default road movement rate from 2 to 3. Early movement was just too slow..

6. lots of minor tweaks to leaderheads (less focus on religion for some leaders), unit strengths (eg hoplites get +20% vs cavalry), production, etc..

7. there are NO python changes in beta1.p2


Go here (http://forums.civfanatics.com/downloads.php?do=file&id=6146) for file locations and instructions.
 
beta1 - patch2 released (Warlords 2.13 compatible)

--------------------------------------------------------------------------------

Here are the changes:


Spoiler:
Beta.p1 -> Beta.p2
==================================
1. updated for Warlords 2.13 (new dll)

2. added Byzantine Cataphract and Stratios art. Added persian sagitarius art

3. changed Praetor to -100% distance cost. Upped "organized" trait to -60% maintenance (was -50%).

4. added "indiginous peoples game mechanism buildings" to allow tribe specific buildings to be built in conquered territories (eg castra hopilatorium)
a. added celtic & barbarian peoples requirement for Hardrian's Wall. There are 2 such cities in Britania.
b. similarly, a local timber "building" has been added to enable the timber camp (Stativa Lignaria) to be built only there

5. increase default road movement rate from 2 to 3. Early movement was just too slow..

6. lots of minor tweaks to leaderheads (less focus on religion for some leaders), unit strengths (eg hoplites get +20% vs cavalry), production, etc..

7. there are NO python changes in beta1.p2


Go here (http://forums.civfanatics.com/downlo...o=edit&id=6146) for file locations and instructions.
__________________
CivIV Rise and Fall of the Roman Empire developement thread

I cannot download them even i was to logging in
 
Top Bottom