I have downloaded the RFRE last week on Wednesday, and it is great.
I have been playing the mod since then. But there are some things I'd like to ask:
You have maded some changes to the previous version of the RFRE (the beta1p5) map (delited Neapolis, moved Corton), But when I started the new version of RFRE(beta1p5a) those changes were not included.
There were three punic wars, what has hapend to the third punic war.
The game speed is a bit fast. During peace time this is good, but in the war time I get anoyed with legions moving about 1km per day.
Please do tell us about how the 2nd Punic War went, and especially Hannibal
Did he smash through Italia?
> Punic Wars
The python does track the wars. Following the 1st war the Carthaginians experience the "Truceless War". This is where their mercenaries returned to Carthage and found they were not going to get paid so revolted. In game terms it means a bunch of barbarians show up in their territory.
Following the end of 2nd Punic War each unit has a 1 in 4 chance of being deleted. Disarmament was part of the settlement. Now, Numida should have joined as you ally if you captured Carthago Nova, and then Utica. Declaring peace now will free you up for something else while disarming their military. They are still at war with Numidia. These 2 things should keep Carthage weak till you have time to get back to them (Carthago delenda est!).
Nothing more is scripted. Carthage should be in a weak state from now on.
> game speed
For the most part you have to be ruthless in the pursuit of conquests! Time is against you.
I think how it could be implemented is for the game to actually be more than the current 525 turns. In CIV4GameSpeedInfo.xml there is data for how many years/turn. eg)
For the first 125 turns the clock moves at 1 year/turn, and 2 years/turn for the next 125 turns, etc.. This is the trade off to cut down on the slow periods while still keeping the game playable in a reasonable amount of time. Anyway, that is why it is how it is
To make the game
appear to have variable speed what could probably be done is to modify the python that controls the date that is displayed (basically move that xml into python). If you understood the detail above you can see that the game is really turn # based, and then some number is displayed to the user. This part would be easy. The difficult part is the timers in the game for inflation, commerce double times, etc?? These are strictly turn # based (eg 275BC starts with turn 0, and 200AD starts on turn 288). I suppose if those could be gotten rid of with the correct XML settings, and then inflation implemented in python (easy to do) it would work out.
So technically it sounds like it
could be done, but the big question is how to control it?????? Also note that my only attempt to mod CvMainInterface.py resulted in non-widescreen(?) displays bombing
Suppose a button were added to the interface, and when you press it the clock goes to 1/2 speed for 6 turns or something. The button could be pressed.. 2 times/game (probably 1 for Gaul, and 1 for Aurelian?). Aurelian would be easier, he could be a fixed turn, but how to do Gaul?? A button?