Discussion in 'Civ4 - Creation & Customization' started by primordial stew, Aug 26, 2006.
I agree, a 100bc scenario would be great!
An interesting time indeed. I need to find some good sources first though. It was a very busy time. Contrast with the 200AD scenario which was following a long peaceful time during which sufficient documentation was created to provide a solid base. With the reasonably accurate military picture available, the Roman economy (ie buildings, upkeep...) could be set, and then the enemy capabilities derived from that.
Two initial questions must be answered first:
1. Based on interesting events happening around this time, what is the best starting date (eg 130, 115, 100BC...)?
2. What was the Roman military composition at that point, and what is the territory ownership?
As a sub-question of #1, what do you think of the 200AD start? Would 250AD have been better? 250AD is very close to the main action, but starting very close gives little time to try to prepare your strategy. 400AD starts and as the WRE you are right in it!
Hi - was trying out the 275BC scenario and I got a crash on acquiring Alliance with the Visigoths, circa 381 AD. My internet connection at home isnt working at present (I'm at work !) so can't post the ErrLog - the message was similar to those in past - ie missing Foederati on tech acquired .....
I love the new changes - particularly the fixed culteral borders -and the game seemed to go very smoothly, though its definitely tougher ! At the time of the crash I was hammering the Sassinids with my Late Army - really good stuff. I want to try the 200 and 400 scenarios so I'll post again if any problems. Regards ....
Jump drive! I want to see it all!
What did you think the 1st time the Germanics invaded? I was hoping to find similar stuff for some others, but didn't.
Love the sound effects - wondered what was happening at first !
Hmmm- no jump drive so I'm resorting to pen and paper transcription:
PythonErr.log (275 BC scenario)
Traceback (most recent call last)
File "CvEventInterface", line 30, in onEvent
File "CvCustomEventManager", line 180, in handleEvent
File "rfre", line 765, in onTechAcquired
File "rfre", line 5601, in Foederati
RuntimeError : unidentifiable C++ exception
ERR : Python function onEvent failed, module CvEventInterface
Tried out the 400AD scenario last night as WRE - was doing really well and discovered I
could build the Byzantine Legacy - which I did (in Eburacum I think) - this caused the game to freeze up. Here
is the PythonErr.log :
Traceback (most recent call last)
File "CvScreensInterface", line 569, in update
File "CvWonderMovieScreen", line 147, in update
File "CvWonderMovieScreen", line 119, in playMovie
AttributeError: 'NoneType' object has no attribute 'getPatch'
Err Python function update failed, module CvScreenInterface
Phew - hope this helps !
Was thinking of the Germanic Invasion comment I made earlier - I should say something
stronger cause it was actually pretty awesome and really adds atmosphere !
> File "rfre", line 765, in onTechAcquired
This is the Visigoths, which is the 1st alliance with the WRE, so the CTD means that WRE is not alive yet... What turn is it, and are all the techs researched? Note that the requirements cannot be set as is to require all 4 of the techs preceding Antoniis, however this will result in WRE not being born yet and so CTD when Visigoths or Burgundians are reached.
> Byzantine legacy..
The game is coded to require there to be project, and so there it is. It's never worked right, so just ignore it.
hi there, im a noob to the forums so please excuse me if this has already been covered. I'm just too lazy to search thru all 48 pages of this thread
when starting up the 400 AD scenario in Warlords, I get a CTD. I choose the Eastern Roman empire (it's listed as Roman Empire) and then it says I have lost and immediately goes to the end game statistics
Thanks for all your work on this mod, I look forward to playing it
Without Warlords running, just double-click on the 400AD file. ie) mods\RFRE.beta1p11\PrivateMaps\rfre.400AD.CivWarlordsWBSave
I've made some progress by playing up till 303AD, but have run into a different CTD due to the Goths declaring war on themselves! It's not the same since this one doesn't make it into the logs. Haven't figured it out where it's originating from though..
This game has played out different than past ones. Proscription wasn't used (barely avoided in Caesar's time!) till the Crisis where both were quickly utilized. Peak gold was around 8000, and was running -500gpt when the Crisis fully developed. Commodus' mismanagement wasted ~3000 (some turns @ -800gpt!).
Mithradites has been a vassal for quite some time. This helps against the might of Persia, who still managed to over run much of Syria early in the game. Another interesting happening was that Hispania was really easy since Carthage conquered most of them, so as part of the settlement Rome got all this land without slogging combat
The only other bug so far is the popup announcing the vassalship of Herod failed, but that is about as minor as a bug can be.
Hmm - I had a similar problem trying out the 200AD scenario - CTD at about 315 AD - tried it twice but similarly no ErrLog generated (researching Conversion of Constantine). I'll come back to you on Monday with exact turn times etc for this and the problem I encountered with 275 BC.
Up to 361. My problem was due to still being at war with the Goths.
Another problem is that the Burgundian alliances don't work. The string for the tech was changed, but wasn't updated to match in python. No crash, but no alliance either..
I haven't had much time with this yet, but let me know if it fixes your CTD. There could be some case not run into during this play test.
1. techs come too fast in the 4th century. Those alliances are now 8 turns and Greek Fire is 21 turns. Before it was 6 and 12 for GF. The change won't effect in progress game, only new ones.
2. Added try/except in splitEmpire. Fixed promotions not being added back (will help WRE some). When playing from 275 (instead of 200AD), there are usually ~10% of the units which fail in the python dll (boost). These cannot be debugged. Those units are simply lost. We'll just call them deserters!
Things for p12:
1. Onager upkeep and hammer costs are too high
2. Golgathia too many hammers
3. Christianity spreads too slowly.. seeding trade routes didn't work.
4. 3 Missionaries is too few, and 40 hammers too many
5. GP rate too low, need more Merchant points
6. Liminati too many hammers
7. Biblia is supposed to add +1 happy to Church, but it works the other way in practice??????
8. WW is too high. Maybe 30 instead of 50.
I'll try out the changes and start a new game. My crash in 275BC happened on turn 428 (379 AD) while researching Alliance with the Visigoths. All the previous techs were researched fine (as far as I was aware - was concentrating on the game !). The only annoying thing that was different was that the Gallic Empire counter wouldn't go away - kept saying 18 of 11 Gallic Cities captured. Game played really well up to this - tougher and I did have to really watch the finances - though I didn't need to use proscription
The 200AD crash happened on turn 396 (316AD) while researching the Conversion of Constantine. As mentioned there were no Err Logs generated.
Hi just replayed the 275 BC scenario right through with no problems ! It wasnt my prettiest game but more or less got there by the end. I never seem to have time to conquer Britain
was geared up to do this when the Germanics declared
sigh ! Anyway your fix seems to have done the trick. A few things were different and I cant remember if they were meant to happen in 275 scenario or not, viz :
- Didnt lose cities to the Franks and Goths or get Foederati from them (presume this was one of your changes ?
- Did get Foederati from the Burgundians in exchange for a city
- Consular Legions dont upgrade (dont remember them being able to so just a minor point)
- First Hun war says Im at war with Attila and second war says Im at war with Unorganised Huns should be the other way round ?
- Dont get ejected from Sarmizegetusa (?) Maybe this only happens in 200 AD scenario ?
- Greek fire and Justinian come maybe just a bit too quick (?) I was able to research either around the 420s
Time wise I think the techs were coming roughly on time noted the following for your info got the following on turns :
Turn 405 (333 AD) Conversion of Constantine
Turn 416 (355 AD) Christian Faith
Turn 424 (371 AD) Alliance Burgundians Gundahar (+Foederati in exchange for Vienne)
Turn 432 (387 AD) Alliance Visigoths
Turn 440 (403 AD) Alliance Burgundians Gundioc
Turn 448 (419 AD) Alliance Alans
Turn 460 (443 AD) Justinian the Great
Turn 479 (481 AD) Greek Fire
Turn 487 (497 AD) Alliance Lombards
Turn 499 (521 AD) Intelligence
These things are minor game went smoothly from start to finish. Every time I play it I notice some minor detail that gives it added complexity great stuff ! I agree with your suggested changes war wariness was a pain at some points
Argh, the Franks, etc should have been created. Hopefully my Lua is better than my Python is. Well, at least it didn't bomb out!
All the same events should happen no matter what the start is.
I'll look it over this weekend. Plan is to create 1 last version and call it final, final enough to move from "planning" to the Modpacks section anyway. I do still plan on creating a 100BCish scenario, but after the civ5 version comes along.
Any other suggestions?
100 BC scenario would be great - as at the moment the punic wars seem to take a lot of time (for me anyway !) I've not got C5 - thought I'd wait until 'issues' are all sorted - heck - I still mostly play Civ3 - just scenarios/mods - not played the epic game in years and there seem to be only a few 'polished' C4 scenarios etc....
In terms of suggestions just a few graphic fixes I suppose for where they're missing.
Needed to save the scriptdata here. The display is done in rfreUtils, so it loads the scriptdata, but I changed it to only save when the game is saved. I added saving here so the display is sure to be correct then next turn.
I finished up the first full pass on RFRE.release1 after 34 hours of playing time. Some fixes, a few changes, but as expected only minor stuff at this point. The only thing left is creating the 100BC scenario and then posting this in the Modpack section, finally leaving the dev thread behind!
That would be a great notice primordial stew, a lot of work in it.
Its a bit strange than no more mods like this onw, history driven hadnt been done. This is some of the best things civilization offers.
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