Current v1.13 Development Discussion

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New commit:
- adjusted starting culture in 600 AD and 1700 AD to create reasonable borders
- fixed Canadian flip
 
or that.

but honestly, why don't you name these tiles if you dont want to preplace the cities for these UHVs (there are quite a few civs that need to found cities on certain spots)? this kind of information would be really helpful and only make the mod a tiny bit more approachable

edit: while we're at it:

you don't really define "communist" anywhere either, is that intentional to leave the player guessing?
 
or that.

but honestly, why don't you name these tiles if you dont want to preplace the cities for these UHVs (there are quite a few civs that need to found cities on certain spots)? this kind of information would be really helpful and only make the mod a tiny bit more approachable

edit: while we're at it:

you don't really define "communist" anywhere either, is that intentional to leave the player guessing?

Please use your common sence. When a goal refers to a city it refers to the right spot, because the code checks city coordinates. The only civic that makes a civ communist is central planning, you can understand that by the dynamic names.

If you want to exploit some things, then it is better to read the code, it is better than civilopedia. In vanilla RFC players didn't even know the existence of stability maps! I don't mention areas required for UHVs, Rhye said "control western roman empire" and specified what he meant only in an irrelevant civilopedia entry. Rhye didn't even split the goals, there was only one word for the whole goal, if the nth goal is "done", "not yet" or "failed".
 
"the right spot" - then why not mark that right spot? Is there any reason that speaks against that?

communist = central planning - thanks, I didn't know that. That your civs name tells you when you have chosen the right civic is nice, but why do players have to try to find the right civic first to know which one was required and not the other way round? (for example state property and/or totalitarism would have been civic choices that could also have been required, imho)

Rhy gave some maps with his mod which gave some basic infos, but we're not seriously comparing this mod to one that is what...6 years old?

Any suggestion along the lines "read the code if you want to play this mod" is just plain....well lets not go there, lets just say I think that is bad design.

And sometimes having the infos in the civipedia is better than not having them at all ingame. Sure most of the time that is due to changes to the mod that will over time be incorporated in the civipedia, but if we dont point this out, it might never happen.

@Leoreth: please move that Iron near moscow, if you dont want to make more tiles count as "Moscow" or change the borders of the Russian core.
 
@Leoreth: please move that Iron near moscow, if you dont want to make more tiles count as "Moscow" or change the borders of the Russian core.
As I said, that iron is not supposed to be in range of the Russian capital. I will rearrange resources so that trying to found the capital accordingly will become less tempting.
 
The hit and miss part of the mod has been there since the first versions of RFC, who hasn't been angry at his computer when realizing that the Marseilles spot doesn't count towards the Roman UHV ? When you do realize the little annoying details that made you lose the UHVs you can either consider that you won in spirit if not in name and start with an other civ or decide to play it again using your knowledge to win. Some where plain annoying, for example the Marseilles one because your common sense tells you that YES Marseilles is in France so how could you know it didn't count ? Leoreth has taken away many of these. What's left is, for example, having Mongol keshiks spawn in the middle east in the 1200s, it's harsh but if you know anything about history you could have known it was coming. And having "Moscow" be only the tile where Russia spawns is ok, in every case since the beginning of RFC it has been that way (just like the Paris goal of the French UHV only refers to the French spawn tile). Same for Central Planning, it clearly refers to how the state pretty much single handedly manages the economy in communist countries. And it's the only one that requires the tech communism so... And State Property is not a civic any more, so I don't see how you can be confused at how to be communist ingame.
 
good, while that doesn't solve any of the underlying problem it at least somewhat alleviates that annoyance.

but could you maybe place it so that it will be in the inner circle of another viable core-city? with the new culture changes it takes Kiev almost until the mongol spawn to cover its iron and with dozens of barbarians spawning there that isn't really a safe spot anyway.

PS: Please tell me that you don't consider this "me complaining that the game doesn't fit my playstyle". Because in my opinion it is just plain and simple information missing from the mod that requires intimate knowledge to perform.
 
I usually settle Moscow, Caricyn, St. Petersburg and Vologda with my starting settlers, so the Iron get hooked up pretty quickly. Where are you settling that Iron is a struggle?
 
I am not too familiar with the russian city name map yet, but if I am not mistaken you have the iron in the inner circle with Caricyn, but that doesn't actually matter....
right now it is not much of a problem to get some Iron, but if it is moved, I am afraid it might either get removed or moved into the middle of the desert and wanted to appeal not to do any of that.

edit: is Caricyn the one 1S or 1SE from the Iron? if it is 1SE it isn't even in your core...
 
I usually settle Moscow, Caricyn, St. Petersburg and Vologda with my starting settlers, so the Iron get hooked up pretty quickly. Where are you settling that Iron is a struggle?

I do the same, as well as settling/conquering Kiev depending what other civs do to it before I'm strong enough to claim it.

But seriously though, why all this fuss about making Moscow more optimal? It's already great! You have 5-6 hills within the BFC as well as plenty of grassland to grow and some forest plains if you need extra production. The addition/loss of one iron resource won't make a huge difference.

In fact, Caricyn/Stalingrad/Volgograd is already of of your most productive cities with the iron, coal, and all the plains, and it only got buffed when the silk and corn were added to it.

If the iron moves further from Moscow, at least don't remove it entirely from Caricyn's reach. I could stand moving the wheat 1 north for Moscow because it needed food but I don't want to see my favorite productive city get nerfed even more just because people want Moscow to be the best city ever.
 
No Caricyn definitely should be able to reach it. I'm thinking more in terms of keeping the iron where it is and rearranging the food resources so you lose one by founding 1S.
 
I haven't looked at the precise situation to be honest. But one solution could also be to move one of the resources 1S of it.
 
Please tell me that you don't consider this "me complaining that the game doesn't fit my playstyle".

Many people have played DoC and have countered all the "problems" you refer to including myself. Noone have complained so far. Don't expect to have all the information you need from the start. Playing a game to scout vital details is part of the game too.

If you try to play a civ for first time, then you will probably lose the UHV.
 
UHVs are overrated. Just don't stress out over UHVs and go for Domination or other types of victory.
 
New commit:
- fixed river bonus for plot culture costs
- culture coverage is now correctly updated when a new resource is revealed

I also reverted the changes to the culture progress bar for the moment, I will display border expansion differently there soon.
 
New commit:
- culture coverage is now updated when a nearby bonus appears or is removed
- fixed prediction of the next covered tile (already covered plots will never be circled)
 
SVN811! Wow, 20 updates in about 2 weeks!
 
Does anyone have problems starting a game in 1700 AD with the recent revisions?
 
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