Dawn of Civilization - an RFC modmod by Leoreth

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Leoreth, I know you are focussed on stability right now but the Moors need some serious work.

With Egypt's respawn flipping Tunis in 1000AD and the removal of mercenaries, the Moors are essentially unplayable for UHV in their current format on the 600AD start. The 3000BC start is a better prospect, because you might actually flip some decent stuff on spawn, but I dislike relying on the RNG to set up a starting position that is worthy of playing.

Is there any real reason why the Mahgreb doesn't extend further to the east than Tunis?

Why is the Ivory south of Tunis not present in 600AD start but present in 3000BC start?

The Moorish starting units are barely a match for the Spanish ones, the Moors need a better counter for Spanish Knights than a lonely Spearman who starts on the wrong side of the Straits of Gibraltar. Moors also desperately need a starting Trireme.

Yes, PLEASE!!!!! I am trying to work on an AAR as the Moors, and it is just so hard to kill Spain and also not fall behind in tech.
 
I don't think Hawaii's resources should be dynamic.
 
Leoreth, does the map play music from the vanilla Civilization IV sounds/soundtrack section? If you add music there, will it play it in game?
 
I don't think Hawaii's resources should be dynamic.
The sugar at least was impored to Hawaii.

Leoreth, does the map play music from the vanilla Civilization IV sounds/soundtrack section? If you add music there, will it play it in game?
You can access everything from the base game, but what do you mean? Just inserting a MP3 file into the folder obviously won't work.
 
Nevermind, I just mute the game and play YouTube in the background now.
By the way, I'm working on a gigantic proposal for map changes (terrain and resources, along with a few city placement changes) for the game. Do you think I should wait until after you're done with 1.12 to post that thread up?
 
The chances of me actually doing something right now are slim.

On the other hand, making this thread and bumping it later on to remind me should also work.
 
By the way, I'm working on a gigantic proposal for map changes (terrain and resources, along with a few city placement changes) for the game. Do you think I should wait until after you're done with 1.12 to post that thread up?
The resource placement definitely needs a change. For instance, a sheep, a cow and one cotton should spawn in the yellow river plain after 1000 AD to represent agricultural developments in that area. Also the yellow river valley should have some flood plains like the Ganges do.
 
Interesting, besides corn and tobacco, I didn't know more resources were scripted to appear later. I admit I didn't play any game that far yet.
 
In 1850 a sheep should appear on Falklands too.
 
Interesting, besides corn and tobacco, I didn't know more resources were scripted to appear later. I admit I didn't play any game that far yet.

You can see all of the scripted resource spawns in the python file called resources.py. They are commented to describe what area the co-ordinates refer to.
 
In 1850 a sheep should appear on Falklands too.
This, nope: Stanley can already reach quite implausibly large population levels.
 
Suppose you're right. What about an extra whale in Stanley's fat cross?
 
Leoreth sure does more than a fine job as a programmer. Commenting is nice.
It's not just a hobby after all ;)

But really sometimes my documentation is atrocious. In the DLL you can be happy if I write my name next to a change.
 
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