Dawn of Civilization - an RFC modmod by Leoreth

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I LOVE the new soundtracks.
 
Yeah, they doubled the fun of playing Asian civs for me.
 
Will map changes be in v1.12?
 
I haven't changed the map since 1.11 as far as I recall.
 
I hope to look forward to major changes for South Asia. Also if anyone can suggest, how would be able to play the latest SVN without internet connection ? I don't normally use my laptop anymore I have a connection only with my macbook and I don't want to take it from this to that computer. Can it be done that I download the SVN in my mac and then transfer the data to the laptop ?
 
I hope to look forward to major changes for South Asia. Also if anyone can suggest, how would be able to play the latest SVN without internet connection ? I don't normally use my laptop anymore I have a connection only with my macbook and I don't want to take it from this to that computer. Can it be done that I download the SVN in my mac and then transfer the data to the laptop ?
Yeah, the safest and easiest method is to right-click the folder and choose Tortoise SVN -> Export..., which will create an un-subversioned copy of it in the specified location. You can treat it like the packaged equivalent of that SVN revision from then on and copy it to your other computer.

Is it hard to change the base map?
Depends on what you're doing, but as long as you're not adding entire rows or columns it isn't.
 
Depends on what you're doing, but as long as you're not adding entire rows or columns it isn't.

Could I do it myself?
 
Could I do it myself?
Sure. Just do the following:
- open the scenario you want to edit with the first available civ
- enter world builder
- delete all units (don't exit the WB or you will lose the game)
- make your changes
- save your changes but don't directly overwrite the scenario
- open your save and the original scenario with Notepad++
- copy the part below ## begin map ## into the original file, overwriting the corresponding entries

If you create new land it won't be on anyone's settler and stability maps, of course.
 
Sure. Just do the following:
- open the scenario you want to edit with the first available civ
- enter world builder
- delete all units (don't exit the WB or you will lose the game)
- make your changes
- save your changes but don't directly overwrite the scenario
- open your save and the original scenario with Notepad++
- copy the part below ## begin map ## into the original file, overwriting the corresponding entries

If you create new land it won't be on anyone's settler and stability maps, of course.

:band::beer::dance::banana::rockon::clap::bowdown::worship::hatsoff:
 
Sure. Just do the following:
- open the scenario you want to edit with the first available civ
- enter world builder
- delete all units (don't exit the WB or you will lose the game)
- make your changes
- save your changes but don't directly overwrite the scenario
- open your save and the original scenario with Notepad++
- copy the part below ## begin map ## into the original file, overwriting the corresponding entries

If you create new land it won't be on anyone's settler and stability maps, of course.

How do. I create a new scenario? I am planning on making some alternate history scenarios.

I know that RhyesandFall.py and Consts.py need to be changed, but what else needs to be changed?
 
Lots and lots of things. Basically rewrite the getScenario() method in RFCUtils.py and similar methods, and the corresponding method in the DLL. Then search where they are currently called all over the Python and DLL code and then adapt these too.
 
- open your save and the original scenario with Notepad++
- copy the part below ## begin map ## into the original file, overwriting the corresponding entries

Whenever I've tried opening non-WB saves with Notepad++, the result is a mess of random characters. Except for the beginning, which includes all the civs and leaders, with each letter separated by NUL (white on black).
 
Are you talking about actual save games? I'm talking about WBSaves, which I can open without problems in Notepad++.
 
A couple of minor things, mostly stuff I'm not sure if WAD or not;
- Persia doesn't start with a fishing boat, and have no way of building one, as they don't have any coastal cities. WAD?
- I got a city by winning an AP vote (Assign city x to y, y being me), which gave me "The world considers you a villain"-unhappiness in my cities. WAD?
- I think this has been brought up before, but the roman conquerors can sometimes be very very stupid. The usually turtle after capturing a city, which most of the times is pretty dumb. My latest game saw them capping Hippo from Carthage, and then turtling there with 4 legions and 2 catas, instead of going for Carthage (the city) too, defended by 3 archers. Is there anything we can do to improve their performance? Do they already have the attack-city-mindset-thing?
- You can culture flip enemy cities by getting a majority of culture, even on tiles protected by the 80/20-culture rule. Is that WAD? It seemed a bit weird to be, after flipping a city that I then disbanded, which meant that the tile stayed under enemy control. I can flip the city, but not the tile, which seem a bit inconsistent. Shouldn't cities be protected by the 80/20-thing too?
- The cost to upgrade catas and trebs to bombards is quite high, but the cost to upgrade bombards to cannons is only 10G. Is it intentional that bombards are that cheap to upgrade? It may have been an oversight back to when they were "invented".
- As AP resident, I had the option of passing a resolution to declare war on my self, after I turned to Secularism. I assume this is not WAD :D
- Byzantion is not core for Greece, however Anatolia is. Another reason to build it 1SE on the sheep instead I guess, if you build Corinth instead of Athens especially, but how come? I assumed it was bc of the later Turkish spawn, but since Anatolia is core still, I couldn't really figure it out. Is the tile core for the Romans or what?
- Lastly, you don't get a popup when a new sea resource pops up, only when it's on land. I noticed that when Marseille got its wine and clam. Perhaps you should get a popup for sea stuff too, if it's inside your borders? I don't even know how many occasions it happens on - fish/clam/crabs appearing - apart from Marseilles, it's quite rare I guess, but.. yeah.
 
A couple of minor things, mostly stuff I'm not sure if WAD or not;
- Persia doesn't start with a fishing boat, and have no way of building one, as they don't have any coastal cities. WAD?
I guess ...? Don't know, I think you should have a coastal city to get that fish resource.

- I got a city by winning an AP vote (Assign city x to y, y being me), which gave me "The world considers you a villain"-unhappiness in my cities. WAD?
No, are you sure it was this resolution?

- I think this has been brought up before, but the roman conquerors can sometimes be very very stupid. The usually turtle after capturing a city, which most of the times is pretty dumb. My latest game saw them capping Hippo from Carthage, and then turtling there with 4 legions and 2 catas, instead of going for Carthage (the city) too, defended by 3 archers. Is there anything we can do to improve their performance? Do they already have the attack-city-mindset-thing?
I wish. I can spawn them with a specific AI script but it is reset when they conquer a city.

- You can culture flip enemy cities by getting a majority of culture, even on tiles protected by the 80/20-culture rule. Is that WAD? It seemed a bit weird to be, after flipping a city that I then disbanded, which meant that the tile stayed under enemy control. I can flip the city, but not the tile, which seem a bit inconsistent. Shouldn't cities be protected by the 80/20-thing too?
Cities and their plot have different culture scores, so far I thought the city flips where dictated by the plot culture where the 80/20 rule applies ... will investigate this.

(Maybe core cities should be completely immune to flips ...)

- The cost to upgrade catas and trebs to bombards is quite high, but the cost to upgrade bombards to cannons is only 10G. Is it intentional that bombards are that cheap to upgrade? It may have been an oversight back to when they were "invented".
sweet_catch_by_stormy_teh_artiste-d3bj4sy.gif


- As AP resident, I had the option of passing a resolution to declare war on my self, after I turned to Secularism. I assume this is not WAD :D
Nope! Actually you should stop being resident after switching altogether. This could be a consequence of the unfinished AP changes though.

- Byzantion is not core for Greece, however Anatolia is. Another reason to build it 1SW on the sheep instead I guess, if you build Corinth instead of Athens especially, but how come? I assumed it was bc of the later Turkish spawn, but since Anatolia is core still, I couldn't really figure it out. Is the tile core for the Romans or what?
That's weird, I'll take a look at that.

- Lastly, you don't get a popup when a new sea resource pops up, only when it's on land. I noticed that when Marseille got its wine and clam. Perhaps you should get a popup for sea stuff too, if it's inside your borders? I don't even know how many occasions it happens on - fish/clam/crabs appearing - apart from Marseilles, it's quite rare I guess, but.. yeah.
Oh, I thought they'd get that too.
 
Persia (The 3000 BC edition ofc) spawns with the sea resource in reach of their capital, but they don't have any coastal cities and will rarely get to any in Asia - they sometimes takes Jerusalem and Sur, but they can't get a work boat from there to Persia. I think they should spawn with a work boat. Parsa is quite food-poor already.

Yes, I'm 100% it was that resolution - it even happened twice in the same game.

Yeah, that was my fear exactly, that the scripted behaviour "ended" upon conquest. Bugger - stupid AI.

I agree that core cities should be immune to flips. But if the 80/20 thing is changed to apply to city plots as well, that would have kinda the same effect - at least it's quite unlikely that you'll get 80% culture on a city plot. Gonna take quite the effort in any case.
 
What are the requirements for creating a slave specialist?
 
What are the requirements for creating a slave specialist?

I think running Forced Labor or Mercantilism. There is also a third civic which allows to keep already existing slaves but not acquire new ones I think, or maybe that was Mercantilism. I don´t really know, I rarely play farther than the Medieval Age due to my weak computer not being able to handle later eras.
 
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