Dawn of Civilization - an RFC modmod by Leoreth

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I think conquistadors are great and should stay in. When conquering the new world they really come in handy, the Spanish have an easier time getting the conquering done. And I feel that, having this small advantage over everyone else makes some sense - the civ that actually conquered the aztecs/incas IRL has an easier time at it, not that the others can't do it in the game, but it does help to make it slightly less likely for the others to succeed in the conquest.
 
Changing the jungle need not be tedious if you keep the original jungle tiles intact and only change the ones you want to be able to be cut early. I'm sure this forum would be more then willing to throw out their ideas for which ones. I don't care either way, but if the jungle issue is something you want to address, I think this is a good way without creating any balance issues, i.e. allowing brazil to be cut after astronomy, which would be severely op.

P.S. have played a few rounds with Germany. The civ is much less overpowered now, with a Viking Denamrk, Italy and an independant kiev. Europe is much more tense because of this. I am very curious how you are planning to include your Prussian civ in such a small space. Can't wait
 
I think simply allowing cities to be founded on jungle post-astronomy is enough. Forbidding city founding on jungle and deciding which tile should have which type of jungle is very tedious. Not only that, allowing city founding on jungles also gives you way more freedom to choose where to found cities, without the areas becoming OP too quickly as you cannot cut the sorrounding jungle till biology (i.e. early Brazil jungle cities will not be OP). Besides, who are we to judge which tile is "deep jungle" and which is "light jungle" for every single tile in the world, at least the cape/coast thing was only in a couple spots, whereas for jungles there's dozens of them that may not be aprropiately judged or easily overlooked.
 
What about simpler fixes for the jungle idea?

How difficult would it be to create a new forest that has the picture of a jungle? Or what about just removing a couple jungles at several "good city" locations via scripted events at certain years?



Regarding Spanish UU, do the Spanish get conquistadors in their conqueror's event? Also do conquistadors still replace cuirassiers? If so, I think a better idea would be to have conquistadors be a completely different type of unit. I liked Corossol's idea of having conquistadors replace explorers. Then they should be changed so that they become essentially a weak cavalry unit that has a strong strength bonus against melee and archery units. That way they would not be suited to fight wars in Europe, but would be perfectly geared towards attacking less developed native civs in lands the Spanish ended up colonizing.


Also, what happened to the French musketeer unit? I don't want to open a floodgate of new unit requests, but although I do like the new French UU idea, I think if we already have a unit available for the civ, why not leave that unit in? Maybe the stats could be changed to something more useful, without being overly so to make the French overpowered.
 
Sorry for spamming questions, but does anyone know why Rhye did not allow farms to be built upon floodplains? I tend to associate floodplains most with farms and a lot of the earliest farming communities rose around these features.

I'm not sure if this would require too much rebalancing or not, but what about making flood plains yield only 2 food 1 gold.

Constructing farms on floodplains would only take half the number of worker turns and yield +1 food and +1 gold (or maybe just +2 food) to floodplain. This will force early river valley civs (such as Egypt and Babylon) to take advantage of farming in order quickly grow their cities.
 
Hmm. I've installed the SVN version but I get lots of python traceback errors.

What I did was: rename my DoC folder to "Backup RFC Dawn of Civilization", right-click on "Beyond the Sword\Mods" and choose SVN Checkout. I put the URL of the first post and changed the destination folder from "Dawn_of_Civilization" to "RFC Dawn of Civilization", then proceeded the checkout.

Might it be that I shouldn't have changed the destination folder's name that way but only after the checkout?
 
Sorry for spamming questions, but does anyone know why Rhye did not allow farms to be built upon floodplains? I tend to associate floodplains most with farms and a lot of the earliest farming communities rose around these features.

I'm not sure if this would require too much rebalancing or not, but what about making flood plains yield only 2 food 1 gold.

Constructing farms on floodplains would only take half the number of worker turns and yield +1 food and +1 gold (or maybe just +2 food) to floodplain. This will force early river valley civs (such as Egypt and Babylon) to take advantage of farming in order quickly grow their cities.

That is to not let ancient Egypt and Babylon grow monster cities. As Rhye didn't want to make changes to terrain features the only way to prevent that was to disable farming on those tiles.
 
Okay so, I commented out the victory line for Byzantium in Victory.py around line 940. Then line 229 there's a "hc." instead of "gc.". It removed the startup tracebacks I was having then I got that:
Spoiler :
2b05911d904943be8cc0fd5.png
And a CTD.

I know it's meant to be unstable but maybe this can help you debugging :)
 
http://forums.civfanatics.com/showthread.php?t=185303

There is castle of Prague, which looks pretty awesome!! Then there is the Palace of Pena in Portugal, in addition to a Fire Shrine so all Zoroasterian buildings don't look exactly the same :D
Most importantly is the Palace of Doges, if you can enlarge the image, it would be pretty awesome as an Italian Rennaisance wonder (maybe it gives specialists or gives extra merchant slots).
 
Maybe we shouldn't include every wonder we run into. There is already quite a lot of them (maybe even too much) and to be honest, those aren't that good looking.
 
Good idea. Are you planning on keeping Conquistadors as Spain's unique unit by the way? At least Tercio could replace it.
Although Tercios would also be a great UU, I see no reason to remove Conquistadors.

P.S. have played a few rounds with Germany. The civ is much less overpowered now, with a Viking Denamrk, Italy and an independant kiev. Europe is much more tense because of this. I am very curious how you are planning to include your Prussian civ in such a small space. Can't wait
Good to hear that overpowered Germany is gone. Prussia will basically absorb most of the HRE's (now Germany) territory (I think Germany's complete core north of Vienna) - imagine Mamluks and Ayyubids in SoI, if you're familiar with it.

Also, what happened to the French musketeer unit? I don't want to open a floodgate of new unit requests, but although I do like the new French UU idea, I think if we already have a unit available for the civ, why not leave that unit in? Maybe the stats could be changed to something more useful, without being overly so to make the French overpowered.
It didn't make sense to have a UU that means nothing else than "musketman" and only differs from it in its faster movement speed which has no historical reason.

So I decided to include a new UU that actually reflects French military history rather than a novel by Alexandre Dumas.

How about (if possible) being able to found cities on coastal jungles with astronomy but not on inland jungles until biology?
That's even better, I guess.

Hmm. I've installed the SVN version but I get lots of python traceback errors.

What I did was: rename my DoC folder to "Backup RFC Dawn of Civilization", right-click on "Beyond the Sword\Mods" and choose SVN Checkout. I put the URL of the first post and changed the destination folder from "Dawn_of_Civilization" to "RFC Dawn of Civilization", then proceeded the checkout.

Might it be that I shouldn't have changed the destination folder's name that way but only after the checkout?
Okay so, I commented out the victory line for Byzantium in Victory.py around line 940. Then line 229 there's a "hc." instead of "gc.". It removed the startup tracebacks I was having then I got that:
Spoiler :
2b05911d904943be8cc0fd5.png
And a CTD.

I know it's meant to be unstable but maybe this can help you debugging :)
You seem to have got it to run anyway, but in general, you have to checkout first, and then rename the new folder to "RFC Dawn of Civilization".

And thanks for your debugging support, but I've already fixed those issues. Byzantium is now basically playable (3000 BC only currently), but for some reason it doesn't flip its core after spawn. I wanted to get rid of that issue before the next revision, but that turned out more difficult than planned ;)

But I will upload my current work now, if you're interested.
 
What could be done is to actually replace some of the current ones to 'spread' them around a bit more? Mostly my personal issue with the current wonders is that a great chunk are Europe only, as opposed to some available for Asia/ME. But that may be just me.

@Leoreth: that would be nice yes :)
 
Getting a traceback error for CvScreensInterface line 894, "tuple index out of range". Happened during autoplay so I guess you already are aware of it :)
 
I'm aware of it, but have no idea where it comes from. Were you playing as Byzantium?
 
No, the Turks. BTW I can't really play; I capture Iconium but then it gets instantly captured back by the Arabs and I'm defeated. I can't move my units there quickly enough. Guess it's bad luck they have a Camel Archer this close.
 
Well, the Turks are equally as bad. If it had been the Khmer, China or Japan, I at least knew what to look for.

Edit: the Byzantine flip works now (revision 20).
 
Does it mean that a new version will come soon ?
 
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