Dawn of Civilization - an RFC modmod by Leoreth

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Yes my DOW on phoenicia was on turn two. On another note, I have played farther on this Rome game then i have been able to for a while without a crash. Maybe you fixed it?

Couple of weird naming things going on. Sur was called Sydwn, and after conquering newt-rsit i got diaspolis Magna. Wasn't it Megale before? Also, uber babylon seems to love Kalpe, it's there in most games. We're going to have to talk ballancing for Rome, once you get your Byzantine issues resolved. I know we wanted to lessen the barbarian pressence in pacified areas, but as of right now there is absolutely no competition in europe, other then the celts, who seem to gie off pretty quick and then just spawn undefended cities. Also, interior of Iberia is foreign core area, maybe why AI doesn't settle it?

On another note. The second time I dow'ed on Phoenicia I got my army so thats cool


Python exception:



Mare Nostrum, this took very little effort, and suboptimal play
 

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Oh, yeah, it's the same deal here. Pre-spawn a catapult before flipping the city (before first cultureManager call) then remove it afterwards, just before covering the plots. It's also in the current birthConditional code.
Now that you say it, it's so obvious. I somehow figured RFC would take care of that in the DLL already (believed I saw some methods there to that effect), but at least I could've tried it. :mischief:

Leoreth,
Have you put in any thought on Civics on spawns?
If you tell me what civs and appropriate civics (if it were me, most civs would just spawn with Monarchy, Aristocracy, serfdom and Patriarchate except the Arabs who would get Theocracy and the ancient civs who wouldn't get a change)
Well, except Netherlands and America, which should start with some kind of republican civics.

Yes my DOW on phoenicia was on turn two. On another note, I have played farther on this Rome game then i have been able to for a while without a crash. Maybe you fixed it?
At least in my autogames for Byzantium there still were crashes, unfortunately :(

Couple of weird naming things going on. Sur was called Sydwn,
Oh yeah, that's supposed to be Phoenician Sidon, as already pointed out below, but I actually wanted to name the tile 1N that way (their spawn sometimes gets pushed there and I was tired of seeing Utica). Seems I messed up the rows.

and after conquering newt-rsit i got diaspolis Magna. Wasn't it Megale before?
It's magna in Latin and megale in Greek, so nothing wrong here :)

Also, uber babylon seems to love Kalpe, it's there in most games.
Hammurabi builds to many settlers for my taste in general. I think I'll have to revisit his personality and turn down units and turn up building probability.

We're going to have to talk ballancing for Rome, once you get your Byzantine issues resolved. I know we wanted to lessen the barbarian pressence in pacified areas, but as of right now there is absolutely no competition in europe, other then the celts, who seem to gie off pretty quick and then just spawn undefended cities.
Now that the AI doesn't have to rely on its own produced troops for war efforts, I think we can return the Barbarians to their original numbers, thanks for reminding me.

Also, interior of Iberia is foreign core area, maybe why AI doesn't settle it?
That's probably the reason :D

I'll trust Rhye's judgment here, for I actually don't know how far the Romans really pushed into Iberia's interior.

Python exception:
Oh, an artifact from SoI :) I'll fix it tomorrow.
 
Well, except Netherlands and America, which should start with some kind of republican civics. .

America should start with Republic, Representation, Capitalism, Free Market, and Secularism

I don't no what the Netherlands should have. :(
 
Now that the AI doesn't have to rely on its own produced troops for war efforts, I think we can return the Barbarians to their original numbers, thanks for reminding me.

Hopefully with the inclusion of reduced barbs in pacified areas


I'll trust Rhye's judgment here, for I actually don't know how far the Romans really pushed into Iberia's interior.

http://en.wikipedia.org/wiki/File:Iberian_Peninsula_in_125.svg

After the final conquest of the Cantabrian people by Augustus Caesar in 17 B.C., the entire peninsula was under roman control and became one of it's most stable and romanized regions right up to the fall of the West.

http://en.wikipedia.org/wiki/Roman_Conquest_of_Hispania
 
Hispania alone mined more gold per year for the Roman Empire than the entire Han dynasty. They took it and milked it for all it was worth. Having one or two cities on the coast is fine for the Republic era, but the Empire should have it in its entirety.
 
Hispania was vital to the Roman Empire
 
America should start with Republic, Representation, Capitalism, Free Market, and Secularism

I don't no what the Netherlands should have. :(

Netherlands should be the same (maybe except secularism), but they start without required technologies, so their civics are a problem now... That's the problem of really innovative government for their times.

- Netherlands were a republic,
- they certainly were neither feudal nor absolutist, so representation is the best way to reflect the government,
- they were a birthplace of early capitalism and aristo doesn't really fit them,
- free market of course, the only more free market civs were pirates :) and only this civic would reflect their importance in international trade,
- although they had freedom of religion at the beginning, it was resticted and later other religions were persecuted, so I think state church should be better.

And BTW, something should be done to strenghten state church, it's a quite poor choice now.
 
I am playing a 3000 BC marathon emperor Russia game.

1. AI not aggressive enough

As Russia, I settled Danzig, where is in German's core area. In the whole middle age, German stacked about 20 units in Wien and never fought me even if I had only 1 unit in the city.

When Turkey spawns, all units moved out of the capital again, I happily sent 1 knight to raze Sogut, bye bye your army...... then they flipped and revived. Later they stacked 10+ units in Sinop and I had only 2 in Constantinople, they still dare not to attack me.

Vikings DoWed me twice. Every time they send some units into my border, then got damage from general winter, then fell back.

2. Socialism / State Property is too good

Tech toward Sci-method and liberalism, till both have 1 turn left, then Sci-method first, then liberalism bulb for Communism. The additional 1 hammer for workshop and watermill is so powerful. Now I believe I can get space race victory or domination victory before UHV. Let's see.
 
I had that often with Russia (ineffective assaults because the AI doesn't understand the UP). The Russian UP needs to trigger only when moving troops, like Baldyr often suggested.

That Germany doesn't declare at all is odd though.

Okay, I understand what you mean with State Property, maybe it needs more drawbacks. What was overpowered about Socialism in particular?
 
I had that often with Russia (ineffective assaults because the AI doesn't understand the UP). The Russian UP needs to trigger only when moving troops, like Baldyr often suggested.

That Germany doesn't declare at all is odd though.

Okay, I understand what you mean with State Property, maybe it needs more drawbacks. What was overpowered about Socialism in particular?

I mean state property + socialism, not only socialism. Unlimited engineers is strong too.

I managed to get liberalism -> communism in 1467. Here, check the savefile. I conquered Greece at start, and found nearly all classical wonders in Sparta.
 
Maybe we can solve this by giving Communism another prerequisite? Communism was unthinkable without some kind of industrial revolution, so maybe Assembly Line or Industrialization?

On the city ruins bug: I tried to create a catapult before I do anything, but the bug still occurs ...
Code:
        def initBirth(self, iCurrentTurn, iBirthYear, iCiv): # iBirthYear is really year now, so no conversion prior to function call - edead
                iHuman = utils.getHumanID()
                iBirthYear = getTurnForYear(iBirthYear) # converted to turns here - edead
                if (iCurrentTurn == iBirthYear-1 + self.getSpawnDelay(iCiv) + self.getFlipsDelay(iCiv)):

                        if (iCurrentTurn >= getTurnForYear(con.tBirth[iVikings])-1 and iCurrentTurn <= getTurnForYear(con.tBirth[iTurkey])-1):
                                self.processConstantinople()
                        if (iCurrentTurn >= getTurnForYear(con.tBirth[iEngland])-1 and iCurrentTurn <= getTurnForYear(con.tBirth[iMali])-1):
                                self.processAfrica()
			#if (iCurrentTurn >= getTurnForYear(con.tBirth[iBabylonia])-1 and iCurrentTurn <= getTurnForYear(con.tBirth[iArabia])-1):
				#self.convertMiddleEast()
				#self.convertNorthAfrica()
			#if (iCurrentTurn >= getTurnForYear(con.tBirth[iArabia])-1 and iCurrentTurn <= getTurnForYear(con.tBirth[iTurkey])-1):
				#self.reconvertMiddleEast()
				#self.reconvertNorthAfrica()
                    
			reborn = utils.getReborn(iCiv)
                        tCapital = tCapitals[reborn][iCiv]
                        tTopLeft = tCoreAreasTL[reborn][iCiv]
                        tBottomRight = tCoreAreasBR[reborn][iCiv]
                        tBroaderTopLeft = tBroaderAreasTL[reborn][iCiv]
                        tBroaderBottomRight = tBroaderAreasBR[reborn][iCiv]
                    
                        if (self.getFlipsDelay(iCiv) == 0): #city hasn't already been founded)
                            
                                #this may fix the -1 bug
                                if (iCiv == iHuman): 
                                        killPlot = gc.getMap().plot(tCapital[0], tCapital[1])
                                        iNumUnitsInAPlot = killPlot.getNumUnits()
                                        if (iNumUnitsInAPlot):
                                                for i in range(iNumUnitsInAPlot):                                                        
                                                        unit = killPlot.getUnit(0)
                                                        if (unit.getOwner() != iCiv):
                                                                unit.kill(False, con.iBarbarian)
                                
				if iCiv in [iByzantium]:
					utils.makeUnit(con.iCatapult, iCiv, (0,0), 1)
					self.birthInCapital(iCiv, tCapital, tTopLeft, tBottomRight)
					self.assignTechs(iCiv)
					plotZero = gc.getMap().plot( 0, 0 )                        
                        		if (plotZero.getNumUnits()):
                                		catapult = plotZero.getUnit(0)
                                		catapult.kill(False, iCiv)
                        		gc.getMap().plot(0, 0).setRevealed(iCiv, False, True, -1);
                        		gc.getMap().plot(0, 1).setRevealed(iCiv, False, True, -1);
                        		gc.getMap().plot(1, 1).setRevealed(iCiv, False, True, -1);
                        		gc.getMap().plot(1, 0).setRevealed(iCiv, False, True, -1);
                        		gc.getMap().plot(123, 0).setRevealed(iCiv, False, True, -1);
                        		gc.getMap().plot(123, 1).setRevealed(iCiv, False, True, -1);
                        		gc.getMap().plot(2, 0).setRevealed(iCiv, False, True, -1);
                        		gc.getMap().plot(2, 1).setRevealed(iCiv, False, True, -1);
                        		gc.getMap().plot(2, 2).setRevealed(iCiv, False, True, -1);
                        		gc.getMap().plot(1, 2).setRevealed(iCiv, False, True, -1);
                        		gc.getMap().plot(0, 2).setRevealed(iCiv, False, True, -1);
                        		gc.getMap().plot(122, 0).setRevealed(iCiv, False, True, -1);
                        		gc.getMap().plot(122, 1).setRevealed(iCiv, False, True, -1);
                        		gc.getMap().plot(122, 2).setRevealed(iCiv, False, True, -1);
                        		gc.getMap().plot(123, 2).setRevealed(iCiv, False, True, -1);
                        		print ("Plots covered")
					return
 
About the Netherlands, what about giving them those civics anyway, like the Egyptian UP (theirs is useless enough).
 
About the city ruins issue - I remember encountering this once in the original game (RFC, latest version) too, when I first built Londinium as the Romans, and switched to England when they spawned.
So maybe this is a glitch that simply can happen if the capital is already in existance, and has nothing to do with your code.
 
Well usually, an existing capital gets razed on spawn. My code (or edead's, respectively) is there to make sure that this doesn't happen and the capital flips instead. And it does, but the graphics don't seem to care about it ...
 
Unless I'm missing something, my XML file is "invalid" to upload... any suggestions (other than copy and pasting directly into the forums, which I would like to avoid)

I mean, I have it finished with these changes:

Spoiler :
America:
Republic/Representation/Serfdom/Free Religion/Resettlement

Arabia:
Theocracy/Vassalage/Aristocracy/Serfdom/State Church/Viceroyalty

Aztecs, Inca, Persia, Rome, Vikings:
Monarchy/Serfdom/Pantheon

Babylon:
No changes

Byzantium:
Monarchy/Aristocracy/Serfdom/Patriarchate ***There is no expansion***

Carthage, Egypt, Greece, Maya, India
No Changes

England, Spain, France, Portugal, Germany, Italy, Turkey, Russia
Monarchy/Vassalage/Aristocracy/Serfdom/Patriarchate

Japan, Khmer, Mongols:
Monarchy/Serfdom

Mali,
Monarchy/Serfdom/Patriarchate

Dutch:
Republic/Absolutism/Aristocracy/Serdom/Patriarchate
 
The forum just doesn't allow XML files. I suggest zipping it into a .zip or .rar first.
 
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