A herring?
Chieftain
The devil has taken over the thread; no activity in over 36 hours!
Apparently Leoreth does have a life...
Apparently Leoreth does have a life...
There's a tRebirth tuple in Consts.py. Italy appears as 1167 there, setting it to -1 will stop the scripted respawn (and the Romans will possibly respawn later via Nationalism). You can choose any other year of course (e.g. 1861), but then it'll be the Italians again.
And on Egypt: if Egypt survives until 1300 AD, it imo should look like the Ancient Egyptian civilization in 1300 AD. Of course we can only speculate what it'd look like because the Ancient Egyptian civilization collapsed, but to me it would make a lot less sense if they'd suddenly turned into a Muslim Arabian unit style while never being conquered by the Arabs.
Sorry to disappoint you, but unfortunately you can't. You can only influence my rebirth mechanism this way, and that's currently only used for Italy (as you'll see, all other entries are set to -1). You could force other respawns there, although you would have to at least adapt the method that adds their techs, and set a spawn location.WOW! YOU CAN CHANGE SPAWN DATES BY JUST CHANGING THE NUMBER IN CONSTS.py!?!?! I wanted to do that A LONG time ago, but I thought you had to repackage with C++ and what not. But thanks anyway!
Oh so this is only for your mod that its so easy? So I wonder why Rhye just didn't make it simple like that : PSorry to disappoint you, but unfortunately you can't. You can only influence my rebirth mechanism this way, and that's currently only used for Italy (as you'll see, all other entries are set to -1). You could force other respawns there, although you would have to at least adapt the method that adds their techs, and set a spawn location.
On your other points: I'm aware that we theoretically would have to ignore all Greco-Roman influences for Egypt as well, which has already been violated by Rhye (their wonders goal) and myself (Cleopatra LH). It's very difficult to draw a line there, but for me the actual Egypt culture ended after it became part of the Roman Empire (Ptolemaic Egypt still had key aspects of original Egypt like the Pharaoh cult, original Gods etc.).
It's then an additional challenge to extrapolate how an ethnical Egypt army would've looked like in the Middle Ages, and maybe it's indeed better to look at Islamic Egypt than fantasize wildly based on Bronze Age armies. I'm still of the opinion that there should be no Muslim reference in Egypt's units (iirc, the SoI Egyptians use arabic blazoned shields, for example). But I'm sure edead will handle that correctly (if he decides to go to such lengths at all, and doesn't just adapt what Lone Wolf did).
On the Turks ... the problem is that independents are a much easier target than their actual neighbors. Maybe something can be done by modifying their war maps a little bit more (and maybe Suleiman needs to become more aggressive as well, iirc he's more the culture/settler type in BtS). I have to get the Byzantines to work first, though.
Okay, but that adds another layer of complexity to unit graphics that VD can't reflect.If the egyptians adopt Islam, their units should reflect this. I feel you are looking only at one side of the coin, here.
I am also curious, why doesn't Portugal have casablanca at least as a contested city?
Oh yes, and the mod's svn works. Awesome!!
Just for clarity, all that this date does is setting the scripted respawn. The usual spawn can't be modded this way. Rhye couldn't make it that simple because the usual (first) spawns require additional features, especially the AI autoplay, which can only be done in C++ (which is also why there's no Italy autoplay available and you have to switch to them).Oh so this is only for your mod that its so easy? So I wonder why Rhye just didn't make it simple like that : P
Since edead takes care of that anyway, let's say we simply trust his judgmentMmm... you haven't seen the VD units for Egypt or Persia, they're not too fantastic. I was hoping you would know how to change the units, because I don't![]()
Exactly, the Byzantines neither work completely flawless nor are they balanced in the slightest. And messing with Turkey before that's done makes no real sense, as they will have to be adapted to the Byzantines anyway.So will you? Because you know as well as I do, that it looks very wrong at the moment, to see the Ottomans in Persia and especially India. And yes, I will look into respawning Persia and India on my own, and I'll get back to you with the results of that transfusion. But probably only after you get certain things in your mod balanced out : P
No, it basically means that the game will unfold just like before I added them. Rome and Venice are there from the start, with the usual units they have in vanilla RFC.Also, if I disable the Italians spawning in the Renaissance, does that mean that Venice won't exist and that Rome won't be well defended?
Done, thanks.Just played a game as the French, and I have quite a few things to say. But for now, I'll just say this:
1. I understand that you can have "peasant revolts' which are represented by slave revolts for Serfdom (or whatever the civic is called), but for the 600 AD campaign, can you change the name from a "slave revolt" to a "Peasant revolt", it would add to the realism
Strange spreads happen sometimes, that's okay imo. And I like to view "Taoism" as a stand-in for all Chinese religions, so I'll keep the extended area of influence.2. I would recommend you cap the spread of Toaism, as I saw it spread all the way to Constantinople and Tripoli in North Africa. Although Confucianism would have been the MUCH better choice (as it would relate to Mongolia, Korea, Japan, Vietnam), I would recommend that you keep Toaism just within China as much as possible and limit its spread factors; but instead have Buddhism spread far and wide in East Asia (the above territories).
Okay, changed it to "Empire of Siam". The name changes based on era, in this case when they enter the Industrial Era, which should be around the 18th century usually.3. Its The Siamese Empire OR Empire of Siam. I would recommend that when they change there name, that the LH also changes; in fact I would recommend you moving the "Empire of Siam" to the 18th century, or so, rather than from earlier.
Mali has one missionary on spawn now. It should be sufficient to make them Muslim in most games, while still leaving open a possibility for Christianity.4. PLEASE add the extra missionaries, and if you can, it would be good to stop Mali from becoming a vassal so early in the game, they should AT LEAST try to keep their independence until the 18th-19th century
Me too, thanks for the feedback!And thats pretty much it for now, I'll be waiting happily for the VD units!![]()