Linkman226
#anarchy
- Joined
- Sep 14, 2007
- Messages
- 2,493
... That is the single most beautiful thing I've seen in my entire life.
Just looking at that screenie made me http://www.youtube.com/watch?v=VLnWf1sQkjY
... That is the single most beautiful thing I've seen in my entire life.
That's really really great! Never thought it has to do with the presence of jungles there. I'll see if I can incorporate that (maybe I can even teach the AI to simply ignore the jungles when deciding for a new city, that would avoid making it too easy for everyone by removing them).I caught this as Japan, when I saw the Germans settle Laos, I went insane.
P.S: With 1.64, my current game.
I changed the map to make those little islands more attractive...
I don't want to release a version with broken Byzantines (there's also a Roman UP triggered crash that has to be fixed as welleoreth, when can we expect the next release, or at least one without the Democracy bug?
As said above, I've started working on it, but I don't know when you'll see results.I could not agree more; PLEASE make those changes Leoreth. Also you did say that you would make some changes by mid-Feb, are any on the way?
Also I can't seem to change the capital or spawn cities, what could I be doing wrong? How do you do it?
PS Why is Batavia not shown on Java?
I thought of the criteria: Greece is dead OR Rome controls Constantinople. That happens quite often in my games, but every Greece player should be able to prevent that to avoid Byzantines messing up his game.Leoreth- I know you've been having a few issues implementing the Byzantines as a fully playable civ, and I have a suggestion.
The other day I came across a very old (Jan. 2007) RFC thread which gave me the following idea. Basically, the Byzantines would have a variable PROBABILITY of spawning at different times. For example at certain times they could have a 90% chance of spawning while other turns the probability is less one percent. In order for Byzantium to have any chance of spawning at all, the following conditions have to be met:
[...]
Yeah, exactly. You can check if its Italy or Rome by using the method pRome.isReborn() which results in true for Italy.Leoreth, you could probably use these modifications in your next update. Just a suggestion. Oh and a quick question, Leoreth- in the Python for your mod Italy still uses the name 'Rome', right?
That's really really great! Never thought it has to do with the presence of jungles there. I'll see if I can incorporate that (maybe I can even teach the AI to simply ignore the jungles when deciding for a new city, that would avoid making it too easy for everyone by removing them).
Also, you should definitely think about merging your mod with this one.
Although I like your mod better overall, the little changes made such as the jungles, resources, stability etc. could all be carried over to yours. Also the trading company wonder.
I've already managed to make the jungle and resources fix. See my post above.
Unfortunately not, I'm currently only trying some different approaches to single out the problem (which I think I now have). The commit was only to carry over the most recent version to all my computers (I use the SVN for that too, usually the commits without log messages). I strongly recommend to not update to that revision yet or revert to an earlier if you already have, because it's likely more broken than the previous one.@Leoreth
I just noticed that you made one change to the mod in the SVN; is what you did have any affect on making the Byzantines finally playable?
From a strictly historical point of view you're right, but there's no way to make that happen realistically in RFC. First of all, the Roman AI is already challenged by conquering the WRE plus Balkans in time, so a new spawn for the ERE takes care of that quite nicely. It also gives the possibility to tweak the Byzantines to be more Byzantine-like (defensive and religious instead of expansive) and lastly, for the player the opportunity to play a more Byzantine-like game without messing with Rome.Is it really necessary to have a separate Byzantine civ?
I know this debateable but they're basically the latter-day Romans. They certainly never thought of themselves as a 'Byzantine' empire. Personally I would prefer it to make it more likely for the Roman Empire's centre of gravity to be in the Eastern Mediterranean, and for the Western half to collapse but the Eastern half to survive. If Rome shifts its capital to Constantinopolis it could gain the unique powers of the 'Byzantine' civ.
If Byzantium spawned like other civs, wouldn't this force them to conquer a new Byzantine empire, instead of starting with the entire Eastern Roman Empire and seeing it slowly dwindle.
Yeah, of course, it's just a matter of changing the cities to the right owner, making the Byzantines playable in the scenario and do some additional stuff like starting techs.Actually thats a good point, if we want can we start a game as the Byzantine in 600 AD start now? Because technically they've already spawned in that one, and are ready to play. What do you say?
I plan to call them Byzantine Empire. I know it's an ahistorical name, but that's actually the usual way for civilization names in RFC. Egypt didn't call itself "Old Kingdom" back then, it didn't even call itself Egypt. But I agree with Rhye that having names like km.t looks silly. So instead of arguing where to draw the line between necessary translations and anachronisms, I've decided to just use the common names of todayLeoreth: Good enough reason for me. Will their in-game name be Byzantines or Eastern Roman Empire (ideally changing to just 'Roman Empire' if the original Rome collapses)? I know the former makes things easier but it's so completely unhistorical, and seems out of place in a mod which goes to the extreme of calling all cities by the name used by the civilization which controls them.
You have to thank edead for the marathon speed, but thanks anywayAnyway now I've made my entry into this thread I'd just like to say thanks for creating such an awesome modmod. Marathon speed makes RFC infinitely more enjoyable and all the flavour-improving aspects of this mod have completely rekindled my enjoyment of RFC and civ (neither of which I had played for half a year). I love the way religion and ancient wonders are handled - so much more immersive now. I've been happily trying (and failing) to re-create the entire historical Roman empire by around 100 AD whilst also researching all techs Rome historical had in antiquity. Probably impossible but lots of fun.
I have some suggestions for making the modmod even awesomer but I'll leave that for another time.
You took everything from that mod, like the late resource spawning as well?