Dawn of Civilization - an RFC modmod by Leoreth

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So, you would like to change the dynamic name of Portugal to Brazil in the late game? But then there would be Brazil with possesions in Europe... That's even worse than Portugal with Rio as the capital. About Phoenicia-Carthage, core Phoenicia actually was conquered a short time after Carthage had been founded, and the Carthaginians took over the former colonies. Portugal wasn't conquered and Brazil didn't take over the rest of colonies.
 
If you are still worried about having the Romans reach places fast enough (if you are changing their UP still), why not give Legions 2 movement instead of the usual 1?
Not a bad idea actually. We could also rescue the current UP by only applying it to legions.

Bug report: In the 600 AD start, epic speed, monarch difficulty, the Byzantines appear to be England-red rather than their previous purple. Has this occurred for anyone else?
Yeah, I also noticed this. The reason for that is that the actual Byzantines and the Byzantine minor civs use the same color, and the game wants to ensure that everyone's different. I haven't taken care of the 600 AD yet, so don't worry about it too much.

So I fooled around with Babylon right now. If you move the settler left one and down towards Jerusalem, 1 square away on your first turn Jerusalem doesn't get founded. If you found a city on the spot (Samaria?) then the next turn you get a free Temple of Solomon! :D
Well, if you want to screw up your game by not founding Babilu, I'll grant you that exploit ;)

Two python exception:

1) In 1200 AD
Code:
Traceback (most recent call last):

  File "CvEventInterface", line 23, in onEvent

  File "CvRFCEventManager", line 111, in handleEvent

  File "CvRFCEventManager", line 122, in _handleDefaultEvent

  File "CvRFCEventHandler", line 521, in onBeginPlayerTurn

  File "Victory", line 899, in checkPlayerTurn

UnboundLocalError: local variable 'bestCity' referenced before assignment
ERR: Python function onEvent failed, module CvEventInterface

2) When meeting the new world civs (and I only got one musketman :()
Code:
Traceback (most recent call last):

  File "CvEventInterface", line 23, in onEvent

  File "CvRFCEventManager", line 111, in handleEvent

  File "CvRFCEventManager", line 122, in _handleDefaultEvent

  File "CvRFCEventHandler", line 616, in onFirstContact

  File "RiseAndFall", line 2543, in onFirstContact

TypeError: makeUnitAI() takes exactly 6 arguments (5 given)
ERR: Python function onEvent failed, module CvEventInterface
And a third one sometimes when a GP is born:
Code:
Traceback (most recent call last):

  File "CvEventInterface", line 23, in onEvent

  File "CvRFCEventManager", line 111, in handleEvent

  File "CvRFCEventManager", line 122, in _handleDefaultEvent

  File "CvRFCEventHandler", line 599, in onGreatPersonBorn

ArgumentError: Python argument types in
    CyUnit.setName(CyUnit, NoneType)
did not match C++ signature:
    setName(class CyUnit {lvalue}, class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >)
ERR: Python function onEvent failed, module CvEventInterface
Thanks, I'll give them a look. The third is known already though.

But wasn't the continent barrier created by Rhye to stop civs like Egypt to settle Arabia, or for France placing a random city in Russia ? (That one still happened to me once, though...)
It could have its downsides. On the other side, overlapping the European and Asian (middle-east ?) continents over Egypt, Levant and Anatolia could solve the problem.
Most of the settling problems are not related to continents, settler maps take care of most of it.

Every tile can only belong to one continent though, so overlapping continents are not possible.

If we want Rome to conquer more we could drop the Legionary build cost. We could also have Imperial Roads as a road upgrade build-able by Rome and Inca (they had impressive roads too), Imperial Roads would be build-able by Quecha Warrior and Legionary
If heard somewhere that units being able to build improvements causes confusion for the AI (sending legions around to build roads everywhere etc).

Look how far things have gone for him! :goodjob: You are doing very well Leoreth!! Keep it up!! This mod is always changing and always challenging.
Haha, w000t LEoreTH!!!@!@#WA@#$#@!!!!!!!! =D =D =D (in case you didn't catch up to how much we like your mod)
Thanks :D

On Brazil:
They'll be an additional civ that spawns in some timeframe after 1822 when Portugal is driven out of Europe or has already collapsed.
It'll work similar for the other colonial successor civs, maybe with different conditions (Spain could still be alive for Gran Colombia or Mexico to spawn). All of that is far down the road currently though.
 
Not a bad idea actually. We could also rescue the current UP by only applying it to legions.

Make it apply on workers too. That's the biggest power of the UP as you can move workforce huge distances with ease.
 
But workers aren't their UU ... how justify them being changed without calling it a UP?
 
Wouldn't having that many civ spawns have the effect of slowing the late game, which is already very slow for old computers ? I would prefer to be able to actually use the mod in the end...
 
It's possible, but we can't find out until we do it :)

I will disable some nonsensical respawns to make up for it, though.
 
But workers aren't their UU ... how justify them being changed without calling it a UP?

Why not use my idea of making it a generic improvement but requiring access to both Marble and Stone. That way it would only be able to be built by a handful of civs. (Rome, China, Babylon and a Persia that has invaded Babylon)


Also about Colonial Civs, would these be conditional civs? For example only appearing if Spain becomes unstable?
 
@kairob: Considering that Leoreth previously mentioned that he wants to spawn armies, not settling parties, I suspect that he would form an army (maybe with a GG unit), give it to the new civ along with a total war plan, and let them wreak havoc.
 
The colonial civs would be conditional, for Mexico for example under the condition that Spain is unstable and the Aztecs are dead.

Making a new type of road is comparatively more work, and also wouldn't be able to reuse the current code. Maybe some time in the future.

I'm still struggling with the continent changes; somehow my code results in a CTD. I've already asked for help in the Python forum.
 
Can you make some way to cancel military capitulation? I'm really being dragged down as Arabia (A continuous empire from the Philippines to Morocco isn't cheap, but somehow I'm solid in stability without Viceroyalty)

Also if it isn't to much to ask can you make it possible to liberate cities to countries with it in their historical area? (I'd like to give Yax Mutal and Chich'en Itza to Spain)
 
Can you make some way to cancel military capitulation? I'm really being dragged down as Arabia (A continuous empire from the Philippines to Morocco isn't cheap, but somehow I'm solid in stability without Viceroyalty)

Also if it isn't to much to ask can you make it possible to liberate cities to countries with it in their historical area? (I'd like to give Yax Mutal and Chich'en Itza to Spain)

I suppose you try to liberate those cities with the domestic screen, aren't you. You just have to do it an other way. Open diplomacy screen with Spain. Go to the trade table. Then select the cities you want to give to them, and give them as a present.

Or did you try what I said and they didn't except your cities?
 
Also if it isn't to much to ask can you make it possible to liberate cities to countries with it in their historical area? (I'd like to give Yax Mutal and Chich'en Itza to Spain)

Why not just gift said cities to spain? I know sometimes its not available, but usually you can just freely gift many cities to other countries... I usually do so for my vassals... :king:
 
State property sems overpowered, at least to the AI. In 1850 almost all civs adopted it. Maybe you should increase upkeep (high upkeep, it makes no sense that free market is more expensive to maintain than state property) and lower upkeep of the free market to low or even no. And definitely delete the 'no maintenance for distance from palace' bonus. I'll try it and report here.

Why in the XML it was 'for number of cities' while the text ingame said 'for distance from palace'? Or maybe I'm blind?
 
High upkeep makes sense.

It's intended to be "number of cities maintenance". I checked the XML and that's the case there. Is it really displayed as distance maintenance?
 
@Leoreth: Could you add Inquisitors from RFCE to this mod? They would help simulate many periods of religious intolerance in history.
 
I don't know if they are already reported , but here are some bugs I found :
Upon completing the Sfinx you still get the wonder movie of the Stone Henge
The Pantheon still shows a picture of The tower of pissa on completion
Phoenica is still getting named carthage on some occasions ''Carthage made peace with Rome' .

Keep up the good work !
 
I like how the Great Cothon is sped up by stone which is naturally out of Phoenicia's historical area
 
I don't know if they are already reported , but here are some bugs I found :
Upon completing the Sfinx you still get the wonder movie of the Stone Henge
The Pantheon still shows a picture of The tower of pissa on completion
Phoenica is still getting named carthage on some occasions ''Carthage made peace with Rome' .

Keep up the good work !
Thanks for the report :)

Will all be fixed soon.

civ_king said:
I like how the Great Cothon is sped up by stone which is naturally out of Phoenicia's historical area
Good point :D Marble makes more sense, it being in Carthage's fat cross, right?
 
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