Dawn of Civilization - an RFC modmod by Leoreth

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Got some Python errors every time Roman UP activated, I had to write it out on paper (I know Paper?) because of my screenshot issue so I ommitted all the extraneous "lines' and "ins" your a smart guy, you'll figure it out ;)

cveventinterface, 25 onEvent
cvrfcevent manager, 122, defaultevent
cvrfcevent handler, 454, onbegingameturn
unique powers 189 checkturn
204 checkromanwar
234, romanconquestup

attribute error cvpythonextensions unitaitypes, no attribute unitai attack_city



cveventinterface, 23, onevent
cvrfceventmanager, 111, handleevent
122 _handledefaultevent
cvrfceventhandler, 454, onbegingameturn
uniquepowers, 184, checkturn
204, checkromanwar
234, romanconquestup

attribute error, object cvpythonextensions, unitaitypes
has no attribute unitai_attack_city


Also, the new UP works very well, but I would remove the extra starting units. I am going to play a few games as rome, and I also want to run a number of starts as other civs to see how the AI deals with the changes.




oh might have spoken too soon. I have a save that crashes every time.
 

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It's late and I'm drunk, so only a short reply this time ;)

Carthage founding more cities in Spain may help with Rome getting cities in Spain. My concern would be that with Rome's current UP, Pheonician Carthage would be destroyed prior to their holdings in Spain.
Depends on where the Roman army spawns.

I think Africa might mean Africa minus the Aegyptus province.
Africa means the Roman province of Africa, i.e. Tunisia, i.e. Carthago.

Can AI-controlled Rome get more soldiers from this UP compared to human players? I don't think the AI can take advantage of this as well as human players can. An exception of this would be when the AI-controlled civ is facing a human-controlled civ to make it easier for the human player not to get completely slaughtered.
Yeah, that could help the AI further. Though with legions against enemies that are lucky to have Swordsmen against them, maybe not even needed.

Could you explain how exactly does the UP work ? If I understood correctly, the Roman civ gets a free army whenever it DOW another civ, but where does it appear ? Next to the ennemy capitol or next to the closest ennemy city ?
Okay, here it goes: when you declare war on a civ you have not yet declared upon (by the way, also if someone else declares on you), the next turn an army appears. To get its location, a random city is chosen and then one random land tile in its BFC that doesn't contain a unit already.

Got some Python errors every time Roman UP activated, I had to write it out on paper (I know Paper?) because of my screenshot issue so I ommitted all the extraneous "lines' and "ins" your a smart guy, you'll figure it out ;).
Is that revision 32? Because then I know what caused the error.
 
Alright Leoreth you have finally forced me to play DoC. It makes me sad to give up all my changes to RFC:E/M but the new stuff you are adding is just too much to pass up. I just have 2 questions. If I enable respawns before nationalism will it break Italy? And do the Byzantines work in 600 A.D.?
 
"Power of the Legions" sounds SOO much better than that Mandate thing. And who cares if their UU is the same, I highly doubt it will make much a difference (if any at all) in people eyes. Anyway this one sounds MUCH better, so I hope you pick it.

Will you get VD units anytime soon? As that it what this mod is REALLY lacking

And yes, India does need a bit of a boost, and even later should respawn as the Delhi Sultanate, with Muslim Missionaries.

Please, as your next mission, can you fix up the barbs, because I find it somewhat weird, to see chariot or Nomad Horse Archers in the middle of the Arabian Desert. If you could do something similar to what Edead did, and have named Barbs, IN ONLY SOME AREAS, not everywhere, that would be really cool. And have HISTORICAL barb spawns, not Horse Archers in the desert. ;)
 
"Power of the Legions" sounds SOO much better than that Mandate thing. And who cares if their UU is the same, I highly doubt it will make much a difference (if any at all) in people eyes. Anyway this one sounds MUCH better, so I hope you pick it.

Will you get VD units anytime soon? As that it what this mod is REALLY lacking

And yes, India does need a bit of a boost, and even later should respawn as the Delhi Sultanate, with Muslim Missionaries.

Please, as your next mission, can you fix up the barbs, because I find it somewhat weird, to see chariot or Nomad Horse Archers in the middle of the Arabian Desert. If you could do something similar to what Edead did, and have named Barbs, IN ONLY SOME AREAS, not everywhere, that would be really cool. And have HISTORICAL barb spawns, not Horse Archers in the desert. ;)
I like the idea of adding VD units, but can you have it as a patch? (for those of us with bad internet)
India needs boosts starting around 1400 to represent it being 1/4 of the world's economy
 
Yeah, that could help the AI further. Though with legions against enemies that are lucky to have Swordsmen against them, maybe not even needed.

If it is not too hard for the AI for conqueror enemy cities, then can human-player Roman spawns be made smaller to make it harder for them?
 
OMG I almost lost to Mali, while investigating Timbuktu I noticed that I would gain 20313 gold from stealing
 
It's late and I'm drunk, so only a short reply this time ;)

Wow that's dedication :goodjob:


Is that revision 32? Because then I know what caused the error.


Indeed. I have also gotten a python error on byzantine spawn (as byzantines) I will edit this post in a few minutes once I write it out on paper ( :crazyeye: ) first, but I wanted to catch you with a reply before you pass out.

Python error was just more of the same caused by earlier roman DOW. However, every game I have played with this revision 32 as Rome or Byzantine has lead to crashes within a few minutes. I have attached the last autosave from the latest crashed game.

take care, enjoy your hangover tomorrow lol



Also Roman UP: Power of Marian Cohorts
http://en.wikipedia.org/wiki/Marian_reforms
 

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Could you lower the Khmer settling value for Hue? They started to found this city on the pigs instead of better Hanoi. I'm not sure, but I think they don't found it so frequently in the vanilla RFC.
 
Alright Leoreth you have finally forced me to play DoC. It makes me sad to give up all my changes to RFC:E/M but the new stuff you are adding is just too much to pass up. I just have 2 questions. If I enable respawns before nationalism will it break Italy? And do the Byzantines work in 600 A.D.?
Good to hear I've finally made it :D

Enabled respawns before nationalism won't break Italy, but should Rome respawn before Italy's spawn date, there'll be no Italy.

And the Byzantines don't work in 600 AD currently, but that will definitely come the next days.

If it is not too hard for the AI for conqueror enemy cities, then can human-player Roman spawns be made smaller to make it harder for them?
Yeah, we will have to test them anyway to see how difficult they turn out.

Indeed. I have also gotten a python error on byzantine spawn (as byzantines) I will edit this post in a few minutes once I write it out on paper ( :crazyeye: ) first, but I wanted to catch you with a reply before you pass out.

Python error was just more of the same caused by earlier roman DOW. However, every game I have played with this revision 32 as Rome or Byzantine has lead to crashes within a few minutes. I have attached the last autosave from the latest crashed game.
I'll fix the Python problem first, maybe we can better track down the other crash then.

take care, enjoy your hangover tomorrow lol
Six hours of sleep and no hangover, that's what I call efficient drinking :D

Could you lower the Khmer settling value for Hue? They started to found this city on the pigs instead of better Hanoi. I'm not sure, but I think they don't found it so frequently in the vanilla RFC.
I've also noticed that, I guess the reason is their new starting location that messes up the dynamics of city locations in Indochina. I'll ry to make them dislike Hue a little bit more.
 
Okay, new revision is up. Tried to fix the crash, I hope it worked.
 
Good to hear! :)

Next aim is to get a "flip the city on the spawn tile should there be one" mechanism like for example the Mamluks have in SoI, this would allow the Byzantines to spawn at Constantinople and guarantee the city to be there whether it was prebuilt or not. Don't know if I can simply borrow edead's code there, because I honestly understand only half of what's going on. Once that works, we can start balancing the UHV for 3000 BC.
 
Here's a revision 32 save can anyone figure out what I'm doing wrong as Byzantium? I just can't get my science up
 
Good to hear! :)

Next aim is to get a "flip the city on the spawn tile should there be one" mechanism like for example the Mamluks have in SoI, this would allow the Byzantines to spawn at Constantinople and guarantee the city to be there whether it was prebuilt or not. Don't know if I can simply borrow edead's code there, because I honestly understand only half of what's going on. Once that works, we can start balancing the UHV for 3000 BC.

At Byzantine spawn there can be a few scenarios. Rome or Greece could own Constantinople. In this scenario the city must be flipped to Byzantine, however it should be done in such a way that it can create negative or positive relations depending on AI decision to liberate the city or not. This way it is not so deterministic. You could have a Byzantine empire that starts of like it did historically, or a bizarro world scenario where the civ is a revolution and creates a roman/Greek civil war (I wanna play this scenario!!)


If the city is independant or barbarian controlled the Byzantines should have to take it by force. However, if they spawn with a settler then the AI will just plop down Smyrna which will be very bad for them and the area in general as the map is now. If byzantines aren't implemented properly it can have bad effects for Turkey. I recommend removing settlers from spawn and have them spawn on turn two like workers do.

However, if we can tweak the region a bit while implementing the new civ it could kill two birds with one stone. I would like to see the region cleaned up a bit, maybe move some tiles around or change the resource placement so that anatolia can have two or three decent city locations. We should be able to have Constantinople and Smyrna (greek/roman Ephesus), for example, without it creating two bad cities. In the best case scenario there should be four good city sites in Anatolia: Constantinople, Smyrna, Sinope and Ancyra. (no Sogut!)
 
That's exactly why I want to adapt SoI's method: this way they start off in Constantinople and the AI doesn't found Smyrna.

Constantinople, Smyrna, Ancyra and Sinope won't be possible I fear. The best possible city setup should be something along the lines of Sinope + Trapezus + Antiochia in Anatolia.
 
Sooo... it means that if you declare war on Phoenicia right away, you might get some troops in Sur ?
 
Here's a revision 32 save can anyone figure out what I'm doing wrong as Byzantium? I just can't get my science up
I'm impressed by your empire, how was everything conquered so fast?

Anyway, I've counted 12 cities, which means the large empire penalty begins to have an impact on you. Also, you're Byzantium ... you're pretty much destined to have slow research. I'm already worried about you having Guilds that early, maybe I should do something about that ;)

Nevertheless, it looks good to see an actual Byzantine empire on the map.

Sooo... it means that if you declare war on Phoenicia right away, you might get some troops in Sur ?
Exactly.
 
I'm impressed by your empire, how was everything conquered so fast?

Anyway, I've counted 12 cities, which means the large empire penalty begins to have an impact on you. Also, you're Byzantium ... you're pretty much destined to have slow research. I'm already worried about you having Guilds that early, maybe I should do something about that ;)

Nevertheless, it looks good to see an actual Byzantine empire on the map.


Exactly.

I think Rome's UP gave me troops too because I kept getting free legions every time there was a python exception. I was also figuring the inflation was too high because I've been stuck at 20% science even with the shrine of Catholicism. (Maybe I'm addicted to the spiral miniate or however you spell it ;)).

PS: I'm on Viceroy because new Civ + 3000 B.C. start = too much unknown variables to risk playing on monarch.

PSS: I'm gonna start a Rev 33 game today on monarch and see how that goes.

PSSS (I think): I didn't see your guilds comment lol. I traded for that from Egypt before they collapsed (They were my vassal.)

PSSSS: I make too many edits lol. Anyway somehow my new game the Rome UP isn't effecting me anymore. Somehow you fixed it.
 
Here's a revision 32 save can anyone figure out what I'm doing wrong as Byzantium? I just can't get my science up

Espionage, your not going to be able to play byzantine like other civs (which is a good thing) Use espionage slider, and focus on espionage boosting techs and buildings.

I am starting a rev 33 byzantine game will report back later
 
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