Modscenario: Playable Byzantines, 610AD.

Yeah. I didn't say that you haven't modded the mod, just that there is more than only copy-pasting involved in doing Python modding. Obviously you have to be able to read the code - at some level - and make the necessary adjustments.

If this takes you 15 minutes or 15 hours depends on whether or not you know any actual programming - or if you're modding by trial-and-error.

Other than that, all the cool kids are doing their own code. Copy-pasting is lame. :p
 
Oh, you're back! Many prayers have been answered, I can assure you.

I would like to urge you to make a new mod-scenario for the RFC Epic/Marathon mod-mod! (Chances are that the war declaration error won't even show up if you use a different SDK setup?)
I have been back all the time! I'm afraid I'm a fundamentalist Rhyean, so I will only mod Rhyes mod (does that make any sense).

Yes! You're back! Now we can have Byzantines again! And what are these improvements you might add?
There was a vote a while ago that Greek Fire UP should be expanded for one. There are also various small graphical improvements(Byz icon instead of greek etc.).

The main thing I would like to solve is the bug described above, so I will try to post it in the modmod forum once more. I kind of figured how to mod the .dll but debugging, I never could do.
 
I have been back all the time! I'm afraid I'm a fundamentalist Rhyean, so I will only mod Rhyes mod (does that make any sense).

There was a vote a while ago that Greek Fire UP should be expanded for one. There are also various small graphical improvements(Byz icon instead of greek etc.).

Although I do support the changing of the Greek icon, to a Byzantine one, I would have to strongly suggest that you DO NOT use a "Greek Fire" UP; as Greek Fire only appeared for a short time in the long Byzantine History, it was not even used in later years. I would therefore strongly urge you to make their UP like the one in RFC Europe, where their core cannot collapse (Greece and Anatolia). This is a MUCH better UP overall.
 
Or borrow Sword of Islam's espionage-oriented "Byzantine Diplomacy", which I also find kind of a well thought out UP.
 
Oh, never mind then. I'm not playing or making scenarios for anything else than RFC Epic/Marathon. So I will not be using this.

RFC:E/M is the latest and most up-to-date version of RFC as far as I'm concerned.
 
A while back I made a little addon that changed the Greek button to a Byzantine one.
 
Not updating this to RFC E/M compared to normal RFC would really be a waste of potential. I mean, you'll have to merge your files anyway, so why don't merge with E/M and get all that additional features (of which none affect gameplay) for free?
 
You can play regular speed on RFC E/M. But there is less waiting (autoplay and AI playing out turns) because there are a number of speed improvements.
 
You can play regular speed on RFC E/M. But there is less waiting (autoplay and AI playing out turns) because there are a number of speed improvements.
Don't forget that RFC:E/M is still in development - unlike the last/final official version. The current version already has bug fixes not included in Rhye's version.

I think it would be a mistake not to port this to the new RFC... :rolleyes:
 
No, not if the x declares war on x bug can't be fixed. If anybody wants to debug the .dll I can send the uncompiled source files.

TDK
 
I still think you've just gotten some wires crossed in the WBS, or something...
 
What if we don't try to fix the problem, but simply suppress all messages where both civs are the same? It should be possible to catch all those messages during the display progress (in CvGameTextMgr possibly?).
 
I still think you've just gotten some wires crossed in the WBS, or something...

It happened in Celtia mod, Irish mod and Korea mod as well afaik.

Leoreth, possible, but we would end up with a game without any war or peace messages.
 
It happened in Celtia mod, Irish mod and Korea mod as well afaik.
Yeah, this is part of the reason why I'm thinking it could be the WBS. Because all these mods have enabled previously minor Civs to be playable, right? So there is some common setting shared by all mod-mods causing this bug. Did you try simply "cleaning up" the WBS from any superfluous entries? Like only include the bare minimum - and nothing else.

Otherwise you could ask yourself what SDK change your mod-mod has in common with the other ones?
 
Leoreth, possible, but we would end up with a game without any war or peace messages.
That's not what I meant. The message consists of two variables, let their name be DECLARANT and DECLARED_ON for convenience. It's definitely possible to find the code that handles or produces these messages, and to check if DECLARANT == DECLARED_ON. In this case, no message would be produced.

Since all diplomacy messages that are intended for the game happen between two different civilizations, no actual information is lost for the player.
 
So all those messages are simply erroneous or are they actual declarations of war on some other country but the game displays it as declaring war on yourself?
 
How I interpret this bug is that the game simply doens't identify the right player for one of the combatants. Because those names are basically fetched from data derived from XML entries, which are indexed by the game. So lets say that player 1 declares on player 2. So the game fetches the names of player 1 and player 2, and puts those into the message. Now, for some reason the second player is always the same as the first players.

This means that something is conflicting, somewhere. Like that the teams are defined wrong, or something, causing the game to use the wrong index number for the second Civ. It of course makes no sense so there could be a actual bug in the core game. A bug that only shows itself when you mod RFC?

I think the key is still to figure out what change is shared by all the mod-mods experiencing this bug.
 
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