[NOT IN DEVELOPMENT] DOC Community Mod Compilation

It's perfectly fine, I'm happen to help

As long as they're not in the same mod folder, other versions of RFC DOC cannot mess with this modmod's loading.

I am not using the Steam version of Civ 4 but the disk version. That should not matter, however.

How are you downloading and installing my mod? Could you walk me through the installation steps that you use?
 
It's perfectly fine, I'm happen to help

As long as they're not in the same mod folder, other versions of RFC DOC cannot mess with this modmod's loading.

I am not using the Steam version of Civ 4 but the disk version. That should not matter, however.

How are you downloading and installing my mod? Could you walk me through the installation steps that you use?
Yeah, I usually download the ZIP file and then unzip in my Downloads folder, From there, I copy the modmod into the Steam folder where my Civ 4 BTS game is located. Earlier today though, I tried using Git to clone it directly and it seems to be working so far for the 600AD scenario. I will say that the game i am currently playing has some errors however. I've linked the savefile below
 

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I am not using the Steam version of Civ 4 but the disk version. That should not matter, however.
Actually it might due to too long file paths.
 
Yeah, I usually download the ZIP file and then unzip in my Downloads folder, From there, I copy the modmod into the Steam folder where my Civ 4 BTS game is located. Earlier today though, I tried using Git to clone it directly and it seems to be working so far for the 600AD scenario. I will say that the game i am currently playing has some errors however. I've linked the savefile below

What is the error exactly? I opened the save file and ended the turn but I didn't get an error popup.
 
What is the error exactly? I opened the save file and ended the turn but I didn't get an error popup.
Sorry, the big two I noticed were that France did not appear at all in the game despite spawning earlier than England and Ethiopia would have a naming error in some menus (e.g. it showed as something similar to "TXT_CIV...."). In addition, when I tried to load France in the 600AD scenario, the game immediately declared that I had been defeated. I'll try to pull it again to see if it was an error on my end
 
Sorry, the big two I noticed were that France did not appear at all in the game despite spawning earlier than England and Ethiopia would have a naming error in some menus (e.g. it showed as something similar to "TXT_CIV...."). In addition, when I tried to load France in the 600AD scenario, the game immediately declared that I had been defeated. I'll try to pull it again to see if it was an error on my end

Oh my, I was not aware of this. Thank you so much, I'll get on France and Ethiopia right away.
 
It appears that the France error also exists and is from @citis 's bits of tales mod. From what I can gather while implementing Ethiopia they were also working towards changing France's spawn date to 481, which takes place before the 600 AD scenario. It seems like they forgot to update the 600 AD scenario to reflect this.

@citis would you be so kind as to update the 600 AD map with the intended French situation, or at the very least tell me what you would like it to be? I'd gladly make the appropriate edits myself, and even send you a corresponding file compatible with your mod. If by chance you did not intend to make such a change just yet, I'll gladly revert the French spawn date.

Since this is a change made by your mod, I'd rather not revert or modify it without first understanding your intentions in making it.

In the meantime, France works perfectly fine in the 3000 BC scenario, though I am not certain as to how balanced they are. I am very sorry for the trouble.
 
NEW UPDATE

New 1st Egyptian UHV: Control the Levant, Eastern Anatolia, Lower Egypt, and Nubia in 1000 BC

AIs build more military units

Fixed Barbarian Hulugannis getting stuck up North

Increased Huluganni's cost

Lots of minor balance tweaks

Toyed around with Persia's starting diplomacy, I'm still having trouble getting Persia to conquer any further than Babylon...
 
Tiny Update

Units that can move in ocean have halved movement costs for coast

After much deliberation, I have removed halved movement cost for ocean, seeing how Rhye's original concern: Slow movement for the AI, is now remedied by CMC's implementation of unified game speed movement.

Also, if anyone has reported an issue (balance, error, anything) previously and it has not yet been fixed, please tell me. Looking at the past few pages I've seen various issues raised and I'm unsure of whether or not my recent changes have fixed them or not. I'd like to thank everyone once again for helping with this mod, the recent changes have been massive. Your support and input has been and will surely continue to be essential in this mod's recovery from my balance-disturbing edits, which I am hoping will make it more fun, historically accurate, and unpredictable.

I'd like to take a moment to expand on these three pillars of design.

I find a game fun when there are multiple different strategies that one can take in any situation, with each having different risk and reward factors that creates a unique experience. When a single strategy has too low of a risk for too high of a reward or vice versa, it is not fun. When I refer to something as balanced, fun is probably a better word. If every strategy is equally viable, it doesn't matter which one you take, and thus the game is not fun. But if the viability of a strategy depends on the skill, end goal, and the factors outside of the situation, then it most definitely is fun. For an example of skill, end goal, and outside factors in Fighting Games, see Super Smash Bros. Melee's Yoshi, Pichu, and Sheik, respectively.

I find a game historically accurate not when everything happens exactly as it happened in real life, but instead when things tend towards the historical, with a game being random when chance and the player's choices move the game in slight ahistorical directions. These ahistorical trends should build on each other in such a way that each game plays out very differently when compared to each other yet vaguely understandable when compared to history. RFC excels at this type of gameplay, and I want to keep CMC like that. As you may already be able to tell, I've been scripting the game much more than Rhye or Leoreth ever did, and I am very careful about this. When making things less random, and thus less random, I like to ask myself 2 things: 1) Is this a no-brainer for any sufficiently skilled player? 2) If I start a Israel game and watch the AI a couple times, does each game go differently? If both are a no, I do not implement the change. This is why I scripted many of the wars in the Ancient era, because while the wars are scripted to happen at a specific time, the results are always different due to the huge amount of variables that go into the number and types of units a civ has.
 
So after purging filthy xeno in Stellaris I have returned to have look at this mod in lieu of making unit changes proposed by me.

1). Naval units changes should be based on different unit types not long list of modifiers that look extremely bad from aesthetics PoV. What I mean that naval units as category is replaced by four unit types. On land you have melee, archery, cavalry (light and heavy) etc. Idea is the same escort, capital, transport and raiders are separate unit types. In this way you can replace current unwieldy vs. individual unit bonuses with simpler much more clean vs. unit type ones.
2). Heavy galley still has +25% coast attack, it should be removed because it makes it to good vs. galleass.
3). Destroyer should be available at ballistics but escort destroyer should still be buildable with electronics. Currently both are at same tech.
4). Heavy cavalry should not have city defence penalty, they can't fortify and are more expensive. That's enough penalty.
5). Cuirassier shouldn't have penalty vs pike. Pike is 9:strength: vs cuirasser 8:strength: after pike bonus, it's also cheaper. Penalty was proposed when I was toying with various :strength:, ultimately decided it wasn't necessary.
6). Cavalry shouldn't have open terrain bonus.
7). Super-carrier should have one more cargo slot for fighter so it's better than normal carrier.
8). For aesthetic reasons trim cavalry(unit type) vs. siege units list and standardise it. Either light or heavy horse should have flanking bonus vs siege.
For example: Chariot vs catapult. Horse archer vs catapult and trebuchet. Pistolier vs bombard, cannon. hussar vs cannon, artillery. Cavalry vs artillery, howitzer. Then remove horseman bonus and flanking vs siege. Lancer loses flanking vs catapult and trebuchet.
 
New Update!

Reverted Persian spawn

Tweaked India

Unit fixes

Reverted a few unit changes from Bits of Tales

No autoraze before 1000 BC

Tweaked the calculation of minor civ power.

So after purging filthy xeno in Stellaris I have returned to have look at this mod in lieu of making unit changes proposed by me.

1). Naval units changes should be based on different unit types not long list of modifiers that look extremely bad from aesthetics PoV. What I mean that naval units as category is replaced by four unit types. On land you have melee, archery, cavalry (light and heavy) etc. Idea is the same escort, capital, transport and raiders are separate unit types. In this way you can replace current unwieldy vs. individual unit bonuses with simpler much more clean vs. unit type ones.
2). Heavy galley still has +25% coast attack, it should be removed because it makes it to good vs. galleass.
3). Destroyer should be available at ballistics but escort destroyer should still be buildable with electronics. Currently both are at same tech.
4). Heavy cavalry should not have city defence penalty, they can't fortify and are more expensive. That's enough penalty.
5). Cuirassier shouldn't have penalty vs pike. Pike is 9:strength: vs cuirasser 8:strength: after pike bonus, it's also cheaper. Penalty was proposed when I was toying with various :strength:, ultimately decided it wasn't necessary.
6). Cavalry shouldn't have open terrain bonus.
7). Super-carrier should have one more cargo slot for fighter so it's better than normal carrier.
8). For aesthetic reasons trim cavalry(unit type) vs. siege units list and standardise it. Either light or heavy horse should have flanking bonus vs siege.
For example: Chariot vs catapult. Horse archer vs catapult and trebuchet. Pistolier vs bombard, cannon. hussar vs cannon, artillery. Cavalry vs artillery, howitzer. Then remove horseman bonus and flanking vs siege. Lancer loses flanking vs catapult and trebuchet.

Done, did I do it right? Is there anything else I should change?

Also, I'll be adding a 300 AD scenario, considering the spawn dates of the Byzantines, Japanese, Vikings, and I assume French, though I'm not entirely sure about them.
 
If you move the starting date to 3000 BC you make sure that all civs spawn after it!
 
New Update!

Reverted Persian spawn

Tweaked India

Unit fixes

Reverted a few unit changes from Bits of Tales

No autoraze before 1000 BC

Tweaked the calculation of minor civ power.



Done, did I do it right? Is there anything else I should change?

Also, I'll be adding a 300 AD scenario, considering the spawn dates of the Byzantines, Japanese, Vikings, and I assume French, though I'm not entirely sure about them.
From what I have seen destroyer and escort destroyer lack 25% retreat chance and new naval unit types are listed as escort, transport, capital or raider. They lack ships suffix - transport ships, escort ships etc.
 
Tiny Update

From what I have seen destroyer and escort destroyer lack 25% retreat chance and new naval unit types are listed as escort, transport, capital or raider. They lack ships suffix - transport ships, escort ships etc.

Fixed
 
So, I just spent hours upon hours trying to implement a Health from Specialists with Building XML and completely failed because, while I could get the XML itself set up, I had no idea how to tie it into the Health mechanics. I was basing the code off of ImprovementHealth and SpecialistYield. I'm going to try again from scratch.

EDIT: I give up.
 
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So, I just spent hours upon hours trying to implement a Health from Specialists with Building XML and completely failed because, while I could get the XML itself set up, I had no idea how to tie it into the Health mechanics. I was basing the code off of ImprovementHealth and SpecialistYield. I'm going to try again from scratch.

EDIT: I give up.
Are there any other mods that have health from specialists?
 
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