musicfreak
Warlord
- Joined
- Nov 30, 2007
- Messages
- 274
Oh, and I also think every civ should spawn. That would eliminate some of the open space, and make it more like RFC.
True, very true. (Although RAM has little to do with it, I see your point.I would tend to agree with that, except that my 1 gig of RAM says maybe not. There's a reason I'm playing RAND instead of RFC beyond simple randomness.
Or maybe just make it so they collapse very quickly. I don't mind them being in the game, but after a while, you're right, they start to drag the game speed down.As much as I like the Khmer and Ethiopians, I think on standard and large maps, they don't do a whole lot except slow the game down. Getting rid of them would also allow the maps to be made a little bit smaller, I think.
This thread should get you started. The source code for RAND is here. If you've never programmed, I wouldn't bother, it's not as easy as simply editing an XML file, or even Python. If you have some experience, though, you can dig around in there. I don't know exactly what function in what file controls the distance between cities (my guess would be CvPlot.cpp), but it probably wouldn't be too hard to find.What's the easiest way to edit the DLL?
so, is it too hard compared to RFC classic?
so, is it too hard compared to RFC classic?
I disagree with this. RFC RAND is, at the moment, just RFC with a random map (and a few slight tweaks). I personally think things like expansion stability need to be calculated in a completely different way than in RFC, because RFC is completely based on a fixed map, which RAND does not have, and I just think it doesn't make any sense. The point of RAND, as I see it, is to play a relatively normal game of Civ4 with historically accurate elements, not to play a historically accurate game with a random map.nope. Some UHVs are actually easier to achieve, some harder, and some impossible. Same with other victory conditions. The balance is ok now IMHO, I disagree with Arkaeyn. It was indeed whack when the spawning civs would flip pretty much everything around, now that that's been fixed I don't see any major balance problem except the placement of the initial 4 civs because that influences the placement of all others, if I understood well. Egypt and especially Carthage should start more west, toward the Atlantic, while the first normally starts in the middle east and the second rarely spawns near Egypt. India too many times starts in Africa. Also, I think that some more efforts should be put into creating a better (I mean more realistic) African continent, a Mediterranean sea, and the barbarian pressure in Africa should be lessened or (better) african civs (I mean Mali and Ethiopia) should be given better means to fight Camel Archers hordes.
Balance depends a lot on civ placement, because most of its aspects were thought for the fixed map, where civ placement is always the same.
I disagree with this. RFC RAND is, at the moment, just RFC with a random map (and a few slight tweaks). I personally think things like expansion stability need to be calculated in a completely different way than in RFC, because RFC is completely based on a fixed map, which RAND does not have, and I just think it doesn't make any sense. The point of RAND, as I see it, is to play a relatively normal game of Civ4 with historically accurate elements, not to play a historically accurate game with a random map.
The balance is suffering in RAND simply because the game was created with a fixed map in mind, but the map is not fixed, so that's a problem (obviously). For example, a lot of the UHVs depend on each civ's starting location being similar to those in RFC, but this is very rarely the case, so those UHVs become extremely difficult, if not impossible. In the same way, it doesn't make sense to use the same stability system for expansion because no one knows exactly which spots hurt your stability, and which ones don't. You can't create a stability map for a random map.
But isn't the point of RAND to offer something different than RFC?5. Being as close to RFC as possible