Questions & Answers

Why should it? If UniquePowers.py was changed - and it seems to have been - then it won't be compatible.

But really, it should be easy to port to the new version in any case. If you find it I can probably fix it for you.

I'd like that one myself, actually. :D

Oh, I didn't notice that - for which civ(s)?

That'd be great :) I just can't find it anywhere, tried searching different terms, but no luck so far :(
 
No, it seems I was wrong... :p

I guess that is good new, then? :goodjob:

Yes! :) I found it - http://forums.civfanatics.com/downloads.php?do=file&id=13430 - it's a bit old, but as far as I know the "correct/original" file hasn't been changed since then - well, at least that's the file I've been using for the latest RFC patch, the one coming before this one, the final one - and it was for sure compatible with that one, so I guess it should work, I haven't tried it out yet though.
 
Anyone know how to win at RFCC in Historical victory for the russians

BTW I mean Coristol's modmod :RFCC
 
By cheating? ;)
 
The thing that really kills my Tech is the 7 cities in Siberia Colonization. and also the Russo-German Wars of the 1720's and the 1800's. Other wise i was fine.
 
You can give away those cities when you've met the UHV condition. Also, you shouldn't conquer too many German cities, they are placed way too close to each other and kill research.. I usually don't have more than 6 or 7 cities in Europe; all of them can work all tiles in their BFC. My key rule for playing Russia is: any city that cannot work all tiles, whether it is because of another city, tundra or desert, is a bad city. With that in mind, research will never be low enough to fail the space UHV condition.
 
Thanks man for the tips i kinda the locate resource button and it really helped. I set all my Siberian cities where there is at LEAST two hammers. that production went up quicker and faster. i finally won a Historical Vicctory on russia. :) And i had siberian cities all the way up to a population of at least 10! Oh and tip, have good relationships with the Germans, French, and the Chinese!
 
Is there a way I can make respawns happen more often and have them occur before the discovery of nationalism (but at a reduced rate)

PS: Ideally I would want this for RFC Epic/Marathon but I have no programming skills what so ever.
 
Is there a way I can make respawns happen more often and have them occur before the discovery of nationalism (but at a reduced rate)
Yeah, sure. I actually did this very thing for the previous version. I'll have to get back to you with the specifics though, so you might wanna PM me.
 
Hello there.. Does anyone have a solution for the americans on the new 1.187 patch. If i try to play them by loading, neither in the 3000unlocked nore in the 600bc game there spawns just a catapult on the southpole... a bug no? Same by trying to switch to american civ, they don't spawn (they spawned once in one game, but in late 20th century, but i still wasn't asked to swith..)
Is there an existing fix, or WTH happened..?(Still love the rfc)
 
delta-green, delete your entire RFC folder and replace with the latest patch. Usually these "bugs" are just old files polluting the new patch.
 
Is there a way I can make respawns happen more often and have them occur before the discovery of nationalism (but at a reduced rate)

PS: Ideally I would want this for RFC Epic/Marathon but I have no programming skills what so ever.
Yeah, about this... Open up the RiseAndFall.py file located in \RFCMArathon\Assets\Python\ with a text editor.

Firstly, you enable respawns before Nationalism by commenting out lines 1334 and 1335, and then changing line 1333 to:
Code:
                bEnabled = [COLOR="Red"]True[/COLOR]
[COLOR="Red"]##[/COLOR]                if (utils.getCivsWithNationalism() > 0):
[COLOR="Red"]##[/COLOR]                        bEnabled = True
Secondly, you half the respawn chance before Nationalism by changing line 1357 to:
Code:
                                        if (gc.getGame().getSorenRandNum(100, 'roll') >= con.tResurrectionProb[iDeadCiv]) [COLOR="Red"]/ (utils.getCivsWithNationalism() + 1)[/COLOR]:
(This looks wrong, but it should be correct none-the-less. Unless RFC Marathon has fixed an unknown defunct code in regular RFC...)

Also, you can change the number of dead Civs required for respawns to become enabled by changing these variables on lines 881-882:
Code:
                iNumDeadCivs1 = [COLOR="Red"]11[/COLOR]
                iNumDeadCivs2 = [COLOR="Red"]9[/COLOR]
Basically lowering the values increases the number of Civs in play because the respawns will be activated earlier. (But you still need to nerf the Nationalism condition as described above to enable them, at all before Nationalism.)
 
Cool thanks Baldyr I wasn't expecting someone to figure it out so fast.

PS: This will break save game compatibility won't it
 
Cool thanks Baldyr I wasn't expecting someone to figure it out so fast.
As I said - I had already figured it out. So all I had to do was to have look at the file to know what needed to be done.

PS: This will break save game compatibility won't it
No, it shouldn't. I haven't messed around with any values that are saved along with a save game.

You should test it properly, though... :p
 
No, it shouldn't. I haven't messed around with any values that are saved along with a save game.

You should test it properly, though... :p

Cool hopefully my Germany game won't be forfeit then :)

Edit: Just reporting in that your fix worked Baldyr. The Mayans just respawned in 1484 thank you so much.

Here's the save if you want to see.
 
Hi guys, how do conquistador events work? I'd just like to know the earliest that one can occur...
I can't seem to find any specific information on them, I'd just like it cleared up.

Thanks!
 
Hi guys, how do conquistador events work? I'd just like to know the earliest that one can occur...
I can't seem to find any specific information on them, I'd just like it cleared up.

Thanks!

The Conquerors event is triggered when an Old World Civ (not necessarily European) meets a New World Civ in a certain area which is near the New World Civ's spawn. It is only triggered the first time this happens. The contact must occur between ten turns after the Aztec spawn (1300AD) and 1800AD. The Old World Civ will then get a variable number of Conqueror units next to the New World Civ's spawn tile depending of several factors. They will also DoW on the New World Civ if the the Old World Civ is an AI.
 
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