RFC Classical World

A few fixes in the Latin dictionary:

Code:
# 2: Latin
{
	"Athinai" : "Athenae",
	"Byzantion" : "Byzantium",
	"Agridava" : "Sirmium",
	"Gordion" : "Gordium",
	"Tyros" : "Tyrus",
	"Tbessa" : "Theveste",
	"Sbrt'n" : "Sabrata",
	"Kartenas" : "Cartennae",
	"Iol" : "Caesarea Iol",
	"Hippo" : "Hippo Regius",
	"Tabarka" : "Thabraca",
	"Panormus" : "Ziz",
	"Tigranakert" : "Amida",
	"Syracousai" : "Syracusa",
	"Qart-Hadasht" : "Carthago",
	"Qart Hadasht" : "Carthago Nova",
	"Agridava" : "Singidunum",
	"Ephesus" : "Ephesus",
	"Damascus" : "Damascus",
	"Gadir" : "Gades",
	"Malaca" : "Malaca",
	"Castulo" : "Castulo",
	"Corduba" : "Corduba",
	"Evora" : "Liberalitas Julia",
	"Olisipo" : "Olisipo",
	"Lucentum" : "Lucentum",
	"Augusta Bilbilis" : "Augusta Bilbilis",
	"Osca" : "Osca",
	"Caracca" : "Caracca",
	"Caesaraugusta" : "Caesaraugusta",
	"Cava Juliana" : "Cava Juliana",
	"Castra Leuca" : "Castra Leuca",
	"Segontia" : "Segontia",
	"Dertosa" : "Dertosa",
	"Collippo" : "Collippo",
	"Scalabis" : "Scalabis",
	"Horta Navia" : "Horta Navia",
	"Norba Caesarina" : "Norba Caesarina",
	"Asturica Augusta" : "Asturica Augusta",
	"Ercavica" : "Ercavica",
	"Ammaia" : "Ammaia",
	"Emerita Augusta" : "Emerita Augusta",
	"Metellinum" : "Metellinum",
	"Libisosa" : "Libisosa",
	"Villarrobledo" : "Villarrobledo",
	"Italica" : "Italica",
	"Hispalis" : "Hispalis",
	"Beatia" : "Beatia",
	"Ossonoba" : "Ossonoba",
	"Onuba Aestuaria" : "Onuba Aestuaria",
	"Castulo" : "Castulo",
	"Antikeria" : "Antikeria",
	"Asido Caesarina" : "Asido Caesarina",
	"Palmaria" : "Palmaria",
	"Mahon" : "Mahon",
	"Ibossim" : "Ibossim",
	"Bibracte" : "Augustodunum",
	"Trapezous" : "Trapezus",
	"Baktra" : "Bactra",
	"Susa" : "Susa",
	"Damascus" : "Damascus",
	"Seleucia" : "Seleucia",
	"Ancyra" : "Ancyra",
	"Antiochia" : "Antiochia",
	"Tarsos" : "Tarsus",
	"Croton" : "Croton",
	"Rhegium" : "Rhegium",
	"Edessa" : "Edessa",
	"Kourion" : "Curium",
	"Kyrenia" : "Cyrenia",
	"Arbela" : "Arbela",
	"Karalis" : "Caralis",
	"Pelusion" : "Pelusium",
	"Cyrene" : "Cyrene",
	"Alexandreia" : "Alexandria",
	"Charax" : "Charax",
	"Babylon" : "Babylon",
	"Hadrianoplis" : "Hadrianopolis",
	"Dyrrachium" : "Dyrrachium",
	"Emporiae" : "Emporiae",
	"Jerusalem" : "Aelia Capitolina",
	"Parsa" : "Persepolis",
	"Diospolis" : "Diospolis Magna",
},

Also python exception circa 400 AD: line 2850 in RiseAndFall: NameError: global name 'iGenghisKhan" is not defined
ALSO in Barbs, line 329 "rFerghan" is a typo :)

Chalukyan UHV 2: says to build 3 cathedrals, but goal counter is a gold measuring goal. UHV3 is a "cultural city goal" but the counter is a province goal.

Also, Vatapi is not founded by Chalukyans by default (or by me!)
 
fixed the Chalukyan victory screen issues

fixed the python exceptions from barbs.py

added the recent latin city names

I think Vatapi will be named properly
 
Got what seems to be a game-breaking bug with Qin Empire in turn 350 (205 AD). During AI turn, I get a message that Armenian Empire is going through a period of turmoil, but all my cities go into rebellion for a turn. Also, my technologies get completely changed: I lose technologies I researched and get some I didn't. It seems like the game mixes up Qin Empire and Armenian Empire at some point. I can attach or otherwise share the save just before the bug.

There was also a problem with spawning of Nan Yue. They spawned large armies next to my two cities in Southern China, Nanhai and Fuzhou, but they were reluctant to attack. After a few turns, I got the random event to sign peace treaty with them. After the peace, their horde wandered off to the west, leaving only 2 units behind. They are still around on the bottom of the scoreboard, but I have no idea if they managed to capture a city.
 
Hello, amazing mod, it answered my prayers for an RFC modmod set in ancient times. I'd just like to point out that the AI uses its /entire army/ minus a single spearman per city or so to scout the map, and I think this is due to the lack of a dedicated scout unit, which thus perhaps should be added. I was able to conquer the entirety of Egypt with a single Longbowman, as the Nubians, because all of Ptolemy's best troops were off eating sand in the Arabian desert.
 
There are dedicated scout units -- Caravans, and AI uses them quite nicely. I saw that Incense Merchant UU walking all around my Byzantine Empire, I was hoping he will make a trade deal, but no, he just crossed all my land and returned back to safety!
 
I found the bugs in the Roman Republic "Dominant in mediterranean" goal. I tested it and it triggered and displayed properly in the victory screen.

The goal is triggered around 200bc and not 50bc.
 
The goal is triggered around 200bc and not 50bc.

It should be a "by" goal. You can complete it before it is due. The UHV text is just erroneous (generally goals are "by", unless they're things like "do not lose a city" or "control X" or something comparable).
The "in" goals can only be completed on the turn they are due, whereas you can complete a "by" goal anytime up to and including the due date.
 
No, it already checks 200 BC the goal. Not 50 BC. So I missed the target unconscious. I thought I had enough time.
 
Arab UP does not work as intended :sad: Flipped cities get nothing. Conquered cities get Islam but no free temple. Arabia could have an Indy city (Medina) that does flip too, Arabia feels pretty empty for the duration of the game, not a single city! Perhaps even Yemen could flip... Yes, and that single Worker for the late civ sounds like a underkill :)
 
Is there a comprehensive list of civs that have working achievable UHV conditions at Monarch difficulty?

Meroe, for example, has a condition to obtain 5 Gold. There's 4 in the immediate vicinity, 2 at the starting location, and 2 in Egypt, so I guess the point of the condition is to hold the core area, conquer Egypt and venture beyond the starting neighbourhood to obtain the 5th resource. However, one of the resources in the starting area is surrounded with Desert tiles, making it unapproachable by Workers and thus unobtainable. Is this intended?
 
yes there is a list in the 2nd or 3rd post. most UHVs are working up to about the Kushans.

the gold west of Tungul is accessible by workers, at least in the current svn version. if you have the regular download let me know and I will fix your map. there are actually 2 kinds of desert tiles, one of which workers can enter. the 2 possibilities for the 5th gold are east of Axum and around Mecca.

I will try to get to the Arab spawn and flip situation and their UP tomorrow. I had no time for modding all weekend.

sigh... once again I changed the date of a goal to test it and forgot to change it back (Roman republic 1st goal). I also changed both the Roman republic and empire conquest goals to "by" goals.

I wil reveal Arabia to Egypt at spawn and we will see if they stop sending their army there.

there will be an independent Madina for the Arabs to flip
 
First off, great mod. Been playing it for a bit.

Second I know it's still in development, but would it be possible to just add stock city names to plots without Dynamic Names for now? Seeing a city named "city" or "City" is kinda weird.

Third, good to see Rome finally balanced. I was playing the release, not the SVN for awhile and I could take Rome to the end of the game, conquering to China while Very Stable!
 
glad you're enjoying the mod.

if you see the AI found a nameless city, or if you have a spot you like to settle that has no name, let us know and we'll add a name for it.

do you have the svn version now?
 
glad you're enjoying the mod.

if you see the AI found a nameless city, or if you have a spot you like to settle that has no name, let us know and we'll add a name for it.

do you have the svn version now?

Aye, the SVN is a grand improvement. You're doing a really good job! I can't wait until it's has it's first release.

Also if you need help with the Germanic city settlement names, try Roman Total War + Roman Total War Barbarian Invasion
 
@ Protoman: have debug mode on (cheatcode =chipotle in the ini of BtS) when you play, so if you see a "city" City, you can easily get its coords and, if you think you know what city should fit there, add it to the city name map .ods file in the "reference" folder. Either of me or srpt will get to it shortly.
 
I founded a city one tile south of the elephant at the confluence of the white and blue Niles. Nameless, but I might have seen a map with a name for a city in that a region, so maybe I'll find it again. In the meantime, I just named it the (far too modern) Khartoum.
 
I suspect there are a lot of unnamed spots on this big of a map. I wanted to found a city 3-4 W of the Bactra spot bc I liked the resource layout better over there, the result also being an unnamed city. Unfortunately, I don't know a way how to systematically help with that.
 
Because of how the turns are structured, Nubia's second UHV actually triggers after 99 BC (there is no 100 BC).

Also, would it be possible to make Jerusalem "Yerushalayim" under the Hebrews? It's just kind of weird having the capital of the Kingdom of Judah "Aelia Capitolina" (the Romans captured it before they spawned).
 
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