RFC Classical World

rev 174

made some changes so that only spies, missionaries and pilgrims can use Karakoram pass, the one that leads directly from Tarim to Gandhara without passing through Ferghana or Bactria

disables autosaves during autoplay
 
got thrash4ever's 2nd draft open. here it is as a WBS so you can look at it. here are the changes I am planning:

Spoiler :
more forest in Yan province, the coastal area between N China and Manchuria

split the Yellow river below Luoyang

add the Salween River

add the Huai River

marshes in central south China, N of Changsha

peaks near Shu

water behind Gusu

plus more probably

T4E's geography changes seem ok, although I think the Yellow Sea is too big in that WB. Also there is too much jungle and hills in Vietnam now - it's going to be impossible to for Au Lac to meet their goal with their two other city sites blocked off by jungle.

Also, like you said, waaaaaay too many resources. Even if there were all those resources in China back then, it makes the gameplay far too unbalanced to have them all there. Particularly the happiness resources - China can't have silk, gold, silver, sugar, hemp, dye and tea all within range of its cities as this will make it too easy for the player. I would say leave the tea and maybe dye, but no other happiness resources in greater China.

And fewer cities please. The ones included by T4E may all have been important, but then the mod already misses out important cities like Nicaea, Konya and Kayseri in Anatolia to avoid having an excessively crowded map. With all those cities in, it will be impossible for the Qin to achieve their conquest goal, and the Han will have to raze most of them to grow the remaining cities enough to achieve their goals.
 
Quick civics question - when running Tyranny, is the number of units to increase happiness supposed to go up as it does?

Currently it seems that you need one unit for +1:), but another two for the second :). So if you have ten units in a city you only seem to get 4:). No problem if this is how it's supposed to work, but the civic screen says +1:) per unit so wanted to check which is supposed to be right!
 
And fewer cities please. The ones included by T4E may all have been important, but then the mod already misses out important cities like Nicaea, Konya and Kayseri in Anatolia to avoid having an excessively crowded map.

Why not add some city locations? Some map regions are still not occupied. Kayseri/Mazaka/Caesarea could be there, but it would make it harder for Pontus if spawned. Maybe Tigranakert could actually be settled, since the city founding spot is on forest... who is impassable for settlers. Gaul, Iberia, Britain and Lusitania have loads of potential city spots, the only city ever founded in Libya is Cyrene, Crete, Malta, Corsica, Aethiopia, Caledonia, Hibernia, Scania and Slavia aren't settled at all (same for Siberia, but it would be difficult to found a city who existed there), Makan could be settled by Saba, but it just doesn't exist long enough, since they find Shabwa, Bakkah, Yathreb and Samharm earlier, Gerrha/Hagar could be settled too, there are cities in Somalia who will never be founded due to the lack of oasis, you could add Kalisia (modern Kalisz) in Poland who existed in Roman times. Guess there could be more changes, but it's enough points for one time :p
 
Why not add some city locations? Some map regions are still not occupied. Kayseri/Mazaka/Caesarea could be there, but it would make it harder for Pontus if spawned. Maybe Tigranakert could actually be settled, since the city founding spot is on forest... who is impassable for settlers. Gaul, Iberia, Britain and Lusitania have loads of potential city spots, the only city ever founded in Libya is Cyrene, Crete, Malta, Corsica, Aethiopia, Caledonia, Hibernia, Scania and Slavia aren't settled at all (same for Siberia, but it would be difficult to found a city who existed there), Makan could be settled by Saba, but it just doesn't exist long enough, since they find Shabwa, Bakkah, Yathreb and Samharm earlier, Gerrha/Hagar could be settled too, there are cities in Somalia who will never be founded due to the lack of oasis, you could add Kalisia (modern Kalisz) in Poland who existed in Roman times. Guess there could be more changes, but it's enough points for one time :p

I'm talking about all the extra Chinese cities in T4E's proposed map. Take a look at the WB file and you'll see what I mean. I agree that some cities could be added to other regions in the map, but not to make the regions too crowded.

Personally I see no value in adding Kayseri on a map of this scale - there is only a two tile gap between Sinop and Tarsos so it would be far too cramped imo. I would be fine with more cities in Gaul, Iberia, Britain, Malta, Corsica and all the rest, just as long as they are sufficiently spaced out and the region isn't so crowded that none of the cities can grow to historical size.
 
Eusebia/Caesarea/Kayseri has been added to the Antigonid and Seleucid settler maps, and will probably eventually end up on that of everyone who might control Anatolia. It's not very highly weighted, though. Ptolemies should settle more of Libya now as well, and both the Antigonids and Ptolemies should start settling Crete if they live long enough. In the timeline of this mod, I don't think there were any cities or organized polities in Aethiopia, Caledonia, Hibernia, Scania or Slavia to really merit cities, and they were very marginal areas anyway.

I do agree that there are too many preplaced Chinese cities there- they should be settled over the course of the timeline, but not pre-existing and giving the Qin too hard of a time unifying China.
 
I'm working on the China changes now. I won't add any pre-placed cities, but the coastline, rivers and most of the terrain I think are improvements. the resources will stay more or less the same and I will ensure pathing.
 
Has Mediolanum been removed from the Roman 270BC start? It doesn't seem to be spawning at the moment.

If so, can the Romans be given an extra starting settler to compensate for the lost city? I think they will be quite badly handicapped otherwise.
 
no it hasn't been removed. did the other indy cities spawn? if not there could be a python error. do you have exceptions enabled?
 
no it hasn't been removed. did the other indy cities spawn? if not there could be a python error. do you have exceptions enabled?

Saguntum also didn't spawn (east coast of Iberia) so that could be the issue, but it's never happened before.

How do I enable python exceptions?
 
Sounds like some changes on East Asia graphic is happening, really glad to know that.

Silk, gold, silver, sugar, hemp, dye and tea, I put all those within China's range, because there are historically there. And you see the different resource distribution between South and North, this is to make sure that Qin could afford to, and would like to attack some remote cities such as Gusu and Panyu...

The cities I put in were important ones, and I already omitted a lot. These cities are there to represent the era of Warring States just before Qin's unification. Qin indeed made a lot of efforts conquering all those. See below:
http://en.wikipedia.org/wiki/Warring_states

I'm not against balancing, we can disuss and compromize. But for me this mod will be even more interesting if we have more rivers, cities, resources in both East and West. I don't know if this is already against what this mod is meant for, but you see at least there're other potentials.

I'm looking forward to the new graphic, and I can provide new city name list after that. We can discuss how many cities to pre-exist...
 
After a few 500+ AD games, it seems the Byz is having trouble keeping at least Constantinople from the Arabs. Considering we could possibly see Bulgaria being implemented in the North, it means rough times for the Byz.

I've played a few 550AD games recently, and it seems like the Arab conquerors event triggers a lot of the time, even after the Arabs control the Levant, Egypt and much of Anatolia. I've seen it triggered, followed by the Arabs capturing Ankara, so the conquerors script may be too aggressive in that area?
 
Sounds like some changes on East Asia graphic is happening, really glad to know that.

Silk, gold, silver, sugar, hemp, dye and tea, I put all those within China's range, because there are historically there. And you see the different resource distribution between South and North, this is to make sure that Qin could afford to, and would like to attack some remote cities such as Gusu and Panyu...

The cities I put in were important ones, and I already omitted a lot. These cities are there to represent the era of Warring States just before Qin's unification. Qin indeed made a lot of efforts conquering all those. See below:
http://en.wikipedia.org/wiki/Warring_states

I'm not against balancing, we can disuss and compromize. But for me this mod will be even more interesting if we have more rivers, cities, resources in both East and West. I don't know if this is already against what this mod is meant for, but you see at least there're other potentials.

I'm looking forward to the new graphic, and I can provide new city name list after that. We can discuss how many cities to pre-exist...

I've finished updating all 4 maps with the new coastline and rivers. I might finish the terrain today. so far the cities that are moving (Jinyang, Ji) still have the same names on our map. after I finish the terrain we can talk about resources.

I've played a few 550AD games recently, and it seems like the Arab conquerors event triggers a lot of the time, even after the Arabs control the Levant, Egypt and much of Anatolia. I've seen it triggered, followed by the Arabs capturing Ankara, so the conquerors script may be too aggressive in that area?

the Arab conquerors are only supposed to spawn in the North African provinces. maybe Byz is getting hit with the leftovers. also I just checked and the were getting 6 Ghazis, 6 marksmen and 3 trebuchets per city. I lowered it to 3/2/1. thats rev 175

Saguntum also didn't spawn (east coast of Iberia) so that could be the issue, but it's never happened before.

How do I enable python exceptions?

its in your ini file. you can check if they are enabled by taking any file out of the python folder and trying to launch the mod
 
its in your ini file. you can check if they are enabled by taking any file out of the python folder and trying to launch the mod

Ok, so I took a load of the files out of the python folder, tried to launch the mod and got a load of python exceptions - "Traceback (most recent call last)" and "File "<string>", line 1, in ?" and others.

Not sure if that's good or bad, but after putting the files back in and launching again I still have no joy. No Mediolanum, no Saguntum and no Nicopolis either. Anything else I can try?

My ini files are pasted below (easier than trying to upload the ini!)

Spoiler :
RFC Classical World.ini


[CONFIG]

; Modular XML Loading
ModularLoading = 0

; Skip Main menu
SkipMainMenu = 1

; Custom Art from user folder is not loaded
NoCustomArt = 1

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 1

; No Custom Scenario option in main menu
NoCustomScenario = 1

; No team play allowed
NoTeams = 0

; Read Game options from XML, not .ini
ForceGameOptions = 0

; Always start in the standard era
ForceStandardEra = 0

; Scenario file (Single player)
ForceScenario = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 0

; Mod Image file
ImageFile = 0

; Name of Mod
Name = RFC Classical World

; Description of Mod
Description = Generic Mod


Spoiler :
CivilizationIV.ini

[CONFIG]

; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = 0

; Don't show minimum specification warnings
HideMinSpecWarning = 0

; Random seed for map generation, or '0' for default
MapRandSeed = 0

; Random seed for game sync, or '0' for default
SyncRandSeed = 0

; Email address from which Pitboss reminder emails are sent
PitbossEmail = 0

; SMTP server authentication login for Pitboss reminder emails
PitbossSMTPLogin = 0

; SMTP server for Pitboss reminder emails
PitbossSMTPHost = 0

; Number of seconds to accept live game list updates from GameSpy (-1 for initial snapshot only, 0 for no live updates
GameUpdateTime = 10

; Bandwidth options are modem or broadband
Bandwidth = broadband

; QuickStart - SinglePlayer games only!
QuickStart = 0

; Enable/disable background music
PlayMusic = 1

; Allows some memory savings *** ALT-TAB WILL NO LONGER FUNCTION ***
MemSaver = 0

; Use managed interface textures (may be safer but shouldn't be needed, uses more memory)
GUIManagedTextures = 0

; file format (TGA,JPG,BMP), Warning: TGA requires a lockable buffer which can lower performance
ScreenShot Format = JPG

; Enable voice over IP capture and playback
EnableVoice = 0

; App Selects Specific IP to use for Multiplayer
SelectIP = 0

; Disable PAK memory mapping (May affect performance)
DisablePAKMemoryMapping = 0

; Don't skip frames if falling behind
BinkNoSkip = 1

; Copy entire image each frame, not just dirty pixels
BinkCopyAll = 1

; Show movies using hi-color, not true-color (may be faster)
Bink16Bit = 0

; Copy ever other scanline during movie playback (faster)
BinkInterlace = 0

; Specify whether to play in fullscreen mode 0/1/ask
FullScreen = 0

; Set max frame rate clamp (0 means none)
SetMaxFrameRate = 0

; Set to 1 to put PitBoss to sleep when no players are connected
PitBossSleep = 1

; Set to 1 to page units out when non-visible
DynamicUnitPaging = 1

; Set to 1 to page unit anims out when the unit is non visible
DynamicAnimPaging = 1

; Set to 1 for no on-screen event messages
NoEventMessages = 0

; Set to 1 for no tech splash screens
NoTechSplash = 0

; Set to 1 for no intro movie
NoIntroMovie = 0

; Set to 1 for no python exception popups
HidePythonExceptions = 0

; The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 5

; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 4

; Enable Audio
AudioEnable = 1

; English(0),French(1),German(2),Italian(3),Spanish(4) - Defaults to user-installed language
Language = 0

; Determines which user profile is loaded on game start
UserProfile = Default Profile

; Sync input to smooth interface (may run slower)
SyncInput = 0

; Force numlock always on while playing
ForceNumlock = 0

; Disable caching of file system (may slow initialization)
DisableFileCaching = 1

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 0

; Dont show the game background during movies - may speed up movie playing
HideMovieBackground = 0

; Allow Mouse Scrolling in Windowed mode
MouseScrolling = 0

; Enable Trilinear Filtering for the Minimap
MinimapTrilinearFilter = 1

; Enable Tree Region Cutting
CutTrees = 1

; A non-zero value overrides the FIELD_OF_VIEW parameter from GlobalDefines.xml
FIELD_OF_VIEW = 0

; Allow Camera Flying
AllowFlying = 0

[GAME]

; Modular XML Loading
ModularLoading = 0

; Map Script file name
Map = PlanetFall

; GameType options are singlePlayer/spLoad
GameType = singlePlayer

; Pitboss Turn Time
PitbossTurnTime = 0

; Max number of turns (0 for no turn limit)
MaxTurns = 0

; Game Options
GameOptions = 00000000000000000000000000

; Victory Conditions
VictoryConditions = 1111111

; Handicap for quick play
QuickHandicap = HANDICAP_IMMORTAL

; GameSpeed options are GAMESPEED_QUICK/GAMESPEED_NORMAL/GAMESPEED_EPIC/GAMESPEED_MARATHON
GameSpeed = GAMESPEED_NORMAL

; Era options are ERA_ANCIENT/ERA_CLASSICAL/ERA_MEDIEVAL/ERA_RENAISSANCE/ERA_INDUSTRIAL/ERA_MODERN
Era = ERA_ARRIVAL

; Sealevel options are SEALEVEL_LOW/SEALEVEL_MEDIUM/SEALEVEL_HIGH
SeaLevel = SEALEVEL_MEDIUM

; Climate options are CLIMATE_ARID/CLIMATE_TEMPERATE/CLIMATE_TROPICAL
Climate = CLIMATE_TROPICAL

; Worldsize options are WORLDSIZE_DUEL/WORLDSIZE_TINY/WORLDSIZE_SMALL/WORLDSIZE_STANDARD/WORLDSIZE_LARGE/WORLDSIZE_HUGE
WorldSize = WORLDSIZE_STANDARD

; Game Name
GameName = Matt's Game

; Save Path - relative to working (Civ4) folder
FileName = 0

; Account Username
Nickname = 0

; Email Address
Email = Matt

; DirectIP Host Address
DirectIP = 0

; In-game Alias
Alias = Matt

; Main Menu Mods
MainMenuMods = Afterworld;Broken Star;Charlemagne;Crossroads of the World;Defense;FfH Age of Ice;Final Frontier;Gods of Old;MesoAmerica;Next War;Rhye's and Fall of Civilization;The Road to War

; Move along
CheatCode = 0

[DEBUG]

; Number of turns to autorun before exit (0 for no limit)
AutorunTurnLimit = 0

; Set App on Auto-Run
Autorun = 0

; Enable D3D9 Queries
D3D9Query = 0

; Custom Screen Height, minimum: 768 - Normal resolutions can be set in-game and will be used when set to 0
ScreenHeight = 0

; Custom Screen Width, minimum: 1024 - Normal resolutions can be set in-game and will be used when set to 0
ScreenWidth = 0

; Establish connection to Python Debugger
HAPDebugger = 0

; NetComm Port
Port = 2056

; Create a dump file if the application crashes
GenerateCrashDumps = 0

; Enable the logging system
LoggingEnabled = 0

; Enable synchronization logging
SynchLog = 0

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 0

; Enable message logging
MessageLog = 0

; Break on memory allocation order #
BreakOnAlloc = -1
 
Saguntum seems to have gone awol. its supposed to be in the 320bc WBS but it isn't right now. I'll fix it when I get home.

Mediolanum should be spawning, don't know what's up with that. I'll do a test when I get home.

Nicopolis never spawns, its not supposed to.
 
Saguntum seems to have gone awol. its supposed to be in the 320bc WBS but it isn't right now. I'll fix it when I get home.

Mediolanum should be spawning, don't know what's up with that. I'll do a test when I get home.

Nicopolis never spawns, its not supposed to.

Ok that's weird - a few times before Saguntum and Mediolanum disappeared I saw Nicopolis on the coast NW of Athens and SW of Pella. Possibly that has something to do with the missing two cities?
 
Back
Top Bottom