RFC Classical World

My game crashes at 214 AD. I did read about it, something about the Chines Civil War spawn? The 80 BC start and the XX AD start are both crashing at 214 AD. I tried to fix it with the city spawn locations, but no solutions. I thought it was fixed halve a year ago?
 
Hello there, long time no see :)

Here is a glitch I found on my previous games : with a worker, we can hurry production like a Great Ingineer. Slaves work fine, but workers are totally broken in my opinion.
 
long time no see as well. sorry for the extended absence. just had to step away for a bit.

there is a new svn up with some significant changes.

the time scale is now 1 year per turn. I find that this better suits the giant map size and allows the various eras to really sink in. some UHVs may be quite a bit easier and require further balance. I tried Qin and they are still challenging at least to me.

there are now force limits for armies and navies, based on population with a static bonus. before anyone starts screaming about me fixing something that wasn't broken let me say that I've played many games with it and to me its a better strategy game this way for the simple reason that population becomes your critical stat. you're pulled further into the details of your land and cities because you're constantly waiting for those next 2 population points so you can build another unit. it also pretty much wrecks city razing as a tactic, or at least extracts a balanced price. on the AI side, I think the AI may actually play better under these restrictions. it seems they develop their cities more. navy force limit is calculated separately and is based on population of coastal cities. both force limits are displayed in the Military advisor screen.

there is now a half-strength version of building wealth called "Tribute" that requires no tech. the normal wealth process is now called "Taxation". this so a civ will always be able to build something.

Fairgrounds and Markets are swapped around in terms of tech

it is now possible to play as the Cholas or Cheras. when the human Pandyan player spawns there is a popup to choose which. they all have different UHVs but the same (for now) UP, UUs and UBs. the Cholas have mostly Military goals, the Pandyans trade and tech and the Cheras culture. the human player will also not flip the other 2 cities in Tamil Nadu. for the non-human Tamils, there is a 50/50 chance of Cholas or Pandyans with no effect other than name and capital change. Karur, the Chera capital, does not spawn unless the Tamils are human.

crossing a river now consumes all of a units movement when not on a road or entering or leaving a city with the Bridge Building tech.

the tech tree has been changed a bit in that there are now 2 paths to Marksmanship, 1 via Infantry Tactics and 1 via Horse Archery.

tiles that yield more than 1 of a given yield now lose 1 for being 2 tiles way from the city and 1 for not being connected to the city.

Libraries now allow 1 scientist and 1 artist

the National and Heroic Epics are now built by Great Artists and can only be built in the capital.

3 new wonders:

the Maoling Masoleum. requires Monarchy and Confucianism and allows all Legal civics

the Grand Anicut. requires Crop Rotation and Hinduism and gives +1 food and commerce to river tiles

the Monastery of the God-Trodden (St. Catherines in Sinai) requires Monasticism and Christianity. +1 free priest and +1 free artist

the bugs regarding the Greek civ slots being used for nomad respawns are out. all nomad spawns now use the designated nomad slots. you should be able to play as Antigonus right through to 850AD if you want.

the mod now has a shortcut icon.

I haven't looked at the mercenaries module yet. for the record, the reason I made my changes was to prevent game-breaking units being given to the human player. every time I tried the Armenians I got a combat3, shock etc heavy spearman that just took away all suspense. I will look at it as soon as I can. in the meantime you can go with the files posted above by Sitalkas. there shouldn't be a conflict.

I can't reproduce the workers-acting-as-slaves bug. which civ was it? any other details?

as usual I made a whole bunch of last-minute changes before commiting this so there may be some immediate and stupid bugs. sorry for that, just wanted to get it out. I will post a new regular download in a few days, once the stupid bugs are out.

edit: I have an idea for the AI slaves problem. when the AI captures a slave, rather than giving it the slave unit just ask via python if it is building any buildings and if so just give the production, ask if it needs gold and if so just give it the gold value and if neither take the slave unit. I will give it a shot.
 
Srpt!!!!!! Welcome back !

Gonna try the new changes soon, check the Antigonids' UHV victory if you haven't done yet, there was a bug in the previous version (not triggering) and I corrected it!

Also, regarding the mercs, consider my solution. A small chance the spawned merc to have an upgrade, this way the possibility to meet a super unit is small.
 
forgot to mention a couple of things:

there is a new 3rd Bactrian goal: Control 3 cities with both Hellensim and Buddhism and settle a Great Prophet or Great Scholar in each of them by 50AD

Qin now starts with Masonry, mostly because the Mauryans and all the Greek civs have it and it seemed unfair. the removes the early tech-race part of their game but I made the 3rd goal harder to compensate.
 
How to you make the first UHV of the Sassanids? You only have ~250 turns to get the Architecture tech and it's a end game tech. :confused:
 
svn 234

gave the Sassanids a couple more techs and 100 more turns for that goal. maybe I will try them tonight.

fixed some long-standing bugs in the AIWars module. Rome now actually declares war on Carthage now, I've seen it with my own eyes.

I've always wanted to include the various branches of early Christianity (Arianism, Nestorianism etc) but always got stumped on how to treat the holy city issue. I just didn't want Jerusalem cluttered up with 5+ icons and I didn't want lots of holy cities either. I think I may have a solution:

when Christianity is founded there is only one christian religion and Jerusalem becomes its holy city.

later on, after a trigger such as Rome converting to Christianity or something, the split happens. all the Christian cities on the map convert to one of the new religions, depending on location, other religions present and owner and the original Christian religion disappears.

at this point the Holy city becomes the holy city of one of the new types of Christianity, determined by who owns the city, and it can change again in the future if the city changes hands.

so any branch of Christianity can have a holy city, but only if a civ with that branch as its state religion controls Jerusalem

now the question is, how many branches to add. I think Arianism, Nestorianism, Catholicism and Monophysitism.

the Goths and Vandals of course would start with Arian missionaries

having different branches of Christianity would give high unrest

I think it might be fun to include the Sunni-Shia split as well, to provide a further challenge to the Umayyads.
 
really great additions!

One objection though ! Why Catholicism? The Schism happened like 200 years after the end date of the mod :/
 
Maybe call Catholicism Chalcedonianism instead? That would also make it seem to include Eastern Orthodoxy more. Maybe Nicene based on whether or not you want to split off the Miaphysites.

I also don't think that the Shia really had enough influence in the time frame to be bothered about - there would just the Idrisids of Morroco, who don't really have a civ at all anyway.
 
really great additions!

One objection though ! Why Catholicism? The Schism happened like 200 years after the end date of the mod :/

Maybe call Catholicism Chalcedonianism instead? That would also make it seem to include Eastern Orthodoxy more. Maybe Nicene based on whether or not you want to split off the Miaphysites.

I also don't think that the Shia really had enough influence in the time frame to be bothered about - there would just the Idrisids of Morroco, who don't really have a civ at all anyway.


the Nicene Creed uses the word Catholic and I think Chalcedonian is a bit cumbersome.

the Monophysites are the Miaphysites, the Copts would be in that group, as would the Armenians.

you're forgetting a very important Shia group, the original rebellion. they could spawn as a non-playable civ (unless the Arabs are stable or something) and spread Shiism on conquest.

so far the Christian split is working well. which way each city goes is based on geography and owner, with the possibility of more than one branch in each, particularly in the disputed regions: Syria, Judea, Mesopotamia, Cappadocia. civs that have the old Christianity as their state religion revert to paganism since there seems to be no way to force a state religion change through python. they can then convert on the next turn. the original religion disappears from the game and the religion screen. all religious buildings convert to the primary branch being spread.

right now the trigger is a Christian civ researching any religious tech. I will probably add any Christian civ producing a great saint.

all UHVs dealing with Christianity will be changed to use one of the new religions instead, so any Christian civ human player will have to force the split if another civ does not.

if any of the western germanic civs spawn before the split they get Christian missionaries, otherwise they will get Catholic ones for the Franks and Lombards, Arian for the Goths and Vandals.


and here is my idea for AI slavery:

when the AI enslaves a unit, instead of giving the slave unit...

if the AI is currently building a wonder, add the slave production to that city

else if the AI has less than 10 gold, give it the slave gold value

else if the AI is building any other buildings, add production to that, 1st priority walls, then economic buildings, then culture

if the AI has no or few workers, give them the slave unit

else if the AI has any cities with too much food and not enough production, settle the slave there.



I'd like to set it up so that the vast majority of calls would be very short, so maybe 1st call could be if the capital is building any building, production goes there and maybe raise the gold cutoff for the 2nd call. I think that way 90% of calls would not go any further than that.

I think this would give the AI something like fair value for its slaves.
 
This mod is great but AI simply is very bad, maybe it does not understand how to play this or it behaves very badly. I wrote a lot of this on previous page, look from there if you are interested.
 
So on viceroy difficulty I managed to complete Roman Empire UHV on second attempt.

Man I had fun game. After I understood how laves worked game got much easier. I steamed Greece first and then divided my troops to collect Gaul and Iberia. Second army took islands and finally Carthage itself.
Then I understood I needed to hurry and work was colossal: I needed to conquer whole eastern Mediterranean sea in very short time. I lacked troops and and in Iberia I had no troops to guard cities so barbarians took over them. Luckily cities were poorly guarded, like only 1 or 2 units and they were no match for my legions. Quickly I overrun Turkey, Judea, Pontus, and finally Egypt. First UHV goal was completed and I even had some extra time.
Second goal was very easy, just build farms around Rome and set food focus and it is done.
Between 1st and 3rd goals my research was on zero and I still lost money! But then I understood that fairground + forum were necessary in every city. I build them everywhere and soon I was able to research again. Golden ages also helped me a lot because of extra production. My commerce simply exploded and I stopped printing money when I had 4k of it.
3rd UHV was a bit more difficult but I had plenty of time. Vercingetorix downed me and raided two of my cities. Gallic warrior is insanely powerful but he had only two of them. After I killed them taking his cities was more than easy.
Dacia was very difficult to conquer. Their UU has 5 strength and +100% against melee units. Like WTH? But again AI did not build them enough but taking their capital was difficult. I had three attempts before I succeed, even my veteran legions (all city raider promotions and two strength promotions) were unable to kill archers in their capital.
Meanwhile I colonized all places I thought would fit on my empire: Iberia, Britannia and multiple irrelevant islands because I had Colossus and GL.
Then last target was Armenia and Mesopotamia. Armenia was easy to conquer so no need further to discuss of it. But Mesopotamia, of boy. I had feeling that Parthian UU would be true Roman killer, and yes it was: a horseman with 5 strength, 4 moves and +50% against melee. Had AI had like 4 of them I would have had seriously difficult times. But it did not, I took all cities and accomplished Roman Empire UHV :beer:

So about modmod. I liked slavery feature a lot, it would be better if I was able to draft my citizens into slaves as well. But AI has no idea how to use slaves besides as workers, I never founded any slaves in AI cities so that might explain why AI had always very few units.

And then AI, it is very bad. Parthia and Dacia had really good UU but they failed to use them effectively. Gaul also botched its game when they also did not build UU at all. Often I simply had to wait that AI attacked against my units which were on better position and I defeated them very easily. Carthage AI did nothing to support its cities so I took them one by one. Egypt was to most difficult to take because it had so many units but again as often AI moved his units alone without support so easy victory. Also AI simply is unable to defeat itself effectively against barbarians. Civ like Nubia never did anything expect suffered because barbarians raided its lands all the time.

And more of barbarians. I liked how they were scripted. Holding Crimea and Dacia/Illyria was a nightmare because endless hordes of barbarians. If games tries to simulate why Romans left Dacia it is doing it right.

Few things I could not understand like why I was able to build workshops only in Egypt and why there are no improvements for hills expect windmills? Why there is a limit how many workers can I have? But how fishery works is really nice: +1 food from sea tiles or +2 if tile is next to city. Finally big island cities!

And then diplomatic AI. I understand that lot of wars are scripted to happen but almost every time AI downed me and then nothing. I could really ignore AI completely because it was so passive. Also some dows made no sense, like Axum downed me. They had score of 200 and I had over 1000 and two vassals there. Why would they want to kill themselves? Trading AI was strange also: "do you want this tech that takes 8 turns to discover, give me your 40 turn tech and 3000 gold (no spelling mistakes here)". I understand that tech sharing is not part of ancient world but cant you then disable it at least? Finally AI should really be scripted not to ask player to join war against civ that is have no border, like some Chinese civ asked me to join war against Vietnam :crazyeye::lol:

But after all this mod is a masterpiece. I hope it will be polished more and I wonder why this is no more popular? It should be.

I'm glad you're enjoying the mod. I know the AI is terrible, particularly at defending cities. when I'm finished with other stuff I may try to work with it.

when Axum declared war on you it was because they were not considering you as master. I will fix that.

there is not supposed to be a limit on workers. you couldn't build any? how many did you have.

there are some ideas a couple of posts back about improving the benefit the AI gets from slavery.

those workshops are supposed to be called "brickworks" and are limited to floodplains because thats where the mud is. I will fix the name and maybe include workshops as well but they would probably come with a later tech like Manufactured Trade.


other stuff:

I forgot to mention that open borders affects non-military units only except for vassals and masters.

the Christian schism is working great. I will commit it soon.
 
Really glad to see SRPT finally back. The splitting of Christianity seems like an odd idea but if you're confident about it then it'll be interesting to see it in action when you're done.

Also I'm not sure if this is a bug but a city in Sri Vijaya that is core does not flip on spawn nor do any workers which is a bit odd since they need to get cities very fast and have the highest population which that city flip and worker spawn would help with immensely.

That reminds me that something like that happened with Japan/Yamato, again no idea if it's a bug or intentional.
 
I recommend to chat with Leoreth, he has made very good updates on DoC AI and I think with his instruction it should be possible for this modmod as well.
 
Welcome back srpt!
There is still the problem of the Cities call... City. I was playing with the last game start (around 550 a.d, I don't remember exactly), here are screenshots.
Spoiler :
1426243817-civ4screenshot0012.jpg

1426243862-civ4screenshot0014.jpg

1426243867-civ4screenshot0015.jpg

1426243961-civ4screenshot0016.jpg

1426243965-civ4screenshot0017.jpg

Edit: The games are much more difficult with the new system of production for the distant tiles. I really appreciate the new military system, and now the IA (specially greeks) became much more frightening; on my two games, Antigonus gained control of Greece, Ptolémée gained control of Syria and spotted a city in upper Egypt. They both have cities which 6-8 pop. Also, there is less barbs than before, for example, Aquileia was always harrassed by Illyrian spearmans, and in 20 b.c, i didn't see one. It's more difficult to boost production with slaves now, but this make slaves an important "ressource".
 
Hi all. I don´t know if some of these bugs that im gonna ask here were already solved, but there we go:

In my last campaign as the byzantines, i´ve seen some problems, like the "+20% bonus against barbarian" with my UU swordfighter were not computing, sounds like useless bonus.
Another stuff is that the Arabian civ did not spawn. Any idea why?
 
svn 235

Christian split is in. after the split you should see:

NO vanilla Christianity anywhere, not anyone's state religion, not in a city, not in the religion screen, no buildings, no missionaries. please tell me if you see it anywhere (I haven't really dealt with wonders yet).

I forgot to mention that open borders affects non-military units only except for vassals and masters.

I have amended that so if you are at war with a common enemy you can pass.

a historic moment today: I rolled an Arab start from 320BC and got no errors.

the end date of the mod is now 880AD to make it a round 1200 years.

the Nubians, Sabeans and Tamils now all spawn in 320BC

the Sabeans have a new UP: their own Incense Merchants company. one of their goals is to spread it round the world. this is not yet balanced.

the Byzantine and Ostrogoth goals have been adjusted to the new religions

the city screen now only show the religions present in the city, no grayed-out versions of the religions not present. the holy city also does not show in the city screen. I will fix this later. CvMainInterface.py is a pig.

the Japanese are not supposed to flip their core. I will look into Srivijaya, who may also have their spawn date moved back a bit on the advice of BenZL.
 
Another stuff is that the Arabian civ did not spawn. Any idea why?

Probably because PArabs = gc.getPlayer(iArabs) is missing in RiseAndFall.py file.


Srpt, how about adding my old suggestion for the summer palace? To make it add the city where it is built to your core.

Also, there is a random event that asks you to support either the merchants or the clerics or another class. The clerics option give a small amount towards your stability, but since stability works differently here how about making this option give a, let's say, +1 or +2 in religion column for like 10-15 turns?
 
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