RFC Classical World

Something might be up with the Parthian spawn. I tried two different games today and each time a CTD occured on the turn of the Parthian flip.
 
You probably don't even need the catapults. After a few promotions the hainwa are incredibly strong, probs one of the stronger units in the game.
 
Something might be up with the Parthian spawn. I tried two different games today and each time a CTD occured on the turn of the Parthian flip.

I just played them through the flip and had no crash

svn 264

restored the stability checks on older neighbor civs when a new civ spawns. I had turned it off a while ago while trying to find a bug.

extended the deadline for the Japanese tech goal to 500AD
 
Are you planning to release 1.1 or keep outputting more revisions until distant future?
 
Srpt, can you please set an upper limit for inflation? Or it isn't possible?

406% inflation is a bit "ouch", and there is no way to bring it down unfortunately.

Maybe a few civics could have a bonus in lowering it by a small amount. Eg wage labor or trade economy.

Or a few trade techs could also lower it upon discovering them.
 
Say Srpt is Crisis of the Third Century modelled in this modmod? It would be cool to play Palmyrian or Gallic Empires if Rome controls historical area and has a bad stability.
 
I just played them through the flip and had no crash
Three time's the charm...crashed again. Save file attached. I am using the latest sourceforge download version.
 

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found the bug. there was a typo in Parthia's starting civics in the WBS. the game crashed looking for the button for the non-existent civic when you meet Parthia. below is a fix for your save.

svn 265 also has that fix.

new regular download will go up today
 

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How did you do that? With the same cities, I am some way into the 5th Century, but I don't think will make it. Tech rate is still very slow and I cannot trade for high value techs on the way to paper.

btw The 2nd and 3rd UHV are switched in the victory screen, but still trigger properly.
 
found the bug. there was a typo in Parthia's starting civics in the WBS. the game crashed looking for the button for the non-existent civic when you meet Parthia. below is a fix for your save.

svn 265 also has that fix.
Thanks a lot srpt. Just updating the mod did not help, but the fixed saves worked. Would you kindly also fix the other two save files I had produced earlier?
 

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A couple of versions ago, Judah used to start with Judaism as their state religion. That is not the case any more, even though they still technically could. Is that intentional?
 
How did you do that? With the same cities, I am some way into the 5th Century, but I don't think will make it. Tech rate is still very slow and a cannot trade for high value techs on the way to paper.

btw The 2nd and 3rd UHV are switched in the victory screen, but still trigger properly.

Oh yeah I forgot to mention that bug, yeah they both trigger properly still.

Find every civ you can and trade. Make tech trades for a bunch of gold. Once you get a few techs, find a civ with the tech "Bulk Trade", you need the Trade Economy civic for the money. I got two great scientists, used one for a golden age, but you need at least one to research Paper itself.

That score could be improved too. I had some really bad random events which destroyed my cottages, and I could have captured the initial cities faster. I also lost one of my starting galleys to barbs pretty early; make sure you send out a War Galley, not a galley out to find civs.
 
Oh yeah I forgot to mention that bug, yeah they both trigger properly still.

Find every civ you can and trade. Make tech trades for a bunch of gold. Once you get a few techs, find a civ with the tech "Bulk Trade", you need the Trade Economy civic for the money. I got two great scientists, used one for a golden age, but you need at least one to research Paper itself.

That score could be improved too. I had some really bad random events which destroyed my cottages, and I could have captured the initial cities faster. I also lost one of my starting galleys to barbs pretty early; make sure you send out a War Galley, not a galley out to find civs.

was the UP any help? fixed the goal display.

A couple of versions ago, Judah used to start with Judaism as their state religion. That is not the case any more, even though they still technically could. Is that intentional?

I'm not sure why this would happen. all the WBS files have StateReligion=RELIGION_JUDAISM.

Thanks a lot srpt. Just updating the mod did not help, but the fixed saves worked. Would you kindly also fix the other two save files I had produced earlier?
 

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I'm in the middle of a major building reorganization and trimming.

first, there are too many buildings. I used to be afraid that people would run out of stuff to build.

Temples of every religion will now all be the same: 1 happiness, 1 priest, 1 culture, + 1 more happiness if its your state religion.

the Monasteries will also be the same for now: +10% science, 1 scientist, 1 culture

this is just because I thought there were too many different religious buildings with too many specialist slots. it was just confusing. the idea now is that each building is limited so more buildings will actually be built and used.

these buildings will get a bit cheaper to compensate for their lower utility.

the Theatre is back in instead of the Racing Track, no idea why I took it out. the Hippodrome, Pavillion and Jingu are Theatre replacements.

I can't see a reason to put the Textile Mill back. there are production bonuses on the improved tiles of the resources in question so I think its covered.

and about happiness and health, I want to try removing the happiness and health from the resources and only giving it out with the buildings. it makes sense that a city would need infrastructure to benefit from resources. that is is I think it makes enough sense for a game like this. I really want this to be I part of the game you have think about. there are 14 health resources and 17 happiness resources in this mod. I see no other way. I thought about cutting total bonus in half, non-linear unhealth and unhappiness from population, but its all too confusing and cities get caught in annoying grow-and-starve situations.

there will be a Stockyard building for the animal resources and it and the Fishery and the Granary will each store a percentage of food.

to balance the extra need for infrastructure in most or all cities and the reduced specialist slots, building cost would come down a bit overall, and more for the AI
 
I like the infrastructure ideas, that's a good solution to the whole excess happiness and health thing.

Will the starting happiness and health be bumped up or will fishery+granary+stockyard be pretty cheap? Or is there something in the works?
 
one thing that was happening was the war galleys came to early, overwhelmed the AI navies, and then they just pile up because they have nothing to attack. on 220AD Byzantine starts there would be 15 barb war galleys in the mediterranean.

Definitely agree with this - imo pirates should only ever be galleys as most pirates of the era would rely on raiding attacks and could rarely hope to stand up to an organised force of war galleys. Tbh I would consider giving the war galley the discipline promotion to start with, or possibly have a special pirate hunter unit with that promotion, to reflect the need for an organised navy focused on hunting down pirates.

I like the idea of the infrastructure changes to health and happiness, particularly now food has been toned down so cities don't tend to get as large.

Tho' I'm not sure about the religious buildings - personally I quite liked some variation in the types of temple and monastery. It also encourages you to spread certain religions for their benefits, such as if you want to get culture you spread a religion with artist slots, if you want to grow you spread one with food benefits etc. Standardising all the religions seems to remove a lot of the incentive to be syncretic, which is one of the good features of this mod imo.

Maybe standardise the temples but keep differences in the monasteries?
 
Tho' I'm not sure about the religious buildings - personally I quite liked some variation in the types of temple and monastery. It also encourages you to spread certain religions for their benefits, such as if you want to get culture you spread a religion with artist slots, if you want to grow you spread one with food benefits etc. Standardising all the religions seems to remove a lot of the incentive to be syncretic, which is one of the good features of this mod imo.

Maybe standardise the temples but keep differences in the monasteries?

I'm still thinking about it. I'd like the temples to be cheap to make it relatively easy to counter the unhappiness of non-state religions.

I like the idea of the other religious buildings having different names and features, but now there are 14 religions so it will be hard to keep any kind of symmetry.

I also want to change Caste System so it doesn't actually make the Indian civs build fewer temples because they don't need the priest slots. I am thinking either 1 free priest per city or double priest slots from temples but both of those require DLL coding.

edit:

about the H&H, I'm now leaning back towards leaving the bonus on the resource and taking it way from the buildings, mainly because the market ends up with too many bonuses and some resources are too hard to find buildings for.
 
I also really like the variety in the effects of religious buildings, but with removing base effects from resources I understand the need for cheap buildings that produce happiness.

Srpt, I am glad to see you have spent some time on E. Asia. I have to say, for as consistently as Rome is able to expand to its historical size, I don't think I have ever seen a Chinese dynasty expand more than one or two cities beyond their starting area (and now with the Xoingu I see the Han performing even worse). It would be nice for at least the Han to receive similar treatment to the Romans. They are a crucial pole of the Silk Road, so them having control of numerous resources for trade really would add to the enjoyment of that era.

I have often felt that gaining control of China was more time-consuming and difficult for the Han and Tang than it should be, since the manner in which they acceded to power was the overthrow of a previous dynasty, not conquest. As I understand it, the Tang controlled all of China in 618 (of course they probably had to bring a few rebellious provinces back into the fold). I realize the conquest aspect is part of their UHV, so I'm not suggesting an overhaul, just seeing that you are considering a playable Lui Song, I'm concerned you might buff them and make Tang control of China into more of a drawn-out--and ahistorical--process.

Thanks, and really looking forward to the building and resource overhaul.
 
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