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RFC Classical World

@srpt

I looked at the code, and I found the problem.
The check will always stop at the 3rd line, and never move on to the 4th

Spoiler :
if iCorePop > iEmpirePop *2: iEmpireRating += 2
elif iCorePop > iEmpirePop: iEmpireRating += 1
elif iCorePop < iEmpirePop: iEmpireRating -= 1
elif iCorePop *2 < iEmpirePop: iEmpireRating -= 2


EDIT2:
On second thought, it should actually be this:

Spoiler :
if iCorePop > iEmpirePop *2: iEmpireRating += 2
elif iCorePop > iEmpirePop: iEmpireRating += 1
elif iCorePop*2 > iEmpirePop: iEmpireRating -= 1
elif iCorePop *2 < iEmpirePop: iEmpireRating -= 2
 
fixed the empire stability calculation and expanded it a bit. its now possible to get a +/- 3 score.
 
Sounds fun. I may give Pontus another go on this bigger map. Lets see if I can land an army in the Crimea and march it over the Alps into Italy like Mithridates was planning.
 
Most of the Tyrrhenian Sea and the Coast of Catalonia are part of the province of Numidia.

This problem, as well as the northeast tile of the Nile Delta being part of the Mediterranean, still exists. Also, are you going to find a way to differentiate between border provinces and broader regions on the stability overlay or when you press Ctrl to see provinces?
 
fixed those province issues

moved the Bactrian spawn 1 tile west to account for the change in the city name map

made it harder to get good relations or open borders with the Sakas.
 
Had a strange game yesterday (so before svn changes) as Bactria. In 50BC Rome was wipped out from the game, fully conquered by Roman rebels. And during the war Rome vs rebels, Rome collapse too much imo and ruin all their efforts to conquer mediterranea.
 
wow that's really nice! thank you!

do include the quotes and comma when you enter the replacement name?
 
nope. Just the name. I.e. put "Roma" WITHOUT QUOTES

edit: I assume that each new line of the city name map is a different y coordinate. I hope I haven't inverted the coords by accident.

Also, bug report-wise: I have a Roman revolt that started but never ended, even after decades. (AI Rome)
 
Did another game. I suggest for AI Rome UP to have some specific tiles for where the army spawns, versus Egypt, Carthage, Seleucids. So, for example, an army near Qart Hadasht (north africa), an army near Tarsus for Seleucids... Because sometimes the random tile of UP isnt very nice for AI and AI Rome doesn't conquer well.
 
Revision 670 is only a map update. Cities for Japan, Korea, Tibet and SE Asia have been added.

@Crossphazer: If you add city names next time, could you use the .ods-file, which is stored in the reference folder? There you have the map, and you just need to add the names between the "". Save that file and copy the map (don't forget the brackets) into the ctynamemanager.py file. It is much easier this way if more people are working on the city names :).

EDIT: Revision 671 renamed P'yongyang to its historical name Wangeomseong. Added the Dawn of Man texts for the starting civs, more will follow soon.
 
@Crossphazer: the y coordinates are inverted. (0,0) is the bottom left corner of the map.
 
@ srpt: inverted y bug fixed. previous download link updated
@black whole: it's just a little tool for making minor changes if someone sees any in-game and doesn't feel like opening a document for it

Edit: I'll make city name map for Africa/ Eastern Europe in a few hours.
 
Ptolemaic 3rd UVH still doesn't works, have 7 mediterranean ports but 6/7 : Alexandria, Tyros, Pelusion (Sinai), Cyrene, Tarse, Rhodos, Paphlos (Cyprus).
 
Perhaps the Roman Rebels should always have the same techs as the Romans themselves? They don't have any, and I often find them building chariots. Also, in the civilopedia it says that chariots upgrade to Numidian Cavalry, Carthage's UU, which I assume is a bug/mistake.
 
Also, it seems that sometimes, the Romans can get completely destroyed by the Roman Rebels, which never flip back to the Romans despite how they should have won a while ago.
 
significant UU and tech reorganisation on the way.

the biggest change is that Heavy Horsemen are out, Parthia's UU is now a Horse Archer (called the Mounted Bowman for now) with a melee bonus, the Armenian and Bactrian UUs are Horsemen with +1 str and ignore terrain and +50% vs cavalry respectively.

Javelinmen require a new tech, Infantry Tactics, which leads to Military Drill.

Spearmen do not require a metal.

All Axemen and Axemen UUs are +50% vs melee.

most early UUs slightly rebalanced.

new tech, Scale Armor, requires Iron Working (I know there was bronze scale armor, this is balance) and allows Lancers (with Cavalry Tactics) and possibly swordsmen, not sure yet.

new tech, Chainmail, requires Scale Armor and Steel Working and allows Heavy Infantry and Heavy Lancers

Religious Law is now its own tech, requires Theology and Jurisprudence and is required for Theocracy. it allows Militancy as well as Religious Law.

new tech, Bridge Building, goes between Masonry and Engineering.

reasons:

a Horse Archer is better for Parthia since their main enemy are the Seleucid Phalangites which have a bonus vs cavalry. this way we can give the UU 1 bonus (+50% vs melee) and its 9 vs 6 against the Phalangite.

the Heavy Horseman class was awkward. neither the Hetairoi or the Azatavrear needs to be a world-beater. the Hetairoi's bonus (+50% vs cav) fits well since Alex's cavalry were famous for routing opposing cavalry and the Bactrian's early barb pressure is mostly horsemen. the Azatavrear provides a flexible moderate punch to back up the Greek mercs that Armenia will always have to rely on.

the Javelinman representing a flexible formation that excels vs tighter formations (ie melee) seems like it deserves a tech and that leads to...

I want the Spearman to be the basic, cheap, no tech, no resource unit in this mod.

Axemen were nearly useless as is, now they have a strong role, especially with the civs that do not start with Infantry Tactics (most of the early ones except the Greeks, Romans and Chinese).

Theology was enabling 2 civics and a religion, so I though a split was in order.

Bridge Building reminds me of Civ II, and Construction was too early for the bridge building effect and Engineering had too many other things attached to it.

with all these changes I imagine Archers and Marksmen may also need adjusting.

I will probably commit these changes this evening.
 
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