RFC Classical World

Happened for me as well now. Quick-fix: Right-click, but instead of doing regular SVN update, you can select Tortoise SVN -> Update to revision -> 459. It then downgrades from 460 to 459, which I tested and works for Nubia.
 
Even though there is no civilopedia entry for the galley, it is still buildable. It's stats are the same as those of the troop transport so I suppose it has to be taken out.

Also, I created a coastal city on a desert hill. No worker could enter the city. I know workers are forbidden to enter desert tiles but I think cities should be an exception. Not only did I really have to cross that tile, slaves also cannot hurry production in that city.
 
there are 2 kinds of desert, passable and impassable. all coastal tiles should be passable. where was the city?

I will eliminate the galley.
 
In Ethiopia, just below the pearls where it catches the crabs. Also, the tile 2W is accessible, but the tile 2W1N is not, even though both are in my cultural borders. It feels a bit strange.
 
Vietnam UHV2 still does not trigger correctly (edit: so does Carthage UHV3). Can you patch that for the non-SVN, srpt?
 
perhaps some of you are aware of the small "rebellion " which is taking place in DoC thread.

As I had mentioned some pages ago, it is frustrating to have a vast amount of your empire ready to betray you and join a new empire, just for the game to reamain historical.

My idea was to let the new empire conquer you,if they can, instead of flipping the cities to them with no battle at all. With this method you will be able to deploy tactics to face the enemy and the concept is closer to the "Strategy Game" concept.

I am pleased to know that many people share the same thoughts and even Leoreth said it is a nice idea which is probably going to be added.

So, can we expect this feature to be presented in this modmod too?
 
I happy to consider it but for now I'd like to watch what happens in DoC and how it goes.

I'm getting a much better handle on stability so hopefully soon the giant empire thing will be under control and we can move on to other ideas.

I will fix the desert coast tiles and the Vietnamese UHV issues and hopefully put up a new version tonight.
 
I happy to consider it but for now I'd like to watch what happens in DoC and how it goes.
And here I hoped you would implement it so I could nick it from you :D

It could take quite a while until I get around to do it, and for the record, I've never actually said I will do it at all :)
 
I'm interested as well ;)
 
There are a lot of things I like and would be feasible ;) Just wanted to avoid the impression that this is something you could copy from DoC soon, is all.
 
perhaps I was misunderstood ! I just said that there are a lot other people of the community that support the idea! of course the last word goes to the developers!

we only have to wait and see what future releases will bring :)



edit: I downloaded the latest version and when I tryed to open it it says that the archive is either in unknown format or damaged..is someone else having this problem? i cant even extract it :(

edit2: regarding an older post for too much space without resources.. at the moment Khazars and Gokturks can settle in areas historical but absolutely worthless; who wants to settle just plains while there is no sheep, no wheat, no horses? in my opinion some resources should be added. I am not saying to fill the map, just some key resources in key places...
ps. Shouldnt Mongolia be historical for Gokturks? I mean around lake Baikal
 
I've added the barbarian bribing idea in the svn. it is done by spies which are on the same tile as the barbarian units to be bribed. it requires currency and costs 10 gold per unit for now. the button will only appear if you have enough gold to bribe the whole stack. it does not consume the spy. you must be within your cultural borders. there is a 20% chance that the barbarians will steal your gold and kill your spy.

I'll make a new regular download today. something may have gone wrong with the last one.

I will add some spawning resources on the steppes. feel free to add them with WB.
 
also working on allowing barbs to be hired as mercenaries. this will work similarly to the bribing but come with a later tech. so far I can create specific mercenaries and have the player hire them but the gold part is not working yet. hopefully I will get it working fully this weekend.
 
Hi, I was just trying this mod, and I noticed that there is something wrong with the balance of the game when I begin with later civilizations (Arabs, Gokturks, etc.): opponents have already all technologies invented, and keep attacking me with huge amounts of heavy lancers (like 20-30 units or so), so the game does not make sense. Especially when you begin with Arabs: just one city (Jerusalem) flips to them, which is quickly overwhelmed with Sasanian or Byzantine heavy lancers, and this is virtually the end of the game. Ghazi are no use against army of heavy lancers. (Arabs should have already the whole Arabia under their rule, but they have just one city, and the rest is usually hostile; also it would be a good idea if they can start with Blessed status from the beginning, because it is army of the prophet).
 
Srpt hasn't had time to balance the late game yet. You will get much more enjoyment out of the mod by playing as one of the early or middle civs.
 
The 2nd Satavahanan goal description says 10 000 culture, but the counter says 15 000 culture.

Edit: The first Satavahanan goal says "in 50 AD", but it's actually "at 50 AD".
 
yes the later civs are a fiasco right now. everything up to the Kushans should be reasonably playable though.

I will fix the Satavahana issues.

and yes having the Arabs start with high piety is a good idea.
 
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