RFC Classical World

Pandyan UHV3 still auto-lose.

I also suggest enabling spearmen to be upgraded to the heavier version.
 
How can I even build Dob Dobs if there is no iron in Tibet?

Conquer. :evil:

Some UU/UB are not quite balanced/final yet. The Dob Dob is one of those. The will probably change it's unique abilities in the future. (maybe loosing the iron requirement)
 
Buddhist Holy City magically changed to Kolikata from Pataliputra when the Gupta spawned.
 
were you still alive as the Mauryans?

when they spawn normally at Pataliputra they destroy the city and refound it (thats how the spawning mechanism works) so they have to reestablish Pataliputra as the Buddhist holy city. I guess because you had Pataliputra they spawned nearby and my mechanism made that the holy city. I'll make a fix for this situation.
 
Why don't you make it so that if the a civ's capital (where they spawn) already exists, they just spawn on top of that city? Also, it would be kind of nice if the Kushans would refound Samarqand after it gets auto-razed.
 
to explain and clarify:

there are a few different kinds of spawn. in a normal spawn, everything in a 3x3 square is destroyed. in a conditional spawn, the civ simply takes over the city on the spawn plot but I get a bug using that method, the infamous city ruins bug, so there are times, like the Sassanid and Gupta spawns, where I should use the conditional spawn so I have to use the regular one. when the Gupta spawn using the normal method, they destroy Pataliputra, the Buddhist holy city, so it must be reestablished. I didn't know that if the human player has a city on that plot it bounces the spawn to another tile, but I will make a fix for that case.
the other kind of spawn I use is the invasion spawn, which I use for the Judeans and the Kushans, which spawns the stack next to the target city and makes a revolt there. Samarkand is not being auto-razed, maybe it is razed by barbs.
 
Okay then.
But I'm quite sure that Samarqand always disappears after the Kushan spawn, while it's there before. Perhaps the Kushans raze it when they capture it.
 
it actually respawns just before the Kushan spawn so its always there if you play the Kushans. they must be razing it for some reason.
 
Pandyan Steel Working goal changed back to just getting it first, no Metal Casting involved.
 
new in svn:

citizen specialist, now called a laborer, back to 1 hammer, no gold

3 new specialist types:

tradesman: 2 hammers, 1 gold, available with engineering

artisan: 1 hammer, 1 gold, 1 culture, available with metal casting

tax collector: 3 gold, 1 unhappy, available with currency but will probably be moved to a "tax system" tech

none of these give great people points

new regular download tomorrow
 
new in svn:

citizen specialist, now called a laborer, back to 1 hammer, no gold

3 new specialist types:

tradesman: 2 hammers, 1 gold, available with engineering

artisan: 1 hammer, 1 gold, 1 culture, available with metal casting

tax collector: 3 gold, 1 unhappy, available with currency but will probably be moved to a "tax system" tech

none of these give great people points

new regular download tomorrow

But why there're only two difficulties?Where is Emperor?
 
in latest release ostrogoths, visigoths and vandals don't spawn


edit: ostrogoths spawned at 481 AD, just some turns after the romans were destroyed.
 
I'm in the process of revamping the respawn system to make it suit the mod better. should be finished soon, maybe today.

I wanted to remove all difficulty levels except monarch so all the balancing feedback would apply to the same set of circumstances. then I got a weird bug when I tried to remove Viceroy difficulty. its not that big of a deal to me though, I can put Emperor back.
 
Maybe it's a better idea to state clearly visible that only Monarch is currently balanced. Like the Dawn of Man window, if you haven't done the flavour text already (not sure atm).
 
sorry I haven't updated in a while. still working on respawns. when I'm done there will be some nomad type non-playable respawns added. I have to go out of town for the weekend though so this will probably happen on tuesday.
 
tryed a tocharian game...

1st and 2nd goals done easily
I switch to discover monasticism
I build Buddhist monasteries and missionaries
I open WB and I see ALL Chinese and Korean cities having already Buddhism....

riiiiiiiiiiiiiiiiight......
 
you can start spreading buddhism with pilgrims and teachers before you get monaticism. alos I will look at the random mechanism that spreads buddhism and maybe turn it down a bit.
 
finally updated. here are the changes:

the Sakas, Hephthalites and others my appear as full non-playable civs. they don't flip provinces but spawn stacks next to cities. the cities get disorder if they are non-human of if the human is unstable. the Visigoths, Ostrogoths and Vandals spawn this way as well.

ships can no longer pass through borders but some coast has been added enabling navigation around most indy cities.

religious units can no longer enter jungle or heavy forest, so the Satavahanas can no longer walk to SE asia for the religious UHV.

having a state religion no longer eliminates culture per turn from other religions or holy cities.

there is a 500AD scenario. one of its main bugs is that the Arabs found Islam at spawn when they are AI but not when they are human.

there are more barbs for Rome and Byzantium and hopefully a little less for Armenia.
 
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