RFC Classical World

Ok not sure if you'll be able to open this, i have the steam downloaded bts,
This is the save of the turn where i have captured the city of Shu, the next turn it says "A traitor has opened the gates of Shu, the city is in panic!" and then the Kingdom of Shu respawns and takes some of my cities, but the city of Shu remains under my control
 

Attachments

@srpt, while the UHV texts are complete, they are still mixed up. In the civ description in the civ selection menu, the Ostrogoths have Vandal UHVs, Franks have Ostrogoth UHV, Vandals have Wisigoth UHVs and Visigoths have Frankish UHVs (and the Frankish UP).

Edit: Victory, line 2882, in getUHVHelp

minor typo: "THe Visigoths" (as seen in the autoturn screen).
 
I fixed the UHV texts but I also just realized that I uploaded a debug dll by mistake which will make the mod run very slowly. I'll change it back when I get home.

the right DLL is back now

also fixed some goofiness in the 80BC map

Ancyra is now the Antigonid capital
 
@srpt

RiseAndFall, line 2875, in checkHistoricalRespawns, global name pNomad1 is not defined.

...aaand I spawned in the middle of the mountains for some odd reason. Going to have to make sure everything is fulled updated and try again (I started the game about 40 minutes ago)
 
Got what seems to be a game-breaking bug with Qin Empire in turn 350 (205 AD). During AI turn, I get a message that Armenian Empire is going through a period of turmoil, but all my cities go into rebellion for a turn. Also, my technologies get completely changed: I lose technologies I researched and get some I didn't. It seems like the game mixes up Qin Empire and Armenian Empire at some point. I can attach or otherwise share the save just before the bug.

There was also a problem with spawning of Nan Yue. They spawned large armies next to my two cities in Southern China, Nanhai and Fuzhou, but they were reluctant to attack. After a few turns, I got the random event to sign peace treaty with them. After the peace, their horde wandered off to the west, leaving only 2 units behind. They are still around on the bottom of the scoreboard, but I have no idea if they managed to capture a city.

completely missed this. I will try to look into it in the next couple of days
 
fixed some bugs in the 3 Kingdoms feature. your core and border provinces now show up properly in the overlay when you switch civs and the naming problems are fixed.
 
In case you didn't see it:

Victory, line 2882, in getUHVHelp

this relates specifically to the Visigothic UHV. The Jurisprudence claims completetion (and has faulty UI)

Edit: Look at this beautiful game! (I'm playing Visigoths)
Spoiler :

beautiful_collapse.png



The "City" Hun capital in Germany is odd though. But pretty good besides that!

Another oddity: East and West Rome don't have a state religion. They usually have a state religion though, maybe I'm just really unlucky with this game.
 
fixed the victory screen issue

Constantinople is now on a hill, it gets captured too much. it should be a strong point, not a vulnerable one

I thought the city of Narbo should be destroyed when the Visigoths spawn to make room for Tolosa. this happens with other civs I'm not sure whats up in this case.

fixed Saba's settler map, hopefully they will expand a little

the Nubians can now build their unique archer at the start and start with 2 of them
 
we should probably move some resources so Tolosa is a better site. it should be as good as Narbo, at least.
 
It's really the clam/coast that sells Narbo. Tolosa should get a food resource just out of reach of Narbo to be valued as better.

Edit:

Gothic lancer? http://forums.civfanatics.com/downloads.php?do=file&id=10967

edit 2:

Lombards spawn not on top of Milan, but in the Wheat ressources 1 tile S-E of it. Probably an error?
Also, I don't think the Lombards have any need for 2 settlers (unless they settle in central Italy, which is okay).

Also, is stability working in the mod? I often seen Rome reduced to one city in Sicily and not collapsing. Maybe there's some kind of check error. I haven't played 320 BC in a while. I should probably do so to check on it.

Visigothic-Frankish hostility underplayed.

Minor city name change in Italy (Changed Pisae to Mutina in central Italy, keeping Pisae on the shore):
https://dl.dropbox.com/u/4694633/city%20name%20map.ods

No late-game mercs yet, I'm guessing?

Edit 3:

Playing the Lombards, I get jumped hard by pretty much every power but the Byzantines. This is totally fine, and a fun/good challenge, but they probably need more units to survive the initial onslaught. I suggest 2 swordsmen and a few archers extra.

My situation as the Lombards (trying my hardest to win)
Spoiler :
overwhelmed_lombards.png


Yes, the Franks are supposed to win out around 700 AD, but they should probably do so after acquiring extra power by conquering some Visigothic lands, instead of teaming up with the Visigoths to depose me.

Also, I've seen this a lot recently: the AI occasionally has catapult-only stacks. It seems catapults are a little too cheap too.

Index error in line 958 RiseAndFall: tuple index out of range. This starts occuring in 608 AD if I recall correctly. I think it is causing no civs to spawn beyond that point (such as the Arabs).

...this is getting a bit ridiculous now
Spoiler :
completely_overwhelmed_lombardspng.png


Given the tech skyrocketing in the late game, I think tech trading should be turned off, instead using Japan-style tech diffusion (if any bonuses at all). With steel working I can trade for a ridiculous amount of techs with different civs...
 
I played a game as Rome but the first UHV isn't checking correctly.
It'll say goal accomplished but then it says I failed.

One more problem is that Numidia never spawned.
 
Back
Top Bottom