RFC Classical World

thank you for upload the file Sitalkas but I'm kind clue less to these thing, is its the same copy-paste these files in your RFCCW / assets / python folder?
 
Well, at least the game is in a pretty good state. We'll see if the holiday season brings him back.

Holidays are long gone, but modder did not post anything here for a long time. I wonder what happened?
 
I do not see very well the interests of the commercial units.
They are rather expensive in hammers subject to the gold they can earn.

Merchant ship: 117 hammers -> 83 gold about
Caravan: 140 hammers -> 83 gold too
Incense merchant: 117 hammers -> 117 gold

In addition, ships are cheaper, not limited, can be accelerated thanks to the timber ressource and can enter enemy territory.
So caravans are absolutely useless.

To correct this:

Is it possible that the merchants (merchant ships, caravans) are not destroyed after conducting a trade mission (such as after a spy espionage) but they return to the largest harbor city or the capital of the owner (as mercenaries)?

Is it relevant that caravans can be hurry with incense or silk? and that they can enter foreign territory? and have a higther trade multiplier than ship because they are less movable? And that ships are limited to three?

Sorry for my english, i m not particularly bilingual...
 
I used an older svn version of the mercs python file to see what I can do with the mercenaries issue.

It seems that srpt created a conflict in his new code, trying to prevent super mercs. I used the old code and it seemed to work perfectly (there were some level 5-6 mercs from time to time) but again, after a point they stopped appearing.

I will continue my save to see if they will spawn again. If not, I have some ideas that might actually work.
 
Hi. This looks interesting and as a fan of DoC I potentially like this as well. How is this modmod right now?
 
Hello! Srpt left the game at a really good state and I really think that you will enjoy it.

There were a few bugs and I have corrected them. Post #3798 has 2 files, the RiseAndFall.py one is outdated and I have re-uploaded it at post #3806. You will also need the file from post #3800.
 
Maybe you should open a new thread with links to all fixes in one OP. Just a thought.

I will do so, once I am done fixing the mercenaries! I have tested in on a new game and it seems to work perfectly; I have expanded the pool to be able to receive more mercs. I am now tuning the numbers to have a balanced number of mercs spawning.

As for super units, I treated the code differently than srpt; He was trying to make the code select upgrades for the mercs from a defined "pool of upgrades". This was causing a conflict though and the code bugged at creating mercenaries. I simply lowered the possibility of spawning mercenaries with upgrades from 10% to 1%; So, more level 1 mercs spawn now and only a few have upgrades.
 
Does Roman 2nd UHV work? I founded Roma 1N from starting spot and population is 18 now and I looked from WB that Roma is the largest city but game says no.

code said:
# Roman Empire UHV2: make Rome the largest city in the world in 50AD
if sd.getGoal(iRome, 1) == -1:
if iGameTurn == getTurnForYear(50):
if self.isTopCityPopulation(iRome, con.tRome):
sd.setGoal(iRome, 1, 1)
else:
sd.setGoal(iRome, 1, 0)
Here is the code. Does it work right or do I need to wait till turn 50 or can I trigger it manually?
 
Yeah I have same feeling. But where can I check it? From victory.py I only found previous and this:

elif iGoal == 1:
aHelp.append(self.getIcon(self.isTopCityPopulation(iRome, con.tRome)) + 'Rome ranked first in Population')
 
Thanks! I will write more later but why this modmod is not more popular? It needs polishing but otherwise it is a master piece.
 
One of my only issues with this modmod was the lack of production for the early civs, although i agree that this is a good mod that just needs polishing. Too bad srpt has disappeared.
 
One of my only issues with this modmod was the lack of production for the early civs, although i agree that this is a good mod that just needs polishing. Too bad srpt has disappeared.

There are slaves for that... and I like it that in early eras production is low. It is not like early civs had a good production so again feel of history.

So on viceroy difficulty I managed to complete Roman Empire UHV on second attempt.

Man I had fun game. After I understood how laves worked game got much easier. I steamed Greece first and then divided my troops to collect Gaul and Iberia. Second army took islands and finally Carthage itself.
Then I understood I needed to hurry and work was colossal: I needed to conquer whole eastern Mediterranean sea in very short time. I lacked troops and and in Iberia I had no troops to guard cities so barbarians took over them. Luckily cities were poorly guarded, like only 1 or 2 units and they were no match for my legions. Quickly I overrun Turkey, Judea, Pontus, and finally Egypt. First UHV goal was completed and I even had some extra time.
Second goal was very easy, just build farms around Rome and set food focus and it is done.
Between 1st and 3rd goals my research was on zero and I still lost money! But then I understood that fairground + forum were necessary in every city. I build them everywhere and soon I was able to research again. Golden ages also helped me a lot because of extra production. My commerce simply exploded and I stopped printing money when I had 4k of it.
3rd UHV was a bit more difficult but I had plenty of time. Vercingetorix downed me and raided two of my cities. Gallic warrior is insanely powerful but he had only two of them. After I killed them taking his cities was more than easy.
Dacia was very difficult to conquer. Their UU has 5 strength and +100% against melee units. Like WTH? But again AI did not build them enough but taking their capital was difficult. I had three attempts before I succeed, even my veteran legions (all city raider promotions and two strength promotions) were unable to kill archers in their capital.
Meanwhile I colonized all places I thought would fit on my empire: Iberia, Britannia and multiple irrelevant islands because I had Colossus and GL.
Then last target was Armenia and Mesopotamia. Armenia was easy to conquer so no need further to discuss of it. But Mesopotamia, of boy. I had feeling that Parthian UU would be true Roman killer, and yes it was: a horseman with 5 strength, 4 moves and +50% against melee. Had AI had like 4 of them I would have had seriously difficult times. But it did not, I took all cities and accomplished Roman Empire UHV :beer:

So about modmod. I liked slavery feature a lot, it would be better if I was able to draft my citizens into slaves as well. But AI has no idea how to use slaves besides as workers, I never founded any slaves in AI cities so that might explain why AI had always very few units.

And then AI, it is very bad. Parthia and Dacia had really good UU but they failed to use them effectively. Gaul also botched its game when they also did not build UU at all. Often I simply had to wait that AI attacked against my units which were on better position and I defeated them very easily. Carthage AI did nothing to support its cities so I took them one by one. Egypt was to most difficult to take because it had so many units but again as often AI moved his units alone without support so easy victory. Also AI simply is unable to defeat itself effectively against barbarians. Civ like Nubia never did anything expect suffered because barbarians raided its lands all the time.

And more of barbarians. I liked how they were scripted. Holding Crimea and Dacia/Illyria was a nightmare because endless hordes of barbarians. If games tries to simulate why Romans left Dacia it is doing it right.

Few things I could not understand like why I was able to build workshops only in Egypt and why there are no improvements for hills expect windmills? Why there is a limit how many workers can I have? But how fishery works is really nice: +1 food from sea tiles or +2 if tile is next to city. Finally big island cities!

And then diplomatic AI. I understand that lot of wars are scripted to happen but almost every time AI downed me and then nothing. I could really ignore AI completely because it was so passive. Also some dows made no sense, like Axum downed me. They had score of 200 and I had over 1000 and two vassals there. Why would they want to kill themselves? Trading AI was strange also: "do you want this tech that takes 8 turns to discover, give me your 40 turn tech and 3000 gold (no spelling mistakes here)". I understand that tech sharing is not part of ancient world but cant you then disable it at least? Finally AI should really be scripted not to ask player to join war against civ that is have no border, like some Chinese civ asked me to join war against Vietnam :crazyeye::lol:

But after all this mod is a masterpiece. I hope it will be polished more and I wonder why this is no more popular? It should be.
 
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