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RFC Classical World ++

Personally, I managed to have a good economy and many opens border, but it is true that AI has a problem with it (plus they generally refuse resource trading and prefer to keep for themselves theit 9 fish or sheep resources :D )
Another thing about AI expansion, they just not found city, but when they want, they can invade a whole country, out of the civ's historical borders. For example in my current game, Kushans conquered all India (whereas half of it is border area), and Goguryeo conquered 2/3 of China !! it's not a bad thing at all, but it is totally illogical according to their reticence to found new cities ...
 
I've found out why the AI sucks with caravans; caravans are actually categorized as recon units!
 
One request: please make ships unable to sail deep oceans. i.e. able to sail only coasts. (and also trade routes)

EDIT) Another request: currently ships cannot enter oceans inside other civs' borders even if they have open borders with that civ... pls fix this.
Civ4ScreenShot1481.JPG Civ4ScreenShot1484.JPG
 
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I thought I was ready to release an alpha version, but when I downloaded it to another PC, the game crashed. I will look at it and once it is solved, I will release it.

The new buildings that I added, alongside the summer palace will fix a lot of things that you mentioned. But I like the general approach of srpt; start small, get bigger with time.
 
I thought I was ready to release an alpha version, but when I downloaded it to another PC, the game crashed. I will look at it and once it is solved, I will release it.

The new buildings that I added, alongside the summer palace will fix a lot of things that you mentioned. But I like the general approach of srpt; start small, get bigger with time.
This is the correct approach. Do something relatively easy, release and keep building it slowly.

If you start listing all the issues and want to fix them right away, during fixing you likely find more things you want to fix and this is how it spirals out of control and you give up.
 
Also I think it's best to focus on fixing issues and getting a stable build rather than adding too many new features too early.

This was what srpt did too much towards the end of his modding imo - spent too much time adding new features (multiple Christianities, spy features etc) and none of the features were ever truly bug free, thus the final mod ended up unstable and impossible to recover.
 
Yeah. This mod would have been much better without completely unnecessary new tech tree.

srpt likely got overwhelmed and burned out.
 
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My version is not based on srpt's latest, but rather on an older -more stable- version. My intention is indeed to fix bugs and balance, before introducing new stuff. See 1st post.
 
One request: please make ships unable to sail deep oceans. i.e. able to sail only coasts. (and also trade routes)

EDIT) Another request: currently ships cannot enter oceans inside other civs' borders even if they have open borders with that civ... pls fix this.
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I believe "open borders" in this mod only allows civilian and exploration units to cross borders, not military units. That was a design choice - srpt felt it was unrealistic that you could sign an open borders treaty with a faction and then march a whole army / navy through their territory with no repercussions.

If you are in a joint war with another faction, you should be able to move armies and ships through their territory, otherwise it's a no go.
 
I used to love this mod many years back so I'm really glad that someone is breathing life back into it. Do you think that you will remove the extra Christian branches at some point? It always seemed like such a strange feature.
 
I used to love this mod many years back so I'm really glad that someone is breathing life back into it. Do you think that you will remove the extra Christian branches at some point? It always seemed like such a strange feature.
Huh? What is this? I am not aware of that.

My version is not based on srpt's latest, but rather on an older -more stable- version. My intention is indeed to fix bugs and balance, before introducing new stuff. See 1st post.

I got that impression as well.

Say, can we keep feature where cities get +1 food from coastal tiles? It helps coastal cities to grow larger as they historically were. Logic should be that one-tile islands are not qualified to have this bonus. There are a few of them on the map.
 
Huh? What is this? I am not aware of that.

That was a late addition from srpt - Christinanity split into Catholicism, Nestorianism and Myaphysites. It was an attempt to replicate the religious instability which arguably contributed to the weakness of the ERE against the Arab invasions, with the 2nd ERE UHV being to make Catholicism dominant. Was a nice thought, but not properly or stably implemented imo, and contributed to the final unstable death of the mod.

Pretty sure it wasn't in v268, so won't be in RFCCW++, at least at the start.
 
That was a late addition from srpt - Christinanity split into Catholicism, Nestorianism and Myaphysites. It was an attempt to replicate the religious instability which arguably contributed to the weakness of the ERE against the Arab invasions, with the 2nd ERE UHV being to make Catholicism dominant. Was a nice thought, but not properly or stably implemented imo, and contributed to the final unstable death of the mod.

Pretty sure it wasn't in v268, so won't be in RFCCW++, at least at the start.
It is historical but if not properly implemented it should be removed.
 
BETA VERSION IS UP!!!!


This is for testing and finding bugs.

See post #2 for installation guide and post #3 for known bugs.

You will notice 3 new buildings that are available from the start of the game: Tannery, Slave Market, and Textile Mill. (see post #9)

Also, upon discovering the Code of Laws tech, you unlock the summer palace which of course acts as a second palace!

With these new buildings early production and economy are buffed, and can really help the player build an empire.

Also, Europe and Central Asia have been buffed with resources and more grassland and plain tiles in the 320BC scenario. In the near future I will buff the entire map.

The next update will be a major one for the Celts.
 
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Meanwhile, I am more and more thinking that the Huns and the Hephthalites must become playable!

 
I found the release DLL buried in the CvGameCoreDLL/Releases/ folder.
Anyways, I found an unrelated (happens with both DLLs) issue: the game crashes when I select a civ. The Antigonids and some other civs work but then it CTDs before loading the map.
 
Indeed. I installed it on anothe PC and I got what you describe.

That's so weird. I will investigate it more.
 
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