RFC Epic/Marathon

Well, simply put, it doesn't start. I click on the RFCMarathon icon, the game shows me a quick loading icon, then returns right to my Desktop. I look to Task Manager, to see if anything is happening, but it tells me the computer is simply inactive.

I have also gone through the CIV4 BTS menus, but when the game begins loading the Mod, it simply shuts down entirely and leaves me at my desktop.

Sorry for tha late reply. This never happened here and I have no solution, unless you want to go through the trouble of turning logging on and sending me the results. If so, open Beyond the Sword/_Civ4Config and change LoggingEnabled and MessageLog from 0 to 1. Launch the game, then zip the logs at Beyond the Sword/_Civ4Logs and post them so I can possibly tell what possibly went wrong with your installation/setup.
 
Why, I don't get it? After all the research bugs were fixed, the research was too slow, so I went back to the baseline and then added a bit (5%) on my own to match the techs on 10 or so Turkey starts. Of course, it can never be perfectly balanced, like BTS Marathon, and things like, Roman Empire surviving, often changed European techs completely.

Standard RFC research is 105%
Epic x 1.5 turns = should be 157,5%, I manually raised it to 165%
Marathon x 3 turns = should be 315%, I manually raised to to 330%

Where does that 1.1 come from?

I didn't know the standard research rate was 105%, which also falisifies my calculations. However, I tried to explain that because there is a manual raise between normal and epic game speeds, it may also have to be applied to marathon. I think that the thing that causes the difference is unit movement. It's possible to discover and settle more land in less time, which is especially true on Marathon. To be honest I based it on KMR's remark, I haven't seen much of a problem in my games.
 
I didn't know the standard research rate was 105%, which also falisifies my calculations. However, I tried to explain that because there is a manual raise between normal and epic game speeds, it may also have to be applied to marathon. I think that the thing that causes the difference is unit movement. It's possible to discover and settle more land in less time, which is especially true on Marathon. To be honest I based it on KMR's remark, I haven't seen much of a problem in my games.

The way to easily see it is do America starts on marathon and make sure Germany is alive. They will have assembly line about 1 out of every 3 games. Everyone also has democracy so getting the SoL is impossible without spawning 2 GE in WB. Now I do have respawns enabled before nationalism but that usually doesn't come into play unless Rome comes back early with every classical tech.
 
Hey embryodead. Not sure if it is my game, but I can't seem to make vikings spawn workers (starting 600ad), checked the python and it clearly states 3 workers to spawn for the vikings.
 
Dalgaard: Try enabling Python exceptions in the CivilizationIV.ini file. Because it sounds to me that the Python code you're referring to has been temporarily disabled by an exception.
 
I have python exceptions enabled already, but I do not get any exception popup. Its not a major problem since I can always add 3 workers from WB, but still wierd that every other civ recieve their workers .
 
Dalgaard, Vikings start with no workers in 600 AD in regular RFC, so it's not a bug. I assume it's always been that way, even the strategy guide for Vikings says to build a worker in each city first to start improving tiles. By adding workers in the WB you've been cheating ;)
 
aha, well guess so ;P hmm guess the def CreateStartingWorkers
Spoiler :
if (iCiv == iVikings):
utils.makeUnit(con.iWorker, iCiv, tPlot, 3)
is only for AI?

Edit* and I thought for 5 more minutes and quickly discovered that the workers are for the vikings spawning in 3000bc scenario.........
 
BTW embryodead, any chance of converting rfc to civ5, I think civ5 is awfull now, but it has alot of potential, giving it some RFC structure would really be awesome. I know it will take quiet some work, but have you atleast thought about it?
 
Rhye himself has already started to work on it, look into his thread in the main section if you want to contribute.
 
I have a question concerning the DLL files of Rhys Epic. Whenever I try to make a "clean" compilation, that is, whenever I only use the files in the DLL-folder, Visual Studio tells me that it couldn't successfully make a compilation because of undefined externals in some of the files. Do you have any idea, what the problem could be? For example, were additional files used to compile the modmod's CvGameCore.dll file?
 
There are only changed files. You need first copy BtS files to your working folder, and then overwrite them with RFC:M files.
In case you use other makefile than this one: http://forums.civfanatics.com/showthread.php?t=370861 use it ( :P ) unless you want to check and add manually what files are added comparing to "normal" BtS :)
 
I had the same problem when I was compiling a slightly modified version for the 2nd UU and UB modmod.

The file that causes problems for you seems to be redundant, at least I was able to compile a working DLL after I've left it out. Not sure which it is anymore, but look for a .cpp file that lacks its corresponding header file, and delete it.
 
I wouldn't be so enthusiastic because as it turns out, 80%* of "BTS on Speed" was already in RFC (Python blocks, though much less because RFC needs Python) or RFCM (CAR). There are only 2 other things that I've found, one disables Barbarian culture calculations (which apparently is not needed) and the other cuts some distance checking for naval units.

*edited since there's a few more disabled callbacks

It's really difficult to test if that will add those 5-10% extra speed (doubt it tbh, most comes from other stuff) because with RFC turn times are so random, depending on how the game goes i.e. one American start can take 40 mins and another 25 mins, because there were too many Ancient civs suriviving etc.

There are more interesting speed tweaks in BBAI that are great and not found anywhere else, but merging it with RFC is suicidal. Currently testing easier bits I merged into SoI, but I've already had to remove some of them because they broke RFC settler AI etc.
 
I figured Better AI would fail because Rhye already messed with the AI code unfortunately. Better AI is one of a couple mods I would love to see in RFC but likely will never be modded in. :(

DCM and BUG/BULL would be very nice additions too.
 
1. Make sure you have the latest version of RFCMarathon (1.21) and RFC VD installed
2. Go to RFC VD/Assets folder; you'll see, among other things, a Modules folder and three FPK files; copy both to RFCMarathon/Assets

That's it. No merging is necessary, you just need to copy the above files.

Both RFC VD and RFCMarathon folders can be found in the Mods folder, where your BTS is installed, i.e. Beyond the Sword/Mods

I´m just about to try this modmod for the first time and unfortunatly
I experience a problem with citystyles, when i follow your instructions above to merge VD with RFC E/M.
The city buildings are random (e.g., aztec style buildings in european citys) and the textures are messed up.
Is there something i did wrong?:crazyeye:

EDIT:
Solved the Problem by exchanging the Globaldefines, -Types and TypesOld.XML as well as the Buildings-folder, all located in the XML-folder by the ones from VD.
Cities are O.k. now, hope i´ll cause no problems in the further course of the game with this...
 
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