RFC Epic/Marathon

Duh, I thought we settled that - it's added already and that part at least works fine.
It is? It does? I don't have to do anything? Phew!

How does the data storage work with the new setup, by the way?

I agree it's better if someone clearly leads a project, but just having a veto wouldn't be leading ;)
I was thinking there needs to be a third person in charge. Someone more involved.
 
Update 1.1 is up: http://forums.civfanatics.com/downloads.php?do=file&id=14903 and includes fixed research rate, anti-pickling and two RFC bug-fixes.

  • Fixed the >1905 AD research bonus that was wrongly applied from 400 AD onwards, on all speeds
  • Fixed the 1000 BC - 600 AD research penalty that did not get applied properly to Epic & Marathon games
  • Fixed the new born civ research bonus (was too high)
  • Lowered research cost back to 165% and 330%
  • Fixed the three buggy mercenary names from RFC (Zulu:Zulu, Korean:Koreans...)
  • Fixed RFC Python bug with iFish in 1852 AD
  • Reduced pickling to load/save (approx. 10% faster turns)
 
How does the data storage work with the new setup, by the way?

Same as in SoI, or what I said in that thread, just without internal functions which weren't needed.
 
Nice a new version! This kills save games right?
 
This really is a dream come true! :goodjob:

embryodead is my hero. :king:
 
Nice a new version! This kills save games right?

Probably doesn't kill them but since the calendar and research rate changed, the game is going to be to very unbalanced until you start a new one.
 
Probably doesn't kill them but since the calendar and research rate changed, the game is going to be to very unbalanced until you start a new one.

nvm fixed on my own
 
Just a note on the anti-pickling - it increases speed by 10%+ but there's one side-effect relevant to modders only: if you edit py files and get back in-game to reload the modules, all stored data will be reset. So if you want to continue playing, simply save your game before editing python, then reload after you're done.

Like I said, this has no effect on players, it's just something for python coders to remember.
 
Just a note on the anti-pickling - it increases speed by 10%+ but there's one side-effect relevant to modders only: if you edit py files and get back in-game to reload the modules, all stored data will be reset. So if you want to continue playing, simply save your game before editing python, then reload after you're done.
Ah, that would of course be true! :p
 
That would be the "official" acronym for RFC Epic/Marathon? I've seen the form "RFCEM" used before while I've used "RFC:E/M" myself on several occasions. I think it helps if we know what the shorthand for this mod-mod is, and I don't believe that the issue is very trivial either - especially since I think this is the version we as a community should be looking to use going forward.

Not everyone would of course use the same name all of the time, and this isn't a real problem as long as there is only one "Marathon" mod-mod out there, but in any official context it helps if any ambiguity can be dispersed with. Like when other people refer to this mod-mod in their own work. (I'm looking to do this very thing myself.)

So which is it? Or should we just settle with "RFC Marathon" for convenience? Or would that be confusing when people see the full title with the work "Epic" included?
 
Dunno. RFCMarathon is in-game name of the mod / folder's name, so I guess that can stay as the official name, with RFCM as acronym, or is that taken? I just used Epic/Marathon to stress that there are 2 options.
 
I see, if you don't have a preference (other than the in-game variety) I guess well just have to see what name sticks in the long run. But I do think it is a good idea to prevent any confusion, to nib it in the bud, so the speak.

But RFC Epic/Marathon is the full official name, right? So my own preference would be RFC:E/M but RFCEM is also good, simple and precise. But I guess RFC Marathon is the name most people are already familiar with? So calling it anything else would only be confusing...

Then there is also the issue of continuing Rhye's legacy further - post Civ5 release. What such a "community version" would end up being called is of course anyone's guess... It also remains to see whether there is a RFC community left after C5-day. :rolleyes:
 
So RFC Epic/Marathon is an official name for RFC Marathon?
I was under this impression, but don't take my word for it. Hence the topic.

BTW: in RFCM you can pay normal speed as well, can't you?
This is actually important - that RFCM/RFCEM/whatever has everything that regular RFC has, including the default game speed. It basically only adds more speed options and general speed enhancements.

So this is the version of RFC to play and work with, at least as far as I'm concerned.
 
Yes, you can play on Normal speed.

As for C5-day, even though Civ4 was much more popular than Civ3, the most popular Civ3 mods (if you trust the cfc db) were released long after Civ4 came out. People get disappointed, come back etc. especially with initial releases usually having 1/4 of the features of the previous game.
 
As for C5-day, even though Civ4 was much more popular than Civ3, the most popular Civ3 mods (if you trust the cfc db) were released long after Civ4 came out. People get disappointed, come back etc. especially with initial releases usually having 1/4 of the features of the previous game.
We'll just have to wait and see, I guess. But I think you may be right on this, especially as I don't have much faith in Civ5 to begin with...

One real possibility is however that I'll have more time for actual modding since there won't be as much talking about modding. :lol:
 
We (OK, mostly you because I'm lame at programming) discuss about different speeds but I think that even Marathon speed is not very good for scenarios. I would like to see some speeds clearly devoted for scenarios- speeds where EVERY turn is represented by the same amount of time (eg 1 year). So we could have a starting save at year 275 BC and scenario about Punic wars. Ideally would be speeds like: Scenario1 (1 year/turn), Scenario2 (6 months/turn), Scenario4 (3 months/turn), Scenario12 (12 months/turn), because it's quite hard to represent IIWW even with 1 year intervals.
 
I think that those scenarios would not be built around the regular RFC to begin with, but would also benefit from a more detailed map. Like RFC: Europe, Sword of Islam or RFC: Asia. And if you make your own mod you can specify whatever calendar you like.
 
I'm basically guessing that its a matter of using another CaledarTypes value in the WBS file for your scenario:
Code:
	Calendar=CALENDAR_DEFAULT
But in reality there are many other things to consider also. This you'd have to figure out and fix yourself. (Stuff like Tech rates, duration of different things, intervals that get messed up, and so on.)

So the game speed options are really different from scenario time scale.
 
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