MessageMan
Prince
- Joined
- May 9, 2010
- Messages
- 346
So if I used this mod to play on normal it would be exactly the same as regular RFC except faster loading times?
Yeah, thats right!So if I used this mod to play on normal it would be exactly the same as regular RFC except faster loading times?
Hey there!
It's been time when I was searching for this scenario with lower speeds and there were none exist. At least I couldn't find it anywhere (Today's RE:research finally brought me the results!). And at those times I played this scenario (on original speed), I had strange experience by playing Egypt. As one part of the goals for historic win is to gain culture till marked year. I had to build many buildings and wonders to get closer to that goal. I had only 2 cities in capital were defending 2 archers and in the other 1 archer. Didn't spent hammers for army much.That was also because I've built a great wall and wasn't expecting any barbs on my territory. But when first plague strikes my lands, from the west came 2 impi units (african barbs). Well, first of all, plague have killed my whole tiny defense and did not touched impi units. And what surprised me was, that great wall does not affect on african barbs. And well.. they came, the saw (empty cities), they conquer. My game ends.
I wonder, if such lil bug can be fixed, or is it already fixed on that mod??
What exactly is "conversion"?
So you could have the iCeltia Civ change to Byzantium in the 3000 BC scenario with setCivilizationType()?
I noticed in the new version that workers can now only move 1 territory away from your borders. I was wondering if there was away to mod the game so all units had a maximum distance that would raise as the game moved on. (For example at the beginning, a unit could only move 30 or so tiles away from your border) This would make it more realistic as it would prevent the Chinese from contacting Babylon and Egypt Early on.
Exactly, this is one of the 4 main 'impossible' things I want to add to the game for realism:Interesting concept - I think it should be play-tested.
I would suggest making the limit increased with certain techs.
Some obvious techs would be:
Hunting, Compass, Astronomy... the more advanced technologically you are, the farther your civ can support a military or recon unit from your border.
What is a Golden Age modifier? How does it affect the player?- changeGoldenAgeModifier(int iChange) - changes the Golden Age modifier of a given player
What is the distinction between the two? There is no conversion time by default?- setConversionTimer(int iNewValue) - sets the conversion timer (useful if you manually convert a civ through Python)
- changeConversionTimer(int iChange) - changes the conversion timer
Straight forward enough. But does the strike ever stop unless you manually set bNewValue = False?- setStrike(bool bNewValue) - sets the player's units on and off strike
What is a Golden Age modifier? How does it affect the player?
What is the distinction between the two? There is no conversion time by default?
Straight forward enough. But does the strike ever stop unless you manually set bNewValue = False?
I gather that Golden Age time scales with game speed also?It changes the length of the player's Golden Age. It's basically the method used by one of the wonders... don't remember the name, but it doubles your GA length. Change it by 100 and the player's GA will last 16 turns, instead of 8.
Is there scaling already built-in or does one have to use RFCUtils.getTurns() to do this?Unlike GA modifier, this is a dynamic value handled by the DLL. Normally it's 0, but once you convert to a religion it changes to 8 or whatever the default was, and goes down by 1 every turn.
Aha, so its basically a one turn deal in practice? Because if you're bankrupt and have a negative money flow your units are already on strike? And if you have money or have a income the strike will end in any case? Ok, got it.IIRC it stops automatically if you have the funds. Basically the DLL handles it on its own as well, and will turn it on and off depending on whether you can pay the maintenance for your units or not. So if you want to force it in Python, you have to set it to True every turn you want the strike to last.
I already did.GA and conversion are scaled in the DLL, so you shouldn't do any extra scaling in Python.
I already did.Hmm... Are you sure about the scaling on conversion time? Because I'm not seeing it.
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