RFC Epic

I tried spawning straight into America with Warlords (didn't work because of a bug similar to the Turkey One

Well, how I should change consts.py file to play as America?
 
For those who have played this albeit slightly bugged version, have you noticed religions spreading appropriately? I am worried that their spread rates might not have scaled with the timeline, if it didn't, that's something I will need to fix.

Also, I found the Turkey bug, and fixed it, so the next update should be free of such things. I also rechecked all of the python and c++ dates and made sure they were correct.

@KaiserBenjamin, a minor fix you could do yourself would be to change the date for Turkey's spawn in Consts.py from 438 to 428. It is wrong, around 5 or so years too early, but it will be playable since I won't have the next update for a few days.

In the file, look for;

tBirth = {
.
.
.
}

one of the numbers should be 438 and should be right above 614 (USA), and bellow 421 (Aztecs). Change that 438 to 428 and the civ should work, it will be worng, but will be working.

@Kweeky, True, that is the best part, but don't underestimate the potency of the extended ages. I tried spawning straight into America with Warlords (didn't work because of a bug similar to the Turkey One, so don't try this at home kids) and ended up waiting
ONE HOUR AND A HALF!
And this was in the version with all of the stability problems, so most of the civs had collapsed to ease load times.

Ah okay, the latest start I've done is Rome, and that took about 10 min ;)
 
Playing as English so far, colonized the East Coast, South Africa and south India. Seems OK and pretty much balanced so far. Good job.
 
Just replayed my game (as the British Empire), it's slowly moving towards 1900 (~650 turns in), and there's about 7 civs left, there's been some intense wars involving Russia (love it!) and Japan fell into civil war recently.

Can I update to the most recent version and continue with my saved game or do I have to start a new save? (Stability updates would be awesome)

I'm absolutely loving this version though, because it's bigger, badder and more fun R&F. My current game has 12 hours played on it and it's far from finished :D
 
@Lone Wolf: just change the 614 I mentioned earlier to help KaiserBenjamin find the turkish spawn to a 615. It should be the last real turn number, right before a zero which is the last number of the string in Vanilla, and right before two Commented numbers and then five zeros for Warlords, again, last real turn number. That should do it, and since it is just a turn, shouldn't make any balance issues.

Oh, and that's good to hear, no real stability issues to report of? I still haven't changed the unit combat loss/win settings, but they should be minor problems if I need to.

@Kalimakhus: Thanks, that's what I was wondering, I already know where the variables are so the change should be quick and easy.

@Kweeky, yeah, it took me around six minutes I think for a Greece spawn, Guess RFC Epic does in fact NOT live up to the fastest loading legacy of RFC.

About updating, tha last version probably would have been able to, since it only had python changes, but the next version I release will have some .dll changes, so I doubt it. Especially considering they involve spawns and religion spreads, you will likely get some chaotic behavior if you managed to get an old save to load.
 
My game just finished in 1904 :-(

I forgot to turn off Cultural Victory and my third city (Sydney) just clicked up to Legendary culture (not hard to do the turn numbers really!)

I could play on, but it sucks having "Kweeky has won a cultural victory" at the bottom of the screen for the rest of the game! Is there any way to sort this (other than dropping Sydney's culture to far below Legendary) so I can play up into the modern era?
 
I also noticed that the AI will declare war more often, maybe for having nothing else to do for a long time. I know that some civs are supposed to declare war any way at specific times but I never got all these civs declaring war on me in normal RFC (Greece, Persia, Babylon, Rome, and Carthage) almost every civ I encountered!!

Vishaing, you should edit the AIwars values in checkTurn() from 13 to 26
 
lost a good game because Alexander who declared war already before and we made peace, and who has converted to Judaism and became (pleased) with me just decided to declare war and sent a large number of chariots and phalanxes! I only had axmen who rather got beaten miserably against chariots in warlords 2.08.

Alexander is just an evil and unreliable AI personality. He backstabbed me in a standard civ game despite having very good relations with me and endless peace behind us.
 
No, I also had problems with the AI irrationally attacking me despite extremely good relations. And I was Alexander.
 
The strangest thing has just happened to me. I am china the Mongols have just been spawned and asked for one of my cities. I refused (I shouldn’t lose any city to them as I understand). Now the usual events are taking place. Some of my troops are joining the Mongols. No problem. But on the other side of the world a caravel of mine is exploring the eastern coast of the Americas and as it is doing so the message came that my troops are joining the Mongols. But instead I received a whole stack of troops knights, cannons, and I don’t know what else. Just guess where? Not in my capital not within my cultural borders, not even in the same continent. Right on the eastern coast of south America within Capac’s cultural borders.

Well I actually used them to get one of Capac’s cities just for the fun of it!! I then saved the game and quit.
Any explanation?!
 
The strangest thing has just happened to me. I am china the Mongols have just been spawned and asked for one of my cities. I refused (I shouldn’t lose any city to them as I understand). Now the usual events are taking place. Some of my troops are joining the Mongols. No problem. But on the other side of the world a caravel of mine is exploring the eastern coast of the Americas and as it is doing so the message came that my troops are joining the Mongols. But instead I received a whole stack of troops knights, cannons, and I don’t know what else. Just guess where? Not in my capital not within my cultural borders, not even in the same continent. Right on the eastern coast of south America within Capac’s cultural borders.

Well I actually used them to get one of Capac’s cities just for the fun of it!! I then saved the game and quit.
Any explanation?!

New World Colonisation mechanics I believe... It's designed so that when you send your explorers in a caraval onto the new world, you'll get some free units that'll help you secure a city or two in America.
 
the so-called 'conquerers' event right?
 
Wow!!

So it is not a bug or something. I can continue that game then and enjoy building a colonial empire :D .. awesome!!!

I still have to worry about the Mongols anyway :( but I guess I can afford losing my Asian china and build new one in the americas :lol:

Pardon my ignorance folks, I am still new to RFC.:mischief: Thanks for the explanation.
 
Watch your stability! Having your entire empire moved to another continent is going to be a nightmare in paperwork!
 
UPDATED!

Changes:

New Version:
V-1.975~0.41
W-1.475~0.41

V=Vanilla
W=Warlords
B=Both

Tweaks:
B; Increased new civ tech discount duration and force. Will hopefully be a part of a new dynamic, where older civs will begin more advanced than new civs, but new civs will learn quicker, outpacing their older brethren
B; Lowered religion spread rate. May lower it further to balance proportionately cheaper missionariess
B; Lowered stability hit from combat losses
B; Lowered stability hit from neighbor Anarchy
B; Lowered stability hit from personal Anarchy
B; Lowered stability hit from few contacts
B; Increased turn counts for 'Great Depression' stability function.
B; Great Depression Turn Countdown doubled, effects weakened.
The Great Depression's effects have only SLIGHTLY been weakened, however the turns they act for have been doubled like everything else. If you get a Great Depression, your country will likely experience the hardest moments of its life. Be warned. I'm looking into modifying the AI so it might switch to a non Free Market civic if it hits a Great Depression, like what Germany did between the World Wars. I am also considering buffing Free market to counter the 'Possible Great Depression' hazard, but it would be only slight as your civ should not get a Great Depression unless your civ is stagnating horribly, so it really is your own fault.
B; Weakened the stability hit from changing from State Property to another civic, but doubled duration.
B; Similar change for Universal Suffrage Civic change.
B; Lowered the stability hit from stagnation. I believe this was what was causing most of the 'dead world' problems in the last version

Bug Fixes:
B; Turkish and American spawn dates should now be correct.
B; AIWars modified to account for longer timeline.

I am hoping that the last of the stability bugs have been ironed out. And I think I got the 'Suicidal Aggressive AI bug fixed'.

I played mostly through a game as America, and I think the techs are progressing nicely. Although Germany was slightly more advanced than they probably should have been, they did control all of Europe. If the tech pace is still too fast, it will only be minor tweaks from here out, and mostly in the Industrial age as when I (America) spawned, I was roughly as advanced as all of the Euro Powers (what few were still alive that is).
 
Great Work Vishaing!

Have you looked into the cultural levels, especially those required for Egypt's UHVs. I would suggest either using higher values for cultural levels glopaly, as the case with regular game epic and marathon speeds, or may be adjusting the values for Egypt alone.

Keep up the good work!
 
The Global culture levels should scale with the game speed as There is a 'culture' variable in the Game Speed .xml file. The problem with Egypt was that the needed culture levels were semi hardcoded in the Victory.py file. That bug has since been fixed, I simply forgot to include it in the changelog.
 
Can you lower the plague duration? I know it makes sense to have a longer lasting plague than in the normal game but I was playing as the Ottomans and in the 1500s I got hit with a plague the just dominated me. My score went down by over 100 points, dropping me from 2nd to 5th place and the population plummeted in virtually all my cities. Istanbul alone lost 3 population points even though I boosted my culture up so that it wasn't unhappy. Basically it's no fun to have one event set me 100 years back in population.
 
so it works?
 
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