RFC Epic

Well it hit all those other people too but it didn't damage them as badly for some reason... Maybe because more of my score relied on population than them...
 
What I love about this mod, is that more turns = more AI-on-AI action. Mongolia conquering China and India, me (England) and Germany dividing Scandinavia, Spain conquering the Incas (without the help of the Conquerors event!), Germany taking St. Petersburg from Russia etc.

I hope Vishaing is going to make RFC Epic for BTS too...

:goodjob:
 
Is it slower than normal RFC? I don't mean that time goes slower, but does regular RFC run smoother?
 
I finished a game yesterday as Greece. I won a cultural victory in the early 1600s. It was a lot of fun!
 
Is it slower than normal RFC? I don't mean that time goes slower, but does regular RFC run smoother?

It runs OK for me.
 
I didn't notice any difference.
 
For me, all I have noticed about performance is that it takes longer to spawn (duh, there's more turns to autoplay through), but as far as once you are actually playing, I have noticed no difference in loadtimes, which I feel makes sense, as even with the lower unti production costs, maintenance is still the same and even more so, plagues are more deadly, so the overall unit numbers is roughly the same if not lower.

Overall, it takes longer to go through the same time, but no real noticable difference between turns, of which I am very thankful.

After all, I don't want RFC to be the fastest loading mod, and RFC Epic to be the slowest loading mod :lol:
though I suppose Total Realism will always have the second title, if its still how I remember it. ;)

@KaiserBenjammin; I hate to sound unfeeling, but that's what the Black Plague did, it set the world back almost a hundred years in terms of population, I mean it killed a quarter of Europe.

Now, what I want is a better way to simulate poverty in your cities. That way you can build up a huge population, the plague can go through when all of your cities are cesspools of unhealthiness and unhappiness, but because of all of the population damage with little infrastructure damage, poverty goes down and you run into a rennaisance which the Rennaisance is ultimately the true legacy of the Black Plague.

@All, how is the culture progression. I think I would like to implement the same slower culture borders I had in RFC++, do you agree? I think it would fit with the extended timeline and hopefully stop some of the 'city void' areas I ran into in my latest test game (Paris razed without a replacement, the entire stretch of the Balkans was deserted).

Also don't worry, there will most certainly be a BtS version of RFC Epic, just as soon as I get a copy of BtS.

A note for those thinking of playing the Germans, it seemed razing Paris effectively killed the French will to rebel.
 
All, how is the culture progression. I think I would like to implement the same slower culture borders I had in RFC++, do you agree?

I don't find it necessary. I like culture to expand quickly for some reason. :)
 
I'm on my second epic game, playing as the Chinese. I was going to use the whip to help build my temples for the UHV, but I found that it was counterproductive to use the whip; it was better to wait for just normal production. The loss in pop just wasn't worth the amount of turns saved.

This has been a wierd game. Japan just collapsed; I'm not sure why. Greece captured a Roman city and they collapsed. Persia has also collapsed.

Mongolia is also gone, but I had a little something to do with that. :)

ltccone
 
Hmm, is AI collapse a problem in epic?
 
Overall, how was stability compared to normal RFC?

It is worse. In my game as China, it is 1750. These are the civs I'm in contact with:

Very Solid - Aztecs
Stable/solid - China, Spain, England, Russia, turkry, and Egypt.
Unstable - France, Vikings, and India.

Germany recently collapsed.

ltccone
 
In my current game:

England (Me) controlling Vancouver, eastern Canada, India, Mecca, Melbourne, South Africa and southern Norway, running Mercantilism/Representation for research - Solid. (I am 2nd in score, BTW).

Germany controlling Paris, Amsterdam, Bordeaux, All-the-lands-that-they-usually-do-in-RFC, St. Petersburg, Sweden, Denmark and northen Norway - Unstable. (1st in score).

Mongolia, master of Babylon, Turkey and China, controlling, in addition to Mongolia, Central Asia and the City of Khalab in roughly northen Syria - Stable/Shaky. (3rd in score).

Spain, controlling Brazil, Argentina, Peru and the Philippines - Stable.

Can't remember the stability of all others, but seems OK to me.
 
Mongolia, master of Babylon, Turkey and China, controlling, in addition to Mongolia, Central Asia and the City of Khalab in roughly northen Syria - Stable/Shaky. (3rd in score).

Spain, controlling Brazil, Argentina, Peru and the Philippines - Stable.

Sod stability. I'm going to play it just for the AI.
 
Hey. In my game, when the timer reached year 1974 AD the time has stopped. I click "Enter", and the next turn is 1974 AD too! And again. And again. And again...

I believe that the following thing is responsible for it, in Civ4GameSpeedInfos:

<GameTurnInfo>
<iYearIncrement>0</iYearIncrement>
<iTurnsPerIncrement>152</iTurnsPerIncrement>
</GameTurnInfo>

YearIncrement is 0? Doesn't that just tells the time to stop? Shouldn't it have been 0.5?
 
I have played two games till past 2000AD. Both with the current and former build. Needless to say, my games didnt stall at 1974AD.
 
The year increment at zero should tell the calendar to now update by seasons, if it isn't, then there is some bug in your build, but the newest version fixed that, so try redownloading and if that doesn't work then tell me what is actually happening.

Year increment can unfortunately only take integer values, and I found a way to get around that without modifying the input code, which is good as I suck at IO programming, always have.

@ecv, how was balance, so far I think you might be the only person to get that far in that many games, as I haven't heard from anyone else about it.

I think there are still some stability problems, but I'm having trouble nailing them down for the next update.
 
The year increment at zero should tell the calendar to now update by seasons, if it isn't, then there is some bug in your build, but the newest version fixed that, so try redownloading and if that doesn't work then tell me what is actually happening.

Year increment can unfortunately only take integer values, and I found a way to get around that without modifying the input code, which is good as I suck at IO programming, always have.

@ecv, how was balance, so far I think you might be the only person to get that far in that many games, as I haven't heard from anyone else about it.

I think there are still some stability problems, but I'm having trouble nailing them down for the next update.

Will your next update work with the new Warlords patch?

I also hope you do a BTS version, because I really enjoy the extra time you get in the epic version...

ltccone
 
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