RFC Europe Files

Ok. Then the first one is Krak des Chevaliers I think.

Which I'm only suggesting could replace the B/W art we have for it already.
 
The last on on your third post, it seems the people there wear a turban, so I thought it was India, maybe it's another part of Asia?
 
The last on on your third post, it seems the people there wear a turban, so I thought it was India, maybe it's another part of Asia?

Close I guess. But it's actually a local prince in the East Indies surrendering to the Dutch commander. Check out the flag that's flying.:D
 
Oh they're Dutch? Isn't that France's Flag 0o? I need to learn some basic History and Geography I guess XD.
 
Rapidshare is not letting me download. It is just giving me an error. I don't really want to become a Premium user just to solve this problem.

Edit: I tried again and it's working. Nervermind for now.
 
My computer's back in action, so there's a new test version available from the second post of this thread.

The bigigest new change is the "Reformation" code from RFC ported over. Unfortunately it takes a long time for my computer to generate a save for the post-reformation world, so I've only done limited testing in the real world, but it seems to basically work.
 
In case we decide to use some screen art for each Crusade, here is one for each crusade in date order.
 
hi~I am a new guy,I think this MOD is VERY GOOD,but I think there is many thing can be Better。IF this mod can start on Greece and Persia born,after that,Roman and Carthage born,the Byzantines can Fission from Greece and Roman.
sorry for my english,hope your guys can Understand what i say!
 
hi~I am a new guy,I think this MOD is VERY GOOD,but I think there is many thing can be Better。IF this mod can start on Greece and Persia born,after that,Roman and Carthage born,the Byzantines can Fission from Greece and Roman.
sorry for my english,hope your guys can Understand what i say!

Glad you enjoy it. I'm afraid we won't be able to follow your suggestion; the time-frame for the mod is absolutely set and would be far to much work to change at this point.
 
hi~I am a new guy,I think this MOD is VERY GOOD,but I think there is many thing can be Better。IF this mod can start on Greece and Persia born,after that,Roman and Carthage born,the Byzantines can Fission from Greece and Roman.
sorry for my english,hope your guys can Understand what i say!

Try the RFC Antiquity thread. Maybe there comes a new RFC-MOD which deals with the conditions you want. But if it comes, it won't come in a few months.
 
Another update on the city-name-maps. Mostly small changes
1) Since no crusader would name the Holy City with the infidelish name Al-Quds, when a European country captures it, it becomes Jerusalem (sensible, eh?)
2) Final tweaks in Greek area (hopefully)
3) Lubeck does no more become Kiel when captured by the Norse
4) French and German maps now are synchronized in Lorraine, Alsace and Switzerland area.
 

Attachments

New version is out. Get it from the second post of this thread here.

This doesn't have quite as much stuff in it as I'd hoped. The corporations are still sort of half-finished, but enough is in to get the general idea. I also haven't had a lot of time to read/digest all the balance comments from people lately. I promise I will pay more attention to these issues for the next release.

The problem (I know you care) which delayed this posting and stole my mod-time, was that after adding the corporations and the relic graphics to Gamefonts.tga, the icons were all wrong. That's an annoyingly fiddly file, so I spent forever trying to find an error in it. Turns out, I had simply exceeded the allowed number of resources in the XML file (there being some junk ones in there), and that caused Civ to read the graphics file wrong.

@3Miro: Where is the cottage growth code you changed? I think everything's fine in the XML now, but the cottages still incorrectly report how long they take to grow (they say 5 turns when it's really 10), under plain civics (i.e. no improvement modifiers).
 
@3Miro: Where is the cottage growth code you changed? I think everything's fine in the XML now, but the cottages still incorrectly report how long they take to grow (they say 5 turns when it's really 10), under plain civics (i.e. no improvement modifiers).

The is a Firaxis bug in the code for cottages. They use the standard trick for percentage modifiers:
base *= modifier; base /= 100;

This works well with techs that cost > 100 beakers, or even population growth (>20 food needed). The problem is that the base cottage growth rate is 1. Now do (1*50)/100 in integer arithmetics. The answer is 0.

I cheated and when I had growth modifier of 50, I simply made an if statement:
if ( iGameTurn %2 == 0 ) base = 1, else base = 0.

So cottages register to grow every other turn, it works for the growth. When we go to display the growth, Firaxis have turns left / ( max( 1, base), so in the case of displaying the growth they always assume cottages grow every turn and thus display an incorrect number of turns left.

The correct solution would be is to change the bas growth rate from 1 to 10, and then change the amount of "growth" cottages require from 10 to 100. This is rather involved and I did not do it at the time. I will try and do it next time.
 
New version is out. See the second post of this thread. There's some new content, and I've started working through my compiled list of reported problems for ya'll -- but I'm no where near done yet! I know fixing UHV bugs are a high priority, but tracking them down is somewhat harder.
 
Great. I'll merge this into my changes and release a new version when I can. That will squash a lot of the (reported) bugs. Probably tomorrow evening though.
 
New test version is out. Get it at the normal place.

This is mostly bug fixes and some artwork/color changes. I'm having some trouble with getting new flag decals to work properly (I think it's an alpha problem, but I can't track it down). Can anyone else help to make some more appropriate flag decals? You need to be able to make DDS files (since that's where I'm running into a problem, apparently).

I'm planning to revamp the buildings (particularly religious ones) next. 3Miro, this means I'll be sticking to XML-only for a while, so you should feel free to do whatever you want in C++ or Python.
 
How do I correctly extract the files to my Mods folder? I open the download, but it presents two "RFCEurope" - a folder and a file - and two "MacOSX" - a folder and a file. Is this correct?
 
Sorry, when I post updates from my Mac I should be more careful to clear out all the HFS+ junk (the MACOSX files). I don't know why you have an RFCEurope file -- the RFCEurope folder should be all you need. Just throw that in your Mods folder. I normally run the mod by double-clicking on the world-builder-save in RFCEurope/PublicMaps/
 
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