RFC Europe Files

According to the manual with the download, the plague kills of the weakest units first.

Yeah, that's how it works. As the human it's helpful to keep a disposable unit in Constantinople so that the plague doesn't kill your nice Tagmata. The AI doesn't do this of course. Worse, the AI will sometimes disband Tagmata as well. I guess because of maintenance cost?
 
Question...
How do I fix Venice's start from going to turn -1 (804AD) before beginning? It should be at 0, 800AD...
 
Question...
How do I fix Venice's start from going to turn -1 (804AD) before beginning? It should be at 0, 800AD...

I think that's a bug in the original RFC code -- where it sometimes happens that you spawn at turn -1. I don't think it happens consistently for any particular civ. It would be nice to fix, but I could obviously identify the bug last time I looked for it.
 
Well, I have tried spawning Venice now about 10 times, and every time, it comes up with -1, 804AD... I haven't tried a lot of other civs, but the Dutch worked fine, and of course the Byzantines (no autoplay in that case though of course).

There is some file on the OP that says hotfix for Venice... is that it? Its a DLL file...
Where do I need to put it if that is the fix?
 
Well, I have tried spawning Venice now about 10 times, and every time, it comes up with -1, 804AD... I haven't tried a lot of other civs, but the Dutch worked fine, and of course the Byzantines (no autoplay in that case though of course).

There is some file on the OP that says hotfix for Venice... is that it? Its a DLL file...
Where do I need to put it if that is the fix?

If it is consistent with Venice maybe that will help me identify the bug. The OP hotfix for Venice is NOT a fix for this problem. It was to fix a crashing bug with a much older version and is no longer relevant at all.
 
When I tried to start as the Dutch, the game went into the 1700s (1740s I think) before letting me start, although, by checking WB, I saw that all the other civs up to the Swedes had spawned about the appropriate time.
 
When I tried to start as the Dutch, the game went into the 1700s (1740s I think) before letting me start, although, by checking WB, I saw that all the other civs up to the Swedes had spawned about the appropriate time.

Sorry, that was some debug code that made it into the release version. I was waiting for any other critical bugs before doing a quick patch. Maybe there aren't too many though...

On an unrelated note, someone wanted a display of how the civics interact. Here's the sort of table format I'm working on. Something like will be included in the next version of the manual. There are some slightly odd choices in here that might be good to change around. Let me know if you have strong opinions. I think the very large feudal law/merchant republic penalty was a way to prevent merchant republics from getting around their troop production penalty by just drafting.
 

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Thanks for this...I had been avoiding merchant republic, now I see why my stability was tanking
 
Sorry, that was some debug code that made it into the release version. I was waiting for any other critical bugs before doing a quick patch. Maybe there aren't too many though...

On an unrelated note, someone wanted a display of how the civics interact. Here's the sort of table format I'm working on. Something like will be included in the next version of the manual. There are some slightly odd choices in here that might be good to change around. Let me know if you have strong opinions. I think the very large feudal law/merchant republic penalty was a way to prevent merchant republics from getting around their troop production penalty by just drafting.

Actually, the reason I started a few games as the Dutch was to check the evolution of the world upto that point, so that worked out just fine for my purposes.

The chart's great! It seems a quite feasible to develop synergy between civics throughout the ages. The main combos I see are Feudal Law/Manorialism/Serfdom, Divine Monarchy/Religious Law/Theocracy and (L.Monarchy/Republic)/Common Law/(F.Labor/F.Peasantry).The fact that some (L.Monarchy/Republic and F.Labor/F.Peasantry) have virtually the same stability combos allows the player to pick between the two purely on benefits and cost of the civic.

I was also wondering if respawns existed in RFCE. My guess is no, but I'd like to make sure. And do 2/3 UHV requirements not give golden ages anymore?
 
I was also wondering if respawns existed in RFCE. My guess is no, but I'd like to make sure.
I saw a python exception during the running of a function named resurrectCiv, so I guess it exists but is bugged due to that exception.
And do 2/3 UHV requirements not give golden ages anymore?
I can say that that feature still exists, got my Triumphal Arch every time I hit 2/3.
 
Respawn was there, just that the code was very buggy. Working right now and almost got it working, will be fine for the next version.

If you do not get the GA after 2/3 UHV, this is a bug. Can you post a savegame on the turn right before you hit 2/3 UHV.
 
Sorry, that was some debug code that made it into the release version. I was waiting for any other critical bugs before doing a quick patch. Maybe there aren't too many though...

On an unrelated note, someone wanted a display of how the civics interact. Here's the sort of table format I'm working on. Something like will be included in the next version of the manual. There are some slightly odd choices in here that might be good to change around. Let me know if you have strong opinions. I think the very large feudal law/merchant republic penalty was a way to prevent merchant republics from getting around their troop production penalty by just drafting.
Sedna, I had the same problem as dragodon64, my Dutch start began in 1741 to be precise.

Also, not sure if you are the person to talk to about this, but the Civipedia Key for Imperialism was messed up... something like TXT_KEY_IMPERIALISM
 
Here you go.

When the UHV requires buildings to be build, the Golden Age hits one turn after the UHV registers. This is due to limitations of the code (I guess it could be fixed, but it is hardly a big deal). Basically, just wait one more turn and everything will be fine.
 
So I discovered just after I posted the save.

I found a map for civ spawns here http://rhye.civfanatics.net/wiki/images/c/ca/Mapff3.jpg but I'm not sure if its up to date. The main things I'm interested in is if the Ottoman and English spawn zones have changed any since that version.

That map file is old. You can always find a (reasonably) up-to-date spawn map inside the mod folder:

RFCEurope/Reference/Spawns.png

There are other useful files in the Reference/ folder as well.
 
Any word on the Dutch seeming to always start in 1740s instead of 1580?

Fixed it in the SVN. Someone mentioned that they changed the date to test late game dynamics (i.e. let the AI autoplay to see what happens).

A note to everyone working with the svn: Perhaps it is best if you keep two folders, one containing the latest SVN and one working one for the current changes that you are implementing. This way we will avoid confusion of temporary changes finding their way into the SVN.
 
OK, now I feel kind of stupid because I don't really understand what you mean.
Do you mean I just need to re-DL it?
Or is there a file called SVN that I can simply edit as with xml coding?
 
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