RFC Europe Files

I've posted a handful of new wonders in the second post of this thread for 3Miro to include in the next test version. Some building powers aren't coded yet, but the building description points this out*. Testing all the wonder graphics (models/movies/etc.) is sort of a pain, so please let me know about problems when you get your hands on it.

*@3Miro, I'm using the <HELP> tag to describe wonder effects, so we don't NEED to add anything to the XML schema for buildings unless you want to.
 
Hey 3Miro,

I've posted some more files on the second post of this thread, but they are work-in-progress.

I have added a new abstract resource (currently borrowing fish artwork and not-yet-appearing-on-the-map) -- Atlantic Access. This is required for building all colonies.

I have attempted to modify the CIV4GameInfoSchema.xml to make Projects have all the tags necessary for our Colonies to behave as we wish. That involved adding this:
Code:
	<!--Begin Sedna17-->
	<ElementType name="iNumFreeColBonus" content="textOnly" dt:type="int"/>
	<ElementType name="FreeColBonus" content="eltOnly">
		<element type="BonusType"/>
		<element type="iNumFreeColBonus"/>
	</ElementType>
	<ElementType name="FreeColBonuses" content="eltOnly">
		<element type="FreeColBonus" minOccurs="0" maxOccurs="*"/>
	</ElementType>
	<!--End Sedna17-->
and then, under <ElementType name="ProjectInfo" content="eltOnly"> in the appropriate places
Code:
		<!--Begin Sedna17-->
		<element type="PrereqProjects"/>
		<!--End Sedna17-->

		<!--Begin Sedna17-->
		<element type="PrereqBonuses"/>
		<element type="FreeColBonuses"/>
		<!--End Sedna17-->
So far, so good, and I added our list of colonies. Of course the new elements need to be added to the dll by you before they will DO anything, and we'll need to modify the Civilopedia format for projects to be more like the one for buildings at some point.

However, I also get errors on load. Specifically, on loading Civ4ProjectInfo.xml it complains:
Tag: 100 in Info class was incorrect
Tag: 1 in Info class was incorrect
which seems to be objecting to the values of 100 under BonusProductionModifiers (for colonies with double production speed with slaves) and 1 under FreeColBonuses. Is this because I made some mistake or because the game doesn't know if these are "good" values for these parameters until we tell it what good values are?

Hopefully you can make figure this out...
 
Small German-Hungary city name map fixes (first Python attempt), to rest sedna17 from doing that. Hope not buggy.
Changes: Germany---> Replaced Dubrovnik with Ragusa, as per civmademepoor's suggestion.
Hungary---> Erased that Calais 500AD sign if (if!!) you founded Calais.
Unrar the file and replace with it the RFCEmaps file in the Assets/Python folder of the mod.
EDIT (fortunately noone has gotten it yet). Next thread contains tat file with the Duncerque renaming, as per civmademepoor's suggestion.
 

Attachments

The new .py file (rarred of course)
 

Attachments

Another updated version of the RFCE maps python file, implementing civmademepoor's proposed citynames (Anvers-Coblence) for French-Burgundian.
Same instructions.
 

Attachments

Hey 3Miro,

I've posted some more files on the second post of this thread, but they are work-in-progress.

I have added a new abstract resource (currently borrowing fish artwork and not-yet-appearing-on-the-map) -- Atlantic Access. This is required for building all colonies.

I have attempted to modify the CIV4GameInfoSchema.xml to make Projects have all the tags necessary for our Colonies to behave as we wish. That involved adding this:
Code:
	<!--Begin Sedna17-->
	<ElementType name="iNumFreeColBonus" content="textOnly" dt:type="int"/>
	<ElementType name="FreeColBonus" content="eltOnly">
		<element type="BonusType"/>
		<element type="iNumFreeColBonus"/>
	</ElementType>
	<ElementType name="FreeColBonuses" content="eltOnly">
		<element type="FreeColBonus" minOccurs="0" maxOccurs="*"/>
	</ElementType>
	<!--End Sedna17-->
and then, under <ElementType name="ProjectInfo" content="eltOnly"> in the appropriate places
Code:
		<!--Begin Sedna17-->
		<element type="PrereqProjects"/>
		<!--End Sedna17-->

		<!--Begin Sedna17-->
		<element type="PrereqBonuses"/>
		<element type="FreeColBonuses"/>
		<!--End Sedna17-->
So far, so good, and I added our list of colonies. Of course the new elements need to be added to the dll by you before they will DO anything, and we'll need to modify the Civilopedia format for projects to be more like the one for buildings at some point.

However, I also get errors on load. Specifically, on loading Civ4ProjectInfo.xml it complains:
Tag: 100 in Info class was incorrect
Tag: 1 in Info class was incorrect
which seems to be objecting to the values of 100 under BonusProductionModifiers (for colonies with double production speed with slaves) and 1 under FreeColBonuses. Is this because I made some mistake or because the game doesn't know if these are "good" values for these parameters until we tell it what good values are?

Hopefully you can make figure this out...

The idea for a wonder being build faster with specific resource is already there, why do we need to change the Schema. We can identify the colonies in RFCEBalance and Consts (it would be easier if we just make them a block, i.e. colonies start and olonies end just like the indy players). Anyway, XML is probably more "correct" approach. I will look into it.
 
My plan was to implement Colonies as "Projects" (ala Spaceship parts/The Internet) rather than "Buildings". I went back and forth on this, but it seemed to be useful because:

a) Projects are not physically located in a specific city (doesn't make sense to be able to "capture" Cuba just be capturing the city where it was "built")
b) We aren't doing anything else with Projects, and this lets us modify their schema without having to modify all the buildings/wonders xml.

The drawback is we have to do some work fleshing out the Projects XML schema and integrating it. Since you already figured out how to do this for the area-damage buildings I thought it wouldn't be too hard for you -- but let me know if you see any intractable problems and we can switch back to doing colonies as buildings.
 
I'll look into it. At least the tag to speed up the construction with a specific resource should be there already (Internet).
 
Do you plan adding more accurate flags/countries colors to the test version? It wouldn,t be that long and would give a more historical feel to it. Anyway keep up the good job!
 
The RFCEmaps python file-Ragusa is now changed in both German and Austrian maps (previously it was still Dubrovnik in the latter). Yes, I can't do a complete job :hammer2: :wallbash:
 

Attachments

Do you plan adding more accurate flags/countries colors to the test version? It wouldn,t be that long and would give a more historical feel to it. Anyway keep up the good job!

There is a thread (RFC Europe Art and Flags) where the proposed flags were posted. Other suggestions are welcome and should be posted there.
 
New version posted in the second post of this thread. This version does NOT have colonies yet, but does have some more wonders and the new military redesign, so please provide feedback.

micbic: Thanks for the new RFCEMaps.py file
Jessiecat: I didn't get around to implementing the new UHV and spawn areas you suggested (though they're good suggestions). Next version, I promise...
 
sedna, I don't think making a plague on turn 2 is a good idea. Maybe leave the one on turn 60, but the first one is way too early.
 
Yeah, you're probably right. Technically it's turn 10 (mean). I think the turn 60 plague I use is suspect (from this list http://en.wikipedia.org/wiki/List_of_historical_plagues the Plague of Constantinople, but I can't find other info on it).

So, to balance gameplay and history we'll have one "early" plague around turn 60 that sort of pseudo-represents Justinian's plague and then not another one until the Black Death.
 
Not my day for posting files correctly. The link is working again now. Thanks for the heads-up jessiecat.

A couple of quick observations while I'm downloading again.:lol:

I like the progression of grades esp. of swordsmen and spearmen. Though I wonder if the pre-gunpowder units have been weakened too much. I think that 4/7/10 for swordsmen and 6/8/10 for the spearman upgrades would be better. The strongest swordsman should not be weaker than a pikeman, I think.
And what happened to the swiss pikeman? Shouldn't that be a further upgrade so it can be used in formation with musketmen? Maybe strength 12. Same with the Landsknecht?
Also the Hungarian UU (9/3) seems unbalanced with the Armored Lancer (11/2) its supposed to replace. Maybe should both be strength 10.
 
I am actually also working. I have most of the XML/C++ Projects figured out. It was harder than I thought. I also have the new Papal features implemented (no Crusades yet). I will post a new version tomorrow, but will not make any changes beyond the .dll and the Projects info scheme and xml files. (well, maybe fix the English bug)
 
Back
Top Bottom