RFC Europe Files

Great, thanks for the update. I'm (obviously) not touching the dll, and not working on the projects xml either (focusing on buildings and units xml right now). Do let me know of any changes to Consts.py
 
Great, thanks for the update. I'm (obviously) not touching the dll, and not working on the projects xml either (focusing on buildings and units xml right now). Do let me know of any changes to Consts.py

There should not be any Consts.py changes until we get to the Colony UHVs. I will try to see if I can change the prosecutor AI from Constst.py + RFCEBalance.py into XML (after the colonies).
 
New version is out. Get it from the first post in the tread.

Enjoy!

Does this version include everything in Sedna's new version posted earlier? Yours seems to be a smaller file .
 
Does this version include everything in Sedna's new version posted earlier? Yours seems to be a smaller file .

It does include all of sedna's contributions and all of mine. Good point on the smaller file, I did not feel necessary to comment, but I had previously included files that are not needed. Every build posted by me contains a CvGameCoreDLL folder with the C++ source files, they are not needed for the game to play, but are needed for modders to see what I have done. In previous test versions, I had been accidentally including additional files that were completely not needed. Sorry, to make you guys download files bigger than needed.
 
New version available for download from the second post in this thread. Sorry if it gets confusing for you guys to know where the most recent version is coming from. I've got some work on colonies left to finish and then we need to write them into UHVs, and then... gosh, I think we'll be just about ready to call this a beta.

This doesn't include anything (really) from the religious building discussion we've been having, but it does throw in some new units that I found when I was trolling for ideas. I'm certainly no wedded to all of them, so let me know.

Oh, and I sort of threw colonies randomly at late-game techs (so they don't all bunch up in a few). Anyone have any ideas for how to rationally distribute them?
 
Once I get the time to work on the Crusades (which I hope to do this week), with the colonies and UHVs we can call it our first beta.
 
I'm not sure this belongs here, but I've noticed no changes were made to the Apothecary and there's no new building called "Herbalist" in the latest patch.
 
I'm not sure this belongs here, but I've noticed no changes were made to the Apothecary and there's no new building called "Herbalist" in the latest patch.

Are you sure you installed the latest (Jan 31) patch correctly and don't accidentally have an old version?
 
New version available for download from the second post in this thread. Sorry if it gets confusing for you guys to know where the most recent version is coming from. I've got some work on colonies left to finish and then we need to write them into UHVs, and then... gosh, I think we'll be just about ready to call this a beta.

This doesn't include anything (really) from the religious building discussion we've been having, but it does throw in some new units that I found when I was trolling for ideas. I'm certainly no wedded to all of them, so let me know.

Oh, and I sort of threw colonies randomly at late-game techs (so they don't all bunch up in a few). Anyone have any ideas for how to rationally distribute them?

As requested I've done a revision of the existing colonies, their prerequisites,
distribution and bonus resources. I've posted it on the wonders thread. OK?
 
New version available for download from the second post in this thread. Sorry if it gets confusing for you guys to know where the most recent version is coming from. I've got some work on colonies left to finish and then we need to write them into UHVs, and then... gosh, I think we'll be just about ready to call this a beta.

This doesn't include anything (really) from the religious building discussion we've been having, but it does throw in some new units that I found when I was trolling for ideas. I'm certainly no wedded to all of them, so let me know.

Oh, and I sort of threw colonies randomly at late-game techs (so they don't all bunch up in a few). Anyone have any ideas for how to rationally distribute them?

As requested I've done a revision of the existing colonies, their prerequisites, distribution and bonus resources. And I've suggested 2 more as well. I've posted it on the wonders thread. OK?
 
New city name .py file. Changes:
1) Renamed Sundisvall to Sundsvall in Norse/Swede map, as proposed
2) Changed Shrewsbury to Manchester in Norse/Swede map, as proposed
3) Filled a gap in the French/Burgundy map with Caen.
4) Fixed typos in Adrianopolis in Byzantine map.
5) Renamed London to Londinium in Byzantine map.
 

Attachments

Not sure if this is the best place to post this...

I've had a major computer meltdown with my Civ-capable computer. Minimal data loss, and the hardware is under warranty, so not too bad. Still, I'll be out of the modding game until I get things fixed.
 
I will try to compile a new test version then. I will add mor eunits for the crusaders and look into the Projects problems. (will be somewhat buisy in the middle of the week, but I hope to get time on Friday)
 
To 3Miro and Sedna: Just a thanks to all the work you've both been doing on this great mod. I hope 2K or whatever company you want picks you up (after the mod is done, work like slaves until then 'cause I want to play a finished version!): I've paid far more for far less in my professional life, and I'm very impressed with both the enthusiasm and professionalism you two have both displayed in this project. And that by no means is to mitigate others contributions, but it's clear that you two are leading this on many levels.

Cheers!

-Mark (civmademepoor)
 
I will try to compile a new test version then. I will add mor eunits for the crusaders and look into the Projects problems. (will be somewhat buisy in the middle of the week, but I hope to get time on Friday)

If you can get a new version out within a few days that would be great. Hopefully Sedna will get his machine problems sorted out soon. I know how he feels. Mine crashed last year and it cost me bigtime. I know its been said before but on behalf of some of our contributers can I emphasize the biggest priorities for the next version, as I see it.
1. Finish the UHV conditions. Even if it's only some resource requirement or a couple of colonial projects as placeholders we need 3 conditions for each civ. ASAP. People feel they need something to shoot for while playtesting.
2. Colonial projects, as you say. As they stand, giving 6 resources isn't much incentive for the long build times involved. Colonies historically were huge cash cows for the home country. Maybe gaining a couple of gold per turn in each home city would make building them worthwhile.
3. Improving the Crusade experience for the human player. Maybe having some units in the Crusade army might allow the player to take part in the action even if he's not voted leader.
4. Some work on starting units and improving the spearman/guisarme bonuses against mtd. units.
5. A rethink on the Protestant spawn which comes too early and too randomly. Maybe it should be a dated event which starts in Germany, England etc. rather than based on whoever researchs Printing Press.
6. Eventually some implementation of Judaism as an event spreading similiarly to plague as discussed before.
7. Some new wonders would be good. I'm thinking the Dome of the Rock (replaces Taj Mahal), Basilica San Marco (replaces the temple of Artemis) La Scala Opera House (replaces the Eiffel Tower), and Magna Carta (replaces the Pyramids) in particular.
8. Flags and new leaderheads, eventually.

I know you can't get all that done in a couple of days but if the first 2 or 3 could be sorted that'd be a great improvement. Whatever you can do would be appreciated. And I echo civemademepoor's comments on that as well. Without you and sedna this project would never have gotten off the ground IMO.:)
 
Hi guys, added a visibility area for all Civs.

Used for that purpose the "BroaderAreas", should work fine. Beside the Byzantine got no real visibility improvement cause their "BroaderArea" is nearly uncovered by their Cities. But i did that for consistence.

Actually in the zip file are only the edited files (RiseAndFall.py and the WorldbuilderSave) if u want to try i recommend to backup those two files :crazyeye:
 

Attachments

Hi guys, added a visibility area for all Civs.

Used for that purpose the "BroaderAreas", should work fine. Beside the Byzantine got no real visibility improvement cause their "BroaderArea" is nearly uncovered by their Cities. But i did that for consistence.

Actually in the zip file are only the edited files (RiseAndFall.py and the WorldbuilderSave) if u want to try i recommend to backup those two files :crazyeye:

Good job, help is always welcome. The visible areas were discussed in this tread:
http://forums.civfanatics.com/showthread.php?t=305024
They would be larger than the Broader areas especially for the late pawn civs. We believe that it would help the AI a lot expanding.

Why did you change the WB file, did you actually put visible territory in it. IN general we try to avoid changes in the WB since it is not robust at all. If we decide to make Burgundy a late spawn civ (i.e. not on turn 0) then we will have to change the indexing of the civs, the WB file would only remember that civ X should see tile Y, but Civ X is suddenly different. In short, the Franks would get the visibility of Byzantium and everything would change. Then again, if there is a good reason to change the WB then we will do that. So why the change in the WB?
 
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