RFC Europe Files

I confirm that the new version works for me.

Good news for a change.

The Project XML needs to be reedited. You can see the new tags (PProject and so on). The old prereq tags should be left empty, since they refer to Manhattan Project/Apollo Program type of projects.

I will still need to fix the text display, right now it does not follow the other schemes (red for requirement and so on).
 
Good news for a change.

The Project XML needs to be reedited. You can see the new tags (PProject and so on). The old prereq tags should be left empty, since they refer to Manhattan Project/Apollo Program type of projects.

I will still need to fix the text display, right now it does not follow the other schemes (red for requirement and so on).

The new version also works for me, even my saved games from before. Fingers crossed of course.:D
 
I've added a few resources in addition to map changes I posted on the other thread and have a couple of suggestions.

as suggested, added stone NE of Novgorod and NW of Kazan
- added horses and coffee east of Jerusalem and Damascus
- added coffee near the Red Sea (bottom edge of map)
- added horses near Ragusa (Dalmatia)
- added fish near Malaga (S. Spain)
- added rice to Valencia, Alexandria and W. of Venice

Also, could you rename the barb city of Kazan "Bulgar" as suggested and move Astrakhan south to where I've got it on the screenshot (as already discussed with st. lucifer). The file below is ready for the next version if possible. Thanks.

EDIT As suggested below, I propose we move the Cordoba start 1 tile west to make it possible to build Granada.
 
Looks like you're in charge of map changes for now, Jessiecat. JediClemente has some more suggestions here. If you do make some changes along these lines (and I'd like to see Granada), I can update the settler map afterwards.
 
Looks like you're in charge of map changes for now, Jessiecat. JediClemente has some more suggestions here. If you do make some changes along these lines (and I'd like to see Granada), I can update the settler map afterwards.

OK. Thanks. I've now replied to JediClemente and proposed moving the Cordoba start 1 tile west. That would make room for Granada. (see attached map on other post). And the settler maps wouldn't have to change at all. How about that?
 
@jessiecat: I think renaming indy Lubeck to Liubice (its oldish name) is better, I remember that when searching for some tweaks in city name maps, see article
http://en.wikipedia.org/wiki/Lubeck

EDIT: Of course, when captured by the Germans, it should become Lubeck
 
Here is the latest revised WB save incorporating all the suggestions by JediClemente, micbic, Lexad and others.
I've included the revised city names and placements as follows. I've also relocated the Atlantic Access points as agreed.
Could you please rename barb city of Kazan to "Bulgar", Lubeck as "Liubice" and
Kremenchursk as "Kharkiv" on spawn.

Move Astrakhan south to location indicated on screenshot above (post 264),
The Mongol spawn could originate from there then, I guess.

and move Cordoba start 1 tile west, as agreed. Thanks.
 
Here is the latest revised WB save incorporating all the suggestions by JediClemente, micbic, Lexad and others.
I've included the revised city names and placements as follows. I've also relocated the Atlantic Access points as agreed.
Could you please rename barb city of Kazan to "Bulgar", Lubeck as "Liubice" and
Kremenchursk as "Karkhiv" on spawn.

Move Astrakhan south to location indicated on screenshot above (post 264),
The Mongol spawn could originate from there then, I guess.

and move Cordoba start 1 tile west, as agreed. Thanks.

Will do. Your new map will be included in a new test version released by the end of today.
 
Will do. Your new map will be included in a new test version released by the end of today.

Something is wrong with the last WB save I gave you. The opening player menu has changed and there's loads of extra units and/or gold for the first few civs. Here's some screenshots. I might have used the Quicksave WB by mistake.
 
No worries Jessiecat. When you edit the map you end up with extra gold/units for the starting civs because the python adds some of those units in. I've already stripped them out again.
 
No worries Jessiecat. When you edit the map you end up with extra gold/units for the starting civs because the python adds some of those units in. I've already stripped them out again.

OK. Thanks. But why has some of the civ names changed on the menu?
 
Same reason. The names of the Civs are set in Python, and are actually different than the names given in the World-Builder-Save. This is part of the dynamic naming system in RFC.
 
One cannot just change the map. Too many things are interconnected. I have spend hours fixing some of those problems in the beginning. The way to edit the mas is to: start the game with the first civ possible, change whatever, save the file, the give the file to me, or as of some months now - sedna, we clean it up and enter it in the release. If you start with any other civ, we would have to do too much work.
 
New version posted in the second post of this thread.

As I say in the change-list, I'd like feedback on the new building system, which I'm not entirely happy with. Post it in the feedback thread please.
 
We've mentioned several times that we're working towards a beta. What does this mean? Here is what I think.

Philosophically - Beta means that our mod has added the vast majority of content that will control how it plays and that we are moving to focusing on making sure that it is fun to play, has good historical dynamics, and presents an appropriate degree of difficult.

Functionally - Beta means that we will advertise for testers outside of this sub-forum. The goal here is to increase the sample size looking at the mod, allowing us to get more accurate impressions of what a typically user is seeing rather than relying on single reports. We will also slow down the rate at which new versions are released -- we have to keep our beta testers all providing reports on the same (most current) version. Those of us contributing content/code will probably move to exchanging files in a semi-private way and building them into new releases which will come out no more frequently than every week. We will also start numbering the releases, for ease of reporting.

How far are we from beta?

We are close. There is lots of work to be done on things like buildings/wonders, UHVs, stability, resurrection, etc., but most of those will benefit from the increased reports we hope a beta will generate. On the other hand, we will not rush into a beta. Our betas will constitute the first impression most people get of our mod, and it is important to make a good first impression. Appearance is important, and this means that we will want to put some effort into cleaning up artwork and text descriptions. Explanation is also important, so we will need a basic ReadMe to include with the mod.

What I'd like to do is generate a list of major things that must be done before the beta. Volunteers to contribute specific things would be great. This will be used to refine, re-arrange, and extend the wiki to-do list.
 
Well new maps, mostly small changes.
1) Spanish map now has names through Sicily
2) Added cities in the 3 new tiles in Scotland
3) Fixed the Kremenchursk issue (phps I did it only at the Moscowan map)
 

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