RFC Europe playtesting feedback thread

Noone wanted new UUs, but we shouldn't even have camel archer art for Arabia?

I'm not saying that, I'm saying that there SHOULD be an Arabian Camel Archer unit and that the Cordobans can hire "Bedouin" Camel Archers as mercenaries, but shouldn't necessarily get them.

Bakuel's units are way more accurate and in most cases more detailed than the original Firaxis units.
Yes, that is also what I said, and I agree 100%! Shamefully though I don't know if he's working on the European unique unit art :/

Talking about Bakuel I STRONGLY encourage you guys to use his Russian pack for the Kievans and Moscovites, they are really pretty, and would look really great. Also introducing his Orthodox Missionary unit would make the Orthodox civs look better to :)


Here is a link to his profile page, where you can download his uploaded Russian units: http://forums.civfanatics.com/member.php?u=112496&page=10
 
Ok. You have convinced me. But it would be fair if we add some conditional merc for more civs. (Like SoI)

I will include Bakuel's version instead of the vanilla art.

AFAIK, we already have many Russian units. I'm not sure who created them, but they could be the same as the link The Turk provided.
 
Yes, that is also what I said, and I agree 100%! Shamefully though I don't know if he's working on the European unique unit art :/

Talking about Bakuel I STRONGLY encourage you guys to use his Russian pack for the Kievans and Moscovites, they are really pretty, and would look really great. Also introducing his Orthodox Missionary unit would make the Orthodox civs look better to :)


Here is a link to his profile page, where you can download his uploaded Russian units: http://forums.civfanatics.com/member.php?u=112496&page=10

Yep, I think Bakuel is the best ancient-medieval unit maker for Civ IV.
He already released 1000+ units, and intends to continue till all the more or less important civs are covered :)
Actually I spoke with him about smaller European civs a few months ago, and they are the next on his list :goodjob:

I plan to include many more of his units in RFCE, but art is not the main priority right now...
In a few months I will get to that too ;)
 
Bakuel's new European units I plan to include are not ready yet
He will release a few Bulgar, German, Dutch and Polish sets, hopefully soon
 
i'd suggest releasing two versions of the mod ...

including and excluding art (beyond baseline needs)
 
If there is need for this, we can do it
A version where all the RFCE art are changed back to use vanilla BtS art (both leaders and units)
 
If you give me the links, I can include them. As I said, my holiday started this weekend, so I have plenty of time.

Thank You merijin_v1!
Here are the links:
Russia:
http://forums.civfanatics.com/downloads.php?do=file&id=16295 - Russian Units
http://forums.civfanatics.com/downloads.php?do=file&id=16294 - Russian Units
http://forums.civfanatics.com/downloads.php?do=file&id=16387 - Worker Units
http://forums.civfanatics.com/downloads.php?do=file&id=16388 - Orthodox Priest
http://forums.civfanatics.com/downloads.php?do=file&id=16389 - Russian Merchant
http://forums.civfanatics.com/downloads.php?do=file&id=16390 - Russian General

Ottomans:
http://forums.civfanatics.com/downloads.php?do=file&id=15658 - Ottoman Worker

Arabs/Cordobans (NOT all of them though can be used for the Cordobans):
http://forums.civfanatics.com/downloads.php?do=file&id=15659 - Arabian Worker
http://forums.civfanatics.com/downloads.php?do=file&id=15632 - Early Islamic Units (PLEASE use the Bedouin Horse Cavalry for the Arabian UU, it looks MUCH better!)
http://forums.civfanatics.com/downloads.php?do=file&id=15633 - Later Middle Ages unit pack
http://forums.civfanatics.com/downloads.php?do=file&id=14713 - Ghulam Guard (should be expensive to build, but very powerful unit)
General Middle Eastern Units:
http://forums.civfanatics.com/downloads.php?do=file&id=15821 - Great People Pack
http://forums.civfanatics.com/downloads.php?do=file&id=14773 - Horsemen Pack

------------------------
Camel Units:
http://forums.civfanatics.com/downloads.php?do=file&id=14832 - Camel Gunners

http://forums.civfanatics.com/downloads.php?do=file&id=14828 - Camel Riders (w/Sword)

PS. Have you ever thought about giving each "group of civilizations" or a specific civilization a specialized unit that you can only build a few of? For example the Arabs could get Ghulam Guard unit, the Western Europeans could get specific knight group like the Knights Templer, the Russians could get Cossacks. The point of this being, expensive to train units and you are limited only to a few, but they are very powerful. That would be an interesting add to this game ;)

PPS. As an extra early (the first one really) colonial project, a European faction with the Atlantic Access should be able to build an Oman Colony, and an Eastern Africa colony. The Omani Colony project would give incense, gold, tea (open to negotiation).
 
Also a version with Western accents instead of Russian characters.

We might consider that for the main mod
Don't even have russian tags for many of the xml entries, so the mod is not playable in russian language right now
 
I will remove the russian tags then.

We don't have to decide this right now, I just brought it up for discussion

Also, I think it's not even necessary to remove them.
I'm sure we can somewhere switch back the mod that it handles normal ASCII characters instead of the russian ones
This way they could remain without any problems (if we somewhere in the future want to readd them, or solve the issues with having both ASCII and russian chars in the game)
 
There are Russians playing the mod. Don't remove the Russian tags (unless you make a second version of the mod).

Eventually we may do that, but for now, we should keep things as they are.

Are you sure they are not playing it in English?
AFAIK right now you cannot run the mod in Russian.
As I said, many russian tags are missing from the xml files

Having said that, I agree with you that the existing tags shouldn't be removed
But since it's not working, accents should have priority over russian characters
 
Are you sure?
AFAIK right now you cannot run the mod in Russian.
At least half of the russian tags are missing from the xml files

Having said that, I agree with you that the existing tags shouldn't be removed
But since it's not working, accents should have priority over russian characters

You can run the mod in Russian, just some text (the newer one) would appear in English. Russians have their own forum and don't come here often (they don't speak English).

Having two versions would require two sets of XML/Text and RFCEMaps.py. I guess we can post an official thread declaring the change in Russian support and that we need help if we where to keep Russian alive. I am just not sure if now would be a good time or if we should wait until we have a more complete English version first.
 
I tried to test this, but had really hard time to run the mod in russian language.
Are you sure it runs without any problems if Civ IV itself is translated to russian?
What I'm sure of, is that the new texts (with missing russian tags) won't appaer in english, maybe appaer as blank if the mod runs...

Anyway, I don't say we should stop the russian support of the mod.
If I'm correct, both accents and russian tags can stay, it's just a matter of a few settings which type of character sets are used
I'm not sure where can we set this though. In the dll? Or in the gamefonts?
If it's easy to modify, we can provide a modified version for the russians.

Let's check this from another side:
Accents are (or would be, if we allowed them) used in the mod in every language, as we use ethnic names for the city name maps, UUs, UBs and a few other things.
Russian characters are only used if you try to run the mod in russian language.
So maybe we should think about accents having priority over russian, so ASCII characters would be the default setting, not the russian characters
 
In order to see Russian characters, you need to have the Russian version of the game. Otherwise the fonts don't display.

We can remove the Russian tags, but then have a zipped version of the current XML/Text folder. We can then post on the Russification thread that we need someone to translate the missing tags.

There will not be many more changes to the XML text, maybe some more concepts for better documentation. So whoever is interested can start translating now.
 
Why do you want to remove the Russian tags?
I never wanted to do that
And as far as I know it, it's not necessary at all
 
Why do you want to remove the Russian tags?
I never wanted to do that
And as far as I know it, it's not necessary at all

I thought that we cannot have the accents and Russian tags coexisting. Am I wrong? If you can just add the accents and they work, then just add the accents. If the accents and the Russian tags don't conflict, then there is not issue.
 
This is the way I *think* it works:
We have to choose which character set we want to run the mod with:
Either the accents with normal ASCII set - the accents' special characters will be displayed in all the 5 main languages, but no russian special chars
Or the russian language with it's character set - no special chars in the 5 main languages, instead special characters in the 6th language.

I suppose these things can be set in the gamefont files
Right now the mod is set to handle the russian language.
I think we should change this so the mod handles the accents instead, and upload the current version of the gamefont files to a new thread for the russians.

If we have the normal ASCII set, and don't want to play the game in russian, we can add the accents, there will be no conflicts as all.
The russian tags can also stay, as they won't be called or used, so won't be displayed wrongly anywhere.

If someone wants to play the mod in russian, just have to replace the gamefont files with the uploaded gamefont files from that thread
 
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