TheMulattoMaker
Dictator of RF
Not sure if this the best thread for this, but a question: Now that the AIs don't go for their UHVs any more, is it still necessary to have that column of "0/3"s in the scoreboard?
<Define>
<!-- set to 1 if you want to disable UHV goals for AI civilizations (increases speed if they are only checked for the human player) -->
<!-- note that this only works when starting new games, won't affect savegames neither on enabling nor on disabling the checks -->
<DefineName>NO_AI_UHV_CHECKS</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
The scoreboard could use some improvements. But I'm not sure about removing the UHV counter.. is it too disturbing, or does it take up too much space?Maybe just show it when an AI achieves a goal or more. For example, it is imaginable that Hungary achieves all of its UHV goals by chance and the player loses that way. This should be a possibility imo because in this mod the player is able to prevent that from happening.
I was also playing around with the idea of including it in RFCE for a couple times.@ Absinthe
What do you think of including Platybuilder? I greatly improves the utility of the worldbuilder. I know RFCE has some custom WB features, but those can be brought over. I made some custom RFC WB tools for DoC which would also be useful for RFCE. But those are based on Platybuilder.
The City Name Maps are under SignsFrom my experience with including custom DoC features in platybuilder, it isn't very hard to include custom features. Especially because the features I included in Doc are similar to the unique RFCE WB features.
All RFCE features are in the "Reveal Tile Mode", right? Or are there more RFCE features in the WB elsewhere?
Sounds great!I'll start a branch soon so I can work on it without interfering with your work. This allows me to work on it and split the progress into multiple commits. Merging the branch when it is finished will make sure there is no main mod version which does not have all features available. Merging will not be a huge problem because I will mainly work in new files, so I don't expect conflicting files.
1-2, france arrived with crusade and took jerusalem. then next turn rebel was gone and they had lost of culture there.... how?
Yeah, that's the same problem with culture mechanics as before: when the city flipped to indies, all the French culture in the city was converted to the new indy civ. They got some minor culture on (re)conquest, that's why they have 1% instead of 0. The Arabs don't have 65.000 culture there for sure.Well, for the first one, Arabs respawned, and they presumably had a lot of culture built up in Jerusalem beforehand. That's still a lot though...
Sure they can. The strait near Kercs is not that wide, so I guess it was quite historic.3, as kiev, aibar was empty, then a horse archer appeared from nothing and took it. can barbs spawn on crimea?
Nice!4, for fun: as france, irish barbs were shipped to newly found Bayonne i guess from ireland.
Wait, you need a bad event that happens to your civ to be this unique in order to continue your game with it?This never happened before, I was so much amused, that did not reloaded it
Wait, you need a bad event that happens to your civ to be this unique in order to continue your game with it?
If they were simply Vikings, than bleh, reload?