RFC Europe playtesting feedback thread

As for protestantism, here is the matrix that determines the probability that the AI will switch (they have to already be Catholic):

Spoiler :

#Matrix determines how likely the AI is to switch to Protestantism
lReformationMatrix = [
50, #Burgundy
10, #Byzantium
40, #France
10, #Arabia
30, #Bulgaria
10, #Cordoba
10, #Spain
80, #Norse
30, #Venecia
20, #Kiev
50, #Hungary
90, #Germany
30, #Poland
10, #Moscow
30, #Genoa
80, #England
30, #Portugal
50, #Austria
10, #Turkey
90, #Sweden
90, #Dutch
0, #Rome
0, #Indies and Barbs
0,
0,
0,
0
]

I'd set Genoa to 10 like Spain (they were vassals).
 
Played a game as Bulgaria. Had a very easy time conquering the UHV condition territory and building the requisite buildings, leaving nothing but turtling against the Mongols to win the game, but expansion stability kept going down and down and nothing I could do to stop it. I don't think I had more than maybe one or two cities outside the expansion zone. I read the last like 5 pages and I guess there are some issues with the stability mechanic as now, but just wanted to add my game to the lot. Aside from that, I think the Bulgarians might be a bit too easy, but I don't know what others think.
 
I just finished my German game, but the last UHV isn't counted. It says "not yet". I accidentally overwritten the save-game. The first one is about 5 turns after 1700 and the 2nd is about 20 before 1700.
 
Currently playing Ottomans. Self-imposed UHVs.
Have 7 cities in 1400 (too little. 10)
Control Greece in 1500
Get Military Tactics at 1650.
 
I can confirm that all 3 Ottoman UHV criteria work fine. I managed to get a game where Arabia had respawned about 20 turns before my spawn, and had capitulated to Spain after a crusade. This left Anatolia pretty weak and easy for me to take from the Byzantines.

After that I took Istanbul, I took out Levant and Egypt, then I took on the Bulgars for the Balkans, who collapsed after I took out a few of their cities. Next I fought for the Dalmatian coast which Hungary was occupying (Venice had collapsed somehow). After taking two cities on the coast, Hungary capitulated, and this opened my gate to Austria.

I can definitely see a Ottoman domination game, as I had 26% population and 13% world area with one vassal. If I wanted to, I could have fed Hungary a lot of independent Bulgar cities, and forced an Austrian and maybe a German capitulation to get the land area necessary.
 
Hi guys, I am back. I successfully defensed my PhD. :king:

In the mean time it looks like you guys have wasted no time. The list new features is impressive. I am downloading the new version, but I suspect it will take me some time to catch up (especially since for the next couple of weeks I will be also occupied with the end of the semester and graduation). However, I am back to the forum and ready to contribute to our mod.

If there is a list of immediate changes/updates that need to be done, let me know (there is quite a bit of discussions that I will have to catch on, so please be specific). I don't know if you have only been working the Python/XML or someone took over the .dll coding.

Good to be back!
 
Hi guys, I am back. I successfully defensed my PhD. :king:

In the mean time it looks like you guys have wasted no time. The list new features is impressive. I am downloading the new version, but I suspect it will take me some time to catch up (especially since for the next couple of weeks I will be also occupied with the end of the semester and graduation). However, I am back to the forum and ready to contribute to our mod.

If there is a list of immediate changes/updates that need to be done, let me know (there is quite a bit of discussions that I will have to catch on, so please be specific). I don't know if you have only been working the Python/XML or someone took over the .dll coding.

Good to be back!

Welcome back! And congratulations too!:goodjob:

We've moved on a bit, esp. with sedna's Python/XML coding. Some .dll related issues remain outstanding, including making colonies require trading companies and giving scoring or other incentives for wonder-building.
But you'll see all that when you catch up with all the posts.:)
 
Congratulations Dr. 3Miro! and welcome back.

The latest download should include the CvGameCoreDLL/ folder. I figured out how to compile the dll, but didn't actually do much (I updated the Dutch Spawn Date and some estimated start times in CvRhyes.cpp and compiled a new version just to prove I could).

I was unable to figure out how to make the AI build colonies. Currently, the AI logic for building projects checks only for the things "base" projects do (spaceship victory, free techs, nukes) and doesn't know about the value of the resources projects provide. Thus the AI doesn't build projects and it's trivial for the human player to meet any UHV-colony goal. If you can figure this part out (presumably you have some experience with the AI code since you did the prosecutor) it would be fantastic.

Beyond that, I'll let others chime in for their priorities. There have been a lot of good ideas floated for exciting new things we could do with the Pope, Crusades, Holy Roman Empire, and modifications to how re-spawns work, but nothing agreed upon as a "must".
 
@Sedna. It seems the quotes and descriptions are all in now, barring the odd "Text/Descrip" thingy left in. Thanks. BTW Did you notice my suggestion about the civilopedia on the bugs/fixes thread?

Arsenal 1, Man. Utd. 3 (aggr. 1-4):king::D
 
Congratulations Dr. 3Miro! and welcome back.

The latest download should include the CvGameCoreDLL/ folder. I figured out how to compile the dll, but didn't actually do much (I updated the Dutch Spawn Date and some estimated start times in CvRhyes.cpp and compiled a new version just to prove I could).

I was unable to figure out how to make the AI build colonies. Currently, the AI logic for building projects checks only for the things "base" projects do (spaceship victory, free techs, nukes) and doesn't know about the value of the resources projects provide. Thus the AI doesn't build projects and it's trivial for the human player to meet any UHV-colony goal. If you can figure this part out (presumably you have some experience with the AI code since you did the prosecutor) it would be fantastic.

The spawn dates (that display) and estimated load times should be exported outside Rhyes.cpp. Either XML or Python with XML being the more sensible option. That will mean changing the civs scheme and updating all the civ entries, so I will need some time to know that it would be just me working on it. Low priority, however.

I will code the AI. I see the issue and get on it. (We can use as template the AI for Hollywood in regular civ, I will see if it fits)
 
So I went for the Arabian rampage again, this time even helped by a Byzantine plague which killed all their defenders, and collapsed them in 712.
Guess what, my stability death spiral started again. The minute I build a courthouse and manor house, the same city revolts and the damage is permanent. The civil war mechanism is still bugged, otherwise I would have collapsed twice by 1100.

Suggestions:
1. If your culture is more than 50% in a specific tile there should be much less penalty for occupying that tile
2. Indy cities when lost don't incur instability
3. What happened to stability from building wonders? I built EVERY one of them and it did me no good at all except for temporary economic benefit.
4. The problem with no civic change available in the beginning means that older civs have no chance of ever revolting because it will cause them massive instability that won't go away, because they are already unstable by the time you have civics to change to. (I'm still about 100 years away from public works in 1100)
5. BTW, spearmen should have defense against light cavalry (because they are useless against heavy cavalry), and horse archers need to be classified as light cavalry (otherwise the only counter against them early on before crossbows/arbalest is another horse archer or a swordsman).

On the other hand, good job with Burgundy...they were the leaders of the 1st Crusade, with Germany and Genoa as their vassals. :eek:
 
3. What happened to stability from building wonders? I built EVERY one of them and it did me no good at all except for temporary economic benefit.

5. BTW, spearmen should have defense against light cavalry (because they are useless against heavy cavalry), and horse archers need to be classified as light cavalry (otherwise the only counter against them early on before crossbows/arbalest is another horse archer or a swordsman).

Last time I was here 3 was not implemented, in RFC not all wonders gave stability and there has been no decisions here on which ones would work for our mod. Should be trivial to reinstate it in the code, but we have to decide which wonders to exclude.

For 5 - Are the early horse-archers still overpowered? I also noticed that just now playing.
 
The major change I made to the stability code involves storing all the stability parameters (iParCitiesE and so forth) for all the civs. This allows me to look at the log file and see which factors are keeping which civs stable/unstable. Really I just had to rewrite some of it to understand it.

With the May 5th version, I see that the AI is typically very stable, largely from all the +stability points from buildings. AP, would you mind posting a save of your Arabian game? Then I can take a look at what all your numbers look like in the situation you are in.
 
@Sedna. It seems the quotes and descriptions are all in now, barring the odd "Text/Descrip" thingy left in. Thanks. BTW Did you notice my suggestion about the civilopedia on the bugs/fixes thread?

Arsenal 1, Man. Utd. 3 (aggr. 1-4):king::D

Grrrrr :mad:
Anyways, just looked at the manual. The brief description is really epic!!!
 
Too long? I think I need to change the font too -- looks okay on the Mac but not so good under Windows.

Not referring to the whole Brief Introduction, but the first part (ie its introduction). Not too long, but offering a sense of epicness... :goodjob:
 
So, this may have been brought up before, but it seems too easy for AI civilizations to respawn at any point in the game. In RFC, respawns are frequent but only after nationalism is researched (ca 1770s). Is there any way we can tie the respawn to a later tech? Maybe printing press would be a good choice?
 
So, this may have been brought up before, but it seems too easy for AI civilizations to respawn at any point in the game. In RFC, respawns are frequent but only after nationalism is researched (ca 1770s). Is there any way we can tie the respawn to a later tech? Maybe printing press would be a good choice?

This is certainly one (simple) option. People have also suggested time-variable respawn probabilities, which I think is a good idea, and would accomplish much the same thing but with a little more fine-tuning.
 
Hi guys, I am back. I successfully defensed my PhD. :king:

In the mean time it looks like you guys have wasted no time. The list new features is impressive. I am downloading the new version, but I suspect it will take me some time to catch up (especially since for the next couple of weeks I will be also occupied with the end of the semester and graduation). However, I am back to the forum and ready to contribute to our mod.

If there is a list of immediate changes/updates that need to be done, let me know (there is quite a bit of discussions that I will have to catch on, so please be specific). I don't know if you have only been working the Python/XML or someone took over the .dll coding.

Good to be back!

First, congratulation!! And second, just at of curiosity, what was the subjet of your PhD?
 
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