RFC Europe playtesting feedback thread

The pope still calls for defensive crusades even after the reformation, is that correct?

Playing as England its easy to control/pillage all the Atlantic access resources with privateers. They AI only uses Carracks which are inferior. Privateer should be nerfed since frigates arrive so much later.
 
Apparent bug - Justinian doesn't recognize brothers in faith. I've experienced this in several games (Yaroslavl also does this) - is this a hard-coded feature for the Orthodox civs to be permanently negative toward Catholics?

Spoiler :
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Also - teeny-tiny minor issue - while playing as the French, I noticed Provence is misspelled with as Provance in the UHV tracking screen.
 

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The Round Church will mess up your relations relations with other Orthodox players.

But in the picture rock_star attached a few posts ago, it seems that the round church messed up the realitions between a catholic byzantium and catholic france

EDIT: my best guess is that the round church was built before the catholic-orthodox split in 1054, so the wonder grants that negative relation against both orthodoxs and catholics throughtout the whole game.
Maybe it should expire after a couple centuries?
 
But in the picture rock_star attached a few posts ago, it seems that the round church messed up the realitions between a catholic byzantium and catholic france

EDIT: my best guess is that the round church was built before the catholic-orthodox split in 1054, so the wonder grants that negative relation against both orthodoxs and catholics throughtout the whole game.
Maybe it should expire after a couple centuries?

Round Church is not connected to the Schism.

I will look at it again, I think the problem may be with the Church coming in your possession after conquest or switching religions after building the Church.
 
Re: Protestantism on Industrial Revolution

It may not be pretty but couldn't you leave it on Printing Press and 'intercept' the regular founding routine of the dll and fire the not-so-regular one instead? That way, PP would show it founds Protestantism.

Round Church is not connected to the Schism.

I will look at it again, I think the problem may be with the Church coming in your possession after conquest or switching religions after building the Church.

I think this may be explain it. I've seen Yaroslavl have the same issue, which would indicate the Rus' beat the ERE to the Church, and I think I've experienced it with Suleiman as well (which means he receives the effect on conquest of the Church's city).

The negative modifier about following a heathen religion when sharing religions is what threw me off.
 
A different idea about crusades:

The knight orders should focus on crusades. Not in-fighting in Europe.

Establishing a corporation doesnt give you the ability to create templars/teutonic/st john knights but rather gives you a stack of them if you win the crusade for Jerusalem event. If you dont have any corps you will get ordinary foot soldiers. Then of course the chances of winning Jerusalem (and Tyre which is a must for the naval trading resources) is much greater.

And when Christians take Jerusalem initiate a Jihad giving improved stability and spawn of Ghazis somewhere in the Arabic territory.
 
And when Christians take Jerusalem initiate a Jihad giving improved stability and spawn of Ghazis somewhere in the Arabic territory.

I like this, crusades collapse Arabia way too often
Whenever the Arabian AI lose Jerusalem in a crusade, it gets a temporary stability boost (10 or 15), and a Ghazi army a few turns away from Jerusalem
 
Around the time of the Crusades, Arabia did practically collapse into a bunch of independent dynasties. Every now and then one dynasty or another would rise up and dominate, but there is no united Arabia anymore (except for Saladin, who is included with the Arabian special respawn).

I am thinking about a better way to prevent the Crusader domination of the region. For one, we can remove some of the Crusader units upon conquest of Jerusalem, signifying the return of the Crusader after success and weakening the standing army.
 
Well, what I want is a clash of templars and arabs...

Either Arabia is dominating (like now since Arabia is orthodox) or it collapses and never rises again without falling soon after.
 
Yes, Arabia collapses way to often.

The problem with respawning or spawing of large civilizations as arabia is, that they convert many cities but they do not get the stability bonus for manor houses or courthouses that are already built in those cities. And they cant built new ones as they are already their :(

The same problem exists when you conquer a city and it has already some of he stability buildings built. But that is mainly a problem for the human player as the AI only conquers cities in stable areas and then it wont hurt that much.
 
@3Miro, do you kow how the warmaps work exactly?


I was very puzzled today when i played as Germany. The norse launched a succesfull surprise attack at my city of Luebeck. I had no time to reinforce my troops so i evacuated the city. The norse walked up to the city and then waited there and waited and waited, for turns, they did not attack the city plot, however they attacked my units outside of the city.
I opened the worldbuilder and changed the UnitAI of some units from UNITAI_COUNTER to UNITAI_ATTACK to UNITAI_ATTACK_CITY, i moved some units in and out trying to make some easy targets inside the city. And then at some point they finally attacked.

I thought it has something to do with the warmaps. So i looked into the reference folder and yes, Luebeck is not in the warmap of the Norse. I also looked into RFCEMaps.py to confirm this, because the reference folder is not always up to date.

Then i looked into the c-code to see how those warmaps work. They are only used in the CvUnitAI.cpp and there is a always a comment that says something like "ignore Barb/indy cities outside the war map"
But it appears to me that it does not only affect barb and indy cities but all cities of every player. Everytime a unit tries to attack a plot that has a city on it, a check is made if the city is on the warmap, and if not, the unit does not attack. However if the plot has no city the warmaps seem to be ignored. (see code below)
That means the safest place is inside a city that is outside the warmap of your enemy.
That seems not to be the way it was intended.
Maybe i got it wrong, but then how do the warmaps work?

I also thought that warmaps had different gradients/increments as the different colora in the wamapa suggest, but the color seems to make no difference. It only checkes if the tile has a value greater than zero.

Apperantly there are some holes, not everywhere in the code the check for the warmaps is made. Because eventually the norse captured my city, and some people reported about barb cities that were captured outside of warmaps.

Code:
CvUnitAI::AI_cityAttack or CvUnitAI::AI_anyAttack
   [...]
   //loop over some plots
   if ( pLoopPlot ->isCity() ) {
       if ( getOwnerINLINE() < NUM_MAJOR_PLAYERS ){  //we check if the owner of the unit has a warmap?
            if (warsMaps[getOwnerINLINE() ...] == 0 ) {
                 //ignore plot
            };
       };
    };
 
Yes, Arabia collapses way to often.

The problem with respawning or spawing of large civilizations as arabia is, that they convert many cities but they do not get the stability bonus for manor houses or courthouses that are already built in those cities. And they cant built new ones as they are already their :(

The same problem exists when you conquer a city and it has already some of he stability buildings built. But that is mainly a problem for the human player as the AI only conquers cities in stable areas and then it wont hurt that much.

The simplest solution is to set the chances of getting a courthouse or a manor house to 0.
Both on city conquest and on spawn/respawn.

Not sure this is the best solution though...
Better idea, anyone?
 
The simplest solution is to set the chances of getting a courthouse or a manor house to 0.
Both on city conquest and on spawn/respawn.

Not sure this is the best solution though...
Better idea, anyone?

How about receiving the stability bonus if you own it and not just if you build it? That was embryodead's idea.
 
How about receiving the stability bonus if you own it and not just if you build it? That was embryodead's idea.

Both shouldn't be in
If you build a manor house in a city it's +1 stability, you lose the city, and when reconquering it it's another +1 stability for owning that manor house?
This is easily exploitable

This would be solved if you take extra stability hit when losing your city with stability buildings
But if you lose a core area city with manor house+courthouse+castle, then the overall stability hit may be too huge, so I dislike this solution too
 
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