RFC Europe: Small bugs/fixes

I played a game of this (Burgundy) and it's quite fun. I can write Python and XML if you need anything of that sort coded.
 
Good to see volunteers.

Samsa was doing the spawn nation visibility regions, I don't know if he is still working on it. That is one thing that needs to be done.

Other than that there is not much Python for coding right now. There are changes that I need to make to the C++, but those are mine and you will have to ask sedna for the XML.
 
I put together a little to-do list page on the wiki, with the things that I could think of that need doing. Others should feel free to add things they think need to get done. These are mostly big tasks, not the small bugs/fixes this thread is for.

Anyhow, if people are able to volunteer for some of these tasks, that would be great. Some of them are relatively self-contained (i.e. Wonders or dynamic Civ-names) while others (i.e. Specialists) would require changing lots of files throughout the mod and would thus need to be minimally coordinated with the other modders in some way.

In general, volunteer to do something that you think sounds like fun, and if it's pretty self-contained, go to it.
 
Either walls are supposed to be like this IDK, or there is a small bug.

IMO, it is awesome.
Al Quds, btw
Also, I don't want to use up a post to ask this question, but besides the settler map, where can I find the best, historical city locations (my country now is Venetia)?
 
Either walls are supposed to be like this IDK, or there is a small bug.

IMO, it is awesome.
Al Quds, btw
Also, I don't want to use up a post to ask this question, but besides the settler map, where can I find the best, historical city locations (my country now is Venetia)?

The walls look strange to me, they look kinda broken. Maybe it is a bug.

BTW In my games as Venice, I have always built Venitia, Zadar, Ragusa then Durrazzo which are historically right. Of course you will later need one in Greece, Crete, Cyprus and Rhodes for the UHV.
 
I put together a little to-do list page on the wiki, with the things that I could think of that need doing. Others should feel free to add things they think need to get done. These are mostly big tasks, not the small bugs/fixes this thread is for.

Anyhow, if people are able to volunteer for some of these tasks, that would be great. Some of them are relatively self-contained (i.e. Wonders or dynamic Civ-names) while others (i.e. Specialists) would require changing lots of files throughout the mod and would thus need to be minimally coordinated with the other modders in some way.

In general, volunteer to do something that you think sounds like fun, and if it's pretty self-contained, go to it.

I've bumped up the revised list of wonders, projects and colonies to the last post of the Wonders thread. I've also done a bit of editing of the wiki and added a couple of suggestions to your list. A couple of questions though. How many Great People of each type do we have now and how many of each do you want for each civ? Do you really want new art and a quotation for each and every technology? Finally, what do you think of the art I posted for the colonies and crusades on the Files thread?:)
 
Please don't hate me, but I have found two more bugs(I think). One of them well... crawls pretty far (unless it just conquered an indi or barbi city):
Spoiler :


And please don't tell me you can mine trees...
Spoiler :
.


Oh, by the way JCat, thanks for helping.
 
Please don't hate me, but I have found two more bugs(I think). One of them well... crawls pretty far (unless it just conquered an indi or barbi city):
Spoiler :


And please don't tell me you can mine trees...
Spoiler :
.


Oh, by the way JCat, thanks for helping.

1. Bulgaria often sends one of its starting units deep into Russia and captures a barb city. It happens quite a lot. Don't worry. They'll lose it when the Mongol hordes turn up later.

2. Building a mine doesn't cut down the forest. It wouldn't in real life, would it? We did talk about this and decided it was best like that.

No problem with helping. Glad to be of service.::)
 
How many Great People of each type do we have now and how many of each do you want for each civ? Do you really want new art and a quotation for each and every technology? Finally, what do you think of the art I posted for the colonies and crusades on the Files thread?

I don't really know how many Great People names we need.

I think every technology should have 1) an appropriate button and 2) at least not a wrong quote. 1) isn't too hard. There are a lot of good buttons in other mods and in the downloads database, and new buttons aren't hard to make. 2) requires a few decisions. I don't want to have low-quality audio of quotes, but I wouldn't mind retaining Nimoy for quotes which can be reasonably re-used/re-assigned. For the rest, I think we should just have a text quote and generic "new tech" sound play.

The art for the colonies is good. I'll put it in the next version. I'm not sure how I feel about the crusades art. It's not really required, and rather specific for generic events - a little bit like giving each plague unique art.

I know we have discussed the mines in forest before, but really, mined iron on a forested hill is a ridiculously good square.
 
Also, I don't want to use up a post to ask this question, but besides the settler map, where can I find the best, historical city locations (my country now is Venetia)?

My city locations are not very historical, but powerful enough. If Ragusa has been destroyed already, I capture the wine, clam and timber with one city, and the other city gets barley, silver and sheep. This means only 2 (but strong) cities in the area, which is IIRC not enough for the UHV. Jessiecat's cities are better then, though I'd have built Durazzo one tile north to get the sheep in stead of the stone, so it can get bigger and work all the tiles possible. The most powerful city I've seen in the entire game (outside Spain, I can't remember those exactly but they were quite strong too), is the city near the iron, horse and sulphur, that also has 2 food resources.

@ Sedna: I agree that these mines are more powerful now. However, windmills are upgraded with certain techs, mines aren't. In RFC they get +1 production with Railroads, that don't exist here. Windmills would be much stronger than mines if mines would cut forests too, so I think it was a good decision to let it be as it is now.:)
 
As Venice, I usually build Venice, Trieste, Pola, and Durazzo (counts in Greek area, strange as it may seem). I have also built Parma (great city site) in one game. Never thought of building Trento, though it might be a good site.
 
@jessiecat: Thought about moving the RFCE wiki to the new RFC site (rhye.civfanatics.net)?

The link is already there in the mod/mods section but we're only described as "proposed" rather than a work in progress.
I may PM Rhye about this very soon.
 
I was never clear on why the switch is happening. I find rhye.civfanatics.net very crowded/cramped. Furthermore, it would actually be a lot of work to port stuff over. Long-term, we'll need to have something on the new official wiki, but I don't think moving stuff over now during the development phase is a good thing.
 
The current wiki has so much work in progress that I think that when we get to either the Beta or the first official release we should redo that one. Mostly using the information from the reference that is currently in the zip file.
 
Hey 3Miro,

Probably you have your own list, but here are a couple of relatively important things that (as far as I can tell) require C++, and thus only you can fix.

- Fixing the end date of our mod to end in 1800 AD (currently around 1760ish)
- Cottage growth-time display bug
- East/West India company not working properly as prerequisites for other colonies
- Any issues with religion-spreading as a result of adding Judaism.

Of course this is only for whenever you have the time. I've been working on fixing python and XML bugs for the next release. Let me know if you're working on any python files so that I can be sure we don't run into conflicts.
 
A couple of recent things to report.

In my latest game as the Norse I was able to build the Augsburg Banking Families and the Medici Bank, both in the same city. And I was able to spread them to other cities so much that other cities got both. Aren't they supposed to be in competition with each other? But how can they be? They're using different resources. How is this competition supposed to work?:confused:

I also had a try again as Burgundy in the latest edition. Knowing that I could get unstable if I expanded too fast I built Dijon and Basle and turtled. Built markets and manor houses then the Monastery of Cluny. I was at peace with France, Spain, the Norse and Rome. Everything going good until Germany spawns. Within 2 turns Germany is wiped out by barbarians. Then Basle declares its independence. I look at the stability box. I have 3 stars on everything except foriegn which is 2. But I'm unstable. How can that be with only 2 cities and good relations with everybody? I can't play as Burgundy and I don't understand what's wrong.:confused:
 
Hey 3Miro,

Probably you have your own list, but here are a couple of relatively important things that (as far as I can tell) require C++, and thus only you can fix.

- Fixing the end date of our mod to end in 1800 AD (currently around 1760ish)
- Cottage growth-time display bug
- East/West India company not working properly as prerequisites for other colonies
- Any issues with religion-spreading as a result of adding Judaism.

Of course this is only for whenever you have the time. I've been working on fixing python and XML bugs for the next release. Let me know if you're working on any python files so that I can be sure we don't run into conflicts.

- The end of the game is not in c++. There is an XML file, something like game speed or something like that, it gives all the year information. Then the spawn dates are in the tBirth array in consts.py. I will fix that, however, it is not a big deal.

- Cottage display bug would probably be the hardest to fix. I will look at it when I get a chance.

- To add colony prerequisites for other colonies, I would need to add more changes in the project scheme file. I will do that.

- Of course, exposing the religion spread factor to python.

One other thing that worries me is that many people are complaining about UHVs not working. We never had such a massive UHV report before and I wonder is it is something that I messed up recently or is it the fact that people are now testing things more in depth.

I am rather busy this week, but I should have free time around Friday and hopefully more next week.
 
- The end of the game is not in c++. There is an XML file, something like game speed or something like that, it gives all the year information. Then the spawn dates are in the tBirth array in consts.py. I will fix that, however, it is not a big deal.

The funny thing is that the XML file looks right, and should cover 1300 years:

Code:
<GameTurnInfos>
	<GameTurnInfo>
		<iMonthIncrement>48</iMonthIncrement>
		<iTurnsPerIncrement>100</iTurnsPerIncrement>
	</GameTurnInfo>
	<GameTurnInfo>
		<iMonthIncrement>36</iMonthIncrement>
		<iTurnsPerIncrement>200</iTurnsPerIncrement>
	</GameTurnInfo>
	<GameTurnInfo>
		<iMonthIncrement>24</iMonthIncrement>
		<iTurnsPerIncrement>100</iTurnsPerIncrement>
	</GameTurnInfo>
	<GameTurnInfo>
		<iMonthIncrement>12</iMonthIncrement>
		<iTurnsPerIncrement>100</iTurnsPerIncrement>
	</GameTurnInfo>
</GameTurnInfos>

- Cottage display bug would probably be the hardest to fix. I will look at it when I get a chance.

If it's complicated, I am totally fine with reverting to the original Firaxis code and not using the -50% cottage growth for Serfdom (in fact, I've temporarily removed that in the latest versions to get unconfused bug reports).

One other thing that worries me is that many people are complaining about UHVs not working. We never had such a massive UHV report before and I wonder is it is something that I messed up recently or is it the fact that people are now testing things more in depth.

I think it's just the latter. I've found and fixed minor bugs in Victory.py that were preventing French-culture and Spanish-religion UHVs and also have found the problem with colony UHVs not counting, so that's all working now. There are probably a few other UHV bugs left to squash, but it doesn't seem like something systematic.
 
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