Panopticon
Utilitarian
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.
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)?
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.
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.
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?
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)?
@jessiecat: Thought about moving the RFCE wiki to the new RFC site (rhye.civfanatics.net)?
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.
<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.
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.