RFC Europe: Small bugs/fixes

Civs cannot trade techs before their "historical discovery date", this is to slow down tech progress.

All right, thanks. Another info I didn't know (like the numbers in the stability screen).
I know writing the manual is always the last thing to do, but it might help a bit with new players to include such things... please. I can't write the manual even though I'd like to help, as I don't know these things... at least until I find and ask them one by one.
 
I saw on sourceforge that Grenadiers have been changed from "Heavy Infantry" into "Gunpowder". They wikll however still be pretty useless for city assault if the XML is not set to "ignore building defences" which negates city walls and castles.

Right now there are some gunpowder units that have the XML set to ignore building defences and some that does not...

For example both Karolins and Tercios ignore building defences which makes rapid city conquests really easy since you do not need any siege units.

Musketmen, musketeers, arqebusiers (sp?), dragoons, and Line infantry does however NOT ignore building defences.
 
I saw on sourceforge that Grenadiers have been changed from "Heavy Infantry" into "Gunpowder". They wikll however still be pretty useless for city assault if the XML is not set to "ignore building defences" which negates city walls and castles.

Right now there are some gunpowder units that have the XML set to ignore building defences and some that does not...

For example both Karolins and Tercios ignore building defences which makes rapid city conquests really easy since you do not need any siege units.

Musketmen, musketeers, arqebusiers (sp?), dragoons, and Line infantry does however NOT ignore building defences.

Thanks for the feedback
Actually many units are not perfectly balanced IMO
This is one of the bigger mistakes, as makes the spanish and swedish UU's bonuses stronger than other UU's bonuses, and these units are way too ovepowered compared to the usual gunpowder units
But there are many smaller balancing issues as well ATM
 
I saw on sourceforge that Grenadiers have been changed from "Heavy Infantry" into "Gunpowder". They wikll however still be pretty useless for city assault if the XML is not set to "ignore building defences" which negates city walls and castles.

Right now there are some gunpowder units that have the XML set to ignore building defences and some that does not...

For example both Karolins and Tercios ignore building defences which makes rapid city conquests really easy since you do not need any siege units.

Musketmen, musketeers, arqebusiers (sp?), dragoons, and Line infantry does however NOT ignore building defences.

They should. I will change it. I also think that Grenadiers should ignore building defenses. But arquebusiers shouldn't.

I see that the animals are still in the code, but we don't use them. Can I remove them?
 
They should. I will change it. I also think that Grenadiers should ignore building defenses. But arquebusiers shouldn't.

I see that the animals are still in the code, but we don't use them. Can I remove them?

Gunpowder units should ignore walls, even though walls did help, for the sake of gameplay we should do that.

Even though Arquebusiers should technically be affected by city walls, it would be better if they are not. They are pretty useless otherwise.

Animals are not used at all. Last night I removed some C++ code that would spawn a few random animals, we don't need that anymore. I don't think animals make sense in our mod anyway, Europe and even North Africa were pretty well explored and populated by 500AD.
 
I've seen lions in France on spawn :crazyeye:

This will be also solved when merijn removes the animals alltogether
I leaved them in the files in case we decide to use them later, but probably it's better if we get rid of them totally

EDIT: IIRC in the end I left a few animals there, while making them unable to attack
So they where just wandering the map for flavor
 
AbsintheRed and merijn_v1, you guys are a lot more savvy with graphics than I am. Can you guys make a new intro screen for RFCE. Right now we have the old RFC with the Earth from above, while fitting for RFC it is not suitable for us.

I was thinking (although I cannot really do it), we can have the Bayeux Tapestry slowly scrolling on the foreground, while we can have a Medieval Castle wall on the background (or something else like that). On top of the screen we can have "RFC:Europe".

http://en.wikipedia.org/wiki/Bayeux_Tapestry

Can you guys do that? I don't even know if it is possible.
 
AbsintheRed and merijn_v1, you guys are a lot more savvy with graphics than I am. Can you guys make a new intro screen for RFCE. Right now we have the old RFC with the Earth from above, while fitting for RFC it is not suitable for us.

I was thinking (although I cannot really do it), we can have the Bayeux Tapestry slowly scrolling on the foreground, while we can have a Medieval Castle wall on the background (or something else like that). On top of the screen we can have "RFC:Europe".

http://en.wikipedia.org/wiki/Bayeux_Tapestry

Can you guys do that? I don't even know if it is possible.

I'm not that great with creating art either
What if we announce some kind of a contest for this?
I remember quite a couple forumers already suggested to include an opening theme to the mod.
Now everyone can contrubite, and the best medieval european theme wins

And the price: well, besides the fact that it will be his/hers theme that everyone will first see when starts RFCE, the winner will get our everlasting gratitude :)
Also proper credits in the mod, of course
If you think it's a good idea, we should probably start a new thread for this
 
I'm not that great with creating art either
What if we announce some kind of a contest for this?
I remember quite a couple forumers already suggested to include an opening theme to the mod.
Now everyone can contrubite, and the best medieval european theme wins

And the price: well, besides the fact that it will be his/hers theme that everyone will first see when starts RFCE, the winner will get our everlasting gratitude :)
Also proper credits in the mod, of course
If you think it's a good idea, we should probably start a new thread for this

I don't think we can find enough people with art skills to put this in the mod. It is not just a matter of making a .jpg or a short movie, it is a matter of making a .dds.

We can start a new thread (doesn't hurt), but I think our best bet is probably to pm Sedna17. I will send him a short message.
 
I don't think we can find enough people with art skills to put this in the mod. It is not just a matter of making a .jpg or a short movie, it is a matter of making a .dds.

We can start a new thread (doesn't hurt), but I think our best bet is probably to pm Sedna17. I will send him a short message.

I'm sure at least Morholt, Caliom, Opera and a couple others are capable of making complex dds files
Heck, even I'm capable of, and I'm not a real programmer, just learning these things while I'm modding
Nevertheless, it would be great if Sedna also had time to make something, he has a great taste in these things
 
Gunpowder units should ignore walls, even though walls did help, for the sake of gameplay we should do that.

Why exactly should they? Historically fortresses never ceased to be used, and they certainly had defensive values in sieges in RFCE time period. It doesn't make sense to have cannons if a muskateer can ignore walls (apart from the collateral damage).

Also, I find it a bit strange that archery units start with city defense bonuses, while gunpowder units (or at least the ones I found) do not. Actually even cannons should be able to be effectively used in defense (esp from a city on a hill).
 
Why exactly should they? Historically fortresses never ceased to be used, and they certainly had defensive values in sieges in RFCE time period. It doesn't make sense to have cannons if a muskateer can ignore walls (apart from the collateral damage).

Also, I find it a bit strange that archery units start with city defense bonuses, while gunpowder units (or at least the ones I found) do not. Actually even cannons should be able to be effectively used in defense (esp from a city on a hill).

A city have two levels of defense, one is cultural and another is city walls. Gunpowder troops were immensely more effective against city walls and other fortifications, while in the game you will still have to deal with cultural defense and still bring in canons.

City defense promotion is relative to the other units of the era. Archers were good behind city walls and weak in the open. Musketeers were pretty good either way. Hence it makes sense for Archers to have low strength but bonus behind city fortifications, while Musketeers have high strength in all situations.
 
I'm sure at least Morholt, Caliom, Opera and a couple others are capable of making complex dds files
Heck, even I'm capable of, and I'm not a real programmer, just learning these things while I'm modding
Nevertheless, it would be great if Sedna also had time to make something, he has a great taste in these things

The unfortunate part is that the dds file doesn't require programming skill, but rather artistic skills. If it is something programmable, then I can do it. If it is something artistic, you don't want me touching it.

If anybody can help with the opening art, it would be great.
 
I can do something with the intro-background. (I created the one for RFCA) I will put something together. (I can only do flat images, no moving parts or something)

Is it good when I have just the Bayeux Tapestry with the title of the mod on it?
 
I can do something with the intro-background. (I created the one for RFCA) I will put something together. (I can only do flat images, no moving parts or something)

Is it good when I have just the Bayeux Tapestry with the title of the mod on it?

The tapestry one very long image and it is nice to have it scroll (look at the wikipedia image). Sedna PM me and said that he will try to do the art this weekend, so you can PM him as well and see if you guys can do this together or something.
 
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