RFC Europe: Small bugs/fixes

I would be good if people could test out their ideas for UHVs.

For example, I played a test game as the Norse. I thought the proposed UHVs would be too easy, so I took as my goals a combination of the original UHVs and Jessiecat's, and it proved highly enjoyable.

1) Have a city in Ireland, Iceland, Britain, France and Sicily in 1050 AD.
2) Uncover all ocean tiles by 1200 AD.
3) ???

The first goal is exciting and challenging. You can't waste too much time. It is designed to allow you to be somewhere in the old viking section of England if you wish, since the goal ends before the English rise. I captured Jorvik, Dublin, and Calais reasonably easily with my initial troops and a few mercs, but barbs took and razed Calais. I built settlers and boats back home and sent them off on the long trips to Iceland and Sicily and then turned to building a new army to take a French city. The Sicilian boats had to declare war on the Cordobans to get past Gibraltar, and just barely survived their naval attack (being able to dodge into the ocean tiles to heal is a useful application of the Norse UP).

My amphibious invasion of Normany (at Caen) went well, though it was nail-biting to hold off the French counter-attacks until 1050 (I really felt the lack of horses). After meeting the goal I gifted cities back to the French and (rising) English. In the meantime, my boats had been exploring. It wasn't tough to get to see all the ocean by 1200, though I imagine it would have been if I hadn't been able to buy open borders with Byzantium. This goal kept me focused on naval techs (Cogges are useful, and Optics with +1 sight over water is a godsend) and using the Norse UB. It's not THE most exciting thing to sail your boats back and forth, but it's kind of rewarding in an OCD sort of way, and it is unique and 3Miro did have to code a special function to meet this goal.

I didn't play through goal 3, but I approve of having an open-ended goal for the last one to allow you to play with your little Norse kingdoms. Either the colonies, or a more Viking-like but time-non-specific raze X cities or sink Y boats would be fine.

P.S. Sorry for the lack of a new version this weekend. I need to squash a few more bugs before a release, and I "wasted" my free time yesterday messing around in Viking boats, but it'll come soon.
 
Testing new self-made UHVs--that's all fine and well, and in fact I accomplished what the Bulgarians and Arabians couldn't have in real life (i.e. conquer the Byzantine Empire), same for the Byzantines (be the only empire left standing in Asia Minor). But I need some leeway with stability before I become much more "creative" with UHVs. I would love to be able to conquer the Exarchate of Ravenna (i.e. conquer Venice and Rome back).:mischief:
 
I know I'm whining, but how about making courthouses give +2 stability and night watch/dungeons +1 stability? :crazyeye:
 
I'm giving Manor Houses, courthouses, dungeons, and night watches +1 stability. Everyone needs courthouses anyway, no need to give them +2 I feel. Stability should be pretty gentle in this round.
 
I'm giving Manor Houses, courthouses, dungeons, and night watches +1 stability. Everyone needs courthouses anyway, no need to give them +2 I feel. Stability should be pretty gentle in this round.

What's your ETA for the next version, and what will you be able to include? Tech descriptions maybe? And maybe new UHVs?
 
ETA: Tonight (GMT -6) or tomorrow night.

Changes: Lots of bug fixes, some modifications to the military units, tech descriptions, stability tweaks, a partial manual/readme.

Sadly not in time for this release: making the AI build colonies, most of the new UHVs.
 
ETA: Tonight (GMT -6) or tomorrow night.

Changes: Lots of bug fixes, some modifications to the military units, tech descriptions, stability tweaks, a partial manual/readme.

Sadly not in time for this release: making the AI build colonies, most of the new UHVs.

OK. Great. I gather you figured out how to code in the tech descriptions. So can I proceed with other descriptions, ie wonders, buildings, units etc? Which do we need first?
 
You should work on whatever entries are most interesting to you. That said, I've been sort of thinking about how I want to "explain" the units in the civilopedia, so perhaps you could work on buildings or wonders.
 
Sinking ships is very cool UHV for Norse, I enjoyed it RFC. Is there any way to count how many items did you pillage? Like hamlets, pastures, mines, towns. This can be very fresh UHV, if one could code it.
 
I support that idea. A large stack of units marching through France and Germany with their only duty to return everything into it's natural state..:viking:

That would be easy to code, but I don't know a) how many "pillages" is an appropriate number and b) how you would keep track of how you're doing.
 
That depends on wether roads are counted or not (I'd say no). I think 50 is reasonable, maybe a little less, maybe more. I don't know how to show the number of pillaged improvements either, but possibly a simple tag would do the job, and if that doesn't work, who cares, we want to raze as much as the gods tell us.:king:

Another small suggestion, if it's possible to code, razed cities could count towards the UHV, with the number of buildings the city had = the number of destroyed improvements.
 
The potential exploit with pillaging is that a player can order his Norse workers to build a mine in his own cultural borders and then pillage it (without any raid money, just for UHV). This can be done 50 times :) Progress indicator is important though (ideally in F9 statistics screen). If it is possible to see the number of razed cities is there no way to see how many cottages and fishing boats have been razed by a player? Would be fun to see it even in the regular unmodded game. :)

Roads and forts of course should not count.
 
Just noticed a couple of things while working on the Civilopedia descriptions. Why is "L'Encyclopedia" listed as a project when it is really a World Wonder? And why are the East and West India Companies listed both as wonders and as corporations? In order to clarify all these for the new player I suggest these changes to the Civilopedia.

National Wonders (can be built by all civs given req. conditions)
Heroic Epic
National Theatre
National University
National Gallery
The Summer Palace
Tower of London (when coded)
East India Company
West India Company

World Wonders - all other wonders

Projects - renamed as Colonial Projects

Corporations - as now (7)
 
That would be easy to code, but I don't know a) how many "pillages" is an appropriate number and b) how you would keep track of how you're doing.

There is a "on unit pillage" event in python (in non RFC manager, so we will have to export it). If it works properly, we all should be trivial.

(Note: some events in python do not work. Some people claim to have ported an Inquisition unit to regular RFC, however, I don't think they have ported the AI properly. The Python AI functions are ignored in RFC's .dll file. That is why we had some issues with coding the proper Prosecutor AI)
 
Re Norse: For now I just have the 3rd Norse goal being to raze 10 cities, but that can be viewed as a placeholder.

Re Civilopedia: JediClemente coded the Encyclopedia as a project because The Internet is a project in the base game, and hence the ability to give free techs was available to projects (and not to buildings without more dll changes). I don't remember the India companies showing up under Wonders -- they show up as projects though, because that's what they "are" according to the game. Re-arranging the civilopedia as you suggest might be preferable, but would be a fair bit of work (and not so exciting, at least to me).
 
Re Norse: For now I just have the 3rd Norse goal being to raze 10 cities, but that can be viewed as a placeholder.

Re Civilopedia: JediClemente coded the Encyclopedia as a project because The Internet is a project in the base game, and hence the ability to give free techs was available to projects (and not to buildings without more dll changes). I don't remember the India companies showing up under Wonders -- they show up as projects though, because that's what they "are" according to the game. Re-arranging the civilopedia as you suggest might be preferable, but would be a fair bit of work (and not so exciting, at least to me).

The Round Church gives a free tech but it's listed as a wonder not a project. So why would the Encyclopedia be treated differently? And I can understand why it might be a pain to reearrange the civilopedia entries and I was mistaken about the India companies, but why should the corporations be listed twice as they are now? Check them out. There's no reason for them to be listed as wonders as well, is there?:confused:

Re. the Norse. I see the razing 10 cities is a placeholder. I hope so as its really ahistorical as the Norse rarely razed cities. Instead they looted them and demanded ransom from them. And they were pretty much settled by 1050 anyway. BTW Why did you have to alter the UHV dates so drastically? 1200 and 1400 would have been just fine, in my opinion.
 
The Round Church gives a free tech but it's listed as a wonder not a project. So why would the Encyclopedia be treated differently?

Because the round church gives a tech when built with the Encyclopedia gives techs known by X other players. It's a totally different function, and that's how it's coded.

And I can understand why it might be a pain to reearrange the civilopedia entries and I was mistaken about the India companies, but why should the corporations be listed twice as they are now? Check them out. There's no reason for them to be listed as wonders as well, is there?:confused:

Technically you're seeing the corporation headquarters listed as wonders. You found a corporation by building the HQ in a particular city with your GP. I think in base civ these buildings are called General Mills HQ, and so forth. We can change the names of these to something generic or cool (Templar Grand Lodge, or something) to alleviate some confusion.

Re. the Norse. I see the razing 10 cities is a placeholder. I hope so as its really ahistorical as the Norse rarely razed cities. Instead they looted them and demanded ransom from them. And they were pretty much settled by 1050 anyway. BTW Why did you have to alter the UHV dates so drastically? 1200 and 1400 would have been just fine, in my opinion.

1200 and 1400 for UHV dates give you WAY too much time making it no challenge/fun. Besides, most of the settlements in question were founded before or during the 11th century -- so that one's more historical.
 
I guess we have different opinions on these, esp. the Norse. Maybe you've just gone from too easy to too hard for most players now that Sicily is a goal.
Can I bring up something else? Just started a game as Arabia and Islam was founded in Tyre. And Jerusalem and Damascus didn't convert to Islam. So neither can build anything Islamic until they get Gothic Architecture and Organized Religion. Obviously when you shifted civics it changed everything, esp. for Arabia. It even messed up their UP as well. Was this intentional?
 
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