RFC RAND: Unofficial Patch

Fierabras

Emperor
Joined
Dec 26, 2006
Messages
1,114
I'm fixing some bugs in RFC RAND 1.27 and I'm considering to release it as an unofficial patch (Python, XML) on Civfanatics. So far it contains:

Spoiler :


Python bug fixes

Changed CityNameManager.py to the cleaned version from RFC RAND Plus to prevent Python error messages with non-ascii characters in some city names.

Logical bug fixes

The most important one was the fix of the bug with non-spawning of coastal starting units. I changed the tile search from 1 to 2 and made sure the tile found was coastal. This is to prevent the situation where you spawn 1 tile inland with no open water in a 1 tile radius around you starting point. When that happened you didn't get all the coastal starting units. This was happening quite a lot with Rome and Greece.
I fixed it in RiseandFall.py in several places.

See post: http://forums.civfanatics.com/showpost.php?p=9264065&postcount=6

I fixed all the barbarian sea spawn bugs. In an earlier version of RFC RAND there was a bug with barbarian ships spawning on random water tiles with seaice on it.
The check for this seaice feature was implemented in 1.27, but created a new bug where barbarian ships could only spawn on seaice.
I fixed it in RFCUtils.py in the OuterSeaSpawn function.

I also changed the ships spawning for the celtic norse in North Europe and the barbarian pirates in the mediterrenean by changing them to OuterCoastSpawn to prevent triremes and galleys spawning on ocean tiles.

Additions

Added missing CIVIC_SUBJUGATION for all the civs in Civ4CivilizationInfos.xml

http://forums.civfanatics.com/showthread.php?t=348436

Added Wide Citybar by asioasioasio in Art/Interface/citybar/*.*

http://forums.civfanatics.com/showthread.php?t=239221

Typos

Civ4GameText_UP.xml - "Burocracy" changed to "Bureacracy"
CvRandomEventInterface.py - "getHelpThGoths1" changed to "getHelpTheGoths1"

Tweaked

Tweaked RFCEventhandler.py because Resources.py is not used

Other changes

Removed the no-Jerusalem-flip on spawn.
With hindsight it was a bad idea to use this as a way to nerf Greece and the implementation led to other problems.
I changed it in RiseandFall.py.

See post: http://forums.civfanatics.com/showpost.php?p=9579381&postcount=44

Revisited the "Supergreece" problem.
Returned Hunting and The Wheel as starting techs, but removed the attacking Greek Phalanx to prevent it from taking Jerusalem too early.

Less barb camel archers in Africa (same number for as for low likeness maps).

Removed plains requirement for silk to wine swap in Europe (suggestion by ImNotHere).



I was wondering if there's interest for such a patch and if anyone has some suggestions for further tweaks and fixes?

All code changes can be viewed at https://sourceforge.net/projects/rfcrandall/

I've put all the changes in a zip which you can extract to your "Mods" folder. It will overwrite the files in your Rhye's and Fall RAND folder.



I have moved this Unofficial Patch to https://github.com/frankstrater/RFC-RAND-UP.
You can download this it as a ZIP from the Github page. Make sure you unpack it in your mods folder and change the main folder name to "RFC-RAND-UP"
 
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ImNotHere

Warlord
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Jul 12, 2010
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169
Location
BC, Canada
I'm definitely interested in this. Although, what I would ideally see is basically a random map version of Leoreth's Dawn of Civilization, although that might be a bit too much to ask.

Anyway, one feature I would really like to see is plague that no longer kills units, only damages them and kills city pop and cottages (similar to DoC). Another is no burning holy cities; I always see Jerusalem burned to the ground because of massive barb populations around Rome or in Africa (sometimes the same happens when Egypt founds Judaism). Either way, I rarely see a Jewish holy city in my games.
 

Fierabras

Emperor
Joined
Dec 26, 2006
Messages
1,114
RFC RAND can be very brutal when it comes to barb spawning in north-africa and the middle-east on very high likeness. I'm working on it, I'll consider adding move holy city when razed for judaism.

Adding RFC DOC mechanics to RAND is something I want to do for another modmod. In this patch I'll focus on actual Rand bugs.
I'm currently working on the "Swords of Islam" problem on Very High Likeness. The screenshots show what happens a lot when you spawn late in southern Eurasia (Arabs, Khmer)



With all the barbs spawning in Eurasia and moving southwards you start with a lot of flipped Axes and Swords. The problem is with how Eurasia is defined. The south point is measured by the southest point of India, so this leads to different results with the random map generator. I'll think I'll change the south point of Eurasia to the south point of Northern Eurasia (only for Very High Likeness maps).

I also intend to revisit the barb spawning in Africa to give Judaism a better chance of surviving.

Edit: I'll keep the swords of islam "feature", as Arabs or not flipping cities when Arabia is big and full of barbs.
 

Major Tom

Immortal
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Jun 1, 2005
Messages
717
Location
Oslo
Sure I am interested. Is it possible to have a more detailed view of stability (F2) as in DoC?
 

ImNotHere

Warlord
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Jul 12, 2010
Messages
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Location
BC, Canada
I have another suggestion. Silk spawns way too far west in most of my games. Usually 2/3 of Eurasia has silk, meaning that China to Rome/Greece/Arabia always have silk (I've even seen it spawn near the Atlantic coast of Eurasia). My suggestion is to limit it to spawning in the eastern third of the continent, limiting it to China, Japan, Khmer, Mongolia, and maybe India and Persia.
 

Fierabras

Emperor
Joined
Dec 26, 2006
Messages
1,114
I have another suggestion. Silk spawns way too far west in most of my games. Usually 2/3 of Eurasia has silk, meaning that China to Rome/Greece/Arabia always have silk (I've even seen it spawn near the Atlantic coast of Eurasia). My suggestion is to limit it to spawning in the eastern third of the continent, limiting it to China, Japan, Khmer, Mongolia, and maybe India and Persia.

This is how it's implemented in RandomRFC.py on line 1542

Code:
if (pCurrent.getX() < (iEurasiaEastX-iEurasiaWestX)/2+iEurasiaWestX):

When this is true, silk gets swapped for wine when likelihood is high or very high. Silk spawns from centre Eurasia to the east. I'll consider changing the code to the same as for the wheat-rice-swap which occurs at 2/3 of Eurasia.

You can change it yourself to this if you want to test it:

Code:
if (pCurrent.getX() < (iEurasiaEastX-iEurasiaWestX)*2/3+iEurasiaWestX):
 

Fierabras

Emperor
Joined
Dec 26, 2006
Messages
1,114
I just noticed that the wine-silk swap only occurs when the plot is a plains. See line 1538 in RandomRFC.py

Code:
if (pCurrent.getTerrainType() == con.iPlains):

Not sure why this is a requirement, but removing this would solve the problem of silk in Europe.
 

narvego

Chieftain
Joined
Jan 10, 2010
Messages
80
Cannot play, have this error with Greeks, please help me:



No units but these red circles.
 

Fierabras

Emperor
Joined
Dec 26, 2006
Messages
1,114
Updated first post. This patch is now a playable mod instead of a patch.
 
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