RFC w Ireland v1 ...new civ, new flag, new everything...well, almost everything

Well, I've no further plans to mod RFC after I'm done with this.

I have made several scenarios based on medieval maps. The european one is based on the Hereford Mappa Mundi and includes Scotland.

I'm also developing scenarios on the map I use for RFC, the medieval one includes all the civs I used on the Mappa Mundi, so the scots are there, and the classical map includes the picts.

I'm just finishing the renaissance era map now, and then making an enlightenment era one before I release the whole package.

You can download the medieval maps now in the downloads section of the forum, but please look in my comments at the end as I put a link to an updated download for the european map (had to pare back scandinavia by two tiles to give scotland room, but didn't want to repost the whole zip).
 
No offense to your heritage or nothin' Omega, but, Scotland isn't even a modern nation. Going to the ancient times it was first colonized by Ireland and was even named after the Irish tribe of Scots while the native Picts got their asses handed to them. Going forward to aprox. 1000 AD the kingdom of Scotland was already intermarried with the English line since before Edward I whom conquered Wales. Around the time of Brian Boru, Scotland was being regularly Raided by the Vikings. The Scots had to my knowledge three rebellions against the English, all of them put down with little enough effort, and it was with the end of the 2nd(?) that made Great Britain a United Kingdom.

'Sides Scotland is ON Great Britain, the English Civ just would not have the proper /being/ if you know what I mean? Like whoever played as Scotland would immediately move to take say Ireland.

Of course it is all up to Antaine on what he makes though, maybe you can make a convincing arguement as to why he should.

Scotland successfully repelled many English invasions, and really pulled off a show doing so, with William Wallace and Robert the Bruce. In order for England to finally "defeat" them, they had to do a diplomatic union. That's why the title is "The King of England AND Scotland" (Along with Northern Ireland), and not just "England". Notice that Wales isn't mentioned on the list, as they were annexed by England, not willingly joining the UK.

Plus, RFC is to explore historical alternative realities. There is a good chance Scotland would had survived today, had they not unionized with England. Past wars shown that they can repel the southern invaders, there was a stable government, etc, etc.
 
Well, RFC aside, you might want to check out the scenarios. I didn't mod them because I wanted them to be easily multiplayer. I just played a game as Ireland where I conquered england, which HAS to be easier for the scottish player (having cities on the island and all).

As for modding RFC, by all means go for it. I could see altering the swordsman for a Highlander UU, a UP smilar to the inca involving mountians perhaps. You'd only need to change the color of the Independent flag to get the cross of St. Andrew. When I started out, I knew nothing (I still basically know nothing, but I know a lot more of it ;) ), but I eventually managed to flog the code into compliance.

If you attempt it, however, I recommend using my RFC map as I enlarged the british isles to accomodate more than just the english.
 
I'd love to create a mod that adds Scotland, you know I would dearly. However, I can't mod. At all. I would really flop, and I just wouldn't be able to work with Stability and such.
 
Hello everyone; I'm not certain if this thread is still active... but I do have some bugs/issues to report:

1) Irish UHV condition (no foreign culture is British isles) is a pain to achieve... I conquered all cities on the CELTIC isles (besides London, which I razed) in advance of English spawn. When they did spawn, I refused a flip...and fought 2 wars which left me in possession of London. Later, I conquered the Netherlands, and France... mostly to prevent their culture from intruding on my territory. However, by 1700... 2 of my cities (in Cornwall, and Wales) still reads "99% Irish"... 100% seems impossible to reach. All other squares are 100% Irish... there is just some *fraction* of independent culture left in the cities. Is there any way to adjust this?? I've satisfied the other 2 UHV conditions, and am the undisputed master of Europe... and Papal controller ;)

2) Several Ottoman cities have Scottish/British names... "Iverness" and "Edinburgh", I believe...

2) The Malinese are bugged. In 1670, I was able to view their treasury (via "passive" espionage); they have over 250,000,000 (2 hundred fifty million) gold!!! As they were about to achieve a UHV in 1700, I declared war on them... and have been trying to collapse their empire... but to no avail. They're still alive & kickin'... even after I sack 4 of their cities. The Malinese achieve UHV in 1700, something that I fail to do... as per issue #1.
 
hm...I'll have to play around with it in the coming week and see what's coded wrong. I thought I'd solved the british names in the middle east issue. afaik, the culture thing refers to tiles and doesn't calculate until the year called for, so let that year pass and if they're all green you should get the uhv. Also, this is the first I've heard about that error with the maya...I've vassalized them in the past and they didn't have that problem...could it be a bug in the spy reporting?
 
hm...I'll have to play around with it in the coming week and see what's coded wrong. I thought I'd solved the british names in the middle east issue. afaik, the culture thing refers to tiles and doesn't calculate until the year called for, so let that year pass and if they're all green you should get the uhv. Also, this is the first I've heard about that error with the maya...I've vassalized them in the past and they didn't have that problem...could it be a bug in the spy reporting?

It's impossible for me to determine whether I win the UHV in 1700... since the Malinese have an identical "end point" for their 3/3 UHV conditions. I let the turn cycle, and the Malinese (not Maya) win. It *could* be an error in the spy report, but they do have a RIDICULOUS amount of gold, even if the 250,000,000 figure is inaccurate...

However, I believe that it IS accurate... the cost of "steal gold" missions (for my spies) is astronomical (since the EP cost scales with the amount of gold an opponent has).

Curiously... I've been frantically sacking Malinese cities, but this has done nothing to prevent them from attaining their UHV...

Would you like for me to send you a save file?

(Edit) No offense, but I think that 100% Irish culture on the British Isles is an unrealistic goal. After several centuries, and the construction of numerous (culture generating) buildings, I can NEVER get above 99%...
 
I have a hard time believing that they could accumulate that much gold, but they have a lot even at an early stage in the Slow Game I've been running (I peeked). Their powers entail extra gold in every tile and a UB that capitalizes on that. If they were left to live in complete peace, could they really develop that much money?

The thing is, I didn't touch the Malinese...their coding is what Rhye had. I may need to nerf them, but honestly I'm puzzled as to why this should happen if it doesn't in the ordinary RFC when the marathon mod is applied.

Anyone who has experience with that and could look at the code I'd appreciate it.
 
I'm wondering if in the short term I can arrange a dirty, python fix for the malinese...something like "check every tenth turn and if they have more than $10k reset their money to $1k."
 
Learned any Python yet? :D
 
I have a hard time believing that they could accumulate that much gold, but they have a lot even at an early stage in the Slow Game I've been running (I peeked). Their powers entail extra gold in every tile and a UB that capitalizes on that. If they were left to live in complete peace, could they really develop that much money?

The thing is, I didn't touch the Malinese...their coding is what Rhye had. I may need to nerf them, but honestly I'm puzzled as to why this should happen if it doesn't in the ordinary RFC when the marathon mod is applied.

Anyone who has experience with that and could look at the code I'd appreciate it.

I know! Even with their Unique power, and several golden ages... it's not mathematically possible. I've never seen Mali (or ANY civ) accumulate so much gold in RFC. There's something odd in this game... and I haven't touched any of the code...

Oh, and BTW... did you notice my problem with Irish culture on the Isles? No matter what I do, the 2 cities mentioned never exceed 99% Irish in the core tile.
 
Baldyr - no, by the time I'd finished my thesis my brain was no longer working...I haven't touched coding (or even civ, that much) since then.

incoget - I believe I copied the coding for domination of the island from the Japanese uhv. My understanding is that it goes by colored tiles and not acutal %, but I could be wrong on that. I think as long as all tiles are green or blank (no blue, orange, red, etc) you should be fine. As I also seem to recall it only looks for whether or not that uhv is satisfied once...on the date specified (perhaps one turn off), so satisfying the uhv before that (or having foreign culture present before that) will not trigger the uhv to register "no" or "yes." Anyone who can confirm excatly what the game is looking for with foreign culture (% or tile colors) one way or the other I'd really appreciate it.

I'm playing a game now, checking in on mali every few turns. They have a lot of money (just over 1000 in 1200AD), but nothing like what you have in your save file. As I said, I didn't touch Rhye's coding for the Malinese, their UP or anything to do with them. By the looks of it they will be a rich civ as long as they can stay out of war and prevent themselves from being conquered. I'll let you know what I find.

If there is some sort of bug in the DLL, I think I'll need to do that dirty fix with python (I don't really have the means to recompile a dll anymore...and I didn't change it in the first place so honestly I wouldn't know what to fix). I'm interested in more feedback from others as well (running marathon test games takes a long time and the more people that do it the more feedback there will be in the shortest period of time).
 
Alright...I ran two autoplays to check on Malinese funds. The first one I ran to the Turkish spawn on the eve of the 1300s. At that point, left to their own devices, the Malinese had just over two thousand gold. I ran another one to the American spawn in 1775, at which point they had just over 8000gold and no achieved uhvs. It seems your observation was just a fluke, perhaps it was a bug caused by your spying (take that Heisenberg! lol).

As for the names, I started a game as China just to observe, figuring the problem had to do with the Byzantines and the Celts being the same civ from different starts. I found this strange as the Byzantines can't make settlers and found cities, but entertained the idea nonetheless.

However, natives and barbarians can found cities, and it seems that those particular cities must routinely be razed, but be favorable locations for barbarian refoundings at about the point Edinburgh and Inverness come up on their city names list. I can't define a naming map for them, and proper civs won't rename "Edinburgh" if their dynamic naming lists are limited to middle eastern cities, so it's a minor inconvenience we'll just have to live with (or use the cheat mode to rename them manually if they bother you that much...honestly, I'm a stickler for city naming and will probably be doing just that).
 

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Alright, it apparently does go by the % culture in each tile (I still can't seem to recreate the Malinese money problem). I'm not entirely sure what to do about it because I'm not sure what causes it to read "99% Irish 0% Independent" in the first place.

I'm open to suggestions by those who might know more.
 
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