Any updates on RFC3E?
Seems like every few months someone new takes on the mantle of moving the mod forward but, hey, its a lot of work. I get it and I think everyone still left in this community is incredibly appreciative. Unfortunately, I have zero coding ability myself. I actually posted an ad to hire a coder a couple of years ago on Fiverr to work on the mod, but no-one responded.
At any rate, hoping good people continue to volunteer.
Wasn't sure whether to post this in this forum or the newest thread from Nikas Kunitz about remaking the mod. But since it has more to do with current RFC3E gameplay, I decided to go with this one
Question is this - has anyone noticed the AI playing differently in the last hundred turns or so, in this newer version of the mod (RFC3E) vs the old 1.5? There are always certain civs that left unchecked by the human player tend to become pretty powerful (or so I've found anyway) by the end. Ottomans, Muscovy, Hungary, etc. And the endgame is a little messy, so I love the idea of pushing into the industrial era, even if just to make the 16th/17th centuries more fun.
By messy, I just mean there seems to be a constant succession of plagues, random declarations of war from civs on the other side of the map that add to war weariness without any real engagement, and then usually a declaration of war from one of the "powerful" civs that is close by. What's different, I've noticed, is that in older versions of the game when a powerful civ declared war, yes, they had a big army. But it could be defeated. Since I've started playing this latest version of RFC3E, the death stacks are beyond anything that is beatable. So many units that scrolling over can't show all of them on the screen. And they respawn so quickly that on the off chance you make it through the first death stack, there's another right behind it.
Just last night I had this against the Ottomans. They were launching human wave attacks against fortified cities, with no advance bombardment, so they ground down their armies pretty fast. But there wasn't even any opportunity to counterattack, because they had additional death stacks moving up right behind the initial stacks. So I just sat in my cities as wave after wave came. Then I'd have a turn or two break to bring in a couple of replacement units, and allow existing units to heal but, slowly, they were grinding me down. And it was a pretty boring way to play the last 50 turns.
I even had this happen with a vassalized Germany who only had 5 cities. Somehow they were able to create 3 different death stacks of 30-40 units each. Sure, there's always been some of that in Civ4. Just found it to be more prevalent in this latest version. I recall it being a feature of older Civ games (Civ I - Civ III, don't remember which) that the number of units you could have was correlated in some way to the number of cities. Not sure that I want to go back to that, but a complete disconnect between the size of a civ and its army also seems less than ideal.
Anyways, interested in hearing others' experiences as well.
Seems like every few months someone new takes on the mantle of moving the mod forward but, hey, its a lot of work. I get it and I think everyone still left in this community is incredibly appreciative. Unfortunately, I have zero coding ability myself. I actually posted an ad to hire a coder a couple of years ago on Fiverr to work on the mod, but no-one responded.

At any rate, hoping good people continue to volunteer.
Wasn't sure whether to post this in this forum or the newest thread from Nikas Kunitz about remaking the mod. But since it has more to do with current RFC3E gameplay, I decided to go with this one
Question is this - has anyone noticed the AI playing differently in the last hundred turns or so, in this newer version of the mod (RFC3E) vs the old 1.5? There are always certain civs that left unchecked by the human player tend to become pretty powerful (or so I've found anyway) by the end. Ottomans, Muscovy, Hungary, etc. And the endgame is a little messy, so I love the idea of pushing into the industrial era, even if just to make the 16th/17th centuries more fun.
By messy, I just mean there seems to be a constant succession of plagues, random declarations of war from civs on the other side of the map that add to war weariness without any real engagement, and then usually a declaration of war from one of the "powerful" civs that is close by. What's different, I've noticed, is that in older versions of the game when a powerful civ declared war, yes, they had a big army. But it could be defeated. Since I've started playing this latest version of RFC3E, the death stacks are beyond anything that is beatable. So many units that scrolling over can't show all of them on the screen. And they respawn so quickly that on the off chance you make it through the first death stack, there's another right behind it.
Just last night I had this against the Ottomans. They were launching human wave attacks against fortified cities, with no advance bombardment, so they ground down their armies pretty fast. But there wasn't even any opportunity to counterattack, because they had additional death stacks moving up right behind the initial stacks. So I just sat in my cities as wave after wave came. Then I'd have a turn or two break to bring in a couple of replacement units, and allow existing units to heal but, slowly, they were grinding me down. And it was a pretty boring way to play the last 50 turns.
I even had this happen with a vassalized Germany who only had 5 cities. Somehow they were able to create 3 different death stacks of 30-40 units each. Sure, there's always been some of that in Civ4. Just found it to be more prevalent in this latest version. I recall it being a feature of older Civ games (Civ I - Civ III, don't remember which) that the number of units you could have was correlated in some way to the number of cities. Not sure that I want to go back to that, but a complete disconnect between the size of a civ and its army also seems less than ideal.
Anyways, interested in hearing others' experiences as well.