RFCEurope 1.1

Yeah sure, but the AI should realize there's no space left and build sth. else instead.
 
This is far too common. And in the late game, too, where there isn't anywhere left to settle!
Yeah sure, but the AI should realize there's no space left and build sth. else instead.

The AI is not aware how much space is there left to settle
Actually I don't think it ever was, neither in RFC and it's mods, nor in plain BtS

It's not that trivial to calculate how many free space is left, and how big percent of it is actually reachable for the given civ
Probably possible with the use of provinces and regions, but you still have to calculate in factors whether the civ already has cities in one or more unexpected provinces
Another possibility is to base it on the settler maps, but that's not trivial either
Also, things like city density in the already settled areas also count...

Anyways, all of this is a fair amount of work, for such a little benefit
But we can partly solve this by giving a hard cap for settler number
None of the civs can build any settlers if it already has 3
This is only a simple XML change
Should I add it?
 
"Illegal Index (-1) is used in SoundIsDynamicRes () of FAudioManager"

I get this message whenever I found a city.

Anyone know why?

Interesting.

I got this as Venice, but not Kiev.
 
The AI is not aware how much space is there left to settle
Actually I don't think it ever was, neither in RFC and it's mods, nor in plain BtS

It's not that trivial to calculate how many free space is left, and how big percent of it is actually reachable for the given civ
Probably possible with the use of provinces and regions, but you still have to calculate in factors whether the civ already has cities in one or more unexpected provinces
Another possibility is to base it on the settler maps, but that's not trivial either
Also, things like city density in the already settled areas also count...

Anyways, all of this is a fair amount of work, for such a little benefit
But we can partly solve this by giving a hard cap for settler number
None of the civs can build any settlers if it already has 3
This is only a simple XML change
Should I add it?

Good solution, so at least it wont lose time making something expensive and useless at the point.
 
Good solution, so at least it wont lose time making something expensive and useless at the point.

Actually it would be better, if these restrictions were only for the AI
I don't see a point in adding this to the human player. It may only be annoying in a couple cases

Interesting.

I got this as Venice, but not Kiev.

I will try to look into this too
But ATM I have no idea
 
The AI is not aware how much space is there left to settle
Actually I don't think it ever was, neither in RFC and it's mods, nor in plain BtS

Actually, BTS AI does this, and the original RFC does this in its own way as well, and so do the modmods. This could have been broken in RFCE somehow.

BTS simply determines how much viable land there is to settle and stops producing settlers if there's no reachable land for a viable city. RFC overrides this with settlersMaps check. The key method is CvPlayer::verifySettlersHalt, which is normally called in CvCityAI::AI_bestUnit and checks the whole map for valid city plots above given threshold. Moreover, CvCityAI::AI_bestUnit also reduces settler value based on total number of cities and current era.
 
Here it is:

Code:
2363 	if (GET_PLAYER((PlayerTypes)getOwnerINLINE()).verifySettlersHalt(300)) {}
2364 	else if (GET_PLAYER((PlayerTypes)getOwnerINLINE()).verifySettlersHalt(40))
2365 	{
2366 	// 3Miro: settle
2367 	//if (!GET_TEAM((TeamTypes)getOwnerINLINE()).isHasTech((TechTypes)ASTRONOMY))
2368 	// aiUnitAIVal[UNITAI_SETTLE] /= 2;
2369 	}
2370 	else aiUnitAIVal[UNITAI_SETTLE] /= 4;

This part makes the AI use full value for a settler for as long as there are city spots with settler value of 40+ (which is a bit of an overkill from the start, i.e. colonization mode, but that depends on settlers maps).

and this from CvUnitAI.cpp

Code:
		// 3Miro: where to settle
		/*if (GET_TEAM((TeamTypes)getOwnerINLINE()).isHasTech((TechTypes)COMPASS))
		{
			if (AI_found_map(60))
			{
				return;
			}
			if (AI_found_map(40))
			{
				return;
			}
		}*/
		// 3Miro: where to settle
		//if (GET_TEAM((TeamTypes)getOwnerINLINE()).isHasTech((TechTypes)ASTRONOMY))
		//{
		//	if (AI_found_map(20))
		//	{
		//		return;
		//	}
		//	/*if (AI_found_map(3))
		//	{
		//		return;
		//	}*/
		//}

Because the code is commented out, it prevents the AI from founding cities on spots with settler value < 90. It means that any spots with value of 40-89 confuse the AI - it thinks it should build more settlers, but then it can't use them.

I'd recommend rewriting these two parts so that 1) they're in sync in terms of values and 2) they match the desired thresholds, i.e. whether you want cities to build on spots < 90 or not.
 
Thanks for the help edead!
I was (am) struggling with some assert failures while using the debug dll
One of them in the CvUnitAI.cpp drops the expression: !atPlot(pBestPlot)
Was already thinking about the possibility that this is connected to settlers, now I'm getting rather sure about it
 
Experimented a little bit with Byzantium and Germany (both on Monarch) now! I found it more interesting than difficult with all the Barbs! Until the end of Sassanid barbarians invasion I only build units and was able to handle them with only loosing Sinope, Aleppo and Caesarea (the 2 latter where destroyed, Aleppo after changing its owner several times!) - with the start of the first plague I was lucky not loosing Iconium but I was able to send 2 spearman there to keep the Lancer off. Than I had enough time to prepare for the Mongols which were no problem at all. I wouldn´t weaken the barbs too much because in my opinion it can get to boring. It would be just defending your provinces against some barbs and collecting some money ´til you achieve an historical victory. I still have to try Bulgaria and Cordoba but I can imagine that it could be too hard for them but I wouldn´t cut down the Sassanids!

A question on the German UHV: what´s the difference between control and conquer provinces? UHV 1 says control provinces xy by 1167. I thought vassalizing would be enough and as Genoa wanted to be my vassal I thought perfect but when the date of UHV 1 passed I had to see I failed so I reloaded the game, conquered Genoa and everything was fine! UHV 3 would be conquer provinces xy by 1648! Does conquer now mean I can vassalize or do I need them own by myself and there would be no difference between "control" and "conquer"?
 
Currently playing a Hungary game.

It was mostly just an observer game so far, to be honest, as all I've done is take Serbia and Dalmatia from the inds.

The reason this game is notable is that Byzantium survived all the way to the 1200s, and just vassalized Bulgaria. The only cities they've lost at all are Jerusalem (currently French) and Tyre from the Arab flip. Kiev is still strong with cities all the way to Novgorod, though I expect them to collapse soon. Cordoba is still locked in a stalemate with Spain, and the Arabs are pathetically weak. Burgundy is being normal Burgundy, same with Genoa and Venice. Germany really underperformed. They don't even have Lubeck anymore, losing it to the Norse. Poland was doing well, but Lithuania jut spawned.
 
I' playing Poland, and going for UHV's is really harder than on 1.0.

It's my third time, and i finally managed to get first one, with food. Bad thing is that it's already XVI c and i have only one city with judaism, while i need at least two for third UHV. Is judaism spreading in certain periods, through the all game, or just once and i should resart the game?
 
I' playing Poland, and going for UHV's is really harder than on 1.0.

It's my third time, and i finally managed to get first one, with food. Bad thing is that it's already XVI c and i have only one city with judaism, while i need at least two for third UHV. Is judaism spreading in certain periods, through the all game, or just once and i should resart the game?

You can also build Kazimierz
Save a great engineer if Judaism is in one of your poor production cities (or start to build it in time)
Judaism always spreads to at least one Polish city
 
Currently playing a Hungary game.

It was mostly just an observer game so far, to be honest, as all I've done is take Serbia and Dalmatia from the inds.

The reason this game is notable is that Byzantium survived all the way to the 1200s, and just vassalized Bulgaria. The only cities they've lost at all are Jerusalem (currently French) and Tyre from the Arab flip. Kiev is still strong with cities all the way to Novgorod, though I expect them to collapse soon. Cordoba is still locked in a stalemate with Spain, and the Arabs are pathetically weak. Burgundy is being normal Burgundy, same with Genoa and Venice. Germany really underperformed. They don't even have Lubeck anymore, losing it to the Norse. Poland was doing well, but Lithuania jut spawned.

AI Byzantium is too strong currently (AI gets much less barbs as the human player), this will be nerfed in the patch
Arabia tends to get fairly strong in a couple games, even repelling some of the Crusades. But you are right, they can end up being very weak too
Early german expansion is slower, but they will get strong soon enough. They usually conquer Lubeck from the Norse. It happened in at least 4/5 of my test games
 
You can also build Kazimierz
Save a great engineer if Judaism is in one of your poor production cities (or start to build it in time)
Judaism always spreads to at least one Polish city

Spain already built Kazimierz. So if there is no random judaism spread that late in game, i guess it's done.

Germany grows strong, have no worries. It may be a conciedence, but in my games Hungary is very strong as well, twice it captured and held Venice. Those two guys left Austria without hope - is that only my observation?
 
Spain already built Kazimierz. So if there is no random judaism spread that late in game, i guess it's done.

Actually I plan to do that
A chance to spread Judaism to a random city in the middle and late-game, every 10 turns or so
Maybe this chance is increased if the civ already has Judaism in at least one of it's cities

Germany grows strong, have no worries. It may be a conciedence, but in my games Hungary is very strong as well, twice it captured and held Venice. Those two guys left Austria without hope - is that only my observation?

AI Hungary should be crushed, or at least seriously weakened by the Ottomans
The too strong Byzantium currently prevents that
 
Been playing 1.1. I must say it's a significant improvement! The buffs to AI Arabia and Byzantium are very well-done. They now survive till a reasonable date. AI Settling patterns has also improved.

The only remaining flaw I can see regarding balance is AI France. When I load a Moscovy start, more often than not France is dead, sometimes killed by Burgundy, sometimes collapsed due to Crusade revolts.

I also think Paladin needs to be rebalanced. It is currently by far the best non-Mercenary unit in the game. It dominates everything for a very long time.

Suggestion to rebalance Paladin:
- Reduce base Strength from 13 to 12.
- Remove the 1 First Strike.
- Make this unit available earlier, with Plate Armor + Classical Knowledge.

Finally, I think the founding of the 3 Knightly Orders should be changed back to not require Chivalry, because AIs take forever to research Chivalry.

I played as France, teched as fast as I could, but I still can only get Chivalry (and hence found the Teutonic Knights) after the First Crusade. The AIs however, take until 1200s to research Chivalry (they prioritize Gunpowder instead for some reason), and until 1300s to found any Knightly Order. In most of the Moscovy starts I loaded, 1 or 2 out of the 3 Knightly orders have not been founded yet. That's just wrong.
 
Just started playing with 1.1 and I am getting constant CTDs ... atm it seems like every time I move the cursor close to the upper left or upper right I find myself on the desktop.

I don't get three consecutive turns without this happening.

This happens both with my freshly started Austria game as well as with old 1.0 saves from other games.

I have rarely had any crashes with 1.0 and I do have a 64bit system. Very strange.

Anyone else experiencing this?
 
Just started playing with 1.1 and I am getting constant CTDs ... atm it seems like every time I move the cursor close to the upper left or upper right I find myself on the desktop.

I don't get three consecutive turns without this happening.

This happens both with my freshly started Austria game as well as with old 1.0 saves from other games.

I have rarely had any crashes with 1.0 and I do have a 64bit system. Very strange.

Anyone else experiencing this?

I'm getting a lot of this too. Does anyone have a solution?
 
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