RFCEurope 1.3

Thank you very much for your help, it worked ;)
Unfortunately random CTDs can occur on some operating systems.
I'm not even sure what's the latest opinion: all crashing savegames can be continued on windows 10 in windows 7 mode? Or on windows 7 itself?
The good news is that there is always someone here who will help you to continue if you are stuck :)
Here is your game from 2 turns later:
 
I got another question - concerning Venetian UHV 3 - building the first modern colony:

What are the requirements?

I understand I need an Atlantic Access Point - I guess owning Tanjah is the key, since I don't want to go to war with Spain and Portugal ... already got Astronomy researched, then a Work Boat builds the access? ... and what then, do I need Western / Eastern TC World Wonder, or national one is sufficient?

Thanx for response.
 
A couple of colonies don't require a India Company to be build. But some do. Check the pedia.

And you indeed need AA for all colonies. (Except Vinland, but that isn't a modern colony)
 
@ Absinthe
I included a GameCore file which is required for the autoplay to work. Can you build a new DLL with that change?

Sure, will be up in a couple hours with my next commit.
That's the only change you need in the dll?
 
I'm not completely sure. I didn't test it. But from what I understand from the code (I looked at the code of DoC), it should work. Or I missed something.

The scenario works and all civs that are playable from the start are playable. The game just doesn't go into autoplay if you select a civ that spawns later. IIRC, that change will make the game go into autoplay.
 
I'm not completely sure. I didn't test it. But from what I understand from the code (I looked at the code of DoC), it should work. Or I missed something.

The scenario works and all civs that are playable from the start are playable. The game just doesn't go into autoplay if you select a civ that spawns later. IIRC, that change will make the game go into autoplay.

The getScenarioStartTurn is referenced in a couple places.
Also it requires the getTurnForYear and getScenarioStartYear functions.
So it's definitely not just a couple line change in that single file.
I'm not sure if I have time tonight to look into it in detail. Probably tomorrow.
 
@merijn:
What civ will be unplayable in the final version of the scenario for sure? Burgundy?
In the dll we can identify the different scenarios by the playable civs in them
 
I very much dislike the new constant import you switched to.
Why whould it be better to import everything from the 2 const python files?
After a quick read about it, even one instance of 'import x.y' is less expensive than 'from x import y'
And you are doing 'from x import *', so importing every single instance, instead of just using import x in the places where we actually use it.
Also I even like the xml.* and con.* in the imported values, it pointed to the corresponding file.
 
You might convince me later that it's indeed better this way, but for now I will revert your last commit (I don't want to run through line-by-line through all the con. and xml. removements)
I do like the other changes (especially the adapted StoredData handling from SoI), reverting all of them is just way more convinient. You would have to readd your changes to some previous revision anyway.

Btw, I planned the exact same thing with AI UHV checks, just with enabled on default :)
 
The reason I changed the constants is because I don't like those huge blocks iPlayer, pPlayer and teamPlayer. We already have that done in the Consts file. So it's done double.

I agree that xml or con is easy to see in which file that const is. It made me even doubting my decision to make these changes. DoC uses it too. But that has only 1 consts file, so it doesn't need to distinguish between those.

IIRC, importing consts is one of the cheapest things a computer can do. So it's done really quick, even though there are a lot of things that need to be imported.

But go ahead reverting it. I don't mind it that much.
 
The reason I changed the constants is because I don't like those huge blocks iPlayer, pPlayer and teamPlayer. We already have that done in the Consts file. So it's done double.

I don't mind those, but if you do:
You can always do it the other way around (adding con. and xml. where needed), like you did it in the CityNameManager.py
pPlayer and teamPlayer will still remain constants that way, so you can delete all the blocks
 
Firstly, great Mod :)

Secondly, I played as Novgorod and had some thoughts:

1) I think the resources around their start location need to be moved around a bit. For a civ based around bureaucracy and their capital, the actual capital location is both pretty poor and improved a great deal by moving to an a-historical location. It just feels weird to be playing Novgorod with the capital of not-Novgorod, as it seems like you are encouraged to do. I think the city could be made slightly better (or the unique power changed slightly to make the capital less essential).

2) The "control 12 fur resources" UHV is a bit weird. I struggled to work out what "control" actually entailed and it felt like sometimes the mechanism didn't work. Also, you are supposed to have an incredibly difficult to hold city in either Lithuanian or Muscovite lands right? Because that seemed the only way to get the 12th fur resource.

3) I think their unique power should be tweaked. Currently I am not sure it is that great, it reduces the stability cost of having lots of cities, but that is only really relevant if you are specifically going for the last UHV (and even then isn't that great), it doesn't really do much otherwise.
 
Firstly, great Mod :)

Thanks :)

Secondly, I played as Novgorod and had some thoughts:

1) I think the resources around their start location need to be moved around a bit. For a civ based around bureaucracy and their capital, the actual capital location is both pretty poor and improved a great deal by moving to an a-historical location. It just feels weird to be playing Novgorod with the capital of not-Novgorod, as it seems like you are encouraged to do. I think the city could be made slightly better (or the unique power changed slightly to make the capital less essential).

Perfect timing :)
The map will see some changes too, including resource-rearrangement where it's reasonable.
If you want to make some more detailed suggestions connected to this, you can play around in the WB, and post some pics about the resource/terrain placement in this thread: http://forums.civfanatics.com/showthread.php?t=564444

2) The "control 12 fur resources" UHV is a bit weird. I struggled to work out what "control" actually entailed and it felt like sometimes the mechanism didn't work. Also, you are supposed to have an incredibly difficult to hold city in either Lithuanian or Muscovite lands right? Because that seemed the only way to get the 12th fur resource.

3) I think their unique power should be tweaked. Currently I am not sure it is that great, it reduces the stability cost of having lots of cities, but that is only really relevant if you are specifically going for the last UHV (and even then isn't that great), it doesn't really do much otherwise.

UHVs and all the things connected to them will also see some improvements for 1.4
If you have some exact suggestions, post here: http://forums.civfanatics.com/showthread.php?t=564825
(again a new thread, sry... it's hard to keep all the suggestions under control otherwise)
 
Where should gameplay suggestions be?

Yeah, we are not that strict with the threads actually :) You can post any of your suggestions in most threads.
I read every post in the forum, and merijn probably also reads all/most of them
I just mentioned those 2 threads because map and UHV improvements are already planned for the next version
 
Do the Mongols stop attacking some time around in the 14th century? Or is it a different date I don't know?

Mongols in Eastern Europe appear from 1236 to 1288 in big numbers.
Also some in the Middle East, but not that significant.

It's the other way around between 1380 and 1431 (representing Tamerlane and the Timurids).
So much more for the Middle East, and less for Europe.
 
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