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RFCEurope 1.3

Discussion in 'Rhye's and Fall: Europe' started by AbsintheRed, Apr 5, 2015.

  1. gilgames

    gilgames Priest-King

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    and you promised that there will be no mongol spawn for novgorod, but they just appeared on the border of Cholm, and smolenks. And they stop spawning (maybe) in 1288 on east edge of the map, but keep coming till 1310-20.

    And about timurids in asia minor, byzantine to weak as the ottomans, and arabs usually gone or respawned thus weak also. and they do rampage in turkey, raping the land thus make inpossible the situation for turkey.
     
  2. The Low King

    The Low King Chieftain

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    What is the logic behind the Danish unique unit Huscarls? They are pretty good, but I found that by the time I could build any I could get longswordsmen. They seem like the shortest lived Unique unit.
     
  3. gilgames

    gilgames Priest-King

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    Actually you need them for two reason, 1, to do uhv 1 and 2, counter norse's berserks. the trick to build them is taking uppsala for iron. its not obvious like as genoa taking palermo. but helps a lot.
     
  4. The Low King

    The Low King Chieftain

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    Hey, I am getting a CTD with this game (soon as I click end turn), it would be great if you could fix it :)





    That makes some sense, so they are deliberately a short lasting unit just to give Denmark a small boost at the start? I guess I wasn't going for the UHVs so I didn't use them.
     

    Attached Files:

  5. AbsintheRed

    AbsintheRed Chieftain

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    Hopefully this will work, it's from the beginning of the next turn
     
  6. The Low King

    The Low King Chieftain

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    Thanks, it worked. Any idea what I can do to avoid these crashes myself?




    Also, a suggestion:

    When a civ collapses they (appear to) split into random Independents. This frequently leads to very weird independent borders. Would it be possible for clusters of cities to go to one single independent state?

    For example, Byzantium collapses. Currently it will split into a random selection of independent cities. What if it instead splits into 3 or so indepedenent states, one in Anatolia, one in Greece and one in Syria or something. Would that be possible?
     
  7. gilgames

    gilgames Priest-King

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    Yes its possible, but as far as I know, there is a reason why they dont. They would be too powerful i guess.
     
  8. AbsintheRed

    AbsintheRed Chieftain

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    It's intentional that they are split into smaller indy states.
    As in RFCE there might be more indies at a given time (compared to base RFC), there are 4 indy nations instead of 2.

    On collapse there is reasonable effort in the code not to leave them as continuous empires.
    Furthermore, the game splits up every independent blob in every x turns, just to make this sure.

    So yeah, it would definitely be possible.
    It's a different question if it would be better for gameplay or not.
     
  9. AbsintheRed

    AbsintheRed Chieftain

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    I added a couple onscreen messages to some things connected to the Reformation events.
    The texts to improve/revise:

    • When Protestantism spreads to your city upon accepting Reformation: the usual religion spreads message
    • When Protestantism spreads to your city as a non-Catholic civ: the usual religion spreads message
    • When Protestantism spreads to your city upon refusing Reformation: "Despite our pro-Catholic policies, [COLOR_HIGHLIGHT_TEXT]Protestantism[COLOR_REVERT] spreads to 'city_name'!"
    • When Catholicism disappears from your city upon accepting Reformation: "The vast majority of Catholic people in 'city_name' chose to follow Protestantism, Catholicism is no longer present in the city!"
    • When Catholicism disappears from your city, with Orthodox/Islam state religion: "Not that we care too much about those heretics/infidels, but the vast majority of Catholics in 'city_name' chose to follow Protestantism. Catholicism is no longer present in the city!"
     
  10. AbsintheRed

    AbsintheRed Chieftain

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    One more, on refusing to go on a Crusade:
    (as a hint for the faith point loss)
    "Seeing that God's will is not sacred to you, your people lose faith in the Catholic cause!"

    EDIT:
    when Jerusalem is conquered:
    (before spreading Catholicism)
    "Our glorious armies ensured that the sacred city of Jerusalem is safe for everyone with the one true faith!"
     
  11. TheMulattoMaker

    TheMulattoMaker Dictator of RF

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    1.3 is out! 1.3 is out! Woo woo wooooo 1.3 is out! :woohoo:

    ...sorry, I'm a little late to the party, been away from Civ for a couple months. Anyway, I started an Aragon game, I'm about 60-70 years in and it's a blast. One question about the opening moves for Aragon though- Zaragoza is quickly becoming a commerce monster with the UHV, which is great, but it's inland, which means it's hampered a bit without a Seaport. Would it make sense as Aragon to take the starting army and immediately march on (hopefully indy) Valencia?

    Also, now that I have 1.3, should I keep updating with the SVN, or is that just for the older versions?

    EDIT: Got home and fired up my game, and then took a look at Valencia. Hills, more hills, and stonehills. Maybe not the best spot for a commerce capital... :crazyeye:
     
  12. merijn_v1

    merijn_v1 Black Belt

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    The SVN version is always the latest version. Version 1.3 is just a snapshot of the SVN at a certain revision.
     
  13. gilgames

    gilgames Priest-King

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    I wanted to advise long ago, now I do it.

    The colors of battle and other messages:
    if your mounted units retreat, it should be green, if enemy units retreat it should be also green, if bombarb reduce defense it should be also green instead of red.
    If pope build smthng or give gold, it should be green instead of orange. I see those as a positiv event, thus should be green colored, imo. In general we should rethink the messages' colors.
     
  14. AbsintheRed

    AbsintheRed Chieftain

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  15. AbsintheRed

    AbsintheRed Chieftain

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    Yeah, the color of those messages are more or less random
    Whatever I felt like when I included them

    But I'm not sure if it's needed to be unified.. why couldn't an orange message be positive?
    Also the withdraw and bombard messages are from Firaxis, the colour of those is not mod-specific at all.
     
  16. DC123456789

    DC123456789 Chieftain

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    Orange is close to red, which is usually used for bad things and so might be confusing. Yellow would be a better neutral colour.
     
  17. AbsintheRed

    AbsintheRed Chieftain

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    Most bad messages are red, true
    But also the previously mentioned retreat messages, which I don't consider bad
     
  18. DC123456789

    DC123456789 Chieftain

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    No, I meant that it's a cultural thing that red = bad and green = good, so if people see red they tend to automatically assume it's a bad thing.
     
  19. AbsintheRed

    AbsintheRed Chieftain

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    Yep, but my point was that Firaxis already breaks that convention (if it's true what gilgames wrote a few posts above)
    Anyway, I don't really mind it, will change the colours if you guys prefer it that way.
     
  20. AbsintheRed

    AbsintheRed Chieftain

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    After I checked what gilgames wrote, turns out he was mistaken.
    Own unit retreats, your unit bombards - green message for you
    Enemy unit retreats, enemy bombards your city - red message for you
    IMO it's ok this way, didn't give enough credit to Firaxis :)
     

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