RFCM-LuKo

I'm curious to know how the "stability affects combat" thing turned out. can anyone comment?
 
I thought it did anyway?
 
yeah I should. my own mod has been keeping me really busy lately. everything I do is the first time I've done it so its slow. I think your idea is great.
 
The new version is up! For the very first time it's stable (as far as I know :p )!

Since noone else has commented, I'd like to just write that I dl'ed it and has been playing it, so you don't think noone has noticed your hard work :D I like your civic changes, just think you've made them too powerful. Especially the government ones, if you grab the Oracle - isn't that the wonder who lets you choose all of them? - as one of the Euro civs, you've won the game, more or less. Also, 3 extra specialists in all cities, by picking certain civics by mid-game, that is really too much. They are too easy to get by. But some fine changes, just think they should have been toned a bit more down. Also really like that you've - like RFC:E - has improved the game when it comes to which point gold-rushing makes more sense than sacrificing pops, to get production. That is for sure a plus compared to other "competing modmods" :)

The specialist changes are my favourite part, thas it really some good ideas - especially the thing with artits now providing happiness as well, that was really.. YES, why the hell didn't anybody else think of that before! That just seems SO right and .. intuitive and ... good! Seriously, why didn't anyone else think of that before now :) Also, Great Artists are no longer a "OMG WTF NOOOOES, I have you random number generator!"-moment when you get one, another positive sideeffect of the changes. (As they now also provide 2 :)'s, so they are a BIT usefull at least now)

Another great thing is the spawning of Alexander the great and his army, and other historical spawns of generals + units! That is really awesome, you should however consider that the bonus promotions the units have from start, will stay even after getting upgraded, as you haven't tied it to XP gained - so as Greece fx., you can uprade your hoplites to macemen (and so on) and keep the 4-5 bonus promotions. Is that intended?

I think you should spend a little bit more time writing the change log/list the features, in the first post - a lot of people will probably skip this, as they don't at all get a grasp of the changes, from just looking at the OP. I think you will have more "succes" with this if you do a bit more documentation for it :)

But nice work! Will try to play some more, and probably have more comments then.
 
Yeah, civics are overpowered but I'm the civ2 player where, as someone has stated, "government is the single most important factor". So I probably won't decrease the power of civics. But winning the game by early move is just plain wrong so I'm trying to balance things a bit- at the beginning I gave additional unhealthiness (still it's too easy to keep cities healthy but in vanilla it was just pathetic). In most recent version I've added research penalty- so even if your empire is 10x more powerful than any other it's hard to attack their musketman with napalm.
About specialists- I still feel that the artist is underpowered :) I seldom have any permanent problems with happiness (resources, resources, resources) and "culture fights" are simply too hard to win. I'll probably try to make borders easier to move so an artist will be more valuable. I don't like spies as well (yeah, they are crucial at Emperor, but I play on Monarch) so I'll probably make the Interpol better. Shrines are built too late so I think about UHQ- get two religions in one city, reward- 1 Great Prophet. So Jerusalem, Delhi and sometimes a Chinese city will get a shrine.
I don't like too much scripts but I think the GG mechanics is potent. As of Alexander- when he dies you should lose the units and collapse but if you keep them alive you can stay a military powerhouse for the whole game. Great power for the cost of great risk (unless you disband Alex but you can consider this as cheating :p ).
The mod is still very "young"- instead of making better documentation I prefer to test it a bit. And when I test it I find new ways to tweak it, etc. Basically the day is too short :p
Thanks for the comment and I can't wait for more. If you have any ideas- even most crazy, post them. Maybe I'll be able to use them :)
 
hi, i just wanted to give you some ideas.

1) you should add gauls and iberians as minor civs with full diplomacy so rome cant just wait for the celtic citys to spaw and take them over.

2) some ancient nations ( egypt,china,greece) were reborn in 19 centuty or near this time. so there should respaw. for examble greece will respaw at 1821 without any citys and will have to fight the ottoman empire and china revolt against mongolia.

3) i think that citys of other civs that have been taken over , from the end of the medeival era, should revolt far more, sine large empires fell and nationalism emerged. also in 1740 and later colonies in america and africa should revolt and become minor civs with full diplomacy.

i hope you like my ideas and they will help you. ( since i dont know modding, thats the only help i can give you)
 
I think that Rome already has tough time with gaelic armies (AI despite bonuses hardly handles it).
About respawn- RFC feature represents that good enough I think. I already removed nationalism as a requirement for respawn because some civs (Byzantium, Persia, China) had respawn before the Spring of Nations.
Again, cities can become independent when stability is low. The main problem is that adding a minor civ is insanely hard and the game will surely slow down so IMHO it's not worth it.
But thanks for comment- maybe I'll use some ideas one day ;)
 
always happy to help.
 
Great mod, LuKo, all the changes you have made are really cool. However, when I was playing as France, from 600 AD unlocked, I got a CTD the turn where I would have normally teched optics. It crashes while the AI's take their moves from the turn when I have 1 turn to optics.
 
Regarding the winner bonuses - perhaps those should only apply as long as anybody else completes their UHV conditions? Not that the AI is likely to do so, but anyways...
 
Thanks! What version are you playing? I had problems with CTD, which I solved in 0.0.7. If you have up-to-date version sadly I can't help you for the next month as I'll be out of home. Anyway, you can post your save and I'll check it as soon as possible.

Thanks, that did the trick! Are saves cross-compatible between versions?
 
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