Discussion in 'Rhye's and Fall Modmods' started by civ-addicted, Nov 7, 2011.
^They're supposed to represent all greek influence in the area. thats why
Actually i mean which resources are luxury, but I just had 1/3 so it's done now.
Slightly late for getting to 1.0
Is anyone else realizing that the Indo-Greeks, pretty much a made up kingdom, is wayyyy too OP... they should be if anything a minor state, but since they are not, they should be one of the hardest civs to play as, for humans and AI, yet we always see them ranked top. Is there a way of stopping them from doing that?
Why does the Potala Palace gives "The Apostolic Palace Election".
I think that should be the"Buddhist Council Election" or the "Potala Palace Election".
To the guys over here. It's in Beta stage, so basically the gamefunctions are finished, but a lot of balancing and some text-editinig are indeed needed.
OK I've just finished 2 games with the Indo-Greeks. Way too easy in monarch, the UVH needs to be harder in my opinion.
Maybe 1 or 2 more luxury goods, and find another 2nd UVH because north India is very weak ~300-200BC, it's easy to conquer the holy cities and build 1 great prophet (hinduism shrine already built) before 550AD. Both last UVH have to be harder with, maybe, a date not to be exceeded (150 AD or whatever ?).
Why another city near Samarkand ? I always raze it, we can ignore the gold mine with this 6-luxury UVH, we find what we need in India.
Mmh... I have an idea. Maybe name Indo-Greeks as Seleucids before 200BC and then Greco-Bactrians till ~130BC. More historical. Start them at Bactra with Samarkand flip and delete 1 settler. Add independant city at Taxila. Lower their starting army. Add Bactria as homeland too.
By the way, I like this mod !
The UHV bugs are easily fixed with a patch. Unfortunately, Civaddicted is away for a while and I'm not very good at python modding. I will try to fix them, but I'm afraid you'll have to wait until Civaddicted is back.
I will look into the Kamasutra thing.
The Butuan 2nd UHV isn't coded yet.
I took lead of the mod until Civaddicted is back. I want to make clear that I can't do much python coding, so please don't mock at me when I release a new version and many python bugs are still in. You may report them, but they will go on a list of bugs. (which hopefully, Civaddicted can fix when he returns)
I do can do XML coding and artwork. So most updates will be on that front. (If not all)
For now, I have some trouble with commiting. But when I fix that (which won't take very long I hope), I can really start modding.
EDIT: Yeah, I can commit now. The modding finally starts!
I found out that Butuan UHV#2 is actually coded. It's "settle on 5 islands" as in previous versions.
Merijn, did you just take over to apply fixes etc. or will you continue actual development? What of balancing? Are RFCA's modifiers exposed to Python?
I now do what Civaddicted used to do. When he returns, he will take over it again. But I will continue coding then.
I will update the text of the Butuan UHV.
Can you look into the Ming bug? I believe the game just creates a melee unit on the ocean before the autorun starts -- and the game freezes.
Also current Mongol UP is very unrealistic and good for AI only. Why would Keshiks spawn out of nowhere? DoC or even vanila RFC have more realistic approach. Can Keshiks spawn after you at least conquer a city? (unlike DoC -- no matter what size)
Yeah, something along those lines. At this rate of Keshiks spawning, one can overrun the entire map in 50 turns or so. I nevertheless canceled my first test run because UHV#1 is bugged: it's immediately denied.
Is the Ming bug when you are Ming yourself, or when the Ming is an AI civ? IIRC, Civaddicted (temperoraly) disabled the Ming, because it had some bugs. I will try to solve it, but as I said, my python knowledge isn't very good. You probably have to wait until Civaddicted is back.
I also prefer one of the other UP for the Mongols. This UP is still in since Black Whole. I will try to replace it with the one in DoC.
I'm afraid you'll have to wait until Civaddicted is back. But I'll try to fix it.
Ming civ crashes game no matter who plays them. If you chose them the autorun does not go further than 1st turn, you hit escape and you discover that unit. With AI Ming the game freezes upon their spawn, when you play some late civ.
Oh, I see. I think I will completely disable them for a while, until we find a way to fix it.
Qin also has a divergence between UHV text and triggers.
I also found random barb triemes in the ocean around 500 AD and a Majapahit settler on a coastal tile off Borneo in 1300 AD.
I will try to fix them.
Is there any progress with Mings?
Not yet. I spent my time on other things I'm sure I can fix. (Python coding isn't my best feature ) When I come to the python, this will be one of the first things I will (try to) fix.
Do you have a savegame right before a crash?
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