Gem Hound
Deity
I'll take a look when you update. 

Good point. I'll wait till he fixes some stuff before I disagree.
They will get a nerf asap. I'll try to balance the early ones first, of course, and I was happy that Harappa, Zhou and Qin are balanced in a way i approve. There's just this thin line between making them weaker and unplayable.The Indo-Greeks also need a serious nerf. I tried a Gupta game and when I spawned they were close to finishing Ayurveda. Imo they shouldn't even be alive at that point!
Thanks manGood job on your first beta. But I'm upset that you havn't changed the backgrounds yet![]()
Everything that gives aMmh anyone can tell me what are all luxury resources ? I always loose with Greeks because of that. :/
I'm always a little puzzled that Kandahar is one of the best spots on the maps despite not being on a river. I'll move the capital 1e for testing purposes, making that will nerf them a littleFeedback : their capital should start 1 tile west (near the river). The starting year is pretty weird, 330 BC is more Seleucids than Indo-Greeks, but I that was the name of the civ in a previous version.![]()
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)
I'll either weaken the UP (spawing Keshiks should stop at least after getting the MoH) or use DoC's instead, whichever turns out to work better gameplay-wise and historical.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.
I always forget about the Triremes in the ocean when i get to playQin 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.
Just for the record; it was Morholt who mentioned that in his thread that you can disable a civ by making their spawn date a four-digit number and removing them from the WB.I know. But I think the Ming were not completely disabled. In the code (from what I understand from it), they would still spawn. I disabled also that bit. I think this should solve the crashes when the AI is the Ming and they spawn.
I think I'm not capable of readding them to the game without any bugs. I'm affraid you'll have to wait until CA is back and can readd them.
Started a game as the Song, and could not keep my economy in line. Inflation is so high, and no real way to earn gold right from the start.
Any suggestions?
It was that every chinese civ inherited the techs from its processor (Tang from Han etc.) which always led to an OP China (Song was terrible). I tried to nerf them a little by giving them astronomical inflation rates but that didn't solve it, so i removed that inheritance before i released it...didn't meant to wreak the gameThanks, all this i already knew. I was thinking more in terms of the first 10-15 turns as my civ was loosing 30+ gold per turn with 0% research! I took one Tang city then the rest of China flipped to me killing what poor economy i had.
How do you complete Qin UHV with the 4 Wonders? I build Great Bath, Harbor, Wall, Granery and Arg e bam but it told me I failed. Which Wonders do I have to build?
It means that f.e. a scientist usually granting 3Can someone explain the Unique Power of Korea to me? What does it mean?
I'm thinking about requesting one; it's just that this subforum makes little sense if every modmod has an own subforum.Why doesn't RFCA has a sub-forum?
What are the requirements of a sub-forum?
i see.Welcome back
Here is a short list of python bugs (most of them are also in the first 2 pages of this thread. Especially post 19 numbers some). I haven't been able to fix them.
Spoiler :UHV:
Mongol 1
Jurchen
Han
Chola
Qin
Triremes spawn on ocean (so they can't move anymore)
Settler on ocean
From the XML? I'm not sure if that might cause problems in the DLLI also disabled the Ming completly. There still was a bit of code left that bugged the mod. I hope you can bring them back in the game.
I wanted to give them an extra Trade Route which would be terribly OP, and i didn't thought of a plain Gold bonusI was thinking for an UP for the Tondo:
The Power of International Trade: Embassies provide +2
(Unfortunately, I don't know enough about python (yet) to code it)
I'm all for it.I also wanted to launch a new version soon. (I just wait for Leoreth to give me permission to use his code for the Mongol UP) But now I think it's better to wait a bit longer, so you have time to fix some python bugs.![]()
Sounds great. I like that organization in modules, that could become our thingI'm also not sure if the music module is in the SVN or not. I think it should be removed from the SVN, so the main download won't be that big. I will also upload a wondermovie module soon.
All tracks from the music module should be in a separate folder in Assets/Sounds/Soundtrack. I'm not sure if i've put them in the first Beta SVN update...I think it's better if you organize it that way, because you made the original Music Module. I don't know which sounds are in the module and which are in the main download.
I think you understood me wrong. I meant the music module as a seperate package. (Like it is now) But as a second thought, it indeed sounds good to have them as a real module.
Welcome! Seems like you enjoyed itPlayed the heck out of this mod and tested most civs, including Tondo which feels incomplete but is very playable.
The problem is the displayed UHV text. I'll update it in the SVN this afternoon or evening.Few Ideas and problems
1:The Qin 3rd UHV is a great one but for some reason it randomly fails despite having no time limit. If it's time limit is 210 AD thats a bit too early so you'd need to reduce it to say...50 or have it be 80 and 400 AD or possibly be 120 and no time limit.
That was my plan from the beginning2:It would be nice if the city map covered the same area for all the Chinese civs, rather than North China for Zhou and Qin and the rest for everyone else. Zhou would have the oldest name for every city and Ming would have the newest.
Zhou has the names of the respective states rather than its capitals, i like it and it gives them a unique touch. Seeing that the Zhou held those states as vassals rather than controlling the cities itself it's even a better choice historically.For example, if Zhou founds Suzhou it would be Heluzhou, then Suzhou, then Shanghai for older civs as that became more important than Suzhou. One problem I saw was Beijing was "Yan" rather than Ji for Zhou, yet it was Ji for Qin. Ji was the capital of the state of Yan, same thing for the other Zhou cities.
I'm just about to redo the Indo-Greeks to make them less OP.3:The Indo-Greek civ is great...but I can see room for improvement
*Name:Indo Greek sounds a tad...wordy. I don't know what they called themselves after Baktra fell but before that it would have been "Basileon ton Baktria" and if they expanded "Arche Baktria"..or something like that.
*Location:It would make more sense for them to start in Baktra and move south rather than starting in Arachosia and moving north. You'd have to move around the cities in the area for their capital to be worth a damn but it'd work out.
*UU:The Indo Greeks were more famous for the Hetairoi Kataphraktoi(Extremely heavily armored Companions) than they were for Phalanxes and unarmored horsemen.
*UP:Ehh...Hellenism was old by that point and Baktria converted to Buddhism pretty early on. A money based UP would make more historical sense.
*UB:If you would change the UP the UB could be a gymnasium.
Keep in mind that it's a one-time bonus, and you need to have already a low stability to make it work.4:The stability buildings don't make much sense to me, do they increase stability or not? I had all of China and Korea as Zhou with every single stability building built and I had -27 stability.
That's true indeed. I always wondered why in Vanilla BtS Caste System didn't gave infinit Engineers, and the truth is that an extra hammer per specialist (if you can have Engineers instead of Citizens) is really really powerful, so you don't need to worry about mines or anything. I often thought about removing them, but that would make Harappa unplayable.5:Nobility+Caste System/Meritocracy is really really powerful, I'm not sure if that's fair or not.
As Khmer I went from -50 gpt and then after switching to Nob/Cas I was making 300 gpt. This is exacerbated by all the free specialist buildings and I can't imagine how powerful this would be as Korea or Tang.
I obviously uploaded another file that i was playing with -___- I'm kinda relieved that the error is in Barb.py, because that was the only way i could think of getting rid of the Ocean Triremes. A fix will come later, i just run some test games to see if i can curb AI Han.@ Civaddicted
I downloaded your last commits, but now I can't play a game anymore. It seems there is a little bug in the python files you changed.
I just moved them to let them start as Chenla, because a that late Khmer start left a mess in SE Asia. Either Vietnam was OP, or if Khmer had a lucky day they were totally OP. Right now, they are exactly the buffer state we need. Also, playing Vietnam felt strange because you didn't have to fear anything for a long time.Some Ideas/Changes:
1. Change the Khmer spawn at from 610 AD to 790 AD. According to the civilopedia, the Khmer existed from 790 to 1431.
That seems fair. If i come to Tibet, i'll try that out. The exact amount can be adjusted later, no one wants that desasterous UP from the early versions2. New UP of Tibet: All cities that are on hill tiles provide +3(that will be 5 in total) This will allow Tibet to grow better, especially cities in the Himalayas without any Pastures and Camps in it's BFC. But this isn't as overpowered as the original UP (+1
on hill tiles)
That sounds like the better choice indeed. I'll write it on my to-do list, because i'm trying to make the early game more balanced, and i promise that i will come to it later.3. Tondo UHV 1: "BUILD 7 embassies in 1250 AD" instead of "HAVE 7 embassies in 1250 AD". This makes their UHV harder. Now, you can win that UHV without doing anything, because the AI builds many embassies. So you will automatically get 7 embassies. If you have to build them yourself, you have a race with the AI to be the first to build the embassies.
imo we already have enough, but i can include the Golden Pavillion if you think that Japan needs a buff in one way or another.4. If we don't have too many Wonders already, here a 2 more: The Golden Pavilion (Not sure about the bonus) and the School of Conficus: Provides 1 random GP.
Yeah, I may be wrong about the Mongols but as Jurchen I control ALL of China and no indepedents or native Chinese(or even the Mongols) are alive. I'm Confucian with 50+ Stability and a good economy.
Oh and I've found that the Great Wall had never been built by 1200 and I can't built it either. Unless it was built on some stupid island I don't see any of it's walls.
IMO any civ should be able to claim the Mandate, just have to be stable owning China(which is hard as anyone other than a Chinese or Nomad Civ, possibly Nanzhao would be able to do it.