Rhye's and Fall of the Greek World Unofficial Patch released!

Honestly, I have no idea, since I wasn't the one who did that :p . One possible explanation is that plains in this mod represent https://php.radford.edu/~swoodwar/biomes/?page_id=98 Medeteranian shrubland. I will have to take a closer look at where these tiles appear to give a better answer, though I agree that the current tile yields are unbalanced
 
They appear basically where you would expect them to- plains in Persia, Spain, North Africa, Greece, etc. and grassland in Britain, France, Southern Germany, India, etc. Which makes it all the weirder, since those not-very-fertile places are actually better than the more fertile places.
 
Status report:
Made a lot of changes and improvements to the map.
Sparta really needs a tech boost and will get one.
Currently testing the effects of fixing terrain yields, not sure what they are yet though.
The dynamic names bugs got worse, not better. Sparta's names are fixed, but no matter what I do, Rome remains Sparta and the Goths have become Indus somehow. The second bug I think I can fix. The first, I think, is caused by Rome existing in the original RFC, which means that when it looks for Rome's dynamic names, it finds the original RFC file for Rome, which happens to be Sparta here. >.<
 
Or not, Rome successfully de-Spartized!
 
By the way, in the code, which civ is what? I'm guessing this is at the top of Consts.py? Also, could you make it so that you can actually see the calendar (date) once you discover calendar?
 
1: yes, it is at the top of consts.py.
2: not sure yet, though thanks for finding the error
 
I have figured out Germanics and Romans: their dynamic names are correct (files 13 for Germanics, 11 for Romans, which is incorrect in your version) but their name on the civ selection screen is obtained from the file which had it in original RFC: 17 for Germanics (which is the IVC file) and 8 for Romans (which is the Spartian file). Sadly I doubt I can fix the error on the Civ selection screen in any elegant way.
 
This is also why, despite being correctly called the Carthaginians, Carthage is the Etruscans on the civ selection screen...
 
Well, I suppose it's not that important. ;)

A few more things: Why does Nubia spawn where it does? That area is the least fertile and least inhabited in all of Nubia. Meroe would be about 3S of that spot. Also, could you perhaps make Future Tech researchable (i.e. make its prerequisites the last techs in the researchable tech tree) and rename it Medieval Tech? That way the tech tree doesn't really end. Finally, could you perhaps make the endgame longer? It's kind of weird to for Byzantium to only have 79 turns left by the time they spawn. They also spawn as "Byzintine Peoples", and their default name is "Byzintine Empire"- I'm pretty sure you can see the typos there. ;)
 
I'm thinking of removing Byzantium and replacing them with either Bactria, the Vandals, Akkad or Dacia. This is because the Byzantines
1: control much less land than they historically should
2: make no sense unless Rome owns the area, which it never does
3: Make the life of the Hittites and the Huns pointlessly difficult (btw, Huns need stronger units than they currently have. I will give them a powerful UU, same for Germanics)


The reason Nubia spawns where it does is that
1: until recently, because of impassable jungles and underpowered plains, 3S was a bad spot for a capital (I think jungles should be made passable, since all their impassability does is harm two civs who deserve to be able to go through jungle anyway, Nubia and the IVC.)
2: Nubia should compete with Egypt for land, otherwise Egypt is OP.
 
Replacing Byzantium seems fine. I think there needs to be more civs in general. Perhaps you could also add a Bosporan civ? That place is empty until some Greek civ (usually Athens) decides to colonize it in the late game.

Meroe is a decent city now- all it needs is some more production (put an iron there or something- Ancient Nubia was famous for its iron as well as gold). Nubia spawns early enough that they can just plop their other settler in the north to stop Egypt, which likely will not even have settle Upper Egypt yet. Their present spot actually has no major cities, ancient or modern, and is the least fertile part of Nubia- which makes it really historically inaccurate for a capital spot.

What exactly are the Huns supposed to do, really? Since they don't start with settlers and they always raze cities, they never have any cities, and thus end up capitulating really easily (I agree, they seriously need a buff) and then just dying/disappearing. I also think there needs to Migration Period barbarians (obviously) and perhaps some Sea People barbarians to harass the Eastern Mediterranean and destroy the Hittites.

Also, just wondering, but won't it cause problems in the Consts.py that you have "iRome = 7" and "iRome = 11"? I'm not very familiar with Python, but won't that make the game think that both players are Rome, seeing as you used the same name?
 
yeah. Those are the values from old RFC. For some bizarre reason the developers of RFGW who came before me left it in, along with a bunch of stuff related to the old civs. I think I will try to comment it out, though I expect bugs to ensue, since RFGW's developers had those for a reason.

Re pirates and barbarians: There should already be swordsmen pillaging the Hittites (who collapse anyways), so they don't need more barb pressure. I did however add a pirate unit, which is like the privateer, and can be built by civs for use against each other.

Re Huns: The huns are suppose to go around and raze stuff in that region, which they do. They should have UHVs to give a unique experience to the player, and a scare to the major powers when they are AI. UHVs are the only way to make them winnable. I plan to make their horse archers strength 9 (stronger than the Legion unit which civs have by that time), so that they do a lot of damage.

Re Migration Period: That's what the Germanics should be, and eventually the Vandals to make North Africa more interesting.

Re Bosporan Kingdom: First, Athens actually got there in your game?! I've never seen the Athenians go that far, though they are very powerful. Second, in the latest posted version, that region of the map is broken: the black sea has no Crimean peninsula. I fixed this by now, and if you want, I can post the current patch once I fix some introduced bugs (though if so, then the Byzis will not be replaced).
 
Re Bosporan Kingdom: First, Athens actually got there in your game?! I've never seen the Athenians go that far, though they are very powerful. Second, in the latest posted version, that region of the map is broken: the black sea has no Crimean peninsula. I fixed this by now, and if you want, I can post the current patch once I fix some introduced bugs (though if so, then the Byzis will not be replaced).

Yeah, they were really powerful, taking over all of Greece and literally vassalizing everyone around them. Athens could definitely use a nerf.
 
That's because Sparta in that version is pathetic. I gave the Spartians a bunch of techs, so the Athenians shouldn't be as strong this time.
 
Question: are wars working correctly in your version? Does the Germanic AI start at war with everybody? (same for the Huns), does the Macedonian AI start at war with Athens and do the Hittites start at war with Mesopotamia and Phoenicia?
 
never mind, the error was caused by me messing around in WB.

Also, I'm enjoying burning this glitchy world with OP Germanic swordsmen (strength 9 was too much, will try 8 now) way too much...
 
So, if for example you added a piece of code using "iRome", which civ would the game use for that civ? The actual Rome ingame, or the civ that uses Rome's original RFC slot, or both?
 
I think that it should use whichever civ was stored in that variable last (since a new assignment to a variable overwrites what was there before), so RFGW Rome, but as I said, I myself am uncertain.
 
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