Rhye's of Europe Code Coordination thread

About the Flag of Flanders thing for the Netherlands:

Flanders is a countship that is part of the Kingdom of France (Count of Flanders is a French vassal), the rest of Belgium and the Netherlands were part of the Holy Roman Empire and were vassals of the Emperor.This were countships and dukedoms of like Holland, Brabant, Loon, Luxemburg,... So there is a big difference between Flanders and the Netherlands in Medieval times. Flanders became later the name for the part of Belgium were people speak Dutch (or Flemish as we like to call it sometimes).

The countship Holland (most of the coastal area of the Netherlands) formed the core of the later united provinces (cities of Amsterdam en Rotterdam are here). It still is the core area of the Netherlands with the socalled Randstad Holland in it (= most densly inhabited part of the Netherlands). It's name was given in 1076 (before it was west Friesland, as the Frisian people lived here during the Merovigian times). The Dutch province of Zeeland (= Sealand) was in a personal union with Holland (they had the same counts), so I would use Holland as the base for the later kingdom of the Netherlands (= often called Holland in Flanders, and in English)

Futher on: the Flammish don't like the Dutch, we have a relation like the English and the Scottish, Sweden and Norway,...

So if you want a lion Flag: here the Flag from Holland:
http://en.wikipedia.org/wiki/Image:Counts_of_Holland_Arms.svg
 
First:
Please discuss all civ relevant stuff in this thread, otherwise it'll be simply confusing for all of us!

I would suguest that the flags discussion is transfered there too, because its a discussion about historic correctness and gameplay and not about coding.

Second, i'm still in need of someone who can adjust the CvGameCoreDLL to our map. I'm not able to do that and so not possible for me to check if my adjustments of the const.py and RiseandFall.py are working or if its simply . .. .. .. .. .. .. .. ..
 
In principle its the DLL which runs the game, without the DLL nothing is working and thats the problem.

We need someone which is able to code c++ and can compile the dll. I can do neither the first nor the second. We have to check rhyes changes in every file of the uncompiled DLL and adjust them to our map and our civlist.
 
So do you have any idea how far Rhye has modified the DLL? I think I'm right in saying dynamic names is handled in there, as well as the altered terrain. But surely the information on civs, leaderheads, etc. and most of the events as well as stability is handled in the python and XML? Do you know what features specifically are in there?

I don't think we can count on a C++-guru coming to our rescue, the best we can do is try to muddle through. I grok C++ to some degree, I'll take a look if Rhye will give me the source. I'll ask him.
 
I got the source already, tell me your emailadress and i'll send it to you.

Hard for me to say what is exactly in the dll, because don't understand c++. But i guess that everything with "gc." which is used quite often in the python files is something which is computed through the DLL.

Futhermore I don't know how much i can tell here because Rhye told me the DLL is secret and should not be accessible or known to the public.
 
If you think that's okay you send me it at jroeuk at gmail dot com

You can also add me on MSN with the same email if you want so we can talk about it further.
 
Has some one been thinking about the civics? Some will have to be removed and replaced by others. Some will have to get a new meaning.
If you still have resettlement in it, well... this needs to be changed. This is a civic for colonialism and the colonial territories won't be on the map. Maybe this could be changed so that the colonial wonders would be build faster and the building of one would give you more stability.

Free religion would have to be taken out. To modern for the time of the mod. But what could replace it?

Paganism could maybe be in, because the Vikings remained pagan for a will, maybe giving some extra XP, because it was often said that germanic warriors fought better because of there believes (has to do with your destiny).

Economical civics need to be changes too. No state property, maybe replacing it with guild economy (TheLopez wrote a mod with gives a free specialist (example : a merchant) with a civic)
...
 
Actually we haven't, but this is something with low priority by now. First we have to let the civs "rhye and fall". xD
 
Has some one been thinking about the civics? Some will have to be removed and replaced by others. Some will have to get a new meaning.
If you still have resettlement in it, well... this needs to be changed. This is a civic for colonialism and the colonial territories won't be on the map. Maybe this could be changed so that the colonial wonders would be build faster and the building of one would give you more stability.

Free religion would have to be taken out. To modern for the time of the mod. But what could replace it?

Paganism could maybe be in, because the Vikings remained pagan for a will, maybe giving some extra XP, because it was often said that germanic warriors fought better because of there believes (has to do with your destiny).

Economical civics need to be changes too. No state property, maybe replacing it with guild economy (TheLopez wrote a mod with gives a free specialist (example : a merchant) with a civic)
...

Just off the top of my head, all these should go.
Universal Suffrage
Police State(replaced by Republic?)
Free Speech
Emancipation
State Property(replaced by Guild System?)
Environmentalism
Free Religion (replaced by Non-Conformism?)

Just a few, but needs thinking about.:)
 
Sorry to intrude on the thread, but the easiest way to decide on civics in a mod like this is to study the civs you have in it, and group their policies throughout history together. In this case, where the location and time span is limited, you may need only 3-4 civics in each category.
 
Sorry to intrude on the thread, but the easiest way to decide on civics in a mod like this is to study the civs you have in it, and group their policies throughout history together. In this case, where the location and time span is limited, you may need only 3-4 civics in each category.

I'm sure you're right. We'd probably only end up using the first 3-4 civics
in each category with the others not approriate, as I've just posted. Many
civics would come late, like Feudalism or Mercantilism, as they were mostly
post-1000AD developments.:)
 
We talked about civics fairly extensively at the beginning, and came up with a tentative list. No updates on it for months, but I like what we had. I'll dig it up when the time comes.

But, really - assume that we're looking at pretty much everything as flexible. The tech tree will have to be redone. Military units will have to be redone. Resources and terrain will need adjusting. Civics, religions, titles... it's a big list. So, ZZZ is correct - let's focus on getting the civs done first and then we can look at the other stuff. The tech tree and its ramifications are the scariest part for me, but it'll all have to be done eventually.
 
We talked about civics fairly extensively at the beginning, and came up with a tentative list. No updates on it for months, but I like what we had. I'll dig it up when the time comes.

But, really - assume that we're looking at pretty much everything as flexible. The tech tree will have to be redone. Military units will have to be redone. Resources and terrain will need adjusting. Civics, religions, titles... it's a big list. So, ZZZ is correct - let's focus on getting the civs done first and then we can look at the other stuff. The tech tree and its ramifications are the scariest part for me, but it'll all have to be done eventually.

I agree with that about civics. There's so much else to do first. And I
guess that discussion shouldn't really take place on this thread either.:)
 
Rhye,

I'm serious about the project, but am limited in my coding skills and overwhelmed by work at the moment. I teach 8th grade, and work about 60 hours a week teaching, grading, and coaching a basketball team - I'm trying to keep things moving, but don't have much time to devote to the project right now. In theory, I'm in charge, but Umarth and Zipzapzup have done all of the coding so far. We're trying to revamp a lot of things extensively - civics, tech tree, religions, resources, corporations...actually, there isn't much that we're keeping intact! We're probably going to end up over our head, if we aren't there already, but I'm still excited by the prospect of getting this to work and actually playing it. Any assistance, guidance, or direction you would like to offer would be most welcome.
Thanks for getting involved.
 
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