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SVN Changelog

Discussion in 'Rhye's and Fall: Europe' started by merijn_v1, Apr 12, 2015.

  1. AbsintheRed

    AbsintheRed Chieftain

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    Revision 1240:

    - Fixed minor mistakes in the previous commit (1239)
    - Fixed minor oversight on economy stability calculations where some wonders were not recognized correctly
     
    Last edited: Mar 26, 2017
    Mammon likes this.
  2. merijn_v1

    merijn_v1 Black Belt

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    Revision 1241:

    Python code updates part 2:
    - Removal of brackets for better readability
    - Revised some code to be executed faster

    (More parts coming)
     
    Mammon likes this.
  3. AbsintheRed

    AbsintheRed Chieftain

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    Revision 1242:

    - Popup message for the player when a UHV goal is completed or failed
    - Popup message for the player a couple turns before the Seljuk/Mongol/Timurid invasions
     
    Mammon and El Bogus like this.
  4. AbsintheRed

    AbsintheRed Chieftain

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    Revision 1243:

    - Fixed various mistakes in revisions 1239 and 1241
    - No more Defensive Crusades after Protestantism is founded
    - Later Crusades won't send back units from earlier Crusades (i.e. if they initially remained Crusaders, it should remain that way)
    - Added option for another Crusade in the late 13th century
    - Fixed mistake where some barbarian units outside the civ's spawn area were intentionally converted to the new civ on birth
     
    Mammon likes this.
  5. AbsintheRed

    AbsintheRed Chieftain

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    Revision 1244:

    - Fixes in the religion spread mechanics
     
    Last edited: Mar 28, 2017
    Mammon likes this.
  6. merijn_v1

    merijn_v1 Black Belt

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    Revision 1245

    Code update part 3:
    - Improved code that choses leader for defensive crusade/ beneficial of pope gifts
    - Fixed some errors in previous commits
    - Code cleanup for better readability
    - Improved code for faster execution
     
    Mammon likes this.
  7. AbsintheRed

    AbsintheRed Chieftain

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    Revision 1246:

    - Made the AI take number of cities into consideration for the Merchant Republic civic - hopefully most civs won't choose it as often anymore
    - AI civs with special bonuses for civics as their UP (Venice, Novgorod, Prussia) have much increased chance for that civic
    - AI will now only build prosecutors in it's cities if it intends to use it
    - AI civs won't train persecutors in small cities (won't cripple new cities early production with it)
    - Revised AI persecution values and religions for all civs, improved AI logic when and what to purge
    - An AI city may become target for persecution if it has a religion the civ wants to purge, and it doesn't have a wonder associated with that religion
    - AI civs will try to build more defender units for escorting settlers
    - Fixed serious vanilla BtS bug which messed up AI value calculations for training missionaries in their cities, resulting in way fewer missionaries in RFCE than intended
    - As a result of the above, and some further improvements and adjustments, the AI will build and use both missionaries and persecutors more often
    - Increased religion flavor for most AI leaders, resulting in more efforts to spread/build in their state religion
    - AI civs will only spread religion to other civs if it's their current state religion or they do not have a state religion
    - Decreased willingness for vassalization for almost all AI leaders, even small civs won't vassalize so easily now
    - Most AI civs are now more unlikely to raze cities, barbs also have slightly less chance for city razing
    - Smaller AI civs will now have increased probability to build units (to be a better match for bigger civs' armies)

    - New indy city: Perekop (as Taphros), 500 AD, starts with walls and Orthodoxy, separating Crimean peninsula from the mainland
    - New indy city: Halych, 1124 AD, starts with Orthodoxy, representing the western Rus principalities
    - Alternative spawn position for indy Lubeck, one tile south of the current one (60% for the new position, 40% for the old)
    - New indy city: Zagreb, 800 AD, early buffer zone between Hungary and Venice (also makes Venetian coastal cities' cultural expansion limited in Croatia)
    - Revised starting units for Arabia: more melee units, less horse archers
    - AI civs now have separate starting stacks - usually strengthening their early expansion when the AI is spawned in an otherwise unpopulated area
    - Additional defensive units and in some cases additional settler(s) for AI Arabia, Bulgaria, Cordoba, Germany, Novgorod, Kiev, Hungary, Poland, Morocco, Ottomans

    - Once again, tweaked religion spread factors (both vanilla and province-based)
    - Tuned down Defensive Crusade frequency, reduced number of generic units for normal Crusades
    - Improved interface messages connected to Papal bonuses, added message for the Topkapi Palace effect
    - Gold gifts from the Pope are more randomized (well, semi-randomized)
    - Reduced number of tech gifts from the Pope, both frequency and chance
    - Further improvements in the mechanics connected to barb/indy unit flips on civ birth
    - Reduced amount of resource bonuses for all companies (most to around 2/3 of the previous value)
    - Revised (again) plague health calculations, should be harder to reach immunity
    - Plague will be restarted only for the human player on conquering an infected city
    - If Arabia acquires a city before it founds his first one, that will become the Islamic holy city (otherwise Islam would end up without one)
     
    Mammon and Publicola like this.
  8. AbsintheRed

    AbsintheRed Chieftain

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    Revision 1247:

    - Civs now have a separate loading time info for the 1200AD scenario (it will show up instead of the normal one)
    - Revised loading times (on the civ selection screen) in the 500AD scenario for all civs
    - Changed visibility for the plague icon on the city billboard, it will now always show up when the plague cloud is visible
    - Fixed help text for Professional Army, no longer shows obsolete company executive/master information
    - Set both map coordinates and city naming popup off by default in the GlobalDefines_Alt.xml
    - Added Genoan, Polish, Lithuanian, Bulgarian vassal DCN to the rest of the previously updated civs (Hungary, Byzantium, France, Burgundy, Bulgaria)
    - Added Arab and Ottoman vassal DCNames for Scotland and the Dutch - by DC123456789
    - Minor updates in the Scottish and English DCNames
     
    Mammon likes this.
  9. merijn_v1

    merijn_v1 Black Belt

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    Location:
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    Revision 1248:

    Python code updates part 4:
    - Removal of brackets for better readability
    - Updated code to be executed faster (Major improvements in Plague.py, RnF.py and Victory.py, minor in other files)
    - Fixed Archer garrison creation bug
    - Renamed tExceptions to lExtraPlots (to get rid of weird name) and turned it into a list instead of a tuple (for speed optimization)
    - Implemented new RFCUtils to several python files

    This should be the last major python update for now
     
    Mammon likes this.
  10. merijn_v1

    merijn_v1 Black Belt

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    Revision 1249:

    Updated the squareSearch functions
     
    Mammon likes this.
  11. AbsintheRed

    AbsintheRed Chieftain

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    Revision 1250:

    - Fixed bug with Hungarian Vegvars which resulted in way too high damage on bigger enemy stacks
    - AI civs no longer consider era restrictions on vassal and defensive pact trades
    - The AI will only choose a city as a primary target if it's in the war map or it's within an era-based distance from the civ's current territory
    - AI civs won't accept cities in less than core or historic territory, if their stability is < 0
    - Revised era based distance values for AI city trade calculations
    - AI civs won't accept cities if they are too far away from their territory, unless they are in core or historic territory
    - Added a couple new AI diplo texts, minor text updates connected to previous AI diplo messages
    - Various minor text improvements connected to UBs, DCN, UHV names
    - Text updates in the UHVs, changed province goal from "Conquer" to "Control" if it was at a fix date
    - Naval units can no longer blockade tiles on the opposite side of an isthmus
    - Adjusted distance based plague damage on units
    - Culture flipped cities don't have a raze option if they are a holy city or if your cultural percentage is very high (same as with conquered cities)
    - Fixed quite a few mistakes and bugs introduced in the previous revisions
     
    Mammon likes this.
  12. AbsintheRed

    AbsintheRed Chieftain

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    Revision 1251:

    - If there are mercs available in a newly acquired city's province, interface message about it to the human player
    - Chance for population gain in Jerusalem if a Catholic civ owns it, with Catholicism spread if it isn't present - "Christian pilgrims are filling the roads of Jerusalem!"
    - Some additional python code reorganizations, fixed a couple further mistakes in the previous python updates
     
    Mammon likes this.
  13. AbsintheRed

    AbsintheRed Chieftain

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    Revision 1252:

    - Each nation which sends units for a Crusade (apart from the leader and the Pope) receives Faith Points and Great General Points when it is over (+2 faith and +10 GG points for each participating unit if it's still Catholic)
    - Unique Military Order units might leave for Crusade even if you decide not to participate
    - Added 3rd, monetary contribution option for the Crusade participation decision, but only if you can afford it
    - Added a more moderate Crusade refusal option, no more unnecessary insulting of the Pope
    - Civs participating in Crusades have significantly bigger chance for military order company spread
    - Further randomized the unit selection method for Crusades, also now much less Archer-type units and somewhat less Company UUs leave for Crusades (proportionally)
    - Fixed bug which caused to leave out some units from the Crusades' selection procedure altogether, usually also resulting in some unintended unittypes sent
    - Fixed bug which in some cases resulted in less checks for potential units for the Crusade, thus in less sent units
     
    Publicola and Mammon like this.
  14. merijn_v1

    merijn_v1 Black Belt

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    Revision 1253:

    Minor text updates.


    NOTE:
    I accidentally commited this revision too early. I wanted to upload changes to DoC, but I selected the wrong folder, so instead I uploaded my RFCEurope changes. Unfortunately, SVN does not allow to revert commits. The changes are minor though and would have been uploaded anyway, but I didn't want to upload them this early. The log message is also wrong because of this.
     
    Mammon likes this.
  15. AbsintheRed

    AbsintheRed Chieftain

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    Revision 1254:

    - Templars and Teutons slowly disappear after Protestantism is founded (if they are still active)
    - Order of Calatrava is only active if Cordoba or Morocco is alive
    - Order of the Dragon is only active if the Ottomans are alive

    - Shipbuilding needs Replaceable Parts (to avoid early free tech slingshot for Astronomy)
    - Moved Marco Polo Embassy to Clockmaking, somewhat increased production cost
    - Catholic State Religion is prerequisite for Notre Dame (also Orthodoxy is prereq for Theodosian Walls, not that it matters)
    - Increased Guisarme and Pikeman bonus against both Light and Heavy Cavalry by 25%
    - Revised all bonuses for Guisarme, Pikeman and Longbowman UUs/mercenaries/barbs
    - Arbalestier and it's UUs also have 25% city defense, like all other archer-type units
    - Moved Plate Armor, Alchemy and Cartography later in the tech timeline, moved Chivalry earlier
    - Longbowman moved to Military Tradition, increased Arquebusier strength to 9
    - Woodlands can be cleared with Blast Furnace, Lumber Mill available with Plate Armor (felt both came a little too late for gameplay)

    - Updated text for the UHV failed and the UHV won popup messages
    - Fixed a couple date -> gameturn conversions on the timeline
    - Barbarian cities spawn with more appropriate starting units
    - Perekop spawns in 1250 as Or Qapi as a barbarian city, without any religions
    - Zagreb starts as Sisak - many Slavic princes reigned from here in the 9th century
    - AI Hungary is much more likely to reign war on independent Croatia from the early 11th century
     
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  16. AbsintheRed

    AbsintheRed Chieftain

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    Revision 1255:

    - Marco Polo no silk, no TR, needs Literature tech
    - Longbowman cost less, Arquebusier has 8 strength
    - Welsh Longbowman strength moved back to 6
    - Fixed bug with multiple leader switching for a given civ in the same turn
    - Fixed trigger for the Moroccan 2nd UHV
    - Special UHV events (golden age, triumphal arch, AI wars) also happen if the last 2 UHVs were accomplished on the same turn
     
    Mammon likes this.
  17. AbsintheRed

    AbsintheRed Chieftain

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    Revision 1256:

    - Chivalric Order companies will only appear/remain in Orthodox civs' cities if there are no appealing Catholic options
    - Marco Polo adds extra commerce for each merchant specialist
    - Longbowman UUs available with Guilds+Chivalry, slightly cheaper than the base units
    - Winged Hussars available with Polygonal Fort, Cuirassier strength reduced to 18
    - Line Infantry bonus against heavy cavalry reduced to +25%
    - Tercio available with Chemistry, strength reduced to 11, Janissary strength increased to 11
    - Fixed bug which made it possible for a collapsed (former) Crusade leader to declare war on the target civ
    - Fixed bug in the special war declaration mechanics on the 2nd completed UHV where vassals could potentially declare war on their master
    - AI civs decision/chance for war declaration on the 2nd completed UHV is based on: distance and diplo relations between the civs, size of their nation
    - Islands (tile feature) will only give +1 production for now - will see what to do with it after the map updates
    - Basic naval buildings and naval wonders are available in all coastal cities (only near sea, not lake), even if the water area is very small
    - Naval units and related naval buildings are only available for coastal cities near an at least size 20 water body (because of the AI)
    - Work boats can only be built if there is an improvable resource in the neighboring water area (vanilla way)
    - Added art for the Pyramids as a map object, might be placed as a special terrain feature
    - Revised both Base Terrain and Terrain Feature Civilopedia categories, added pedia description box for both
    - Minor updates in a couple names and Civilopedia texts connected to terrain features
    - Scottish Auld Alliance UHV goal lowered to 1500
     
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  18. merijn_v1

    merijn_v1 Black Belt

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    Revision 1257

    Minor text fixes
    Fixed small bug that increased the attractiveness of Orthodoxy and Protestantism for chivalry corps instead of lowering it
     
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  19. AbsintheRed

    AbsintheRed Chieftain

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    Revision 1258:

    - Islands (tile feature) now also give +1 commerce
    - Nerfed bonus for Belem Tower (+1 commerce for water tiles instead of +2), Leonardo's Workshop (+30% production instead of +50%)
    - Reduced base culture bonus from: Krak de Chevaliers, Cluny Abbey, Pressburg Castle, La Lanterna, Alhambra, Notre Dame, Round Church
    - Increased base culture bonus for all religious shrines, Marco Polo's Embassy
     
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  20. AbsintheRed

    AbsintheRed Chieftain

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    Revision 1259:

    - All unique Military Order units have a national limit of 5
    - Templar Knights now have +10% city defence, Teutonic Knights have -10% city attack, but free Shock promotion
    - Reduced ingame size of Galleass, Gun Galley, Cog and Holk, minor tweaks in lots of other ingame unit sizes
    - Increased Civilopedia size of Cannon, Field Artillery, Bombard, Great Bombard, War Wagon, revised size for all foot units
    - Increased Civilopedia size for almost all naval and mounted units, now they are more or less standardized
     
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