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SVN Changelog

Revision 1240:

- Fixed minor mistakes in the previous commit (1239)
- Fixed minor oversight on economy stability calculations where some wonders were not recognized correctly
 
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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)
 
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
 
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
 
Revision 1244:

- Fixes in the religion spread mechanics
 
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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
 
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)
 
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
 
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
 
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
 
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
 
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
 
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.
 
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
 
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
 
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
 
Revision 1257

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