1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Welcome to Rhye's and Fall of the Greek World (Revived again)

Discussion in 'Rhye's and Fall of the Greek World' started by bluepotato, Jan 18, 2020.

Tags:
  1. bluepotato

    bluepotato Warlord

    Joined:
    Dec 11, 2018
    Messages:
    295
    Welcome to the latest version of Rhye's and Fall of the Greek World, a mod covering the rise and fall of civilizations of the Ancient Mediterranean.

    The current version features 28 playable civilizations and spans from 4400BC to 600AD. A 900BC scenario is included as well.
    Spoiler Civilization list :
    Egypt*
    Sumeria*
    Indus Valley Civilization*
    Elamites*
    Minoans*
    Phoenicians*
    Babylonia*
    Hittites*
    Mycenae*
    Assyria*
    Israel*
    Athens*
    Sparta*
    Scythia*
    Carthage*
    Celtia*
    Etruscans
    Nubia
    Persia
    Rome
    Macedonia
    India
    Bactria
    Numidia
    Germania
    Sassanid
    Byzantium
    Huns
    *: with UHVs

    The mod retains most of Rhye's and Fall of Civilization's mechanics: dynamic rise of civilizations, a stability system, leader swapping, unique powers, city name maps, mercenaries and historical victories (for those civilizations marked with a star in the above spoiler; UHVs are still a work in progress).

    Download the latest release here:
    https://github.com/bptato/RFC-Greek-World/releases/download/v2.0.2/RFC-Greek-World.zip
    The latest stable version of the mod.
    Installation: download the zip file and extract it in your Mods folder. Make sure the extracted folder is called RFC-Greek-World, and that the mod files are directly in it (i.e. there's no RFC-Greek-World folder inside the RFC-Greek-World folder).

    Download the latest development version here:
    https://github.com/bptato/RFC-Greek-World
    The latest development version, for those who'd like to try new features, changes, fixes, etc. as soon as they are committed.
    Installation: clone the repository into your mod folder using git. The repository is at https://github.com/bptato/RFC-Greek-World.git
    Spoiler For those who don't know how this is done :
    (based on Leoreth's guide)
    1) Download and install Git for Windows.
    2) Download and install Tortoise Git.
    3) During the installation, you will be prompted for a number of settings. Most of these are only relevant to developers, since you only want to use Git for access you can simply accept the default values.
    4) Right-click on your Beyond the Sword\Mods folder and choose "Git Clone".
    5) In the prompt, enter the following as "URL": https://github.com/bptato/RFC-Greek-World.git
    6) Tick the Depth checkbox - this tells git to only clone the latest version of the mod. You will still get the latest version if you don't tick it, but downloading it will take longer.
    7) Click OK and wait for the download to complete.
    Your folder is on the current state of the online repository and you are ready to play.
    To get new changes, simply right-click the folder and select "Git Pull".

    Alternatively, if you really want to avoid using git, you can download the zip file directly from here and put it in your Mods folder. I wouldn't recommend doing this though, since you'll be re-downloading hundreds of megabytes every time you want to update, even if the update itself would only be a few kilobytes.

    Release history:


    Known issues:
    Spoiler :
    None currently. Please report bugs you find in this thread, preferably with a screenshot and savefile.


    Credits:
    Spoiler :
    See https://raw.githubusercontent.com/bptato/RFC-Greek-World/master/credits.txt.
    Content pasted below:
    Lead Mod Designers (in chronological order):
    Rhye
    Arkaeyn
    spaceman98
    EdmundIronside
    bluepotato

    Other contributors:
    Autumn Leaf, redaloe

    Mods included:
    platyping's worldbuilder
    Unofficial Patch
    Sanguo Mod Performance
    Sevopedia
    GameFont Display

    Libraries included:
    simplejson
    OrderedDict backport

    Mods from which graphics and/or code was borrowed:
    LOTR mod: https://forums.civfanatics.com/threads/middle-earth-mod.519782/
    Dawn of Civilization: https://forums.civfanatics.com/forums/rhyes-and-fall-dawn-of-civilization.452/
    Sword of Islam: https://forums.civfanatics.com/threads/the-sword-of-islam-rfc-medieval-middle-east.373155/
    Caveman 2 Cosmos: https://forums.civfanatics.com/threads/caveman-2-cosmos.288570/
    Quot Capita: Majesty: https://forums.civfanatics.com/threads/quot-capita-majesty.498840/
    History Rewritten: https://forums.civfanatics.com/forums/mac-win-civ4-history-rewritten.448/
    Rhye's & Fall Classical World: https://forums.civfanatics.com/forums/rfc-mod-mod-classical-world.484/
    PIE's Ancient Europe: https://forums.civfanatics.com/threads/pies-ancient-europe.352646/
    Just Another Religion Mod: https://forums.civfanatics.com/resources/just-another-religion-mod-bts-modular-v-1-2.10354/
    Realism Invictus: https://forums.civfanatics.com/threads/realism-invictus.411799/

    Specific code credits:
    Automatic HidePythonExceptions disabler by Nightinggale

    Civilizations
    The Minoan civilization was borrowed from Civ Gold mod, credit goes to the civs original creator.
    The Mycenae civilization was created by cybrxkhan
    The Assyrian civilization was borrowed from Civ Gold mod, credit goes to the civs original creator.
    The Scythian civilization was borrowed from Civ Gold mod, credit goes to the civs original creator.
    The Sassanid civilization was created by cybrxkhan
    The Numidian civilization was borrowed from History Rewritten mod, credit goes to Xyth.

    Leaderheads
    http://forums.civfanatics.com/resources/lh-urukagina.13711/ (IgorS)
    http://forums.civfanatics.com/showthread.php?p=5965710 (esnaz)
    http://forums.civfanatics.com/showthread.php?t=277514 (ekmek)
    http://forums.civfanatics.com/downloads.php?do=file&id=7636 (C.Roland)
    http://forums.civfanatics.com/resources/lh-dido-v1.13841/ (The Capo)
    http://forums.civfanatics.com/showthread.php?p=6179859 (esnaz)
    http://forums.civfanatics.com/showthread.php?t=152663 (CivArmy s. 1994)
    http://forums.civfanatics.com/showthread.php?t=356411 (kochman)
    http://forums.civfanatics.com/downloads.php?do=file&id=13838 (The Capo)
    http://forums.civfanatics.com/showthread.php?t=209262 (Aranor)
    http://forums.civfanatics.com/threads/lh-king-hiram-of-tyre-phoenicia.265234/ (Amra)
    http://forums.civfanatics.com/resources/lh-king-david.10317/ (ekmek)
    Kindattu by Novator (originally called Elamite Leader, found in HR)
    Some Leaderhead greeting texts from CIV Gold

    Sound
    Background music mostly from Rhye's and Fall of the Classical World (srpt)
    EpicofGilgamesh from History Rewritten (IanMusic)
    Walking in depreston promo shorter by Ali Yamamoto (official free to download & use for non commercial use, with credit given to author)
    Building Sounds from Sword of Islam (emrbyodead)
    Hunnic, Spartan, Minoan and Phoenician diplomusic from cybrxkhan: https://forums.civfanatics.com/threads/cybrxkhans-diplomacy-music-thread.335199/
    Assyrian, Nubian diplomusic from History Rewritten (IanMusic): https://forums.civfanatics.com/forums/mac-win-civ4-history-rewritten.448/

    Units
    Most units used were created by ambrox62

    https://forums.civfanatics.com/threads/elamite-horned-warrior.486939/ (Spillsandstains)

    Buildings
    https://forums.civfanatics.com/resources/knossos-labyrinth.18253/ (platyping)
    https://forums.civfanatics.com/resources/naqshi-i-rustam.18314/ (stolenrays)
    https://forums.civfanatics.com/resources/library-in-mosul.22922/ (hrochland)
    https://forums.civfanatics.com/resources/the-great-bath-of-mohenjo-daro-wonder-xml-python.11091/ (tsentom1)

    Wonder Movies (for those wonders that didn't come with one)
    Naqsh-e-Rustam by Zeta Nexus (music: Sight of Wonders - Arabian Nights)
    https://forums.civfanatics.com/resources/wondermovie-library-of-ashurbanipal.19288/ (Arian)
    Olympic Games from Pie's Ancient Europe

    Text
    Many Civilopedia texts from Wikipedia

    If there is anyone whose work was included but not credited, please message me or post on the forums


    Screenshots:
    Spoiler :
    Ancient Mesopotamia and Anatolia
    Screenshot from 2020-01-18 23-15-23.png
    Rise of the Sassanids
    Screenshot from 2020-01-18 22-06-18.png
    Hispania in 286 AD

    Screenshot from 2020-01-18 22-38-12.png
     
    Last edited: Feb 12, 2021
  2. EdmundIronside

    EdmundIronside White Rabbit Object

    Joined:
    Jun 27, 2017
    Messages:
    650
    Gender:
    Male
    Location:
    Grand Rapids, MI.
    Great work, I'm really liking what you are doing with this mod.
    By the way this may not matter any more as you have deactivated the mercenary function, but there was a problem with it in the 900 BC scenario. There was a python error which I could not fix. So instead I gave Israel Nationalism, which as designed by Rhye's stopped the ability of Civs to hire mercenaries, and therefore 'fixed' the python error.
     
  3. bluepotato

    bluepotato Warlord

    Joined:
    Dec 11, 2018
    Messages:
    295
    Thanks!
    Well mercenaries were inherently buggy as they could originally be hired based on a civ's location. That was never changed in this mod, so after removing all vanilla constants I could've either added new civ groups (which doesn't really make sense on this map, they were based on continents in vanilla) or just always return false when canHireUnit is called.
    If I ever re-enable them, I will probably make it so it's based on distance or SoI styled provinces, but I don't think they're needed right now.
     
  4. bluepotato

    bluepotato Warlord

    Joined:
    Dec 11, 2018
    Messages:
    295
    After a lot of failed attempts to kill Mycenae in the bronze age collapse, I finally found a solution. Turns out I forgot to add a settler map to Elam, so every AI starting after them was stuck in its own place and kept building units instead of expanding. Whoops.
    I've fixed some of the bugs listed in the opening post (and some I didn't even notice at first) in the development version, so I'll release a new version this weekend. The game still has balance issues but I'm quite happy with my progress.
     
    stillblackadder likes this.
  5. bluepotato

    bluepotato Warlord

    Joined:
    Dec 11, 2018
    Messages:
    295
    RFGW 1.7 released! Includes a few changes, a few bugfixes and a few new UHVs.
    You can download it here. Installation: download the zip file, remove the previous version in case it's installed, extract the zip file into your Mods folder and rename the extracted folder to RFC-Greek-World.
    Alternatively, you can always clone/pull the latest release (or development version) using git.

    Changelog:
    Spoiler :

    Additions:
    Babylonian UHV
    Hittite UHV
    Experimental city plundering: the idea is that you should be able to sack cities without keeping them. Only available to the human player. WIP, might remove it later
    Bronze age collapse: civs randomly receive a -2 to 0 stability malus every turn from 1200BC to 1000BC

    Changes:
    Changed Patronage cost to low
    Changed Temple Economy building modifier to 25%
    Increased Sea People strength to 5
    Increased amount of Sea People almost everywhere
    Removed UHV checks from AI civs
    Barbarian archers don't spawn anymore as they just pointlessly wandered around the map anyways
    Civic stability overhaul: the stability system was still using old values for checking civic compatibility, now it checks for RFGW civics; still WIP
    More severe stability penalties for losing cities
    Changed Egypt's and Persia's starting civics
    Persia starts with Fortification and Bread Making
    Changed Numidian starting plot (desert hill) to plains hill so that they can settle their capital
    Halved culture city defence modifiers
    Reduced walls' city defence modifier to 30%

    Technical changes:
    Removed a lot of useless vanilla leaderheads from the XML
    UHV strings moved to XML
    Removed a bunch of constants from the DLL

    Fixes:
    Removed Great Depressions
    Fixed starting expansion civics for some civs
    Removed unit stacking limit (I still don't know if it was intentional, a bug, or both... it was certainly annoying and didn't work anyways)
    Some starting units of the AI are immobilized at their spawn
    Fixed 900BC starting cities and units
    Fixed settler maps

    Known issues:
    Old civs can become way too powerful sometimes
    The mod attempts to spawn units with an extremely high id sometimes (probably doesn't affect anything but I will have to look into it)
    Alexander doesn't do anything
    Rome never gets to the Near East
    Units are too cheap
    Not enough stuff to build
    Olympic parks can be built more than once
     
    Last edited: Apr 14, 2020
  6. PiR

    PiR Prince Supporter

    Joined:
    Jan 25, 2012
    Messages:
    531
    Gender:
    Male
    Thanks! Anything you want us to check specifically?
     
  7. bluepotato

    bluepotato Warlord

    Joined:
    Dec 11, 2018
    Messages:
    295
    Thanks for asking. I think the mod is quite stable as it is: I tested most UHVs (except Minoa, which I simply couldn't do and Phoenicia, which I just didn't feel like trying - I find colonizing stuff boring) and I regularly do Hunnic autoplays during development. That being said, some feedback on the UHVs would be nice, and by that I mean new ideas. I tried to make them interesting but I feel like some are a bit too easy or depend on the starting situation way too much.
    The "sack city" option is currently the only thing that needs more testing, but I'll probably change how it works anyways and still haven't decided how. Upon reflection, I think it would've made more sense to exclude that feature from this release.
     
  8. EdmundIronside

    EdmundIronside White Rabbit Object

    Joined:
    Jun 27, 2017
    Messages:
    650
    Gender:
    Male
    Location:
    Grand Rapids, MI.
    Just in case you find it useful I have attached some reference sheets I used while modding RFC GW. They include things such as unit and building values, the tech tree, game turn to year ratios, etc.

    Minoa's and Phoenicia's UHVs do both work, I tested them. However I tested them by cheating, such as giving Minoa a load of free techs, so I don't know if they are truly achievable. I feel like Phoenicia's probably is about right, but Minoa's though I deliberately made theirs hard, I feel they may be borderline impossible!
     

    Attached Files:

    bluepotato likes this.
  9. bluepotato

    bluepotato Warlord

    Joined:
    Dec 11, 2018
    Messages:
    295
    Great news! I finally managed to compile the DLL without codeblocks (which is not a very straightforward thing to do on Linux). I usually had to wait about half an hour every time I made changes to more than one file; using nmake and a simple shell script I made reduces this waiting time to 1-2 minutes. Another benefit of this is that I can build debug DLLs (codeblocks couldn't do that) and find bugs faster.
    Simply put: I can finally spend more time coding and less time waiting.
     
  10. bluepotato

    bluepotato Warlord

    Joined:
    Dec 11, 2018
    Messages:
    295
    The next release will mostly be focused on religions and balancing. So far I've done this on the development version:
    Replaced the Mesopotamian, Egyptian, Hellenic and Phoenician religions' building/unit art and sounds with stuff mostly taken from History Rewritten and JARM and added holy city relocations. Holy city relocations simply make it so that sometimes the holy city is moved to the most cultured city with the appropriate religion in it.
    Fixed a few bugs and tried to make Mesopotamia a bit more balanced.
    Persia's starting date was moved back to around the Median Empire's foundation and they are generally a lot more successful.
    Athens's and Sparta's core area was nerfed
    Spoiler they don't seem to care about Egypt though :


    I'm currently thinking of changing religions so that they work more like culture (x% of population follows y religion) than the current binary implementation (city either has y religion or not). My ideas so far:
    - If over a certain percentage (10 or 25?) of a city's population follows a non-state religion, they cause unhappiness.
    - Missionary/Priest units boost state religion follower rate, and only work in cities owned by you (or a vassal of yours). As far as I know, religion wasn't really spread by missionaries to foreign cities in the time period covered by this mod.
    - Different religious civics change state and non-state religion spread rates.
    - Stability is affected by believer percentage in your empire.
    - Somewhat related: re-add Hinduism and maybe Druidism, plus revamp religious civics. Unsure about Druidism since only one civ would be running it, and then I might as well add five other religions... but maybe that wouldn't be such a bad idea after all. :think:
    Any suggestions regarding these?
     
  11. EdmundIronside

    EdmundIronside White Rabbit Object

    Joined:
    Jun 27, 2017
    Messages:
    650
    Gender:
    Male
    Location:
    Grand Rapids, MI.
    Regarding your plans:
    Revamp wonders - Definitely
    More cleaning up the code and bugfixing - Yep!
    League of Corinth, similar to RFCE crusades. The idea might not be exactly historical, but if done correctly, it could: - Sounds cool
    - create a Greek Persia
    - remove the excessive amount of units in Greece, making it easier for Rome to conquer
    UHVs for all civs - Absolutely
    Re-enable resurrections for some civs - Egypt, Babylon, Assyria, Macedonia, and Persia? (thinking of Civs that rose and fell a few times)
    Move Persia spawn date back to 678BC to represent the Medians and give them more time to develop? - Looks like it works
    Epic/Marathon speeds? - Would be nice, but I wouldn't make it a high priority. It can make getting UHVs balanced really hard, even DOC struggles with this.
    Remove Byzantium? - Preferably get Romans to work. The Romans actually need to expand east, and then Byzantine should be a conditional spawn based on their stability. Easier said then done I know! However Bactria has the same issue, as Macedonia never expands east either. A third civ that could be removed if needed is India (Mauryans) as India is barely on the map.
    Revamp Independents? How so?
    Elamites in 900BC scenario? Yes, but they should be weak, as the Elamites were very much on the decline by this time.
    Religion - Adding more religions would definitely be good. Hinduism for Indus Valley & India, Druidism for Gauls, and Shamanism for Scythian and Huns.
    I also agree with the change in function of missionaries, and the stability from religion you mentioned. Also maybe add Persecutors like they have in SOI, as there definitely was suppression of religion at this time (for example Jews under Seleucid's, Christians under the Romans initially).

    You obviously have your own goals, but I thought I would mention a few of the things I wanted to (but either was unable to implement, or just ran out of the energy to do), just in case any are of interest to you:
    More culturally diverse units - For example the heavy axeman only looks appropriate for the Goths, and maybe the Gauls.
    More stuff to be discovered with techs, particularly later techs
    More Civs
    - In order of priority (Armenia, Ptolomids, Dacians, Thebes, Vandals, Seleucid, Trojans, Parthians, Medes)
    2nd unique unit for Civs
    Fix diplomacy text
    - A lot of Civs have blanks txt messages or simply nothing at all for the personalized diplomacy messages portion
    Add conditional spawns - This might be appropriate for Byzantium, Sassanids, Athens, Sparta, India, and Bactria
    Add a 3rd scenario (rise of Rome) - About 270 BC
    Expand the map east to include more of India
    Add siege engine to Civ extra spawns
    - Once people have walls, the RFCGW spawns become fairly ineffective. They need to be more like in DOC, for example when the Turks spawn units in the middle east around 1000 AD they get horse archers and catapults
    Leader swapping - For example Carthage should start with Dido, but change to Hannibal at the appropriate time.
     
  12. bluepotato

    bluepotato Warlord

    Joined:
    Dec 11, 2018
    Messages:
    295
    Yeah I've thought of this as well. Might be wiser to just add 100 more turns to the game, but more content is needed for that.

    True, my problem with Byzantium is mostly that they don't really have time for interesting gameplay. We'll see how conditional spawns work out, anyways.

    Not sure if this is really possible but I thought of some interaction with them, so that they would work more like city-states than weird barbarians.

    I just don't think I could get them to collapse by the time of the Persian spawn.

    Problem with persecutors is that the AI is too dumb to use them. A passive effect of the persecution civic would be just fine IMO.

    Agreed, I've also noticed that Hunnic heavy swordsmen still have maceman art. There's definitely place for improvement.

    Yes, the late-game is very much unbalanced and the tech tree is no exception. I'll borrow some buildings from other mods, that should help.

    Armenia, Dacia, Thebes are a priority for me. Maybe Trojans as well. Ptolemaids and Parthians barely make sense without Alexander. The Vandals wouldn't have too much time to do anything, but maybe they could work? Media probably wouldn't conquer anything except maybe Mesopotamia in 100 years; minor civ like pre-1.16 DoC Seljuks could work but I'm happy with how pre-Alexandrian Persia is ATM.

    Would need more research and balancing but could work.

    I'll look into that.

    Byzantium, Bactria and Sassanids definitely need conditional spawns. India maybe, but the IVC usually collapses by their spawn. Likewise, Mycenae is gone by the Athenian/Spartan spawn. I also think they are a good challenge for a player trying to survive ahistorically.

    Would take a lot of work so low priority, but I'd like to see more scenarios as well.

    I'm kinda bad at map-making but I'll consider this.

    I halved the culture/wall city defense modifiers in 1.7 and I'd say that did the job much better than trying to make the AI actually use their siege engines.

    Agreed, hopefully this won't be too difficult to implement.
     
    stillblackadder likes this.
  13. PiR

    PiR Prince Supporter

    Joined:
    Jan 25, 2012
    Messages:
    531
    Gender:
    Male
    I'm sorry, I'm not currently able to catch up with all your work. I'll come back when I can be useful. :)
     
    bluepotato likes this.
  14. EdmundIronside

    EdmundIronside White Rabbit Object

    Joined:
    Jun 27, 2017
    Messages:
    650
    Gender:
    Male
    Location:
    Grand Rapids, MI.
    I think in DOC Leoreth has scripted collapse, but I am not sure how easy that would be to implement.

    On the subject of buildings, one of the last things I did with the mod was to transfer a lot of building sound effects into the mod from SOI. The only one I used was the archery range one. So there should be several sound files available for you to use on different buildings being constructed for greater variety if desired.

    They could make for an interesting human only player, as their UHV would likely involving conquering North Africa. So you would have to fight your way through the Roman Empire, reach the coast, construct some ships, and then transport your army to North Africa.

    There is a guide for doing this on Civ Fanatics. I tried to follow it, but for whatever reason I couldn't get it to work.

    If you do decide to do it, I would check out the SOI expanded thread, where map extension was successfully implement. On the plus side, I believe due to how the numbering on maps works, adding to the eastern side of the map is easier than the west.
     
    bluepotato likes this.
  15. bluepotato

    bluepotato Warlord

    Joined:
    Dec 11, 2018
    Messages:
    295
    The new religion system is about halfway done. Problem is, this increased the amount of CtD possibilities (the first of these was probably introduced by me) to 2. I haven't managed to produce any when not in autoplay, so if anyone does, a save of the turn right before the CtD would be much appreciated. EDIT: fixed one of these, still looking for the second one (also forgot to mention that it only exists on the development version)
    EDIT2: found the second one as well after realizing that I have a save lying around for it, so I believe the development version is CtD-free again.
    Also, an update of my plans: the more RFC code I read, the more I am convinced that the whole thing needs a rewrite. It's old and has tons of weird code that could be done much better IMO (including the autoplay). So instead of cleaning it up one by one and effectively rewriting most of it while hoping not to break anything (my debugging capabilities are still limited), here's what I'm going to do:

    First I want to finish 1.8 (which is the current development version). This means fixing those two CtDs and changing the effects of religions as described in my previous religion plans post. No more content is planned.

    Then I'll continue working on a rewrite of the whole RFC DLL (+ most of the python things). I've already started this as a side-project, starting with the BtS unofficial patch (+ platyping's worldbuilder, it took zero effort to include). Current features of the rewrite are:
    - Uses a custom map script, which reads my customized WB save. Modifying pyWB could've worked as well, but this might make some future ideas of mine (more civs, respawns, etc) easier to implement. Players are still tied to slots because of my unit/city scheduling system, they're just random slots.
    - Civs' starting date is specified in the WB save.
    - Units and cities can be "scheduled" for spawning in the WB save. So for example if you type
    Code:
       BeginUnit
           UnitType=UNIT_SWORDSMAN, UnitOwner=CIVILIZATION_INDEPENDENT
           Year=-82
           Amount=3
       EndUnit
    
    three swordsmen are given at 82BC in the unit's plot to the Independent civ.
    - A simplified city name system. You just have to add e.g. CityName=Ambrakía (non-ascii characters are automatically converted to xml code) to a plot in the WB save, and every city founded there will be called Ambrakía.
    - I ported the independent city spawning to this system.
    - Starting techs are specified in the WB save as well. This is nothing new, but I took the liberty to copy-paste them from python and modify their name in the mapscript so that I wouldn't have to format them. (call this a hack if you wish, it'll be fixed)
    - Most of my new code that runs after loading the game is in the DLL for increased speed.
    - All art and XML files are included. Almost nothing was modified in these, except some info xml files to make this mapscript thing work.
    As you can see, my goal is hardcoding as few variables in python or in the DLL as possible. Obviously lots of features are still missing, which are, in no particular order:
    - Scripted barbarians.
    - Stability system and collapses.
    - Unique powers and historical victories (the latter of which I'm still going to have to hardcode).
    - Settler maps.
    - Dynamic civilization names.
    - City names based on language. I'll also have to convert existing city name maps to this new format.
    - Adding these stuff using the WorldBuilder. Ideally you could view and modify scheduled cities, city names, barbarian spawning areas, settler maps, etc. Like in DoC, except they will be written to the WB save.
    - Multiple scenario support.
    - My new religion system. If I manage to fix it, that is.
    Once I'm done with these, I'll publish this rewrite as version 2.0 and continue with my plans listed before. I might also merge AdvCiv later, but that'll take a while because of how tedious merging XML is.
     
    Last edited: Feb 14, 2020
    PinkPallin and stillblackadder like this.
  16. bluepotato

    bluepotato Warlord

    Joined:
    Dec 11, 2018
    Messages:
    295
    RFGW 1.8 released! Includes a few bugfixes, a few balance changes, a religion overhaul and a Mycenaean UHV (not tested yet).
    You can download it here. Installation: download the zip file, remove the previous version in case it's installed, extract the zip file into your Mods folder and rename the extracted folder to RFC-Greek-World.
    Alternatively, you can always clone/pull the latest release (or development version) using git.
    Changelog:
    Spoiler :
    Additions:
    New art/names for religions
    New art/names for great shrines temples and monasteries
    New art/names for missionaries
    Wonder movies for all shrines (except the Maabed, I couldn't find any for that)
    Mycenaean UHV
    Diplomusic for Assyria, Nubia, Mycenae
    New religion spread mechanism

    Changes:
    Doubled almost all unit's building cost
    Changed Hittite, Athenian, Spartan, Persian starting techs
    Changed Persia's starting date to 680BC
    Changed starting civics for Assyria, Egypt, Sparta, Athens
    Restored older Assyrian core, shrunk Babylon's core
    Reduced walls' city defense modifier to 25% and Lion Gate's modifier to 10%
    Roman legions can no longer build roads
    Revamped religious civics

    Technical changes:
    Removed unnecessary eras from XML
    Moved civ starting years to the WB save
    Moved UP txt keys to XML

    Fixes:
    Fixed order sounds (no more chinese speaking greeks)
    Coal, aluminum and uranium can no longer appear in mines
    Fixed civilopedia
    Fixed 900BC autoplay (I forgot to test it before the previous release)
    Other small bugfixes
     
    Last edited: Apr 14, 2020
  17. srpt

    srpt Deist

    Joined:
    May 10, 2010
    Messages:
    2,038
    Location:
    Toronto
    wow I had no idea you could do stuff like that with the WBS. where did you learn that?
     
  18. bluepotato

    bluepotato Warlord

    Joined:
    Dec 11, 2018
    Messages:
    295
    Well this is a simple mapscript I wrote some months ago, and knowing how everything is parsed it wasn't too difficult to make the python part work. The real challenge was making the DLL spawn units at the right time after the mapscript read them, which I solved using vectors of vectors of integers. Not the cleanest solution but it does the job.
    I can upload my current progress if you want to check out how the whole thing works, but the game is nowhere close to being playable and the code is a bit ugly at the moment (especially the communication between python and the DLL).

    Also, just an update to this:
    I decided that the sooner I change this, the better. So I went ahead and made slots completely independent from civilization types. This means that MAX_CIV_PLAYERS only limits the amount of civilizations on the map at the same time, and as soon as one civ collapses, another one can be spawned in its place. The player's slot is always left alone (otherwise autoplay breaks), and I didn't want complications with the independent civs so they always occupy the last two slots (since they appear and disappear randomly).
     
  19. Autumn Leaf

    Autumn Leaf Since 1992

    Joined:
    May 9, 2016
    Messages:
    260
    Location:
    Melbourne, Australia
    Awww shucks. I liked that feature in DoC when playing Byzantium (which gave me 4 left-over Legions). I'd use 'em to repair and extend the Roman road system.

    In RFC Original & Marathon I would sometimes play as "Mycenae" (with my capital renamed from Corinth) but I'm looking forward to playing a proper Mycenaean civ and UHV here.

    Edited to add: I really like your Harappan population target. 1st in population is more appropriate to the Indus Valley civs than some arbitary integer (currentlly 30 in DoC).

    Additional: Well, dang. Maybe I'll just go play Egypt first. :rolleyes:
    Rats.JPG
     
    Last edited: Feb 16, 2020
  20. Autumn Leaf

    Autumn Leaf Since 1992

    Joined:
    May 9, 2016
    Messages:
    260
    Location:
    Melbourne, Australia
    Dis de bloo line off to de top right dere. It's a bit of an appendix, but is used, for example, in birthInForeignBorders if the game is having trouble finding a good spot to place a spawning civ. Fortunately having this area run off the edge of the map doesn't seem to upset the game, or perhaps it is a bug still waiting to happen.

    You should probably dial back the 700-value Settler Value sites in Egypt. No way are all those spots right next to Peaks backed by Deserts going to be good (let alone historically accurate) city spots. A value of 150-200 is enough to make a spot stable; IMAO you should only use higher values for locations where you want the AI to place its cities, or for purposes such as where (400+) you don't want other civs owning cities in your Normal area. The starting spot could be 700 (I think yours is 500, with several 700 squares adjacent, but I'm still adjusting my mapping utility for RFC GW so I could be one square wrong) and the surrounding spots should be lower to discourage the AI Settler from wandering off instead of founding its capital. For example you probably don't want the AI going one square south and founding outside its Core, although that's still within the Normal areas (I believe the Core is mainly used to define the Flipzone) so it probaby won't cause an issue except for cramping other far southern cities.

    Egypt Settlers.png
     

Share This Page