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

When playing as Carthage:
Traceback (most recent call last):
File "CvWBInterface", line 21, in writeDesc
File "RFGWB", line 506, in createSplitWBSave
File "RFGWB", line 436, in saveScenarioFile
RuntimeError: unidentifiable C++ exception
ERR: Python function writeDesc failed, module CvWBInterface

Fixed, thanks for reporting.

When playing as Phoenicia
Traceback (most recent call last):
File "CvScreensInterface", line 494, in forceScreenRedraw
File "CvMainInterface", line 724, in redraw
File "CvMainInterface", line 1112, in updatePlotListButtons
File "CvMainInterface", line 111, in numPlotListButtons
AttributeError
:
CvMainInterface instance has no attribute 'm_iNumPlotListButtons'
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

I have no clue what could've caused this and haven't been able to reproduce it but I'll look into it later.

1. Needs cities in Persia and India (I know this is something I originally failed to do)

Yeah, I suppose. I'll add some later.

2. Why is Carthage founded before the Carthaginians spawn?

Now that you mention it, there's actually several colonies that weren't founded until hundreds of years later. I've removed those now.

3. Why does Carthage start at war with Phoenicia?

Now they don't :)

4. Phoenicia needs more of the map revealed, coast of North Africa would suffice.

That's something the scenario parser can't save/load yet, I'll look into it.

Also I think the map needs more dye resources, specifically as this relates to Carthage's new UHV.
There is a map on page 3 here which shows where the main sites were:
https://journals.sagepub.com/doi/pdf/10.3184/003685013X13680345111425

Great find, thanks. I've added and moved some dye resources accordingly, feel free to give specific suggestions if you think dye placement could be improved further.
 
Carthage UHVs almost complete. I wont do a pull request yet, I will instead move straight on to Celtia.

Couple of things I observed.
-Assyrians had two cities called Nineveh, spelled slightly differently.
-Barbarians captured Carthage by presumably spawning a camel rider on the city location, as my Carthage army inside the city was shifted 1 square out of the city.
 
-Assyrians had two cities called Nineveh, spelled slightly differently.

I suppose that's an automatically assigned city name from the player city name list. Could you post a screenshot or save file to confirm that?

-Barbarians captured Carthage by presumably spawning a camel rider on the city location, as my Carthage army inside the city was shifted 1 square out of the city.

Whoops, my bad. Should be fixed now.
 
Civ4ScreenShot0006.JPG


Screen shot as requested.

Also noticed a weird little bug. So as Carthage you have to control 3 dye resources. When conquering the Phoenician city in Cyprus for my 3rd dye, it registered it (at least in the context of the UHV) as having secured the dye even though it was not yet in my area of control. I wonder if its counting resources in immediate proximity to the city regardless of whether you control the resource or not.
 
I'm getting an error with the UHV which involves the Romans having no cities in Rome.
Code:
Traceback (most recent call last):

  File "CvEventInterface", line 23, in onEvent

  File "CvEventManager", line 196, in handleEvent

  File "CvEventManager", line 382, in onBeginPlayerTurn

  File "Victory", line 716, in checkPlayerTurn

RuntimeError: unidentifiable C++ exception
ERR: Python function onEvent failed, module CvEventInterface

The code in question is
Code:
            if (iGameTurn == i671BC):
                pRome = civ2player(iRome)
                RomeCities = provItaly.getNumCities(pRome) \
                + provMessapia.getNumCities(pRome)

                if RomeCities > 0:
                    self.setGoal(iCarthage, 1, 0)
                else:
                    self.setGoal(iCarthage, 1, 1)

I believe it is specifically referencing this line
Code:
                RomeCities = provItaly.getNumCities(pRome) \
 
Two things I can think of: either provItaly is an invalid reference due to findProvince failing, or (the likelier option) Rome is dead, so pRome equals PlayerTypes.NO_PLAYER (-1) which breaks getNumCities.
So I'd try something like this:
Code:
pRome = civ2player(iRome)
if pRome == PlayerTypes.NO_PLAYER:
    RomeCities = 0
else:
    RomeCities = provItaly.getNumCities(pRome) \
                + provMessapia.getNumCities(pRome)
if RomeCities > 0:
    self.setGoal(iCarthage, 1, 0)
else:
    self.setGoal(iCarthage, 1, 1)
and make sure there's no typo in provItaly's findProvince call.
 
Yeah after some testing it was confirmed the issue was Rome being dead. As the goal was to conquer Italy, which would likely to cause the Romans to collapse, this was a no go. So instead made it that they had to capture Rome, which works.
Have now started working on Celts UHVs. I plan to review a few other civs UHVs and will then do the pull request this weekend.
Happy New Year to all who mod or play RFCGW! [party]
 
Celtic UHVs now complete.

Couple if things I noticed while playing as Celts.
1. Their unique power is listed as extra visibility, however on units it shows as reduced terrain movement.
2. Light cavalry can't enter forests.
 
Pull Request Made:
-Carthage UHVs
-Celtic UHVs
-Adjustment to time frame for Indus Valley's third UHV

I think that's working as intended, at least I'm pretty sure this was already the case in 1.5.
I think it was me who added them. I can't remember what my intention was. However I feel like light cavalry should be able to manage woods. But it is of course up to you.

While testing the Celts game I encountered a consistent CTD. I have attached the save game in case you wanted to have a look at it (it crashes just after you hit end turn). However it has been a week since I updated my version of RFCGW, and I know you fixed at least one error for the 900 BC scenario since then.
 

Attachments

Pull Request Made:
-Carthage UHVs
-Celtic UHVs
-Adjustment to time frame for Indus Valley's third UHV

Thanks a lot, I'll merge it soon.

While testing the Celts game I encountered a consistent CTD. I have attached the save game in case you wanted to have a look at it (it crashes just after you hit end turn). However it has been a week since I updated my version of RFCGW, and I know you fixed at least one error for the 900 BC scenario since then.

Right, this is caused by the non-existent core province bug, which was fixed in commit 4f5ca49d4befca06bb8c799e827d93afb279f074.
 
Thanks a lot, I'll merge it soon.

On a second thought, could you first update your fork? It's 155 commits behind the current version so merging it like this isn't very convenient (and would cause more problems in the future).
 
Okay my fork is now 0 commits behind, and 2 commits ahead.
New pull request created.
 
This looks like a great mod. I do not know if it is a bug, or I am not understanding something. Playing as Egypt, easiest difficulty. The UHV requires cities in Carthage, among others such as Nubia and Palestine. There are tiles labelled Nubia and Palestine where I would expect to find them, but where I would expect Carthage to be the tiles are labelled Africa, Nuibia (not Nubia) and Mauretinia. Where do I put my cities? If there is some documentation somewhere that would be great.
 
This looks like a great mod. I do not know if it is a bug, or I am not understanding something. Playing as Egypt, easiest difficulty. The UHV requires cities in Carthage, among others such as Nubia and Palestine. There are tiles labelled Nubia and Palestine where I would expect to find them, but where I would expect Carthage to be the tiles are labelled Africa, Nuibia (not Nubia) and Mauretinia. Where do I put my cities? If there is some documentation somewhere that would be great.

What version are you using? Egypt's UHV conditions in the latest version are:
* Have 1000 culture in 2180 BC
* Have the highest score in 1690 BC
* Control at least two cities in Egypt, Nubia, Palestine and Phoenicia by 1069 BC

Phoenicia should be in the Levant, north of Palestine, and you seem to have found everything else.
 
What version are you using? Egypt's UHV conditions in the latest version are:
* Have 1000 culture in 2180 BC
* Have the highest score in 1690 BC
* Control at least two cities in Egypt, Nubia, Palestine and Phoenicia by 1069 BC

Phoenicia should be in the Levant, north of Palestine, and you seem to have found everything else.
I do not know how I got Carthage into my head, sorry. Those are the victory conditions. Great Mod.
 
RFGW 2.0 released! This certainly took longer than expected. Either way, this is the point where I find the mod to be stable enough to call it a 2.0 release.
You can download it here. Installation: download the zip file, remove the previous version in case it's installed, and extract the zip file in your Mods folder.

If anybody needs a recap on what's new since 1.8, these are the main points:
* UHVs for Assyria, Israel, Athens, Sparta, Scythia, Carthage and Celtia (courtesy of EdmundIronside)
* New wonders, buildings, leaderheads, and leader music
* Significant changes on the map, especially around Egypt and Nubia
* Completely rewritten RFC engine, with an improved scenario loading/saving system, platybuilder, and more
* (Multiplayer mode is enabled, but as in the beta version, it's still pretty much untested. It may or may not work, expect OOSs and obscure bugs.)

For a full list of changes, see the changelog.
 
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Possible bug in the Mycenian UHV. I could not find Lydia on the map, and when it got past 1000 BC I got the error message:

File "CvEventInterface", line 23, in onEvent
File "CvEventManager", line 196, in handleEvent
File "CvEventManager", line 382, in onBeginPlayerTurn
File "Victory", line 588, in checkPlayerTurn
NameError:global name 'provLydia' is not defined
 
That's a strange coincidence. The fact that you didn't find Lydia on the map didn't have anything to do with the Python error - it's only because I decided to name the province itself Maeonia for some strange reason, even though everywhere else it's referred to as Lydia (even internally). In my defense, it was late at night when I did that :lol:
The python error is just another oversight of mine. Should be fixed on the development version, I'll update the download links to the zip files soon (edit: done).
 
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