This is the IT and Tech Issues Thread for RBP13, the third pitboss game using the community developed 'RB Mod.' The organizing thread for the game can be found here.
The game is now live. If this is your first time connecting please read this entire post carefully. Text in Red will be of interest to veterans.
Access the game via DirectIP connection after loading the mod to sunrise089.dyndns.org:2057. No password is needed (nor will one permit a successful connection) when connecting to the game. Make 100% sure there are no spaces in the field or you'll get an error. Spaces love to crop up unexpectedly, so please double-check this before posting that you can't connect.
The first time a player logs into the game they will be asked to set and confirm a password. This is non-trivial to change, so please make sure you know what it is, can remember it, etc.
In-game you can play as normal. This game is played via simultaneous turns, so you can queue unit actions and builds like normal, even after you end turn. I get asked sometimes, so I'll note you press TAB to chat in-game. When you're done playing please log out via Exit to Main Menu, not Exit to Desktop (which can create connectivity/lag issues).
I have set a 48 hour timer per team for the first turn. Starting next turn the timer will switch to 24 in-game hours. Of course in the future the timer can be tweaked according to the wishes of the players.
This game uses Civstats to track the turns and other info. This game is here. If you want to register via Civstats and claim your civ the password for each civ is "sirian."
From now on, please let me know if you have any technical concerns in this thread. I can be reached infrequently via forum PM, and easily via email at sunrise089 at gmail dot com and IM at sunrise089 on either AIM or GChat.
[It looks like there is a pretty good overview in the organizing thread, but if want anything here like team emails or rules just let me know]
Also a general note, it would probably a good idea to post your civ password in your thread, just in the rare case something happens to you and someone else would need to log in for your civ.
Settings:
Leaders: Random, 2 mulligans allowed.
Difficulty is Monarch
Speed is Normal
Vassals are off
TT is off
Huts are on
Events are off
barbs are on
EP: on
Map Size: Large
Ichabod/Wetbandit: Shaka of Greece dtay: Alexander of Germany Plako: Ragnar of Maya retep: Sitting Bull of Khmer Jowy: Pacal of India Slowcheetah: Ramesses of Mongolia mostly_harmless: Qin Shi Huang of Sumeria Azza: Joao of Dutch Pindicator/scooter: Darius of Vikings Nakor/CFCJesterfool: Wang Kon of Rome Fintourist/Old Harry: Montezuma of Babylon Commodore/Kurumi: Victoria of Portugal Bacchus: Suryavarman of Carthage WilliamLP: Isabella of Inca Yuris: Mehmed of Ottomans Serdoa: Mansa Musa of America Bigger/Lewwyn: Gandhi of China suttree: Huayna Capac of Spain
(July 18th, 2013, 11:40)Krill Wrote: Thanks unto Sevenspirits for editing the change log to be more understandable.
Change from 2.0.3.3: city revolt mission is actually removed this patch; revolt civic and revolt religion missions also removed (as opposed to being available at Future tech)
Quote:Change log 2.0.3.4
Traits:
Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of Bank.
Expansive: +2 health per city. +35% production of Worker, Work Boat. +100% production of Market, Aqueduct, Grocer, Harbor.
Creative: +2 culture per city. +100% production of Theatre, Colloseum, Observatory.
Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -25% XP needed for promotions.
Protective: Free CG1 promo for archery and gunpowder units. +100 production of Granary, Walls.
Imperialistic: +100% Great General emergence. +60% production of Settler. +100% production of Custom House
Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance [Not shown in trait description. Bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.] +100% production of Barracks, Stable, Drydock.
Organized, Industrious, Philosophical, Spiritual: No change from BtS
Civs:
America: UU is now Minuteman a Rifleman replacement with free Guerilla 1 and Woodsman 1. Mall is now a Grocer replacement that gives +1 happy from Deer, Sugar, Hit Musicals, Hit Movies, Hit Singles.
Arabia: Starts with Mysticism/Agriculture, instead of Mysticism/The Wheel. Madrassa cost decreased to 70 hammers from 90.
Byzantium: Cataphracts are 11 strength instead of 12, and are first strike immune (like normal knights).
Carthage: Cothon cost decreased to 80 hammers from 100 (now costs same as Harbor). Numidian Cavalry changed to a HA replacement with free C1.
Celts: Dun now gives G2, not G1.
France: Salon +1 free specialist, -1 free artist.
Germany: UU is now the Kanone, a Cannon that costs 80 hammers instead of 100.
Inca: Terraces now give +1 culture instead of +2. Quechua loses combat 1.
India: Starts with Mysticism/Wheel instead of Mysticism/Mining. The Fast Worker now has Mobility (-1 Terrain Movement Costs), but does not get an extra movement point compared to normal workers.
Japan: UB is now Pagoda, an Observatory replacement with +10% hammers.
Portugal: Feitoria now costs 120h, from 180h.
Rome: Praetorian changed to a Swordsman replacement with +1 strength. Forum increased to +35% GPP generation from +25%.
Russia: UB is now Research Institute, a university replacement with +1 scientist specialist.
Leaders:
Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative.
Civics:
Police State: Now Medium Cost (down from High).
Vassalage: now provides free support for military units as well (meaning Pacifism is cheaper), and is Medium Upkeep.
Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. On Quick speed, that's 20/33/46/60.
Serfdom: +75% Worker Speed, +1h for Watermills and Windmills.
Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.
Environmentalism: No longer provides +25% Corporate Costs, or +2 commerce to windmills. Provides +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves, and Low upkeep. Swapped with Free Speech. Now available at Liberalism.
Free Speech: Now High Upkeep, swapped with Environmentalism. Now available at Scientific Method.
Wonders, Projects:
Rushmore: Now -50% WW, (from -25%).
Red Cross: 200h.
West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).
Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered).
SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites. No longer gets +100% production from Ivory.
The Internet: now a wonder. 2k cost, +15% beakers in every city, +2 scientist gpp, double production speed with copper. No longer a project.
Cristo Redentur: +100% SPI production, -50% Anarchy instead of -100%.
SDI: Removed from the game
Base unit changes:
Scouts: require no tech. Every player starts with a scout instead of a warrior.
War Elephants: now 7 str, +50% vs. Mounted units.
SAM Infantry: 75% interception chance (up form 40%)
Destroyer: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Transport: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Mobile Artillery: can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.
Gunships decreased to 3 moves.
ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
iCost: 450h
iAirCombatLimit: 75
iAirCombat: 160
iCollateralDamageLimit: 75%
iCollateralDamageMaxUnits: 12
iAirRange: 36
Tactical Nukes: Now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
iCost: 200h
iAirCombatLimit: 75
iAirCombat: 80
iCollateralDamageLimit: 75%
iCollateralDamageMaxUnits: 5
iAirRange: 4
Guided Missiles: Can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Full list of changes (underline means original stat, for comparison):
iCost: 60h
iBombRate: 16
iAirCombatLimit: 75
iAirCombat: 40
iCollateralDamage: 100
iCollateralDamageLimit: 50%
iCollateralDamageMaxUnits: 1
iAirRange: 4
Flanking: Flanking strength (used to calculate damage from flanking strikes) or all units reduced by 50%.
Buildings:
Barracks: increased cost to 60 hammers, +1 culture.
Jails: now -50% War Weariness.
Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets.
Technology:
Known Tech Bonus changed to 25 (up from 30), enabled by Map Trading (so there is no Known Tech Bonus until you research Writing).The known tech bonus is multiplied by the number of techs that you have that enable map trading.
Hunting: enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.
Animal Husbandry: enables camps. No longer enables pastures.
Archery: base tech cost decreased by two thirds, from 60 to 40.
Astronomy: requires Code of Laws as mandatory prerequisite in addition to Calendar and Optics. No longer requires Paper.
Alphabet no longer enables tech trading, allows Open Borders.
Writing enables Map trading, no longer enables OB.
Paper enables Map trading, Tech Trading. Requires Metal Casting as mandatory prerequisite. No longer requires Literature or Code of Laws.
Corporation enables Map Trading.
Scientific Method enables Map Trading.
Steam Power enables Map Trading.
Electricity enables Map Trading.
Renaissance era technology prices increased by a percentage of base BtS tech cost as follows:
Education: +25%
PP: +25%
Nationalism: +25%
Gunpowder: +25%
Astronomy: +25%
Economics: +50%
Liberalism: +50%
Replaceable Parts: +50%
Military Tradition: +50%
Constitution: +50%
Chemistry: +50%
Democracy: +75%
Rifling: +75%
Corporation: +75%
Military Science: +75%
Steel: +75%
Steam Power: +75%
Artillery: +100%
Assembly Line: +100%
Scientific Method: +100%
Railroad: +100%
Cost of all subsequent techs increased by 100%
All medieval and earlier techs are untradeable:
The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking
Espionage:
Switch Civic, Switch Religion, City Revolt,Counter Espionage, and Destroy Production spy missions removed.
Costs of all active spy missions doubled.
Discounts to spy missions due to religious effects removed (owning holy city, religion present in city).
Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.
The No Espionage game option now works properly:
GSpy points are converted into Great Merchant points.
Espionage no longer gets converted into culture.
Cultural expansion now happens at normal values.
Spies cannot be built.
Graphs are always visible on contact.
Tile Changes:
Watermills: +1 base hammers, no longer receives +1h at Rep Parts.
Workshops: +1 base hammers, no longer receives +1h at Chemistry.
Mines: +1h at Rep Parts.
Whaling Boats: Enabled at Sailing, not Optics. Otherwise unchanged.
Game Mechanics:
The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).
Corporations: Completely removed from the game.
Culture required to achieve legendary border pop on Quick Speed changed from 25000 to 33000
Miscellaneous:
Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares.
AP Resolutions: Declare War (on a non-member), Force Peace (between two members), and
Assign City are no longer eligible resolution actions.
Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
Hut techs: Can only gain techs from the first three rows of the tech screen:
Toroidal maps: Now return city maintenance as if the map were Cylindrical.[spoiler]
Included additional bug fixes:
[spoiler]Lib/Oracle multiple techs (warning, this is the most complex fix and it changes the save file format by adding a value for each player of whether they currently have an unused free tech award. The fix is taken from BTS unofficial patch).
Trade route turn order bug.
Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).
Build culture double production.
Build wealth/research/culture + production automation double production.
Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).
Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).
Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.
At any point in the game, players can state in their thread that they desire to "end the game". I would stress that the intention is for this is used when players think that the game needs to end due to a clear victor, not because they feel their own personal chances are less than optimal.
When 2/3 of the living players have stated a desire to "end the game", as game admin I will judge the state of the game every 10 turns:
- If 3 of the players that want to continue have realistic shot (over 10% chance) at winning game always continues
- If 2 or less of the players that want to continue have a realistic shot it becomes a judgment call of the admin. He asks himself if the game is worth continuing based on the game atmospehere. If not winner is declared and game will end.
I will be cautious about a potential concession, and take care to make any decisions with forethought and impartiality.
(July 23rd, 2013, 00:15)sunrise089 Wrote: Only a record for how much you're spamming civstats Wasn't really 'down' down, just needed to save->close->restart it. Should be fine now, no reload.
Speaking of down though, I'm about to head to bed and there is some serious weather outside. The server and router+modem are on a UPS, but if I lose power for any length of time of course the game will go down. I've not had that issue yet here but I wanted to raise it since I'll be afk for ~7 hours.