View Full Version : The next goals
M07 May 16, 2012, 01:48 PM For the following version, I will try to do many changes. I describe you my future goals.
- Fix the multiplayer
- Upgrades IA
- Adding commercial company
- Improve the exploration
- Improve economy
- Add Isabelxxx tags and ships
I have four holidays months, so I think it is possible to do that :).
Isabelxxx May 17, 2012, 10:22 AM What are the changes to the AI you have in mind?
I have some, but not sure if they can be coded easily...
- Improve economy
Currently I miss some type of reward, events, etc. if you have a strong economy. The same if you have a week one, but in that case "bad" events. There is not any relation between the economy in the colony and Europe; and I mean real relation...
Also some type of economical victory would be great.
M07 May 18, 2012, 02:54 PM What are the changes to the AI you have in mind?
I have some, but not sure if they can be coded easily...
Changes I have in mind are many.
First, I want that IA knows how works cannons.
Then, IA has to become a threat for us.
It will become a commercial competitor (with my new commercial companies).
Money was and is always the wars origin. In this game, it was not the case :confused:.
It would be change in the next versions.
For the economic point :
Dazio and I wanted to add real relation between us and Europe.
We thought to add different kind of gold stocks, like an internal stock that will allow to rush a construction (we have other ideas).
Moreover, a new loan system will exist. With a deadline to respect, otherwise we will have some penalties.
Isabelxxx May 18, 2012, 03:24 PM Some suggestions from old posts by users (I think you already added these things but I'm not sure):
If it's not to hard to make maybe the battle ships could have some kind of 'guard this ship' command that works in a way that they follow the selected merchant ship and when the merchant ship goes to europe the guard ship could wait or follow it to Europe and then continue guarding it when the merchant ship/guard ship returns.
A feature that would help when trading with Europe (especially automated trade) is if you add an exclamation mark on the trade button when a ship is in europe and has tradeable goods. See the green circle on the attached image.
http://forums.civfanatics.com/attachment.php?attachmentid=299684&d=1314192351
The when you plant a seed with the Agriculturist you have to press space again after you've sown the seeds in order to rotate to the next unit/end turn. This is just nitpicking but I thought I'd say it.
If a Agriculturist if fortified and you sow some seeds he continues being fortified when he's done. Often I wait until I get enough gold or a Pioneer is ready with a farm and sow at once after that and when the unit remains fortified afterwards many turns can get lost.
Isabelxxx May 18, 2012, 03:53 PM It will become a commercial competitor (with my new commercial companies).
Money was and is always the wars origin. In this game, it was not the case.
The addition of the "coastal ships" should help there since the AI could trade easily with natives, the player, etc. as well as transport goods between cities.
If possible, it would be great to re-model the way the AI is managing the economy: trade-routes between colonies, specialized cities, strategical collocation of factories, ...
Economy:
Dazio and I wanted to add real relation between us and Europe.
Real & logical taxes . It seems that taxes are adjusted randomly... not in a continue and predictable way according to your actions.
Then a few "random events" could change dramatically prices in Europe and taxes.
Also the addition of some interesting events related to the colonies, buildings, etc. to the game would improve the economic part of the game.
We thought to add different kind of gold stocks, like an internal stock that will allow to rush a construction (we have other ideas).
I thought something similar. The king seems to ask for gold constantly therefore you can not accumulate securely some amount of gold to spent it in a future project.
That would be solved with gold stocks as you noted. You could "store" that gold so it becomes useless for immediate actions (like trading, paying to the king, ...) but you could still buy ships or speed up the building.
Loans:
Moreover, a new loan system will exist. With a deadline to respect, otherwise we will have some penalties.
There was some code related to blocking ports in your colonies so you can't load goods in your ships. (http://forums.civfanatics.com/showthread.php?t=295813)
Closed Ports - The king now has the power to shut down your ports when you anger him. Closed ports cannot load or unload goods to ships but they can load and unload units. Goods can still be moved by Wagon Train.
There could be 2 types of loans. King loan & European bankers loan.
If you ask you king for a loan he could impose some specific conditions according to your economic/war situation. Low interest (10%). Also, if you don't pay at due time the the King would close some of your ports, impose new taxes, etc...
On the other hand, if you ask the European bankers for a loan the conditions would be different. They will no impose you so restrictive conditions but there are 2 negative points: higher interest (15% to 20%) & if you don't pay at due time a penalty is applied (increase interest to 30%-35%). Then, other delay in the payment and you will not be able to ask them for a loan.
Here some info about loans: http://www.historyworld.net/wrldhis/PlainTextHistories.asp?ParagraphID=idu
M07 May 20, 2012, 01:12 PM It seems that taxes are adjusted randomly...
Yes, currently it is :(.
There was some code related to blocking ports in your colonies so you can't load goods in your ships.
It could be fun, but is it realistic? Are there any historical facts?
There could be 2 types of loans. King loan & European bankers loan.
Indeed, it is a good idea. I will try to add a kind of account book, that will allow us to see all our debts :(.
Isabelxxx May 20, 2012, 03:12 PM Yes, currently it is :(.
It could be fun, but is it realistic? Are there any historical facts?
Indeed, it is a good idea. I will try to add a kind of account book, that will allow us to see all our debts :(.
Well I think it's realistic if we add something more.
For ex. the king would not only block the port with just an invisible action (DLL Code) but we could add something more...
You refuse the new tax, then the king could send a few ships, take any goods he wants from your colonies, block temporarily some of your ports and return with the seized goods to "compensate" the tax.
In other words add a new concept: Interaction with the king
Actually we only "see the king" at the start of the revolution, what about some type of actions performed by King's troops, changes in the politics, etc. before that?
That's is just an idea. And while just port-blockade is not documented, these actions were performed along other measures (like levying money or men) when some an revolt appeared due to changes in politics or taxes.
http://en.wikipedia.org/wiki/Revolt_of_the_Comuneros_(New_Granada)
M07 May 21, 2012, 02:49 PM It is good idea to add new penalties. When king troops can appear near our colonies, it will be fun! :p We thought that in the future King could give us some powers, and he could withdraw some of them when we don't accept taxes.
Otherwise, I changed my priorities. For the next version, I will try to do that.
- Upgrade IA (allow Europeans to use all my changes)
- Restore Multi-player mode
- Fix all known bugs
- Add a screen for new eras
This mod will look more like a patch than anything else :).
Isabelxxx May 21, 2012, 06:33 PM It is good idea to add new penalties. When king troops can appear near our colonies, it will be fun! :p We thought that in the future King could give us some powers, and he could withdraw some of them when we don't accept taxes.
Otherwise, I changed my priorities. For the next version, I will try to do that.
- Upgrade IA (allow Europeans to use all my changes)
- Restore Multi-player mode
- Fix all known bugs
- Add a screen for new eras
This mod will look more like a patch than anything else :).
Ok. I have collected a few more bugs and some small adjustments in some interfaces & screens that could be done for the patch. I will explain them tomorrow.
Isabelxxx Jun 04, 2012, 04:57 PM I'm currently working in:
- A really advanced Unit Unique Name generator
- Adding Debugging features in most python files
- Realistic Map generation with Scripts (though it will work with any other map script if it uses the map generator python file - it's Tested)...
I will not be really active here for a few weeks but I will continue updating the repository from time to time...
Waiting for the DLL changes which should include the Goody, Buildings & Units tags modification & additions, then as soon as possible I would made the XML changes.
Isabelxxx Jun 08, 2012, 06:13 PM I'm currently working in:
- A really advanced Unit Unique Name generator
[QUOTE]
Finished.
From the future change-log:
Unique Unit Name generator: (CvEventManager.py)
Now every Naval unit & some Land Units (this feature can easily be extended to other types of unit…) will have an Unique Historical Name from the start, this includes:
• Starting units: From example, the first Spanish Ship would be named Nina, Pinta or Santa Maria…
• The Name generator function analyses if the player is in revolution, it’s the 1st turn, etc. and returns names according to those condtions.
• New Units created on cities.
• New Units created by events.
• New Units bought in Europe.
• REF units: both, ships and land units.
(Search for: ##DOANE: Unit Unique name generator)
[IMAGES IN PROCESS]
Unique Unit Name generator for Worldbuilder: (CvWorldBuilderScreen.py)
Now every Naval unit created in the Worldbuilder (it can be extended to other types of unit…) will have an Unique Historical Name. This has been done in consonance with the previous feature.
3 Methods have been implemented for this Name Generator, the method to use can be selected in CvUtil.py file:
• Vanilla method: units created in WorldBuilder will have standard names.
• 1st DoaNE Unique Unit Name generator method
• 2nd DoaNE Unique Unit Name generator method
Both 1 & 2 will rename the units created in WorldBuilder giving the same results, the difference between both methods is in the way they have been implemented.
And the most important thing, all this will work with all maps, scenarios, etc. so this is not only a change for a scenario.
[QUOTE]
- Realistic Map generation with Scripts (though it will work with any other map script if it uses the map generator python file - it's Tested)...
Finished.
From the future change-log:
DOANE Improved Feature Placement: Desert Logic (CvMapGeneratorUtil)
This fixes a stupid behavior of map generator in Civ Col: deserts placed near Jungles, Forest, etc.
Now the placement follows a logic: it checks if there are deserts adjacent to the plot where the map generator would add the feature and adjust that placement according to that.
By default Jungles are not allowed next to Deserts. Forest have a heavy restriction if there are a certain number of deserts in the vicinity and Light Forest have a minor restriction.
This has been done to show a natural gradient of vegetation between “arid” and “humid” zones.
The variables which control the placement can be changed via “DoaNE globals”.
And the most important thing, all this will work with all maps, scripts, scenarios, etc. This is a change to the core of map generator model, not only to a single map...
http://forums.civfanatics.com/attachment.php?attachmentid=323016&stc=1&d=1339200825
Isabelxxx Jun 17, 2012, 12:00 PM Updated the repository with my last contribution before the vacations.
Only needed to update the manual (PDF), I will do it in some hours.
Please, take a look at the fur trapper since it's not working. If you give +x fur yield to any unit it will not work properly, I don't know why.
And also answer to my Sweden LH question, not sure what you want (?). Anyway I plan to create other different changing the model a bit.
The Scottish leaderhead is in "Art_resources\Leaderheads\SCOT_K_William_I\". But it needs some work yet,
Check this (http://forums.civfanatics.com/showthread.php?t=464553)
Isabelxxx Jun 20, 2012, 09:46 AM I uploaded the last changes and created a new repository with the art source files (check your emails). Therefore all the art source files have been removed from Doane Workspace.
Take a look at DoaNE bugs and the other threads I created, [B]I think the next version should be focused on polishing all the previous features and current bugs.
I have added some new features up to now, and most of the XML work I already did only requires some of the XML tags I suggested to make it work. So There will be also many new things like units, buildings, goody huts, events, etc. for the next version but no major changes in game concepts.
Probably, any graphical modification (like the civilopedia fix and changes in Unit & Bonuses pages) could also be done for the next version. The we can easily work with a solid base for this:
- Adding commercial company
- Improve the exploration
- Improve economy
Also, what about create a new Civilopedia section with all the new DoaNE concepts? I could make the texts without any problem and any python code but it would be great if you help me with that (I have too many things to do right now). For ex:
-Exploration
-Seeds and plantations
-Inmigration in Europe / Recruiment
-Ships in Europe
-Trade
-Commercial contracts
-Trading with natives
-Patriots
....
Currently I see you added some info about these things in different places but I'm talking about centralizing the info, so you can take a look there and see how the concepts of the mod are working without needing to read "little infos" in different places.
Give it a thought.
Take care.
Isabelxxx Jul 06, 2012, 08:53 AM Here again, testing the last changes in game.
I also have a suggestion about seaways: Why they can not be created in any point of the map?
It could be useful to send ships directly to some port or creating trade routes (with multiple seaways).
Let me collect some ideas and I will present you my suggestion.
Isabelxxx Jul 09, 2012, 07:10 PM Started to improve some AI decisions and expose some hidden and important variables to XML. I will try to make the game easier to balance without having to compile a new DLL because of a core variable change which could be easily exposed to XML...
Some variables like how many turns an immigrant will last in the docks before being removed will now be easily moddable for any user, for ex. I have read many posts in the forum and most have some suggestions, bugs reports or complains especially about these "little" things. And specially these little things are what made a great mod.
There still are 3 or 4 major bugs which we should fix (apart from multiplayer), but if I'm able to implement the AI improvements I plan along with your last additions, goals and fixes the mod should work like a charm. Completely stable and ready to implement more advanced features.
I personally prefer to wait before adding new ships or units even if I have them ready... I would want to add the bCanSailtoEurope Tag, goody tags, buildings, etc. and left most of their use for future releases.
PD: About the previous post, I'm working with the return to home and unload mod by Kailric so the player can easily send the ship to a city without using seaways.
Anyway this is provisional, I think we should consider how seaways system will be in the future if we want to create a Working Trade Route System...
Isabelxxx Jul 10, 2012, 12:10 PM Started to implement a capture unit combat system which will allow to capture ships or land units... even ships waiting in a city if you capture it (!). Fully customizable with some options.
M07, I need some help here since some functions I want to use and are not exposed to python yet. Check your PM.
raystuttgart Jul 10, 2012, 12:19 PM Started to implement a capture unit combat system which will allow to capture ships or land units... even ships waiting in a city if you capture it (!). Fully customizable with some options.
I have implemented "capturing of land units" and "capturing of ships" for TAC already. (DLL based)
Maybe you want to take a look. :dunno:
Isabelxxx Jul 10, 2012, 02:30 PM I have implemented "capturing of land units" and "capturing of ships" for TAC already. (DLL based)
Maybe you want to take a look.
I already did it in python along other changes.
Too late, but anyway it was intentional. There are also other mods which implement this in BTS.
I have not taken a look at the TAC DLL yet but probably it will not be useful for me except the basics...be aware that Doane uses some concepts (ammunition, cannons, crew, etc.) that completely changes how the captured unit has to be processed.
M07 Jul 12, 2012, 03:29 PM Indeed it is harder with the crew concept. I will implement a new method :
void CvUnit::captureShip(CvUnit* pAttacker);
I think the method name is enough explicit. :)
The state of unit, as I wrote you in the MP, will be useful to know when a ship will be captured.
Isabelxxx Jul 12, 2012, 04:50 PM It's ok for me. Check my answer since I have had a good idea about what to put there.
M07 Jul 25, 2012, 03:39 PM Now, DoaNE can be played in MP without OoS.
We're almost done our game with Dazio. It is a nice game.
You can see in the screenshot, a little attack of my king. I will try to resist ! :p
You can note I am wealthy in this game, I didn't cheat. I promise :mischief:.
Isabelxxx Jul 25, 2012, 04:18 PM Glad to know that, there will be users interested in playing this game in MP since this mod includes many fantastic things only seen here and specifically thought for human players!
Pallando Jul 27, 2012, 10:06 AM Glad to know that, there will be users interested in playing this game in MP since this mod includes many fantastic things only seen here and specifically thought for human players!
I know that DoaNE has many new features. I especially like the concept of seeds. I only wish that there was a way that the player would know which seeds does he have, and in the colopedia what is the place where one could plant them.
One of the things that I kind of don't like is that there are some plants (Indigo and Cocoa) that you can plant them, but you can't not do anything with them but sell them directly to Europe, making them less desirable than cotton or tobbaco.
The colonists leaving too soon in the Docks. Arghh.
One of the things that happened to me was that I had money to buy a ship, but there were no sailors available. :(
Overall, the pirates are way too powerful. When they begin appearing, wow there are lots and lots of them.
Is there anything new that you are working on.
M07 Jul 27, 2012, 03:30 PM The following version is a kind of corrective. I try to make intuitive some new aspects of the game.
The colonists leaving too soon in the Docks. Arghh.
I solve this pb.
One of the things that happened to me was that I had money to buy a ship, but there were no sailors available.
It's normal but I change the tavern system. Now sailors or expert sailors can appear in our dock, so it is easier for us to add a crew of our ships.
Overall, the pirates are way too powerful. When they begin appearing, wow there are lots and lots of them.
They will be a little harder because now they can attack us even in our turn. :lol:
But Pirates should only steal goods (not all the time) instead of sink the ship.
One of the things that I kind of don't like is that there are some plants (Indigo and Cocoa) that you can plant them, but you can't not do anything with them but sell them directly to Europe, making them less desirable than cotton or tobbaco.
I agree with you but it is just a temp system. After the following version, we will add commercial companies that suggest an agreement with one of a specific plant like indigo.
So if you only produce cottons and tobacco, you will lose a lot of agreements.
For the time being, that doesn't matter I agree :).
Isabelxxx Jul 27, 2012, 05:10 PM I know that DoaNE has many new features. I especially like the concept of seeds. I only wish that there was a way that the player would know which seeds does he have, and in the colopedia what is the place where one could plant them.
This is present in the next version. Info like iddeal latitude, where you can plant them and any useful info will be in the colopedia.
We have tried our best to improve the accessibility to the mod improving thins like civilopedia pages, a lot of options to configure, English manual, detailed change-log, etc. You will just have to wait to the next version to enjoy the mod as it should be.
I only wish that there was a way that the player would know which seeds does he have
Added to my list.
The colonists leaving too soon in the Docks. Arghh.
This has been fixed and added 3 fully configurable variables to change the way it works. You can set the turns before the immigrant wants to leave to anything you want for ex.
One of the things that I kind of don't like is that there are some plants (Indigo and Cocoa) that you can plant them, but you can't not do anything with them but sell them directly to Europe, making them less desirable than cotton or tobbaco.
Also some discussion about this is needed. I consider improving the buildings and production lines in order to offer a major number of possibilities, not necessarily lineal...
Isabelxxx Aug 04, 2012, 04:47 PM Started to add cache features to some Yield calculations, since the improvement yield changes are constant during all the game but the DLL loads the XML every time is needed, which makes no sense.
In other words, more speed improvements. I can say without doubts this mod will faster than Vanilla COl or any other mod up to the date.
Isabelxxx Aug 25, 2012, 06:38 PM Well, after a week I have been able to find the way to revamp the var system created by the DLL during runtime!!!
Just added a few new var types, used them and tested it.
Also I finally get to work the new XML loading functions (!!) to sucesfully load char or short (signed/unsigned) values from XML infos if the schemas are updated with the associated DT types (i1,i2, ui1, ui2).
In other words, I have just expanded the system firaxis created for XML files to load any necessary variable, not just bool or int. Not sure what this has not been done yet neither in COL nor in BTS, since it would greatly reduce MAF problems...
All this means that memory usage can easily by reduced by x2,x3 or up to x4 (obviously the biggest effect would be optimizing art files anyway...) if we start using this system from now on!
Speed improvements should be more noticeable since less memory usage in variables along the cache feaures will decrease CPU load ...
Isabelxxx Aug 28, 2012, 06:18 PM Finally got this working! Defines can now use whatever I want, not just int or strings...
This should reduce the Fvar system size by 2 or 3 if used with vanilla defines.
I'm also considering removing variables from that dynamic cache if they are not used more than once (that's why the DLL has a CacheGlobals() function anyway!).
I will create a new thread in Modding subforum to explain how to use this later...
Isabelxxx Sep 11, 2012, 03:02 PM Just finished the implementation of some great features: new ff tags related with native trading, native events after city conquest, production captured after city conquest, new raze popup, general balance of native nations along some changes to worldbuilder to make unit placement more easy with the ammunition/cannon system.
Just checked all in game and this really brings another dimension to the military aspect of Doane; natives are not overpowered and the key of their power is now the food and also conquering their cities is something you should consider. You can obtain money, ff points, units, ...
Pallando Sep 12, 2012, 08:39 AM Hello Isabelxxx, seems like good stuff what you are doing. Are you going to fix the other problems that you found in the mod?
DIFFICULTY LEVELS BELOW REVOLUTIONARY ARE UNPLAYABLE
, Automated Exploring doesn't work anymore due to the new "map System", etc
Looking foward to it.
Isabelxxx Sep 12, 2012, 12:56 PM Those are already fixed and M07 also fixed most of the remaining bugs in previous version!
Pallando Sep 20, 2012, 10:46 AM So, do you know when will the new version will be available?
Isabelxxx Sep 20, 2012, 04:51 PM No idea. I think M07 could say something about this.
I do want to make some improvements first:
There are still some remaining bugs
Need to clean a bit the code and polish some existing features.
Need to finish the implementation of bonus/features placement (peaks, ocean, silver fix, corn in deserts with rivers/oasis, ...)
Need to finish my achieve system: It does essentially the same than Dale's one, see RAR, but with a different structure. For instance, now we have 3 achieve classes and 3 xml files to set them. The screen will show the 3 classes at the same time, so it does not change anything the user can see but the improvements are in the mechanics (possibility to check new things), the performance (much less memory used, and greatly improved code) and the structure (3 info files).
I need some weeks for that since I usually add more things and have new concepts while working than I previously thought.
Isabelxxx Sep 26, 2012, 01:13 PM Ok, the achieve system and its 3 compements are finished and working.
The improved bonus/feature placement is done. Also updated some map scripts which had their own Bonus Placement function to consider the new changes.
Fixed most of the bugs and assert messages I was having while using a Debug DLL.
Reworked all the Europe Warehouse implementation, so now is all configurable via XML with its own XML info file. Also greatly improved the code in the DLL.
Fixed CTD in Agreement Popup when you were trying to change the destination city of the agreement.
Fixed several AI problems related to Europe Units which are in the Ship Market.
Fixed bug in ship market popup that made de cancel button not working as desired, now the ship is removed if you don't accept the desired price (as it should be).
Fixed some bugs in europe price for units.
Isabelxxx Sep 26, 2012, 01:39 PM Bump.
JosEPh_II Oct 02, 2012, 06:34 PM My you've been busy!!!
JosEPh :)
Dazio Oct 03, 2012, 03:10 AM Hi all fans of Colonization,
Many items have been redesigned. There are, however, issues such as the tactical use of guns has not been realized, commercial contracts in Europe are in the same situation.
However, I will contact M07 and see if you can put the corrected version online because changes made (agronomists, cultures, trade functional IA) undoubtedly gives more depth and interest to the mod.
Cheers, Dazio
Salut à tous les fans de Colonization,
Beaucoup de points ont été revus et corrigés. Il reste, cependant, des sujets comme l'utilisation tactique des canons qui n'a pas été réalisé, les contrats commerciaux européens sont dans la même situation.
Toutefois, je vais contacter M07 et voir si l'on peut mettre la version corrigée en ligne, car les modifications réalisées (agronomes, cultures, commerce de l'IA fonctionnels) donne incontestablement plus de profondeur et d'intérêt au mod.
A bientôt, Dazio
JosEPh_II Oct 03, 2012, 07:22 PM Has the difficulty level bug been fixed in 2.0? Or is it in the coming new version?
Tried the easiest level last night and some things just seemed wrong or overly hard to figure out.
And if you disembark your crew and they learn a new skill, when you go re-embark them and go to a colony that could use that skill (to help get to the next pop level), the crew reverts to a free Colonist and you can not get them back to being Sailors again. This seems wrong. Now I have a caravel crew less and it will be awhile before I can get a crew from the continent. Wasted a perfectly good caravel by trying to help a colony. :(
JosEPh :)
Isabelxxx Oct 05, 2012, 04:33 AM Hi Joseph; I'm sorry about your problems. That, along many other things are already fixed in next version. Be aware that the last version has more than a year, which means that the differences and fixes between next version and the last one are really huge. Also in my opinion 2.0 was simply a beta versions of the mod because of many things not implemented or implemented partially, unpolished concepts, bugs, etc.
Next version should be a playable version, even if there are some remaining things to implement. So seriously, wait for the next release because you can not do more with 2.0...
Now be sure you are really using the sailor unit. That's said: in next version there is an addition in the info text which appears when the mouse is over an unit which tells you if the unit can be a sailor. In 2.0 you have no way to know that, so probably the problem is that you are trying to use as sailor a "real" free colonist, and not the sailor. Be aware you can not differentiate, so try with all units...
As said, that's something already fixed. But my suggestion should work.
Isabelxxx Oct 05, 2012, 04:37 AM Many items have been redesigned. There are, however, issues such as the tactical use of guns has not been realized, commercial contracts in Europe are in the same situation.
However, I will contact M07 and see if you can put the corrected version online because changes made (agronomists, cultures, trade functional IA) undoubtedly gives more depth and interest to the mod.
I think we need some more weeks, because we should assure there are no remaining bugs in game and these points are considered:
There are currently some problems with the ship marcket.
The achieve system needs images. I created the achieve texts and XML part, but images are need in most cases.
Event system is in process. I need some days to finish it. The addition of events could be left for the future, not necessarily now.
Balanace in most parts of the game is needed yet.
JosEPh_II Oct 05, 2012, 07:22 AM Thanks for your response and I'll try your suggestion.
JosEPh
|
|