[Religion and Revolution]: Mod Development

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I have made another small change, since this was issued several times already:
(Uploaded to SVN.)

Now Evangelists and Jesuits also have a basic Domestic Demand.
 
I will spend some time on debugging again, since there are some more Asserts reported, that I want to have a look at.
 
I have given up debugging and checking / resolving Asserts (for now).

Reasons:

1. Several Asserts are caused from Python Code.
(Where I loose the trace, since it is leaving DLL.)

2. Some Asserts are caused in complicated TAC code about AI from koma, which I do not properly understand.
(I takes too much time to think into those and find out what might have caused the Assert there.)

3. Most of the Asserts I have seen so far were really not critical.

4. I will rather concentrate on our own code and do a quality check again.
 
I have given up debugging and checking / resolving Asserts (for now).

Reasons:

1. Several Asserts are caused from Python Code.
(Where I loose the trace, since it is leaving DLL.)

2. Some Asserts are caused in complicated TAC code about AI from koma, which I do not properly understand.
(I takes too much time to think into those and find out what might have caused the Assert there.)

3. Most of the Asserts I have seen so far were really not critical.

4. I will rather concentrate on our own code and do a quality check again.
I understand. I'll check the MainInterface Screen problem (first things first). I've check very very quickly the python codes for now. There are 561 "getPlayer". Nothings odd for now...
If Orlanth is right, we could try to improve the event system as you suggested. We would catch one bird with two stones. :)
I'm willing to do it... ;)
 
@team:

I have revised part of our DLL and uploaded to SVN.

Also I have been playing about 70 rounds to see how the mod behaves.
(Large Map. Normal gameplay with normal DLL.)

Until now:

1. Not one single CTD.
2. AI is doing well.
3. Good performance.
4. Only one Native Raid on City (that destroyed my production).
5. 2 Treasures raided on their way to my cities. 6 others made it.
6. A few diplo events with the King.
7. European AIs are spread quite well over the map.

So basically I feel like the mod is doing good.
(It could do better of course. :) )

I have also attached a Screenshot of our new feature.
(Happened 3 times in the 70 rounds.)
 

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@team:

I have revised part of our DLL and uploaded to SVN.

Also I have been playing about 70 rounds to see how the mod behaves.
(Large Map. Normal gameplay with normal DLL.)

Until now:

1. Not one single CTD.
2. AI is doing well.
3. Good performance.
4. Only one Native Raid on City (that destroyed my production).
5. 2 Treasures raided on their way to my cities. 6 others made it.
6. A few diplo events with the King.
7. European AIs are spread quite well over the map.

So basically I feel like the mod is doing good.
(It could do better of course. :) )

I have also attached a Screenshot of our new feature.
(Happened 3 times in the 70 rounds.)
This is great news! Let's continue our good job!
 
@team:

I present the first Screenshots of our newest feature:
(I still need to do some small things and will probably upload tomorrow.)

Fishing Boats (formerly known as "High Sea Fishing")

1. With a Dock you will be able to build Fishing Boats.
(Graphics could be improved but will work for now.)

They are small, weak, realtively easy to build and only have one cargo slot.

2. You can send your Fishing Ships to:

Fish, Crabs, Clams and High Sea Fish.
(High Sea Fish is new, generated on Ocean only and will give the most fish.)

3. Only one Fishing Boat working on a resource at a time.

4. Resource only workable if outside City Boundaries.
(To avoid strange situation, when Fisher inside a city would also work on it.)

5. Fishing Ships can be fully automated.

6. AI can handle the feature.

---------

Summary:

Basically this is very similar to the feature Whaling.

It will allow you to harvest some additional food for your growing cities.

Hope you like it. :)
 

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@team:

I present the first Screenshots of our newest feature:
(I still need to do some small things and will probably upload tomorrow.)

Fishing Ships (formerly known as "High Sea Fishing")

1. With a Dock you will be able to build Fishing Ships.
(Graphics could be improved but will work for now.)

They are small, weak, realtively easy to build and only have one cargo slot.

2. You can send your Fishing Ships to:

Fish, Crabs, Clams and High Sea Fish.
(High Sea Fish is new, generated on Ocean only and will give the most fish.)

3. Only one Fishing Boat working on a resource at a time.

4. Resource only workable if outside City Boundaries.
(To avoid strange situation, when Fisher inside a city would also work on it.)

5. Fishing Ships can be fully automated.

6. AI can handle the feature.

---------

Summary:

Basically this is very similar to the feature Whaling.

It will allow you to harvest some additional food for your growing cities.

Hope you like it. :)
Great! I like it indeed! :goodjob:
I've fixed the New capacity text in city screen. I haven't yet found what's wrong with the ProductionBoxes, but I have a clue...
 
Wow, this looks awesome! I assume the yield is food? Does the plot with your Caravel show any mouse over info? Also is it 20 foods per turn like Whaling is? Perhaps same unit could be assigned to Fishing duty or Whaling duty -- to keep number of different ships under control :)
 
I have made another small change, since this was issued several times already:
(Uploaded to SVN.)

Now Evangelists and Jesuits also have a basic Domestic Demand.

When I asked for this, you responded you din't want those holy men to be preoccupied with worldly pleasures :p. And I thought it is logical, since real job of Missioners is not to sit in the colony but travel to the distant tribes. Do you make them to demand Beer rather than Wine? It would be fair for them to have the same demand as Firebrand Priests/Pastors.
 
When I asked for this, you responded you din't want those holy men to be preoccupied with worldly pleasures.

People were complaining and I don't really care ... :dunno:

I assume the yield is food?

Yes.

Does the plot with your Caravel show any mouse over info ?

It is no Caravel. It is a Fishing Boat.
(Looks similar but is much smaller.)

But yes, there are mouse over infos.

Also is it 20 foods per turn like Whaling is ?

Depends on the Resource.

With High Sea Fish it is 20 Food.
The others (normal Fish, Crabs and Clams) are as usual.

Perhaps same unit could be assigned to ...

Nope, they are different ones.
Fishing Boat for Fishing. Whaling Boat for Whaling.
 
Recommnedation:
Fishing boats give 2x yield OR base it off of drydock yields OR something more than +1-3 food / turn else deep sea fishing is too powerful.
 
@team:

I have uploaded Fishing Boats to SVN. :)

I have done some more improvements to Texts, Mouse-Over-Help, Graphics and Logic to Fishing Boats and Whaling.

  • Barrels of Fishing Nets not light red anymore. (supposed to look like barrels of that time)
  • Command "Whaling" got a new High-Res-Button displaying a Whales tail
  • Better and more Mouse-Over-Info
  • ...

Some Screenshots attached.

Please somebody test to make sure I have not forgotten to upload anything. :thumbsup:
(Clean caches and start new games.)
 

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@team:
Has anybody already been testing / playing with the new revision that includes Fishing Boats ?
(It also includes some DLL improvements I have made.)
 
Very nice!! :goodjob::king:
I will try to download & test at once.

I think this will make maps with islands like Carribean a lot more interesting. It will finally be useful to have island colonies, and have to protect Fishing and Whaling fleets from Pirates and Privateers. :cool:

BTW, I've found that it's possible to use FPKs for graphics and still load other graphics from the Art directory (it seems to load new graphics from Assets/Art even if others are present in an FPK.) I could make an FPK if you want, but I think it doesn't matter much for now.
 
Very nice!! :goodjob::king:

Thanks. :)

I will try to download & test at once.

Please. :thumbsup:

I have tested myself, but it really is important that we get some more testing right away when features are developed.
(Alpha Testing !)

I could make an FPK if you want, but I think it doesn't matter much for now.

We should first clean up our graphics before making FPKs. :)
(We should have more than one.)
 
I tested out the Fishing and Whaling features and it looks like they're working great. :thumbsup:

When I pressed Automate Gatherboat button, the Whalingboat did keep dumping Whaleblubber in a city with overfilled Warehouse, causing goods to be wasted. The Fishingboat always brought food from Deep Sea Fish to my capital a little further away instead of a nearby city. Still those don't seem like big problems necessarily. I gave the AI Fishing and Whaling boats and they did seem to use them.:goodjob:
 
@team:

I will remove the feature "Treasures cannot reveal map" because it is highly problematic.
(AI / Automatization, Performance)

Edit:
It is removed now (commented out).
 
@team:

I have made and uploaded a small improvement for UnitAI of Fishing Boats.

I also did some other code improvement considering performance.

Please everybody get newest revision. :thumbsup:
 
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