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#61 |
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Chieftain
Join Date: Jun 2011
Posts: 11
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Cool, you already have a preview version? Can I download it somewhere on this site?
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#62 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,140
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Hi agnat86,
this is a misunderstanding. ![]() The preview I am talking about is not a Preview of Religion and Revolution (this new project). It is a preview of my other old project (RWL) I had started after I left TAC. I have given up RWL to start this new project together with Robert, because he is a great modder . ![]() (Of course, it would be fantastic if other modders join.) It was only a Showcase. I used this Preview to exchange features and ideas with other modders. The preview still has several small bugs and is still very unbalanced. Although it is stable, it probably not that much fun to play. Currently I really prefer to not actively share my preview with the whole community. (I would prefer to share it only with other modders and members of the Religion and Revolution-team to be able to talk to them about some new features.) Reasons: A) I would really prefer that people get to know and understand TAC first. (TAC will be the base of this project. Of course we will add many of the features that Robert and I already created. Of course also really great features of other modders, if we are allowed to.) B) The preview (of my old project) contains several small bugs and is unbalanced. It was really only meant to be used as base for discussion or to exchange features. (It might give a wrong expression of this new project.) C) Also, the best features will be added to the new project Religion and Revolution. (Robert and I still need to discuss and agree about what he likes and does not like.) D) I would really like to focus on this new project "Religion and Revolution" and not talk about my old project all the time. (I know, that I tell a lot "Robert, this is in my preview...!", " but that information currently is meant for Robert or other team-members that will join later on.) Please understand.
Last edited by raystuttgart; Sep 09, 2011 at 05:52 AM. |
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#63 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,140
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Hi Robert,
you were wondering about not being able to sell treasures to the king in a city. Currently in the preview you need a "Harbour" or a higher level of that SpecialBuilding to do so. The reason for that is to prevent "cheating" with the feature "Abandoning Cities". Spoiler:
But I also experimented with several other things that would allow certain actions of units only depending to certain buildings existing in a city: Examples: * Trains can only load or unload units and goods in a city if there is a Trainstation * Settlers can only take profession Missionary if there is a Church (or higher level of that Specialbuilding) Things like that are very easy to implement. ![]() Maybe the basic concept behind (Allow actions of units depending on existance of buildings) could be used for other ideas too ?
Last edited by raystuttgart; Sep 09, 2011 at 06:49 AM. |
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#64 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,140
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New Ressources and New Productionlines
I have added many many new ressources. (Including Professions, Specialists, Bonusses, Buildings, Improvements ...) Behind most of these there are concepts or larger features ! (They were not added without reason. )Also I have added other basic features to make good use or allow the integration of the new ressources / productionlines. (I will tell about some of these while I am going on explaining the ressources.) Also I have put effort into the aspect of balancing the terrains ! (I have tried to balance all terrains equally concerning the new ressources.) One Terrain was added: "Light Green Savanna". (Only working title until I find a better name.) (Some might still know it from original CivCol.) Spoiler:
First of all a list of these ressources: Spoiler:
Some basic explanations of features and ideas to it: Spoiler:
There is a little more to it, but that should give you a first idea. (A lot of that is not completely implemented by now but I have spent a huge amount of time on that. )Especially KJ_Jansson and melcher kürzer gave me a lot of help concerning graphics ! Some buildings are taken from other mods. Especially from Kailrics work I reused a lot. Feedback ?
Last edited by raystuttgart; Sep 10, 2011 at 01:37 AM. |
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#65 | |
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Civ4Col Modder
Join Date: Feb 2011
Location: France
Posts: 665
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Quote:
I never thought of the treasure/abandoning colony bug! Maybe that's why M07 and Dazio thought of their builder wagon... I don't know how to solve that problem. I see three options: 1) A building is required 2) Building a colony costs something (either money, or resources, wood?, tools?) 3) Only units with a specific profession could found a colony (pioneers?) I really don't know which is best... What do you think? |
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#66 | |
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Chieftain
Join Date: Jun 2011
Posts: 11
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I see lots of awesome stuff! Does every resource also have a profession associated with it?
![]() Quote:
Or maybe you could only sell treasures in a colony if you have a dock. |
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#67 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,140
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Actually I like the implementation I already did. (You can test it in the preview.)
If you want to sell a treasure to the king you need to have a harbour / or dock first. (So it is 1) A building is required.) Reasons: 1. It is already finished and it works. I implemented it to work with AI too ! 2. It does not introduce other complex features nobody likes and AI can not handle properly. I would really not like to spend to much time building some extremely complex thing that people will not like in the end.
Last edited by raystuttgart; Sep 09, 2011 at 11:27 AM. |
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#68 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,140
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Thanks.
![]() (I have really spent a lot of time and effort on that stuff.) Yes of course. ![]() (And also Specialists.) There are many new Yields, Professions, Specialists, Buildings, Bonusses, Improvements, ... (At least this part is already completely done ! Logic of many features still has to be done or finished up.) I just need to know if Robert likes all that stuff and wants to have it in the new project.
Last edited by raystuttgart; Sep 09, 2011 at 11:36 AM. |
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#69 | ||
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Civ4Col Modder
Join Date: Feb 2011
Location: France
Posts: 665
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Quote:
![]() Quote:
I would like to be able to produce trade goods! |
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#70 | ||
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,140
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That is fantastic news for me !
![]() I really hoped you would like that part of my work. (I have put a lot of time and effort in it ...) Of course there are still a lot of things to do. (In the Preview I only wanted to show the basic ideas.) But I am very willing to do so. (The only important information for me right now was, that you generally agree with the ideas. )Quote:
![]() Quote:
![]() Trade Goods are very cheap and they only make sense when you sell them to Natives. But even that I never do much because with other goods like rum, weapons, ... there is much more profit to be made. Do you really think a production line for trade goods is useful ? (There is a lot of work involved and also the building for production would use another space in city screen.) Or are you talking about "Luxury Goods from Europe" ? ![]() (They are also only sold.) Last edited by raystuttgart; Sep 09, 2011 at 03:08 PM. |
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#71 |
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Warlord
Join Date: Dec 2010
Location: Massachusetts, USA
Posts: 277
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New Resources
Wow, the list of new resources looks amazing! This is certainly going to add a new dimension to the game and get players to seriously think about what they want to focus on producing, rather than most colonies producing the same generic goods, which gets a little dull after a while. Great work!
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#72 | |
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Civ4Col Modder
Join Date: Feb 2011
Location: France
Posts: 665
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Hi everyone,
Quote:
A while ago, I started programing something , and you could produce trade goods in a market...(so it was a production line, in my case). The trade good production would depend on population, number of buildings in your colony etc... (even happiness if we add your happiness feature?) [I didn't program that part fully though...] If I follow you, you're skeptical because: 1) You've already thought of many resources 2) Trade goods are cheap 3) There's profit to make with other resources. Although producing trade goods is not very important to me, I must say: 1) We can still add a resource and remove another. We still have to discuss the details, right? 2) We can change prices (I'm not totally satisfied with every price) 3) Your profit depends on the building output ! It is just a balancing problem ! If we put a +1000% production bonus, it will be the most profitable resource But, it is just an idea. If you don't like it, it doesn't matter. There are plenty of resources to have fun. When I played the original game (Col94), I wanted to produce Trade Goods ! |
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#73 | |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,140
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Quote:
![]() But also of course because it is the base of other new features and ideas. (Like "Inland Sales with different Social Level", ...) Thanks. ![]() (I had a lot of help from other modders concerning graphics.) |
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#74 | ||||
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,140
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Quote:
(We could also add even more ressources ... )Quote:
Quote:
![]() Quote:
They are very cheap and I believe they should stay cheap. They have very limited reason, which is selling to Natives if you do not have anything better to sell. Producing Trade Goods in the own colonies feels strange to me. I would prefer leaving Trade Goods like they are. (Cheaply bought in Europe, sold to Natives if you do not have anything better to sell them.) But of course we can change the list of ressources ! (We could remove or add even a few more. We simply need to discuss it.) But I have put quite some effort to have them balanced. ![]() (With terrains and the features I am thinking about ...) Last edited by raystuttgart; Sep 10, 2011 at 02:23 AM. |
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#75 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,140
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Hi guys, some screens to the "New Bargaining with Natives"
I tried to rebuild like it was in Original CivCol. Only a little better. ![]() (Of course there are still some improvements that could be done ...) Selling: Last edited by raystuttgart; Sep 10, 2011 at 05:17 AM. |
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#76 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,140
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Buying:
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#77 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,140
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What happens if you over-exagerate with bargaining:
(You cannot bargain in that city for a random amount of rounds and they are temporarily a little angry.) |
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#78 |
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Prince
Join Date: Aug 2008
Posts: 348
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A feature that needs to be implemented is Indian Raiding. This isnt in TAC is it? Havent seen it yet. It is a great feature which should be implemented. Indian raid your settlements and steal some goods like muskets, food or horses. One of the great features of Col94 if u ask me.
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#79 |
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Chieftain
Join Date: Jan 2010
Posts: 55
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There is a random event in TAC where natives will raid your village and steal horses. As a player, you have several choices to react, ranging from war to improved relations with your native neighbours.
Of course that feature could be expanded, it's quite easy to include such events if someone wants to do it. I even made the helptexts etc. generic, so similar events for guns, rum or whatever could be created within a few minutes by creating the XML event entries and copying & modifying the "runaway" python event scripts. |
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#80 |
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Civ4Col Modder
Join Date: Feb 2011
Location: France
Posts: 665
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I agree with you Gomer Pyle ! I loved Indian Raids in the original game !
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