[Religion and Revolution]: Mod Development

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Fantastic work from all you guys :goodjob: !

As soon as I get the go-ahead I will update the download link with the 2.3 version next weekend.
 
I have asked HermanHeydt and our friends at infracta to publish the download for Release 2.3 on their servers.

Once this is done, we will announce Release 2.3 in the forums.
 
The download (hosted by HermanHeydt) is now updated to Release 2.3. :)

Thanks again to everybody who helped with this release.
Special credits and thanks to vetiarvind for all his work merging his modmod and helping with bugfixing.

:goodjob:

We hope you will enjoy this new version.

Spoiler :

Changes:

* Fixed one major issue related to unit selection
* About 20 other minor fixes and corrections
* Further graphical improvments by Schmiddie
* Improved French translations by Marla Singer
* Merge of vetiarvind's modmod (see here)

We did not intend to add many new features.
We mainly wanted to clean up all bugs and issues reported in the last months and add a few small improvments.
And this we quite successfully did. :)



Savegames of old releases will not be compatible.
 
Thanks a lot Ray. And yes thanks a lot to Vetiarvind for his great contribution. :)

I know I proposed to write a new presentation of the mod for the downloads section, but I couldn't find the time. I feel sorry for that. It doesn't directly affect the quality of version 2.3 though and could easily be changed later.
 
The download (hosted by HermanHeydt) is now updated to Release 2.3. :)

Thanks again to everybody who helped with this release.
Special credits and thanks to vetiarvind for all his work merging his modmod and helping with bugfixing.

:goodjob:

We hope you will enjoy this new version.

Savegames of old releases will not be compatible.

Thanks a lot for developing the new version! I started a new game today and noticed that the Bombardment option seems to be bugged: trying with Heavy and Light Artillery with and without Wall Bombardment promotion always used up the bombardment option but the value for defense reduction was always zero.

Anyone else noticing this? Not sure whether this is the right thread or the Feedback one would be better.
 
I started a new game today and noticed that the Bombardment option seems to be bugged: trying with Heavy and Light Artillery with and without Wall Bombardment promotion always used up the bombardment option but the value for defense reduction was always zero.

Anyone else noticing this? Not sure whether this is the right thread or the Feedback one would be better.
"Bugs and Todo" is the right one.

I've fixed the bug on SVN. It was due to a line that was missed out during the merge in CvUnit::Bombard(). Actually, I think it occurred while fixing a bug for a CTD. Anyway, I guess we were testing fort bombards and the city bombard fell through, since the sound and bombard message works, but the value wasn't being reduced. Nice find. :goodjob:
Spoiler :
Code:
pBombardCity->changeDefenseModifier(-(bombardRate() * std::max(0, 100 - pBombardCity->getBuildingBombardDefense())) / 100);

@RayStuttgart \ @HermanHaydt:
Will it be possible to just update the dll and CvUnit.cpp files in the infracta server?
 
@Heartsbane:

Thanks for reporting. :thumbsup:
(Please use our "Bugs and Todos" thread next time though.)

@vetiarvind:

Thanks for fixing the issue so fast. :thumbsup:
(Please also do a bit of further testing of "Super Forts" merge ingame for safety. You know your work best.)

@HermanHeydt:

Please reupload the current SVN revision (again as Release 2.3) as soon as you find the time.
(Sorry for your extra effort. :) )

@Schmiddie:

Once the download is updated, please do a quick check.
(e.g. Checking size to make sure it was exported properly from the local repository and does not contain SVN data.)

Spoiler :

I won't be home before weekend again.
Please try to handle this without me.
 
:goodjob: fixing the issue quickly

@RayStuttgart \ @HermanHeydt:
Will it be possible to just update the dll and CvUnit.cpp files in the infracta server?

I have no idea about the infracta server, but I guess since it is a .zip like it is on my server then it unfortunately must be reuploaded in full once again.

I have done that now - and the integrity is checked and verified (by me).

Download rev. 1015

Let me know if there are any hickups and I will sort it out ASAP.
 
@HermanHeydt:
Thanks. :)

The download at infracta would be additional.
(Alternative Download. Does not exist yet though.)
 
@ModModders:

Did you guys do some testing / playing with current SVN revision ?
(Which contains the GameSpeed adjustments / corrections from Barthoze.)

If there are no problems found, then we could publish that revision.
(I would suggest publishing it as Release 2.4 to avoid confusions.)

I simply don't like to publish untested revisions and don't have time for testing / playing.
(I myself never play on other GameSpeeds than "Normal" anyways.)

@Barthoze:

You would of course get the credits for your work. :thumbsup:
 
Oh now that I think about it, in my latest translation commit. I've made some changes in the English text regarding the demographics screen.

I've replaced "GDP" by "Treasury" and "Mfg. Goods" by "Hammer Production". These are more accurate descriptions for the figures shown. I've also changed the Production units from "millions of tons" to just "tons" which looked more realistic to me.

If a hammer represents a ton of raw material used in building, then a tobacconist's house weights 90 tons and a Colonial congress weights 3,000 tons. That makes sense. At least more than if it were "millions of tons". For the matter, the World Trade Center A and B buildings weighted 500,000 tons, and they were much bigger than the RAR Colonial Congress.

And as I'm talking about the Demographics screen, I always thought the fact that each citizen was representing 100 inhabitants was some kind of unplanned bug. That makes your military troops more populated than your cities, even if they represent much fewer units. If we consider one citizen represents 10,000 inhabitants, then the demographics population makes much better sense.

At first demographics census in 1790, the population of the US was of 3.8 million people, which would make in RAR terms 389 citizen units (if we consider each one represents 10,000 people). That's stunningly realistic. In RAR terms, the population of the 13 colonies would then be Virginia (75), Pennsylvania (43), North Carolina (39), Massachussetts (38), New York (34), Maryland (32), South Carolina (25), Connecticut (24), New Jersey (18), New Hampshire (14), Maine (10), Vermont (9), Georgia (8), Kentucky (7), Rhode Island (7) and Delaware (6).

Sorry but that fascinatingly fits with their RAR gameplay different stages of development! :lol:

The "real population" figure is defined by getRealPopulation() on line 3429 of the CvCity.cpp file. That's where it multiplies the getPopulation() by 100. I've done some testing in multiplying there the population by 10,000 and it seems to work well. I won't commit that kind of things though.


I wish the same to all of you. ;)

I'm not sure about the 100 vs 10,000 people issue. While it sounds right in 1790, it sounds so wrong to have a colony with 70k people in 1550. Port Royal had 50k inhabitants when it was hit by an earthquake in 1692 (I think that was the year). This makes it as big as London and dwarves all other colonies at that time.

Remember that the population of the "colony" is not strictly urban, it's both urban and rural.

When you have 70k people in 1550, maybe only 20k of them are urban (let's say a carpenter and a rum distiller). The other 50k will be a lumberjack, 1 sugar planter, 2 fishermen and a farmer (assuming you don't have only specialists).

But anyway, your point remains correct. Real life growth is exponential which is not the case in Civ games. Just to give an example, in real life, a population will take the same time to grow from 20k to 40k than it will take to grow from 20 million to 40 million. That's clearly not the case in Civ4Col as to grow of just a single unit, you will always need the same food, no matter how populated you are.

I'm actually quite glad about it as a game following real life quantities can only become unbearable (or would require to automatize everything, which is just not fun).

But anyway, you can at least agree that, on the demographics screen, proportions are not correct between the population and the military force. How can you have more soldiers than settlers with a lot less units?

I would choose 1 citizen = 1000 people.
Would work well within real life city-sizes between 1500-1800.
 
I just committed a bugfix. When starting a game from a scenario, it would always add church and wild animals, even though those two players are already present in the scenario file. Technically speaking the animal part of the bug is in JAnimals and RaR simply copied it.

I did encounter two asserts though (which I haven't investigated). The first one was before even reaching the main menu and the other one was when I started the scenario game.

Also I get warnings about unused variables.
1>CvPlot.cpp(7958): warning C4101: 'pCity' : unreferenced local variable
1>CvPlot.cpp(7961): warning C4101: 'iGarrison' : unreferenced local variable
1>CvPlot.cpp(7962): warning C4101: 'iCityStrength' : unreferenced local variable

EDIT: I just realized my fix is too simple. Now it fails to set the variable for getBarbarianPlayer() :(
I will come up with something else soon.
 
As far as I remember, the unreferenced local variables are set in the doCulture() part of forts and monasteries (just off the top of my head).
 
I would choose 1 citizen = 1000 people.

Personally I don't really care if one citizen stands for 100 or 1000 people in demographic screens.
(10.000 feels way too much for me though.)

@Marla:
If you want to change that, go ahead. :thumbsup:
(Please make sure that you use currents sources from SVN though.)

When starting a game from a scenario, it would always add church and wild animals, even though those two players are already present in the scenario file.

Actually that bug only occurs if the scenario WorldbuilderSave is not created correctly in terms of RaR.
(I have explained many times that scenario maps are a bit tricky.)

All it takes is to edit the WorldbuilderSave and replace the taken slots by Wild Animals and Church with empty slots.
(Then everything will be fine at game initialization.)

This is really very simple text editing.
(Text editing is done with almost any map anyways, since some RaR features for map making like "randomizeGoodies" can only be activated like that.)

So one could also call this "bug in the scenario" instead of "bug in the mod".
(That is basically the reason why it was never corrected although already known for years.)

But if you want to correct that, that is fine for me. :thumbsup:
(It will make scenario making a bit more convenient for new modders.)

Also I get warnings about unused variables.

Actually I thought vetiarvind had corrected that before Release 2.3. :confused:
These warnings were introduced by his "Super Forts Merge" if I remeber correctly.
 
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