[Religion and Revolution]: Mod Development

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@team:

Some screens of the next new Yields. :)

1. Cocoa has been enhanced to a Productionline (Cocoafruits -> Cocoa)
2. New Productionline Coffee (Coffeeberries -> Coffee)

Building for those Productionlines is Special_Building_Warehouse.
("Multiple Professions per Building" used.)

Coffeeberries will be available on Savannah.
(Each terrain is getting a second yield.)

3 New Yields
1 New Bonus
3 New Professions
2 New Specialists
...

I am still doing some tests (and eventually improvements) and will probably upload in an hour or so.

Edit:

I have finished my tests and uploaded to SVN.
Please somebody test, to make sure, I did not forget anything. :thumbsup:
Due to the massive amount of changes, please get complete new revision.
 

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@Schmiddie:

Could you take a look at
\transfer\Founding_Fathers\Images

In there, you will find an image of Gabriel de Clieu.

I would like to use him as founding father to increase Coffee and Cocoa.

* Coffeeberries +25% + Cocoafruits +25% + 1 Coffeeplanter + 1 Cocoaplanter

It would be really great, if you could create the graphics for that founding father. :)

@team:

More updates on Yields and Productionlines will follow the next days. :thumbsup:
 
I downloaded and tested the Gold and Gems update. It seems to work well so good job :goodjob: The only problem I noticed when trying to build a silver mine or gold mine, pink squares appear over the action buttons.

It could be simpler to use a standard improvement (Mine) with BonusTypeStruct so it only produces Gold when on a Gold bonus, etc. If needing different improvement types for every yield in the game, I'm wondering if the AI may sometimes choose the wrong improvements to build, as I've seen it do in the past (and ended up being an issue with the Pasture improvement).

It might not be needed to have separate specialists for every single resource in the game (e.g. could have an Expert Prospector, since most miners don't have skills that are highly specific to only one type of metal). Similarly, using our Multiple Professions Per Building feature, perhaps Cocoa and Coffee could each be processed in a Roasting Plant. That would add some interesting flavor and strategy to gameplay, so not every good type is an identical copy of the past goods with standard 1-to-1 relationship between harvest and production.
 
But wow, I was thinking it seems like this is going to produce really large amounts of money very quickly and easily if you happen to find one of those bonus tiles.

Pearl tiles are relatively common in some areas, and just one such tile can make 8*23=184 gold each turn, without needing any investment in an improvement, processing buildings or processing labor, and little shipping space. Similarly one gold mine will make 8*41=328 per turn from just one colonist.

By comparison, if you acquire a Fur bonus tile, build a Trapper Hut on it, build a Fur Trader House in your colony, and get both a Master Trapper and Master Fur Trader to work in them, you are producing 6 Coats and 4 Furs for about 86 gold. (That's 43 gold per skilled colonist, not counting the need to supply them with Food.)
 
The only problem I noticed when trying to build a silver mine or gold mine, pink squares appear over the action buttons.

Fixed. :)

It could be simpler to use a standard improvement (Mine) with BonusTypeStruct so it only produces Gold when on a Gold bonus, etc. If needing different improvement types for every yield in the game, I'm wondering if the AI may sometimes choose the wrong improvements to build, as I've seen it do in the past (and ended up being an issue with the Pasture improvement).

Problem is, that Gold and Gems are supposed to only be available on Bonus-Ressources,
so different Improvements are needed here.
I have tried different ways of solving this, but the current solution is the best to my opinion.

But if you are able to solve this with only 1 improvement "Mine",
I would be happy to go back to only one improvement for Iron, Silver, Gold and Gems. :thumbsup:
(But again, Gold and Gems should never be available if there is no Bonus-Ressource.)

AI will not have any problems with this in Religion and Revolution, trust me. :)
(I have improved AI considering Improvements.)

And no, we will not have different improvements for every type of new yield. :thumbsup:

Coffeeberries will use plantation, too.
Indigo will use plantation, too.
Premium fur, will use trapper hut, too.
...

It might not be needed to have separate specialists for every single resource in the game (e.g. could have an Expert Prospector, since most miners don't have skills that are highly specific to only one type of metal).

This is true, of course.

But I did not want to do that, because players already got used to the separation of Miner and Silverminer.
I think introducing Goldminer and Gemstoneminer is no problem. :dunno:

Similarly, using our Multiple Professions Per Building feature, perhaps Cocoa and Coffee could each be processed in a Roasting Plant.

Totally against it. :shake:

A) That is totally unrealistic.

It is drying / fermentation in the producing country.
(That is why SPECIALBUILDING_WAREHOUSE is used.)

Roasting is done much much later.
Coffee / Cocoa would never be roasted before arriving in the destination country.
It would loose all it's taste.

B) We should really not waste space for Yields and Buildings.

C) AI is incredibly bad with long production lines.

But wow, I was thinking it seems like this is going to produce really large amounts of money very quickly and easily if you happen to find one of those bonus tiles.

Balancing needs to be improved of course. :)

Pearl tiles are relatively common in some areas, and just one such tile can make 8*23=184 gold each turn, without needing any investment in an improvement, processing buildings or processing labor, and little shipping space. Similarly one gold mine will make 8*41=328 per turn from just one colonist.

It is very similar to Bonus Silver.
Compare the amounts of money you get from a Bonus-Ressource Gold, with a Bonus-Ressource Silver.
(Prices are higher, but total yield amounts are lower.)

But I will think about the balancing again. :thumbsup:
 
If you want, using bonustypestructs like below, I think that will make a Mine add 3 Ore and 1 Silver in any tile, and add 2 Gold on a Gold bonus and 2 Gems on a Gems bonus (and an extra +1 Silver when on a Silver bonus). iDiscoverRand can also give a tiny chance for a Mine on a tile with no bonus to discover one of those bonuses.

Spoiler :

PHP:
 <YieldIncreases>
 	<YieldIntegerPair>
 		<YieldType>YIELD_ORE</YieldType>
 		<iValue>3</iValue>
 	</YieldIntegerPair>
 	<YieldIntegerPair>
 		<YieldType>YIELD_SILVER</YieldType>
 		<iValue>1</iValue>
 	</YieldIntegerPair>
 </YieldIncreases>
 <RiverSideYieldChanges/>
 <HillsYieldChanges/>
 <bActsAsCity>0</bActsAsCity>
 <bHillsMakesValid>1</bHillsMakesValid>
 <bRiverSideMakesValid>0</bRiverSideMakesValid>
 <bRequiresFlatlands>0</bRequiresFlatlands>
 <bRequiresRiverSide>0</bRequiresRiverSide>
 <bRequiresFeature>0</bRequiresFeature>
 <bWater>0</bWater>
 <bGoody>0</bGoody>
 <bPermanent>0</bPermanent>
 <bUseLSystem>0</bUseLSystem>
 <iAdvancedStartCost>-1</iAdvancedStartCost>
 <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
 <iTilesPerGoody>0</iTilesPerGoody>
 <iGoodyRange>0</iGoodyRange>
 <iFeatureGrowth>0</iFeatureGrowth>
 <iUpgradeTime>0</iUpgradeTime>
 <iDefenseModifier>0</iDefenseModifier>
 <iPillageGold>0</iPillageGold>
 <bOutsideBorders>0</bOutsideBorders>
 <TerrainMakesValids/>
 <FeatureMakesValids/>
 <BonusTypeStructs>
 	<BonusTypeStruct>
 		<BonusType>BONUS_GEMS</BonusType>
 		<bBonusMakesValid>1</bBonusMakesValid>
 		<iDiscoverRand>20</iDiscoverRand>
 		<YieldChanges>
  <YieldIntegerPair>
  	<YieldType>YIELD_GEMS</YieldType>
  	<iValue>2</iValue>
  </YieldIntegerPair>
 		</YieldChanges>
 	</BonusTypeStruct>
 	<BonusTypeStruct>
 		<BonusType>BONUS_GOLD</BonusType>
 		<bBonusMakesValid>1</bBonusMakesValid>
 		<iDiscoverRand>10</iDiscoverRand>
 		<YieldChanges>
  <YieldIntegerPair>
  	<YieldType>YIELD_GOLD</YieldType>
  	<iValue>2</iValue>
  </YieldIntegerPair>
 		</YieldChanges>
 	</BonusTypeStruct>
 	<BonusTypeStruct>
 		<BonusType>BONUS_SILVER</BonusType>
 		<bBonusMakesValid>1</bBonusMakesValid>
 		<iDiscoverRand>20</iDiscoverRand>
 		<YieldChanges>
  <YieldIntegerPair>
  	<YieldType>YIELD_SILVER</YieldType>
  	<iValue>1</iValue>
  </YieldIntegerPair>
 		</YieldChanges>
 	</BonusTypeStruct>
 </BonusTypeStructs>


It might not be needed to have separate specialists for every single resource in the game (e.g. could have an Expert Prospector, since most miners don't have skills that are highly specific to only one type of metal).
This is true, of course.

But I did not want to do that, because players already got used to the separation of Miner and Silverminer.
I think introducing Goldminer and Gemstoneminer is no problem.
Yeah it's not a big issue. But when there are a lot of different yields, having a few colonist types that can work well in more than 1 Profession could be interesting and prevent often getting stuck with people you have no use for.

Similarly, using our Multiple Professions Per Building feature, perhaps Cocoa and Coffee could each be processed in a Roasting Plant.
Totally against it.
Yeah, I guess you're right a long production line would create too many AI problems. But maybe a few of the other future yields could use Multiple Professions Per Building, to limit the amount of Buildings needed.
 
If you want, using bonustypestructs like below, I think that will make a Mine add 3 Ore and 1 Silver in any tile, and add 2 Gold on a Gold bonus and 2 Gems on a Gems bonus (and an extra +1 Silver when on a Silver bonus). iDiscoverRand can also give a tiny chance for a Mine on a tile with no bonus to discover one of those bonuses.

I will try that. :thumbsup:

Yeah it's not a big issue. But when there are a lot of different yields, having a few colonist types that can work well in more than 1 Profession could be interesting and prevent often getting stuck with people you have no use for.

With Coffee and Cocoa this is already the case. :)
And it will also be the case with many of the other following professions / specialists. :thumbsup:

But maybe a few of the other future yields could use Multiple Professions Per Building, to limit the amount of Buildings needed.

Coffee and Cocoa already do. :)
And most of the next Yields I will introduce, will do, too.

I will use Multiple Professions Per Building very intensively. :thumbsup:
 
@team:

Just as orlanth suggested, I have changed everything back to 1 improvement for mines. :thumbsup:
This really works well and has a lot of advantages. :)

Also mines now have (very) small chances of "discovering" a Bonus Ressource (Ore, Silver, Gold, Gems).


Please get complete new revision.
 
@Schmiddie:

Could you take a look at
\transfer\Founding_Fathers\Images

In there, you will find an image of Gabriel de Clieu.

I would like to use him as founding father to increase Coffee and Cocoa.

* Coffeeberries +25% + Cocoafruits (+25%) + 1 Coffeeplanter + 1 Cocoaplanter

It would be really great, if you could create the graphics for that founding father. :)

@team:

More updates on Yields and Productionlines will follow the next days. :thumbsup:

Ok, I will have a look at him!:)
 
Hi, I tried to launch this last version in vain.
There was a problem here:
CIV4ImprovementInfos.xml
line 441
Code:
<bBonusMakesValid>50</bBonusMakesValid>
        <iDiscoverRand>1</iDiscoverRand>
instead of
Code:
<bBonusMakesValid>1</bBonusMakesValid>
        <iDiscoverRand>50</iDiscoverRand>
I've fixed it !
 
Just as short information, what is coming up next considering new Yields / Productionlines:

Grasland: Hemp -> Productionline for Sailcloth and Ropes (3 new Yields)
Prairie: Indigo -> Productionline for Coloured Cloth (2 new Yields)
Thundra: Premium Fur -> Productionline for Premium Coats (2 new Yields)

Of course, this will include new Bonusses, Professions, Specialists.

All of this will be possible without having new Buildings !
(Multiple Professions Per Building and Harbour will get slots for workers.)

We will also not introduce further Improvements for those.

----------

After this is done, I would like to go into discussions, how to proceed. :)
 
Hi Folks,

here is Gabriel de Clieu, "Found Father of Coffee" :)



If the team give's the "ok", I will finalize and upload him to SVN.

I know, the picture does not show him in early life (the time he introduced coffee in the French colonies), but I could not find such a picture. Nevertheless I hope it suits.
 
here is Gabriel de Clieu, "Found Father of Coffee" :)

:goodjob:

Maybe we can also implement Jacques Cartier now?

Why not. :)

What could be the benefit ?

:dunno:

I would also like to implement:

1. Willem Barrents as Founding Father for Whaling (+25% Whale Blubber + 2 Whaling Ships).
(DDS for founding father already exist in \transfer\Founding_Fathers\DDS_ready_for_use.)

2. Gonzalo Jimenez de Quesada: Production Bonus (+20%) Gold and Silver + 1 Experienced Goldminer + 1 Experienced Silverminer
(DDS for founding father also already exist.)
 
Hm, there is no picture for Gonzalo Jimenez de Quesada in this folder...

Yes, he was replaced by another FF in TAC.
(And I would like to use the existing graphics again.)
 
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