[Religion and Revolution]: Mod Development

Status
Not open for further replies.
BTW maybe Master Fermentator could be called something else like Master Drier, since fermenting is making Beer or Wine. :beer:

Actually the "drying" of Coffee and Cocoa is a fermentation process.
But we could also call it Master Drier. :dunno:
(If you want to, simply rename it -meaning all occurances - in the XML. :thumbsup:)

So in some circumstances it could get "stuck" needing to complete a unit, building, or profession and fall behind the human player.

Don't worry. :)
I am considering quite carefully how AI should handle the yields.
I do take care of things like that. :thumbsup:

Perhaps if the AI gets stuck building something, the game could allow it complete and subtract the gold cost of the needed goods?

AI hurries production (which will buy missing goods) when production is finished and goods are missing.
So it cannot get "stuck".

Considering Ropes and Sailcloth, they simply replaced Cloth as goods needed for ships.
So situation is totally the same for AI.

Simply trust me on that. :)
If I saw any problems for AI that I couldn't handle, I would not implement this. :thumbsup:
 
@team:

Could the team members that are currently not busy with implementation / creation please support with improving texts / Colopedia entries ? :)
(for example CIV4GameText_RaR_New_Ressources.xml)

Thanks in advance. :thumbsup:
 
@team:

I have finished and uploaded to SVN the next package for new Yields and Productionlines. :)

Indigo and Coloured Cloth

If you are working with the mod or testing, please get complete new revision,
because there are massive amounts of changes.
(DLL, Graphics, Gamefonts, XML)

Some remarks:

Specialists:
They are pretty much self explanatory.

Building for Production of Coloured Cloth:
The Weaver Buildings.

New Bonus Ressource:
Indigo (on Prairie)

General:
Indigo itself is not that interesting, but it will allow production of Coloured Cloth (using Multiple Yields Consumed).
Prices of Coloured Cloth are really good.

------------------

Comments:

1. Balancing of Bonus Ressources Generation still needs to be done.
I will do that, once we stop adding new Yields for Release 1. :thumbsup:

2. I have tried to do the major part of texts / translations, however a lot of improvement can certainly still be done.
(CIV4GameText_RaR_New_Ressources.xml)

3. I have not yet split up the Yields into 2 rows.
(Will happen soon.)

4. Multiple Yields Consumed / Produced is not implemented yet.
(Will happen soon.)

5. A lot of Icons and Buttons could be put into Atlasses.
(Cleaning up and structuring graphics at some point might be a good idea.)

------------------

@team:
Please somebody test, to make sure, that I did not forget to upload anything. :thumbsup:
 

Attachments

  • Civ4ScreenShot0011.JPG
    Civ4ScreenShot0011.JPG
    149.9 KB · Views: 68
  • Civ4ScreenShot0013.JPG
    Civ4ScreenShot0013.JPG
    153.5 KB · Views: 95
@team:
Please somebody test, to make sure, that I did not forget to upload anything.
OK !

About Native slaves, why not? OK then ... If everyone likes it.

I've found some help on Colonization.fr (another French fan-site !):
Kraakstorm will help me with translate our mod into French. :goodjob:
 
Kraakstorm will help me with translate our mod into French. :goodjob:

Great. :)

How do you want to organize this ?
Does Kraakstorm want to become a team member or will you just give him access to our SVN ?
He should probably also get an accout here to be able to join our discussions.
 
@team:

I have updated the Overview.

Once more, I am totally impressed by reading how much we have already achieved. :)
The amount of features and improvements we have added to TAC is incredible. :goodjob:

However, I also see how many open tasks we still have for Release 1. :(
(Does not sound much, but there is a lot of open work in these tasks.)

1. Finishing New Yields and Productionlines (incl. Screens, MYC/P, AI improvements, eventually FFs, ...)
2. Finishing Storms and Winds
3. Custom House (Pop-Up-)Screen
4. Domestic Markets
5. Improving and Writing English texts
6. Improving and Writing Game Concepts (Colopedia)
7. Finishing Translation into German
8. Finishing Translation into French
9. Fine Balancing of Features
10. Balancing of Generation of new Bonus Ressources
11. Fixing Bonus Ressources Walruss and Seals for Colopedia and creation of better graphics for Sea Otters

optional:
12. Cleaning up buttons and icons currently as single .dds (using atlasses)
13. Some more (Python-)Events
 
Sea Otter updated.

Great. :thumbsup:
(I currently cannot test, because I am in the middle of modding.
But I will test latest tomorrow night.)
 
Hi guys,

just to show that I am working, I have attached a screenshot. :)
(Don't worry, I will resort the yields in the 2 columns, once we have agreed on the final list.)

Probably tomorrow night, I will have a really big update to our mod.
(I am still improving a few things ...)

I have done many things since the last update:

  • New Yield Cannons (including profession, specialist, ...)
  • New Yield Stone (including profession, specialist, bonus, improvement ...)
  • New Yield Luxury Goods (will be used for Domestic Market, currently pretty useless)
  • Balancing of needed goods for building Buildings and Ships / Cannons
  • Special coding to have AI handle Cannons and Stone
  • Improved AI to better handle New Storage Capacity
  • Improved AI to better defend Cities
  • Improved some of my other old code
  • Implemented Chapel as first stage of Specialbuilding_Crosses (graphics will change again)
  • Merged Changes from Preview considering Screens (MainScreen and EuropeScreen)
  • Improved Texts for Colopedia
  • Some preparations to implement Domestic Markets and Multiple Yields Consumed / Produced
    ...
 

Attachments

  • Civ4ScreenShot0002.JPG
    Civ4ScreenShot0002.JPG
    147.2 KB · Views: 93
just to show that I am working, I have attached a screenshot.
wow nice. no need to prove you are working hard, we definitely believe it! :king:

Yes, I like how the Sea Otters look floating in the water Schmiddie. BTW I thought that the old Watermelons nif seemed a little.. flat.. so I've tried to make some delicious 3D ones in time for summer! ;)
 
BTW I thought that the old Watermelons nif seemed a little.. flat..
so I've tried to make some delicious 3D ones in time for summer! ;)

Great. :)

Edit:

I tried to use the graphics.
They work in Colopedia.
But when I try to place melons ingame, the game crashes. :(
 
Hi guys. This may not be the best place to ask but since the TAC team is posting here often I have a question...

My buddy and I are playing TAC games and Iv just built a Customs House.
Unfortunately It does not allow me sell boycotted goods as the TAC Colonipedia states

It only sells goods with no boycott. Any boycotted good over 600 simply are lost

Am I doing something wrong? How to make it work correctly?
Thankyou Very much for your reply! :)
 
Am I doing something wrong?

No, that is the way it works in TAC.
(In Religion and Revolution it works differently.)

But please post questions related to TAC in the thread for TAC next time. ;)
 
Well TAC did a great job on their mod so with them on board I can not wait for this to come out! When is it coming out BTW?
 
Well TAC did a great job on their mod so with them on board I can not wait for this to come out!

There might be some confusion. :)

This mod is based on / includes TAC.
We also have close contact to the TAC team.

But we are not the TAC team.
(Only 2 of us are former TAC team members. The other 7 have never been part of TAC.)

Maybe other TAC team members will join us, after TAC will end with the next release.
We will see ...

When is it coming out BTW?

We do not have a fixed release date.
We will release, when we feel we are ready.
I really cannot tell you more. :dunno:
 
Status
Not open for further replies.
Top Bottom