[Religion and Revolution]: Overview, Project Organization

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Hi everyone,

I must say I agree! Especially with this:
2. Increase efforts for cooperation with remaining experienced CivCol-Modders.
(There are currently some discussions going on about that.)

3. Have smaller but more regular releases to reduce complexity and efforts for balancing and bugfixing.
(This release was somewhat a little special ...)
:goodjob:
 
We have good news again. :)

thadian has become our newest team member !

He is a promissing new modder, who already showed great understanding for the mechanisms in CivCol modding and a lot of motivation to learn.

For a start, thadian will probably support with creating achievements and improving our texts.
Maybe he might also be interested in creating some maps in the future or pick up totally different tasks. ;)

Looking forward to having fun working together. :thumbsup:

Welcome to the team ! :high5:
 
I sure will, making maps is something i enjoy. As a dungeon master i have great concern about placement, development and the such.

Hail to all XD
 
Hi guys,

I am currently on business travell and thus cannot support much until friday again.

Still hope you have fun. :)
 
sure will - currently im struggling to get resource based achievements. The only way i know of is to use Unit_Coffee however i am having a hard time getting it to 500 yield or 100 yield per turn.

For buildings, i will stick with 3 buildings stage 2 and first building top stage.

I am also looking into a combination of 1 Furniture Factory + 1 Master Cabinet Maker.

This way instead of having 2 achievements (one for factory, 1 for maker) there will be one (for getting both) - this is also because a player who intentionally acquires one WILL intentionally acquire the other. Now, to get back to trying to get 100 valuable wood per turn or 100 gold/100 silver. Can i tell it the difference between 100 gold mined and 100 gold traded?
 
@thadian:

Let us try stick to the thread structure. ;)
(Questions about features in the threads for those features or in the general Mod Development thread please. :thumbsup:)
 
@team:

Hi guys,

I currently don't have any bugs to be fixed on my list anymore.

Thus, I will try to start a longer game.
(To find balancing and text issues.)

Seems as if we are getting closer to our release. :D

Edit:

Would be great if everybody could tell if he is still working on a topic for Release 1. :thumbsup:
(e.g. improving texts, translations, Python events, ...)
 
There are bugs, the game is currently not playable....

a) every new game still contains freezes and crashes (iregular but steady).
b) a the end of a round the game sometimes is loading and loading and loading (a new start of the game is necessary in this case).

I'm sorry, but I currently cannot post a savegame...
 
There are bugs, the game is currently not playable....

It currently seems to be for me.
(But I have not yet advanced very far.)

a) every new game still contains freezes and crashes (iregular but steady).
b) a the end of a round the game sometimes is loading and loading and loading (a new start of the game is necessary in this case).

The only bugs I can fix, are the ones that are reproducable every time you try.

If the mod freezes at end turn but next time you load a savegame of that round and everything works,
than this is a problem I can currently not do anything about. :dunno:
(Performance issue.)


I'm sorry, but I currently cannot post a savegame...

A savegame will not help me a lot with the issues you describe.
(But you could attach your logs to the Bugs and Todos thread, if you want to.)
 
@team:

Since we are currently advancing pretty well for Release 1,
I think it might already be time to discuss, plan and organize a little for Release 2. :)

Important to consider is, that

1. We currently have only a few active team members.
(Many are busy with real life.)
2. We will still have some small improvements left from Release 1.
(English Texts, French Translation, German Translation, Balancing, ...)

These are topics that have been started / are in work / are in preparation:
(I think they should be seen as high priority topics for Release 2 also.)

  • Wild Animals
  • New Achievements
  • Enhancement of Achievement System
  • More Python-Events
  • New Founding Fathers

These are topic that can be implemented with moderate efforts and without help of graphical modders.
Thus I think they are perfect to be implemented in Release 2.

  • Enhancement of Event System
  • Improvements of War of Independence
  • Changes to Victory Condition Independence
  • New DLL-Diplo Events with Kings, Europeans and Natives
  • More Variation with Goody Huts
  • Rumors about Fountain of Youth and Eldorado
  • High Sea Fishing
  • Splitting up Swamp into Swamp and Marsh
  • Setting AI's difficulty level
  • Creation of RaR Logo
  • New Background Images / Loading Images with RaR themes

If we have enough graphical modding skills available, we might also consider:

  • New European Nation Sweden

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

As you can see, the list of upcoming features is relatively short and
except Wild Animals, Inventions and Improvements of War of Independence
there are no real new major or extremely difficult features on that list.
(Most of those features are rather simple.)

If more people from the team will be active again and volunteer for a topic, that list might get longer again, but until then ...

Everybody ok with that list for Release 2 ? :think:
 
Hi everyone,

This list seems ok to me. We will have to re-balance our mod too if we get some negative comments, of course, but that is implicit I guess...

Could we also add the "choose AI's difficulty level" too?
And what about inventions? Do you think it is best to keep it for release n°3? Would it be nonsense to check and add the base core even if we don't add the inventions first?
I'm just asking!

I believe we should indeed keep our feature list quite short!
 
Could we also add the "choose AI's difficulty level" too?

Why not. :)

And what about inventions? Do you think it is best to keep it for release n°3? Would it be nonsense to check and add the base core even if we don't add the inventions first?

If you are interested in taking lead of that project for release 2, than I agree. :)
(Main programming, concept and collection of ideas for inventions.)
 
@team:

Please try to finish any package you are currently working on until coming Friday (August 24.). :thumbsup:

If you are currently working on something but can't finish until then, it is no problem.
Then it will simply be part of the next release ... :)

On Saturday we will have some final look through for Release 1 and will create the FPK.
On Sunday (August 26.) we will upload the mod to a filehoster so community can access it.
 
@team:

I will try to summarize the general roadmap for Release 2:
(Results from discussions and feedback in the last weeks.)

1. Improvements

  • Further improvement of English texts
  • Further translations (German and French)
  • Religion and Revolution Logo
  • New Background Images / Loading Images with RaR themes
  • Improvements of features (Native Raids, ...) according to feedback
  • Improvement / unification of city graphics (buildings)
  • Improvement of the bridge graphics for Plastered Roads

2. Enhancement of existing features

  • Achievement System will get more functionality and more achievements will be created
  • Event System will get more functionality and more events will be created
  • Goody Hut System will get more functionality and more different goody events will be created
  • A few more DLL-Diplo Events will be created
  • War of Independence will further be improved

3. Preparation and eventually even implementation of large concepts

  • Inventions
  • Wild Animals
  • Founding Fathers

4. Some small additions and new features

  • High Sea Fishing
  • Splitting up Swamp into Swamp and Marsh
  • Setting AI's difficulty level from User Interface
  • Changes to Victory Condition Independence
  • (Maybe !) New European Nation Sweden

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

Summary:

Release 2 will not be about massively adding complex new features.
Instead we will try to focus on improvements, enhancements and creating good concepts for some big features to come.

Reasons:

1. Release 1 is gigantic. We should really take a breath and first further stabilize and improve before continuing to implement massive amounts of big new features.
2. Many team members are currently really busy with real life. We should at least try to wait a little for them, before doing as many major changes to the mod as we did with Release 1.
3. Many of our big features planned are simply not ready yet to be implemented. Those concepts need to be a lot more detailled.
4. We have realized that some features (Achievements System, Events System, ...) do not satisfy our needs and wishes. Enhancing them now, will greatly benefit the mod.

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

I hope everybody is ok with that roadmap ?:dunno:
(I know it does not sound very exiting, but ...)

Is it too much, is it not enough ?
Do you want to work on a topic in Release 2 that is not on the list ?
(Changes to that plan are possible at all times, if somebody really wants to work on another topic. :) )
 
@team:

Please finish up all your open todos in the next 24 hours. :thumbsup:
After that I will package our Release 1 and then upload it to a filehost.

If you cannot finish any work package until then, that is no problem.
We will have other releases. :)
 
@team:

The deadline to commit changes for Release 1 is over.
(All changes commited to SVN from now will be part of the next release.)

I will start packaging the release and later on try to upload to a filehoster.
(Downloadlink will probably be posted tomorrow.)
 
Achievement System will get more functionality and more achievements will be created
Event System will get more functionality and more events will be created
Sounds cool.. some great tags to have would be:
EventTriggers
* let an EventTrigger require a completed Achievement (already could be done by writing Python, but would be faster with a XML tag)
* let an EventTrigger require a certain Difficulty Level from CIV4HandicapInfo, to make hard events for advanced players
* let an EventTrigger require an Invention (may be possible with <Civic> tag?)
* let an Invention make an EventTrigger obsolete
Events
* let an Event choice require an Invention to be usable
* maybe an XML tag to add or subtract city yields directly, to reduce tedious python errors ;)

Goody Hut System will get more functionality and more different goody events will be created
That sounds interesting too, what sort of things do you have in mind? :king: I remember Fall Further has lots of nice options for goody events etc, it might be worth looking at that to see if there's any code to be used to save time.
 
@team:
I suggest we bring out Release 1.1 very soon.
(If possible this Sunday.)

Reason:
I have discovered a heavy bug which we should not leave unfixed for too long.

Also, we have created several improvements and bugfixes already.

So who of you is working on a topic which he would like to have in Release 1.1 ?
And when would you be able to finish it ?
 
@team:
I suggest we bring out Release 1.1 very soon.
(If possible this Sunday.)

Reason:
I have discovered a heavy bug which we should not leave unfixed for too long.

Also, we have created several improvements and bugfixes already.

So who of you is working on a topic which he would like to have in Release 1.1 ?
And when would you be able to finish it ?
OK. I was working on the Europe Screen. I've fixed it. Could someone check?
What was that bug?
 
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