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Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Colonization > Civ4Col - Creation & Customization > Civ4Col - Project & Mod Development > Religion and Revolution

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Old May 28, 2013, 02:49 AM   #361
agnat86
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Quote:
Originally Posted by orlanth View Post
But, if you don't like those features I think you could deactivate them by setting their build cost to -1 in the XML files.
Yes, I think I'll do that, then.
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Old May 28, 2013, 05:55 AM   #362
lethiel
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First off. Drooling hot mod. Nice job.
The Danes - YES! (Im Danish)

Could you increase the deficulty of the of highest levels even further to close to unplayable levels. It is still turning into a monopoly game rather easily when you just get a bunch of cannons.
Maybe an enemy king could come and kick you hard if your score reaches a certain level compared to the other Europeans or there could be other similar sanctions to prevent a monopoly.
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Old May 28, 2013, 07:47 AM   #363
Beetlebug
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Hi Ray,

OKay, first off I have to say kudos to you and the team, but mostly to you because you have inspired and led your team to make each version bigger / better / more fun than the last. All of this done over the net and with no pay! Hopefully, in your day job you get the recognition and pay for your leadership skills.

My only complaint, like many others I am sure, is that every time you release a new version I instantly drop whatever game I was playing and download the latest version. I have very good playble / winnable games going all the way back to TAC, that I have discarded because you have released a new update.

Cheers,
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Old May 28, 2013, 10:54 AM   #364
raystuttgart
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Quote:
Originally Posted by lethiel View Post
Could you increase the deficulty of the of highest levels even further to close to unplayable levels.
I don't want to do any serious changes to balancing before Release 1.5 if they are not absolutely necessary.
(Release 1.5 will probably be this weekend.)

We simply would not have enough time to test or get feedback from team and supporters that have access to SVN.

Also I don't like to have AI cheat too much or punish the player for successful playing.

But in CIV4HandicapInfo.xml and GlobalDefinesAlt.xml there are lots of possibilities for everybody to configure the game to his liking.
So if the mod is too easy for you, simply make it a bit harder in your private version.

Last edited by raystuttgart; May 28, 2013 at 11:48 AM.
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Old May 28, 2013, 06:03 PM   #365
Axeman89
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Congratulations R&R team for this new version of the mod. All the new features since version 1.3 seem fun. Pity that the Religion part (the Catholic and Protestant civs) couldn't make it into the mod.

Could it be possible to generate a R&R version with 1 plot city radius? I would do it myself if I had the skills, I only know very basic xml.

Thanks in advance.
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Old May 29, 2013, 01:41 AM   #366
raystuttgart
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Originally Posted by Axeman89 View Post
Could it be possible to generate a R&R version with 1 plot city radius ?
I am sorry, I won't implement another version with 1 plot city radius.
Maybe somebody will do it in a modmod.

Last edited by raystuttgart; May 29, 2013 at 03:17 AM.
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Old Jun 01, 2013, 10:40 AM   #367
raystuttgart
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Originally Posted by orlanth View Post
Wow did you really get cities with 53 and 63 citizens ?
Yes, I currently have several cities of 50+ citizens.
A lot of medium size and small cities supplying them with goods and an incredibly huge transportation system with Wagon Trains and Ships.
(City to City Supplies, Domestic Markets, Trading with Natives, Moving Troops, Selling in Europe, ...)

Almost all my really big cities are on the coast.
The biggest part of the production capacity is there as well.
Some of the smaller inland cities do nothing else than supplying one of the big ones with one or two specific raw materials (e.g. with Stone, Cattle, ...).

Considering Food, in some places even cities of 80+ would theoretically be possible in late game.
(Livestock + Butchering, Hunting, Fishing Boats, Windmills / Watermills, Founding Fathers, Bonus from Liberty Bells ...)

Quote:
Originally Posted by orlanth View Post
I also really like how the 2 Plot City Radius looks on the map, with urban centers surrounded by rural areas. The vanilla cities sprawled over a large proportion of the area, this looks much more natural.
I fully agree.

It also feels much better considering gameplay.
We should really have implemented that feature much earlier.

Last edited by raystuttgart; Jun 01, 2013 at 10:48 AM.
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Old Jun 06, 2013, 09:14 AM   #368
raystuttgart
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I would really love to see a story or a Let's Play video for Religion and Revolution (with Release 1.5).

Isn't there anybody in our community that would like to create one ?
(I am too lazy to create one myself and also not good at telling a story.)

You would be my personal hero.
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Old Jun 09, 2013, 06:57 AM   #369
HermanHeydt
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Originally Posted by raystuttgart View Post
I would really love to see a....Let's Play video for Religion and Revolution (with Release 1.5).
I was thinking of doing one after I finish the Wiki.
But would be great if someone else also did it.
An AAR would be a fantastic addition as well.

Been away for a while.
Just returned after a 3 week vacation in France - as an F1 fan it was amazing to finally attend the Monaco GP!!
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Old Jun 17, 2013, 06:45 PM   #370
Maoam
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Having a smuggling ship is a great opportunity to refuse one of the more impudent tax hikes of the king. However, the bribe rate (as opposed to the tax rate) seems to be different for different goods. COlopedia says nothing about this. It only states that the bribe rate is lower than the tax rate.

In my game Silver and Tobacco are boycotted. When I sell them through a smuggler I get 70% of the gross value on tobacco, which is already a bit lower than an 'official' deal would net (current tax rate is 29%), but only 30% on silver .

Is it a bug or a feature, I wonder?

PS I am playing the last version with a one tile city radius, 1.4 I believe.
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Old Jun 18, 2013, 01:54 AM   #371
Commander Bello
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Quote:
Originally Posted by Maoam View Post
PS I am playing the last version with a one tile city radius, 1.4 I believe.
I think it would be 1.3 then and as far as I remember in that version there were still some bugs in the smuggling ship.
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"It is from their critics, not their fanbois, that companies learn the lesson of making good software...." Aristophanes Bello

Civ4:Colonization:
Modmerge: "Religion and Revolution 1.3" and "2 Plots City Radius"
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Old Jun 18, 2013, 02:33 AM   #372
raystuttgart
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That is correct.

The last version with 1-Plot-City-Radius was Release 1.3.

And yes, I think it still had a but considering smuggling.
(I know that I had fixed something there, but I am not completely sure when I did that.)

It does not make that much sense to report bugs on a Release that is more than a half year old.
I don't believe that anybody will try to analyze or even fix a bug in such an old release.

I would really suggest to switch to Release 1.5.
(Unless of course you absolutely do not like the new features ...)
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Old Jun 18, 2013, 02:49 PM   #373
Maoam
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I wouldn't dare to report a bug in an old version. I was merely asking whether this behaviour is a feature or a bug.
I wouldn't dare to to report a bug in the newest version either, as you, Ray, have retired from modding and the mod is now final, no?

And, no, I will not try newer versions. I don't think railroads and a two tile radius will add anything to the game. 1.3 is imbalanced enough as it is. But as most of the issues I have with that version have already been posted by other people I won't bother to go into details (also it wouldn't "make much sense...").

Still, R&R is a fine effort.
All due respect to Ray and the others involved. The mod is just not heading the way I would prefer.
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