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#361 |
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Chieftain
Join Date: Jun 2011
Posts: 29
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#362 |
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Chieftain
Join Date: Jul 2008
Posts: 1
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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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#363 |
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Chieftain
Join Date: Jan 2006
Posts: 37
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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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#364 | |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,230
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Quote:
(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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#365 |
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Chieftain
Join Date: Oct 2012
Location: Buenos Aires, Argentina
Posts: 10
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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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#366 | |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,230
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Quote:
Maybe somebody will do it in a modmod.
Last edited by raystuttgart; May 29, 2013 at 03:17 AM. |
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#367 | |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,230
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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:
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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#368 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,230
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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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#369 | |
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Chieftain
Join Date: Mar 2006
Location: Oslo,Norway
Posts: 36
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Quote:
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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#370 |
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Chieftain
Join Date: Feb 2013
Posts: 6
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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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#371 |
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Say No 2 Net Validations
Join Date: Sep 2003
Location: near Koblenz, Germany
Posts: 3,423
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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.
__________________
"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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#372 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,230
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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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#373 |
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Chieftain
Join Date: Feb 2013
Posts: 6
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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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