[Religion and Revolution]: Mod Development

Status
Not open for further replies.
Still don't know what to do with these 4 ships ... :dunno:

Edit:

Number 4 (from left) will become an West Indiaman. :)
(Strong Trade Ship. Very expensive.)

@Schmiddie:
Good idea. :thumbsup:

Edit 2:

West Indiaman is uploaded to SVN.

Feel free to comment or critizise. ;)
(As I said, I am no specialist for historical ships ...)
 
The 2nd and 3nd from the left look like adequate pirate ships for me... :):thumbsup:

But I saw a very good pirate ship already in the forum (will search the link).

Maybe we can consider the ships until we have finished our release 1 (maybe an idea will arise).

I have not tested the new ships until now...maybe one of the team wants to change a modell after intensive tests of the mod....

so, lets decide this at a later point? :dunno::)
 
The 2nd and 3nd from the left look like adequate pirate ships for me... :):thumbsup:

But I saw a very good pirate ship already in the forum (will search the link).

Yes, why not. :)
We will need ships for Pirates. :thumbsup:
(One for "Small Pirate", one for "Medium Pirate" and one for "Large Pirate".)

Maybe we can consider the ships until we have finished our release 1 (maybe an idea will arise).

so, lets decide this at a later point?

Ok. :)
But actually I think it really is a good idea, to keep the other ships for "Private Traders" and "Pirates".

I am already happy that we have these 3 new ships:
Sloop, Brigantine and West Indiaman. :D
 
Really don't know where the graphics originally came from. :dunno:
I simply collected graphics like that from other mods (Civ4 or CivCol) to eventually use them later on.

You could use it as an different art style for different nations. The british and the french ships could look different.
 
You could use it as an different art style for different nations. The british and the french ships could look different.

I think, the use of these graphics is pretty much already clarified.

We have 3 new ships: Sloop, Brigantine and West Indiaman.
(Already fully implemented in our mod. Waiting for feedback ... :) )

The other graphics will be used for Private Traders and Pirates in later releases.
(... unless somebody comes up with another good idea. :dunno: )
 
@team:

Our 3 new ships are fully implemented now.
Curious to hear your feedback. :)

@Schmiddie:
Thanks for fixing the Europe Screen Graphics. :thumbsup:

Now I am back implementing "Last planned 3 new Native Civs".
(Muisca, Mixtec, Machiparo)

I will probably have them implemented until the weekend. :thumbsup:
(Then Schmiddie can take over again, considering graphics.)
 
Hi Folks, especially Robert...;):D

Here are the two new graphics for the native city management.





I have already implemented them.

Furthermore I have uploaded the atlas into the transfer folder (city management). This folder can be used for further changes / implementation of city buildings.
 
@team:

New DLL (incl. changed source) is available in SVN.
I have corrected the issue with "building a city on bonus horses", which agaro had reported. :thumbsup:

Edit:

I have also lowered the chances for DLL-Diplo-Event "Prisons Crowded".
(GlobalDefinesAlt.xml)
 
@team:

I have added Machiparo, Mixtec and Muisca to our mod.
(It is uploaded to SVN.)

Please somebody test if it is working. :)
(I want to make sure, that I did not forget to commit something. I tested of course.)

They are fully functional and balanced. Thus you can play with them in our Mod.
(Graphical improvement is still necessary.)

If somebody notices anything, let me know. :cool:

@Schmiddie:

It would be great, if you could take care of some graphical things again. :thumbsup:

These are the things that still need to be done:

1. Flags for these Nations need to be created.
2. Playercolors need to be chosen.
3. Buttons of 2 Leaderheads need to be put into atlas, 1 needs to be created
4. Eventually background of leader "Machipara" could be changed.
5. Nationspecific Unitgraphics

Folders for Unit graphics are prepared:

...\Assets\Art\units\muisca
...\Assets\Art\units\mixtec
...\Assets\Art\units\machiparo
 
Ok, I will do it.

One question:

Does someone know, where the following infos are programmed (xml)?

I have made native nation specific unit buttons and want to show them in the colopedia.

 
Ok, I will do it.

Great. :thumbsup:

Does someone know, where the following infos are programmed (xml)?

I have made native nation specific unit buttons and want to show them in the colopedia.

Try:

CIV4ArtDefines_Unit.xml --> <Button>
(The different UnitArtStyles.)

I am not sure, if this will work in Colopedia however. :dunno:
(In game it should. Just try it ...)

Otherwise this would need to be programmed in Python .
 
No, this seems to be only for the ingame buttons...there must be a further xml, because I changed this path and nothing happened in the colopedia... :dunno:

Then it needs to be programmed in Python (for Colopedia Screens).

But in game it did change, right ?
(If not, there will be DLL-changes necessary.)

UnitArtStyles is no Vanilla feature.
 
I don't know if it works ingame...I don't know how to play a native nation yet. I will test it at a later date.

But the native general was implemented in the colopedia - it is not in the vanilla version. Maybe there is a way to change the buttons easily.
 
But the native general was implemented in the colopedia - it is not in the vanilla version.

The Native General is a unit of its own. (UNIT_GREAT_CHIEF)
(It is not only a UnitArtStyle of a unit.)

Maybe there is a way to change the buttons easily.

This probably needs to be programmed.
The only question is, does it need to be DLL or is Python enough.
Thus it would be interesting to know, if it works in game.

As I said, UnitArtStyles is no Vanilla feature.
 
@team:

A new revision is availalbe in SVN. :)

I have done several improvements to old features of mine.

Also I have implemented a tiny new feature. :mischief:

Please don't be angry. :)
I really did not spend much time on it, because it was quite easy to implement.
If you don't like it, I will remove it. :thumbsup:

Smuggling

It is a DLL-Diplo-Event, that will allow you to acquire a Smuggling Ship.

The event does have several conditions:

A) Tax-Rate must have risen to a level where Smuggling becomes interesting.
(Tax-Rate must be at least 2 times the bribe-rate you would have to pay when smuggling.)

B) A certain game turn must be reached.

C) You have enough gold to actually hire the smugglers.
(Otherwise this even would probably only be annoying.)

D) You have more coastal cities than smugglers already hired.

E) You did not start revolution yet.

F) There is also a random in it.
(BASE_CHANCE_SMUGGLERS_AVAILABLE)

It can fully be balanced in GloabalDefinesAlt.xml.

Smuggling Ships

These ships have hidden nationality. (Thus AI will attack it.)
They cannot be bought or built, they are only acquired by the event.

They will allow you to do 2 things:

1. You can sell boycotted goods with them in Europe.
2. When selling goods with them in Europe, you will not pay the (high) taxrate, but a (much lower) briberate.

AI will use this feature also. :)

Feedback ? :)
(As I said, I will remove it again, if you don't like it. :thumbsup:)
 

Attachments

  • Civ4ScreenShot0006.JPG
    Civ4ScreenShot0006.JPG
    129.7 KB · Views: 140
  • Civ4ScreenShot0007.JPG
    Civ4ScreenShot0007.JPG
    133.2 KB · Views: 133
  • Civ4ScreenShot0008.JPG
    Civ4ScreenShot0008.JPG
    150.7 KB · Views: 136
The Native General is a unit of its own. (UNIT_GREAT_CHIEF)
(It is not only a UnitArtStyle of a unit.)

[/U].

Yes, I know. What I mean ist that the General was programmed to be shown in the colopedia. Thus it should not be a problem to show the buttons for the warriors as well.
 
@team:

A new revision is availalbe in SVN. :)

I have done several improvements to old features of mine.

Also I have implemented a tiny new feature. :mischief:

Please don't be angry. :)
I really did not spend much time on it, because it was quite easy to implement.
If you don't like it, I will remove it. :thumbsup:

Smuggling

It is a DLL-Diplo-Event, that will allow you to acquire a Smuggling Ship.

The event does have several conditions:

A) Tax-Rate must have risen to a level where Smuggling becomes interesting.
(Tax-Rate must be at least 2 times the bribe-rate you would have to pay when smuggling.)

B) A certain game turn must be reached.

C) You have enough gold to actually hire the smugglers.
(Otherwise this even would probably only be annoying.)

D) You have more coastal cities than smugglers already hired.

E) You did not start revolution yet.

F) There is also a random in it.
(BASE_CHANCE_SMUGGLERS_AVAILABLE)

It can fully be balanced in GloabalDefinesAlt.xml.

Smuggling Ships

These ships have hidden nationality. (Thus AI will attack it.)
They cannot be bought or built, they are only acquired by the event.

They will allow you to do 2 things:

1. You can sell boycotted goods with them in Europe.
2. When selling goods with them in Europe, you will not pay the (high) taxrate, but a (much lower) briberate.

AI will use this feature also. :)

Feedback ? :)
(As I said, I will remove it again, if you don't like it. :thumbsup:)

I have not tested the feature yet, but it sounds VERY interesting!
 
Status
Not open for further replies.
Top Bottom