[Religion and Revolution]: Mod Development

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Hi guys whats the expected date of completion?

Ive enjoyed TAC very much and eagerly await the release of the new mod
Im especially exited of all the new resources!

Id like to help but have little experience with civ4col modding
 
Hi guys whats the expected date of completion?

I really don't know. :dunno:
There are still several big todos for Release 1.
Also Quality is extremely important to us.

By the way, this project will not be over after Release 1.
There are many more releases planned.
TAC was also going for years.

Ive enjoyed TAC very much and eagerly await the release of the new mod
Im especially exited of all the new resources !

Trust me, it will be worth waiting. :thumbsup:

I am not simply talking, when I say that
Religion and Revolution is the largest CivCol mod ever created. :)
(We have added more than 70 features, improvements and additions to TAC already. see our Overview)

Currently however, we can only ask for some patience.
(All of us also have private lives and quality really simply takes time.)
 
Sounds good mate. Im for quality too.

You+the team obviously have many months/years experimenting with the col world builder and associated files. I will play with world builder in the hope I can offer assistance to the project in the future. Though I dont know if it will ever be much.

Still enjoying TAC games every week and will follow the progress of the new mod

I can donate some $ to you/the team will that help in some small way?

Thanks for all your hard work guys!
Long live the colonization series!
 
Sounds good mate. Im for quality too.

To my opinion a mod stands and falls with quality. :thumbsup:

You can have as many features as you want,
if they are badly implemented or your AI is broke ...

You+the team obviously have many months/years experimenting with the col world builder and associated files.

Yes, some of us are modding this game, almost as long as it exists. :)

Still enjoying TAC games every week and will follow the progress of the new mod

Yes, TAC truly is a fantastic mod, with massive amounts of work in it.
That is why we use it as base for this project and continue improving and enhancing it.

I can donate some $ to you/the team will that help in some small way?

Thanks for the offer, but we do not want or accept money.
We are doing this, because modding is fun to us and we are dreaming of the perfect CivCol mod ourselves. :)

Thanks for all your hard work guys!

No need to thank us. :thumbsup:
As I said, we are creating this mod, because we are having a lot of fun doing so. :)
 
Yes, creating the mod IS a lot of fun! And note...we are already now able to play it... :D ...ah, I'm just kidding. It is fun, but it is also a lot of work...trial and error a lot of the time. But the result is worth to wait for.:goodjob:

The team is fantastic and has alread done great things with this game.

Just to give you and the team an example for new buildings:

Here are 2 new buildings of the mod I have recently finished:

Cabinetmaker's Shop (Building Level 2):

Spice Manufactory (Building Level 3):
 
Veerrryyy nice. :goodjob:
Very nice indeed.

I've corrected path-finding. And I've added some texts ingame. Here's what it looks like:


However dynamic generation doesn't seem to work for now. I could edit CvGame.cpp (doTurn function) but it seems better to edit CvPlot.cpp to me... However game crashes when I end my turn. I think I've found my mistake though...

Edit: I've found my mistake !!! ;)
 
@team:

I am still working on the next Package for Economy.
(I am making good progress and I am confident to have it finished until this weekend. :) )

However, I thought I could give you a small update how the newly resorted 2 lines of yields look.
 

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You've aligned yields (coats are beneath fur)! Good idea ! :goodjob:

Exactly. :)

I tried to do many things with this resorting.

1. Produced below its Raw (as much as possible)
2. Important ones further left.
3. Avoid conflicts (CityPlot Second Yield for example)
4. Group similar ones together
5. Improve Performance (only minimal effect)
...

@Robert:
Oh by the way, could you merge the changes you did in Advisor Sreens for the Preview ("scrollability with arrows") into the current Advisor Screens ? :thumbsup:
(I could try to do this, but since you created it, you will surely be much faster.)
 
@team:

I have taken a look at the list of features planned for later releases (after Release 1).

I would like to put some of them into the Archive.
(Meaning to remove them from our plans.)

1. European Events

Reason:
I don't think anymore, that we will need a new technical solution for these.
Most of them can probably be built in a similar way by using events and follow up events with the existing Python/XML event system.

2. Storage House in Europe and Trading Contracts

Reason:
Too much effort for too little additional fun.
AI would never understand this feature anyways.

3. Fully Configurable Withdrawal

Reason:
Too much effort for too little additional fun.
And I am simply not interested in implementing this any more.

4. European Latecomers

Reason:
Way too much effort for too little additional fun.
Also, we already have massive amounts of graphics and should not drastically increase that any more.
Several people from commmunity have already stated, that they would not like to see that feature.

5. Although never really planned, I have totally given up my dreams of Tactical Combat Map and Separate Maps for Africa, ...

Reasons:
I believe I should rather focus on the other topics on our list.
The modcomps are not ready enough and still too experimental.
Last but not least, the efforts of really creating good features from these modcomps are so extreme,
that I couldn't do this alone (withouth the help of several other experienced programmers) anyways.

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

Generally:

I really think that further additions to our mod should be chosen very wisely.
We should really rather go for quality than quantity.

Especially features that are really problematic for AI should be considered very carefully.

Religion and Revolution is already now extremely huge.
Currently I am absolutely happy with the stability of our mod and I really want to keep it that way.

Feedback ? :)
 
@Robert:
Oh by the way, could you merge the changes you did in Advisor Sreens for the Preview ("scrollability with arrows") into the current Advisor Screens ? :thumbsup:
(I could try to do this, but since you created it, you will surely be much faster.)
Yes Ray, I can change the advisor screen! :goodjob:
Spoiler :
@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
If I read correctly we've nearly implemented all our features for (Release 1). We are almost entering our fine-tuning/texts/cleaning up graphics phase. This phase may take some time but symbolically this is good news :)

About the other late features you want to abandon... let me think about it.
But I must say, I'm not against growing improvements... It's the idea of two units working in the same improvement that doesn't seduce me. I would rather have inventions make improvements "grow"
 
But I must say, I'm not against growing improvements... It's the idea of two units working in the same improvement that doesn't seduce me. I would rather have inventions make improvements "grow"

Ah ok, sorry I misunderstood then. :blush:
If you are not against this feature in general, I would like to keep it on the list. :thumbsup:
(I will modify my post above.)
 
I know, it might be problematic for the AI, but if it is ok, I would

4. Swords, Guns, Cannons and Ammunition

still hold on the list. Maybe we can implement this at a later stage. We could discuss how it could be implemented to make it easier for the AI. It would be a pitty to delete it from our list without substitution.
 
I know, it might be problematic for the AI, but if it is ok, I would

4. Swords, Guns, Cannons and Ammunition

still hold on the list.

Ok. :)
(I will adjust my post.)
 
@team:

I have just done some tests with the current revision of our mod.
(I wanted to test Wind and Storms.)

The result is pretty bad. :(

The mod is currently not playable any more.

At some point the game simply gets stuck and the round timer goes for ever.
(Very typical for an AI problem.)

Sometimes this happens after 10 rounds, sometimes after 40, ...

I believe it might be related to the aspect, that Wind and Storms cause damage and this simply totally messes up AI.
(But this is only a guess. :dunno:)

Edit:

I also get CTDs.
 
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