[Religion and Revolution]: Feedback and Questions

Well, there are 2 ghost buildings on my picture, one on the bottom and one on the top...

Ah ok, now I see it. :)
(I will check.)

Strange. :confused:
Have you been experimenting with Worlbuilder ?
(Putting buildings in and out ?)

Edit:
I absolutely cannot reproduce that bug. :dunno:
City Screen looks just perfect for me, when regularly producing building after building.
I also tried with Worldbuilder, but never got that bug.
 
Also, will you ever consider to create one really accurate scenario, with low randomization. I mean something like Ozzies America for TAC -- but even more historical. I mean a map with historical locations for villages, starting plots for players, historical sizes for the tribes, etc...

Well, it is not about considering.
It is about finding somebody interested in doing it. ;)

I might have 1000 wishes but they are useless, if there is nobody doing the work ...

Generally, yes it would be great. :thumbsup:
(... but I will probably never find the time or motivation for that myself.)
 
That graphical glitch only happened when I rushed a building, exited the screen, and returned back.

Also Mouse Over Tavern does not reveal any information, not even the name, to say nothing about Yield in 1 Wine, Beer and Rum...

I think Alcohol is VERY solidly represented in this mod -- 3 different Yields, oh my... Perhaps with heavy drinking that go in Colonies the productivity should decline? Something opposite to the Bell effect :sleep::cheers:
 
That graphical glitch only happened when I rushed a building, exited the screen, and returned back.

Ok, I will try that. :thumbsup:

Edit:
Still cannot reproduce that bug.
Everything works perfectly.

Also Mouse Over Tavern does not reveal any information, not even the name, to say nothing about Yield in 1 Wine, Beer and Rum...

Just checked.
Everythink looks perfect for me when doing Mouse-Over at Tavern. :dunno:
(See attached screenshot)

Did you play another mod without cleaning your caches before starting Religion and Revolution ?

Perhaps with heavy drinking that go in Colonies the productivity should decline? Something opposite to the Bell effect ...

There are ideas about events related to alcohol, they are just not implemented yet. :)
 
I think this is error of communitication - to reproduce the situation, create 2 cities. have one build a tavern, another the furnature makers house. they should both have ONE building the other does not. when using arrow keys on the town menu to shift from one town to the next, it will leave a shadow.





I chose tavern and Cabinet Maker.
 

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Ok, I will check again. :thumbsup:

Edit:
Yes, I can reproduce now.
But it really seems to be a totally harmless graphical glitch.
When you exit City Screen and reenter, everything is ok again.
 
One if the big differences between playing Colonization and BTS for example is the amount of labor required to Micromanage Colonization. One of the most annoying and time consuming task for the player is constantly check Europeans to see how much gold they have available. Can we please add that information in the score table? I am even willing to part with attitude icons to get dynamic gold instead...

Also Natives should refuse to trade and teach if they are Furious. I almost killed the entire Tribe but the moment I switched to Peace they were very happy to teach my units new skills...
 
I would like to see this:

When a converted native is produced by a mission in a native settlement, there is a chance that religious influence will end. I just don't like eternal conversions but the new pace is much improved.
 
I would like to see this:

When a converted native is produced by a mission in a native settlement, there is a chance that religious influence will end. I just don't like eternal conversions but the new pace is much improved.

How about if conversion could happen to only physically present Braves and Natives in the given village? This will be cool way to see how Indian Civs gradually shrink in population and also puts limits on how many converts you can squeeze per village. Of course this process will compete with the regular reproduction of Indians by the means of food reproduction or building a new Native unit in the village.

Basically if the Last of the Mahicans in the given village gets converted -- it will have the same effect as if the last Brave in the Size 1 village being defeated during the war: Village get destroyed.
 
Now, that would be even more cool. I am irritated with having a missionary last ALL GAME and forever, unchallenged. there is no maintenance or upkeep and there should be some kind of a soft limiter to force you to renew missions (something other than the AI missionaries).

Is there a way to use else/if statements to make a mission vanish from any settlement size 1? This would kind of symbolize that you will never convert them all, there is always at least the chief, medicine man and a few others who refuse to convert to the bitter end.
 
Do we really need so many different Miners in game? I mean, Miner is a Miner, he can mine Ore, Silver, Gold, Gems... Sometimes less is more, just like Rancher can breed Cows, Horses and Sheep, Miners can Mine anywhere where it is possible to Mine...
 
Do we really need so many different Miners in game? I mean, Miner is a Miner, he can mine Ore, Silver, Gold, Gems...

That has been mentioned before.
We were just not sure about it.

Also since there was already Miner and Silver Miner, we simply continued like that ...

@team:
Should we have only 1 Mining Specialist ? :dunno:
 
Hm, maybe we could release our first release at it is and get some more feedback.

We can change that at a later stage.

However, only 1 specialist to my opinion is not enough. We should have at least 2 (1 for silver, gold and gems, 1 for ore and stones) - but as I said - I would prefer not to change this now.
 
I am reporting 3 little bugs as seen in my attachments. This was before the latest SVN, but I think SVN changes did not deal with graphics...
1. I have money but cannot take advantage of the offer
2. Yields get black background when you load something into transport
3. Self explanatory.
 

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I am reporting 3 little bugs as seen in my attachments.

Thanks. :thumbsup:

1. I have money but cannot take advantage of the offer

This is known.
(Same problem with DLL-Diplo-Events exists in TAC.)

DLL-Diplo-Events are calculated at the end of the previous round.
If you did not have the money at the end of the previous round you cannot accept the deal.
(Even if you got to Europe-Screen at beginning of round directly before you got the event.)

There is currently nothing I can do about it. :(
(But It is no big issue to my opinion.)

2. Yields get black background when you load something into transport

Don't know. :dunno:
Never seen this before.
But it seems to be a totally harmless graphical glitch.

3. Self explanatory.

Had been reported before (I think by Schmiddie, but I am not sure).
Could never reproduce it myself.

Since I do not know what causes it, I cannot fix it.
(Is it reproducable with a savegame ?)
 
I am sorry, I forgot to save the game after this happened :(
 
A similar bug had been reported by thadian here.

He was playing wide screen resolution (1600 x 900).
What resolution are you playing with ?
 
The regular (default) one...

Another unrelated request -- can you please consider the following 3 things:

1. Swap the place of the Trade Goods with the Luxury Goods. Luxury is the only yield consumed on Domestic Market that sits on the top, not the bottom.

2. Please create somewhere some additional mouse over info that helps to plan for the Domestic Market (which I enjoy alot :thumbsup:). Currently one can see info for the individual good, but would be nice to see the total picture -- total demand vs total supply and total itemized breakdown of the final income from the domestic market. By the way, how come Winemaker gets charged for the Wine she is producing? :lol: Also why Evangelists do not demand anything? They get trained in Universities, you know...

3. Please, please, please -- include the info of the current available gold of European colonies in the score board, it is more important than attitude on turn by turn basis. Original Colonization already demands so much manual labor it feels like a work, not a leisure :lol: With 50 yields and so many professions/ships/specialists things simply become overwhelming! Every little adjustment to interface is a great gift to player!
 
The regular (default) one...

Please check and tell me what it is. :thumbsup:

1. Swap the place of the Trade Goods with the Luxury Goods. Luxury is the only yield consumed on Domestic Market that sits on the top, not the bottom.

Sorry, I can't.
Tradegoods needs to be the last tradable Yield.
(It would be a lot of effort to change that.)

2. Please create somewhere some additional mouse over info that helps to plan for the Domestic Market (which I enjoy alot :thumbsup:).

Maybe Robert is interested in creating such a Domestic-Market-Overview-Screen. :dunno:
(I am not very good with screens. It takes me forever and it looks bad.)

Also why Evangelists do not demand anything? They get trained in Universities, you know...

I did not want to give these "holy men" wealthy desires ...

3. Please, please, please -- include the info of the current available gold of European colonies in the score board, it is more important than attitude on turn by turn basis.

I am not against it.
Again maybe Robert is interested in implementing. :dunno:

With 50 yields and so many professions/ships/specialists things simply become overwhelming!

That is the intention, we want to torture our players. ;)
 
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