[Religion and Revolution]: Mod Development

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I have fixed, improved and balanced Native Raids. :)

But also specific balancing for Native Leaders. (attitude thresholds and random chances for raids)

Would be great, if somebody could do a (longer) test game sometime and give me some feedback. :)

Sure, but could you give me a rough idea of what is supposed to happen so I know what to look for, for example:
- is this separate from war?
- do natives initiate this themselves or is it the result of being stirred up?
- is it level dependent?
- if I stir up natives might they attack my settlements as well?
 
- is this separate from war?

Yes. :)
It is similar to Native Raids in Original CivCol.
Many things can happen.

To keep it simple:

A) Natives might attack your settlements and cause a lot of different events.
B) Natives might attack your unprotected units like treasurs.

They can do that without declaring war.

Rule to keep in mind:

If you are very nice to Natives -> Chances of raids are extremely low. (Only some young ones showing off ...)
If you start getting the Natives angry -> You will get raids.
If you got them extremely angry -> You might get wars with them.

- do natives initiate this themselves or is it the result of being stirred up?

Both.
But please do not use feature "Stirring up" for this test.
(I want to get clean data / feedback on the feature "Native Raids".)

- is it level dependent?

No, it only depends on your actions / attitudes , the characteristics of the specific native leaders you are facing and some randomness.

- if I stir up natives might they attack my settlements as well?

Potentially yes, but again, please do not use "Stirring up" for this test. :)
 
A few issues:

#Lost AI (Spanish) Caravel
In a game I have a Spanish AI Caravel that has spent about 50-100 moves traveling the same 4 tiles into a native village and out again, every turn. I can't see any reason for this - I have sent a frigate out in front of it, but nothing seems to be stopping the Caravel and making it go back.
This is the second R&R game where this has happened.

#Frigate Commandeered Event:
The event box for this doesn't appear to be formatted or structured properly (not sure if I can get this to reappear to get a screen shot of it).

#Capturing / Escorting Treasure:
- I have sent a few treasures off to see how far they get without capture - the answer is not far, all of them have been grabbed by natives in about 3 turns (this isn't a problem, just a comment).
- When escorting treasures back with my scout (with a long move path). About every 5 turns or so the scout and treasures become separated, and the path needs to be reset. Perhaps this is because the scout tries to go over a peak, or into a dark/goody area, but the treasure tries to go around it. Not sure if we can do anything about this, or if we want to?
- My scout cannot capture other European treasures, presumably they would have to be a dragoon to do this. But can they still scout if they are a dragoon? Plus I don't think many players would have spare guns to arm their scouts at the start of the game. Would we consider letting a scout attack/capture a rival treasure or would this be too much of a change (i.e. once scouts can attack will they attack everything?).
- Probably the biggest issue is that I have never seen an AI scout escorting their treasure (or any other AI unit escorting their treasure). I still see AIs' Treasures wandering around unaccompanied, and if my experience is a guide I presume they are usually captured by natives quite quickly. Have we coded any encouragement for AI to protect their treasures? If we haven't, or this isn't working, then this mechanic is penalising European AIs (they won't get any treasures) and helping native AIs (they will get a lot more free gold from captured treasures), and also making trade with natives more beneficial (natives have a lot more gold to spend).
- If the objective of this change was to limit the advantage to the first scouts and share the treasures around, then I don't know if this is working as intended. The first AI scouts still race around opening up all the goody huts, then lose the treasures to the natives, so there is still not much for later nation's scouts.
 
Did you play with the latest revision I have uploaded ?
(Also staring a fresh new game ?)

Also, please post things like that in here. :thumbsup:
 
@team:

I have done some changes / improvements to "Natives Raiding Treasures". :)
(It is uploaded to SVN.)

Before:

Native Units would always hunt / attack treasures.
(Which actually was not a really good idea ... :blush:)

Pathfinding on treasures considered dangers of "Raiding Natives".

Now

Native Units will only attack your treasures if attitude of that Native Leader towards the player is below NativeRaidAttitudeThreshold.

Also, some small adjustments have been made, so AI-treasures have slightly better chances to make it home.
Pathfinding on treasures still considers dangers of "Raiding Natives".

Summary:

If the Natives like you, your treasures can pass their terrain relatively safely.
If they don't, they will hunt and raid your treasures.

Like this, the feature will probably get much higher acceptance, to my opinion. :)
 
@team:

I have updated / changed DLL again, because problems with AI (and Automization) were reported.
(New revision available in SVN.)

I believe, that some changes I had done to improve AI for "New City Storage" could have been responisble for these reported problems.
(Thus I have undone these changes.)

Please report if you notice AI problems with Transports / Ships here. :thumbsup:
 
Hi guys,

as you probably already noticed, I sometimes play around with all kinds of stuff as little relaxation. :D
(I simple need to do small things like that from time to time, because this adds fun to modding for me.)

Here is something I have done in the last hour.
(I have added some of the ships I had collected from other mods.)

The 10 ships in the upper 2 rows are already part of our mod.
The 6 ships in the lower 2 rows are new ones, which I originally wanted to add in a later release.

However, if you like the graphics and might consider adding them to Release 1, I could present my concept for these 6 new ships ... ;)
(Basically there is no risk for balancing or anything like that.)

By the way, this is only an "alpha version".
(Sizing and various other things would need to be improved.)
 

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WOW! THAT looks fantastic! One of my favorite hobbies is the naval history between 17:00 and 18:50h - the "Age of Sail"...this screenshot is very cool!
 
Those look good, would be glad to have some new ships. Are those from Sid Meier's Pirates?

If in Release 2 we can allow ships to load multiple good types, I think that should hopefully solve any transport problems caused by city storage.
 
Are those from Sid Meier's Pirates?

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.
 
Those look good, would be glad to have some new ships. Are those from Sid Meier's Pirates?

Wanted to say the same thing :lol:
At least 3 of them are definitely from Pirates
The Sloop seems a little too small though, even if it's accurate, it look's too strange near the other ships
 
Hi guys,

I am currently working a little on the ships. :)

However, I must admit, that I am no specialist considering history and facts about ships. :mischief:

Thus I will only do a first implemenation and balancing how I believe it might fit.
After they are available in our mod, feel free to correct me and give balancing suggestions. :thumbsup:

I have fully implemented and balanced Brigantine and Sloop.

Brigantine:
A little bit stronger than Merchantman, but still a trade ship.

Sloop:
Very fast, but not very strong. Bascially perfect for reconaissance.

However, I don't really know, what we could do with these 4 ship graphics. :dunno:

Maybe the one on the right could be used as Corvette. :think:
(Corvette would be a little weaker than Frigate, but a little faster.)

With the other I really don't know ...

Suggestions ? :)

Edit:

I have uploaded Sloop and Brigantine.
However, there is still a problem with their graphics for CityScreen ...
 

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Some of those would be good for Independent Traders, is it still planned to have them?

Not really.
The concept did not really convince the team ... :dunno:

As you can see here in our Overview it landed in the Archive (... for later consideration).
 
Hi everyone,

I've been a little busy lately.
I'll start programming wind and storm feature soon hopefully.

I've checked new graphics, and the Totem pole and sacrificial altar inside city-screen seem incorrect...


And


And Agaro, I'll try to take a look at Dimploacy Advisor screen...
 
It may not be important... though.

@Schmiddie:

It would be nice to have. :)
And if it is not too much work, it would be great if you could create something here. :thumbsup:
 
Oh! So who did this then? :confused:
It may not be important... though. But I was actually talking about this (City-screen icon)

Not sure if this helps or not - but that native icon is the same one I was getting for my master gunsmith.
 
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