[Religion and Revolution]: Mod Development

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Great.

Edit:

I tried to use the graphics.
They work in Colopedia.
But when I try to place melons ingame, the game crashes

It loads ok for me, but I should have mentioned the xml artdef needed to remove the old wheat kfm. Uploaded a new version with this and a smoother nif file.
 
It loads ok for me, but I should have mentioned the xml artdef needed to remove the old wheat kfm. Uploaded a new version with this and a smoother nif file.

Now it works perfectly. :)
The Melons look fantastic ! :goodjob:
 
@team:

I have uploaded the next package for Economy to SVN.
There are massive amounts of changes, so please get current revision. :)
(DLL, Python, XML, Gamefonts, Graphics)

Here is the list of changes again:
Spoiler :

  • New Yield Cannons (including profession, specialist, ...)
  • New Yield Stone (including profession, specialist, bonus, improvement ...)
  • New Yield Luxury Goods (will be used for Domestic Market, currently pretty useless)
  • Balancing of needed goods for building Buildings and Ships / Cannons
  • Special coding to have AI handle Cannons and Stone
  • Improved AI to better handle New Storage Capacity
  • Improved AI to better defend Cities
  • Improved some of my other old code
  • Implemented Chapel as first stage of Specialbuilding_Crosses (graphics will change again)
  • Merged Changes from Preview considering Screens (MainScreen and EuropeScreen)
  • Improved Texts for Colopedia
  • Some preparations to implement Domestic Markets and Multiple Yields Consumed / Produced


The topic "Economy" is still heavily under work and several things still have to be done of course.
(But before that, we should have the base finished.)

Things that will be done soon:

1. Multiple Yields Consumed / Produced
2. Domestic Market
3. Advisor Screens (Merge with the work Robert already did)
4. Finalization of Europe Screen
5. New Graphics for Chapel (Schmiddie is already working on it :thumbsup:)
6. Some small corrections considering Gamefonts
7. Balancing of Generation for new Bonus Resources
...

Please somebody do a general test, to make sure I did not forget to upload anything. :thumbsup:

@Orlanth and Robert:

I have merged with your changes of today, don't worry. :)
 

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I built a smal chapel. I hope it suits.

Ingame it is a little bit smaler than the church, although it looks very similar.



I can upload this chapel to SVN, if the team agrees with that.
 
I built a smal chapel. I hope it suits.

Great. :goodjob:

I can upload this chapel to SVN, if the team agrees with that.

Could you please directly exchange the graphics in the mod with the ones that are currently implemented as placeholder ? :thumbsup:
(Everything is prepared, you just have to exchange the graphics and change the ArtDef.)
 
The chapel looks nice
One question though: Wouldn't it look better ingame, if the cross was on the other side of the building?
 
I think most smallish chapels has the cross on the side of the door
Altough it's true that usually it's on a minor tower or something similar
Anyway, the only thing that matters is which way would it look better ingame
 
@team:

The bug with Resources Seals and Walrusses in Colopedia is solved. :)
(It is uploaded to SVN.)

Many thanks to melcher kürzer for analyzing the problem. :thumbsup:
The problem was the naming of the .nif and .kfm.
 
@team:

This here is my first suggestion of new tradable yields.
(Although not all mechanisms like MYC/P or Domestic Markets are implemented yet.)

I would like to go into discussions about eventually adding further tradable yields or not. :)

I could imagine things like:

Yield Cattle (Livestock Yield) -- Butcher in Butchery / Slaugtherhouse--> Yield Food + Yield Hides (renaming Fur)
Yield Sheep (Livestock Yield) --Butcher in Butchery / Slaugtherhouse--> Yield Food + Yield Wool and Cotton (renaming Cotton)
Yield Red Pepper --> Spice Trader in Building Market --> Yield Spices
Yield Grapes --> Tavern Keeper in Building Tavern --> Yield Wine
Yield Barley --> Tavern Keeper in Building Tavern --> Yield Beer
Yield Salt (available in Desert)
Yield Natural Rubber (available on Jungle)
...

With Wine, Beer and Rum also being sold in Tavern. (Domestic Market)

Things I currently would not like to do:
(The features to it would be completely missing.)

Yield Swords
Yield Coal -> Yield Gunpowder
Yield Herbs -> Yield Medicine
...

So, what is interesting and what is not ? :think:
Also, how could further yields be implemented and still keep balance between Terrains.
(Currently the Terrains are balanced.)

Ideas, wishes ? :)
 
Renaming fur and cotton - does that mean, you would completely "remove" fur and cotton from the game?

In my opinion we should not do this. Fur and cotton are parts of the New World and meaningful goods for the trade with Europe.

We could add hides and wool (if there is space in the city management), but I would give a veto to the removal/renaming other goods.

The other yields are interesting, too. But they should also only be additions.
 
I've never known a cross to be attached to the back of a chapel roof.

Yep, that's what I meant
Feels a little strange
But as I said, it's only a little detail, so doesn't really matter
Also, it probably looks better ingame
 
Hm, where are you both living? :D:D:D Most of the chapels I know around the world (without spire) have a cross on their roof.

Huhh? I don't understand what you mean there...
The question was not the roof, but what side of the roof
Sanotra said he never saw a chapel with a cross attached to the back side, and I agree
The point of the crosses is to be seen by the people walking in front of the temple, is it not?
Thus the cross is either on the front side of the roof (the side with the door), or on top of a tower or something similar

Having said that, I still think it's a minor issue
Do what you like with this info
As long as it looks good ingame, I'm fine with it
 
Ok, and I say I saw never a cross on the other side but every cross I saw was on the back side. But you are right, this is a minor issue and we will leave it as it is.
 
Renaming fur and cotton - does that mean, you would completely "remove" fur and cotton from the game?

Currently:

Profession Hunter -> Yield Fur
Profession Trapper -> Yield Premium Fur

Profession Cotton Planter -> Yield Cotton

I thought about changing it to this:

Profession Hunter -> Yield Fur and Hides
Profession Butcher (Cattle) -> Yield Fur and Hides
Profession Trapper -> Yield Premium Fur

Profession Cotton Planter -> Yield Cotton and Wool
Profession Butcher (Sheep) -> Yield Cotton and Wool

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

So it is really only renaming the yields.
(Old name -> New name)

Fur -> Fur and Hides
Cotton -> Cotton and Wool

Thus, the existing Productionlines "Cloth" and "Coats" could be used.

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

If we introduce Yield Hides and Yield Wool as additional yields

1. We would need to create additional Productionlines.
(More buildings, more professions and more specialists.)

2. Instead of 2 new Yields we would get 6 !

Instead of simply
Cattle and Sheep,
we would get something like
Cattle, Sheep, Wool, Hides, Woolclothes and Leathergoods.

That is also possible and actually the way I originally intended it to be implemented. (see Preview)
But I thought it might be better to keep it a little simpler. :dunno:

So ok, tell me, which yields you want to have, and how they should work. :)

Edit:

We still have a lot of Space for new Yields or new Buildings.
(About 20 more Yields and 10 more buildings possible before we get problems with Screens. see here)

The biggest challenge is, that we should keep balance between the Terrains.
 
I agree with the idea to keep it simpler.

But the other idea (new yields and product lines) is also interesting because we could devide yields and products with goods from the New World (Cotton and fur) and yields and products with goods imported from Europe to the New World (cattle, sheeps, wool, hides).

Ok, if we don't remove fur and cotton from the game I agree with your idea to keep it simple ("fur and hides / "cotton and wool")
 
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