[Religion and Revolution]: Mod Development

Status
Not open for further replies.
Hi guys,

I am currently testing a little bit with our MapSize Gigantic and our last 3 Native Nations.
(I will upload, when I have finished my tests.)

I have found out 2 things:

A) The maximum number of players is limited to 26. (Europeans and Natives, without Kings)

So already now, it is not possible to have all our 24 Native Nations in game, if you want to play with all 6 European Nation. :(

B) The Mapsize Gigantic needed to be reduced.

With the value we had originally planned (200 x 300) I experienced way too long map creation times and also frequent game crashes when opening World Editor.

So now it is only 100 x 200.
(Till now, this size seems to work quite well.)
Thus it is still much bigger than Worldsize Huge (64 x 100).
 
@team:

I have uploaded Mapsize Gigantic and the last 3 Native Nations (Commanche, Shoshone, Toromona).
(DLL was changed, too.)

The new Native Nations and Leaderheads are fully balanced.
Thus they are playable, but graphical improvement is needed.

Would be great, if somebody could test. :)
(To make sure, that I did not forget to upload anything.)

@Schmiddie:

These things still need to be done. :thumbsup:

1. Buttons for Leaderheads
2. Playercolors (XML prepared)
3. Flags (XML prepared)
4. UnitArtStyles (XML and file structure prepared)
5. Washakie (the Shoshone Leader) should get a new background
 
VICTORY ! :rockon:
I have successfully broken the limitation for max 32 players in a CivCol game.

I have uploaded a new DLL and new XML for the Worldsizes.
When you now play Mapsize Gigantic, you will have all our available Nations in game. :)
(36: 24 Natives, 6 Europeans, 6 Kings)
 
Yea! Way to go Ray.

:)

This was especially important for later features, where a Civ is needed.
(Otherwise all of these features would have reduced the number of Natives in a game.)

A) Wild Animals
B) Pirates
C) Second Religious Parent
D) European Latecomers
 
This was especially important for later features, where a Civ is needed.
(Otherwise all of these features would have reduced the number of Natives in a game.)

A) Wild Animals
B) Pirates
C) Second Religious Parent
D) European Latecomers

Yes great job Ray. I'm looking forward to have those additional Civs as a feature.

I remember it is planned to add Port Royale, the Orient and Africa as new ports. Is it possible to have some ports accessible only if you have good relations with a particular civ? (e.g. if you have been aggressively attacking Pirates your ships are no longer welcome in Port Royale.) That could also make relations with european Kings more meaningful since you would want to get access to their home port as a market.
 
VICTORY ! :rockon:
I have successfully broken the limitation for max 32 players in a CivCol game.

I have uploaded a new DLL and new XML for the Worldsizes.
When you now play Mapsize Gigantic, you will have all our available Nations in game. :)
(36: 24 Natives, 6 Europeans, 6 Kings)

Yea, great job ray!

I have started a gigantic map and it is fantastic! :goodjob:
 
I remember it is planned to add Port Royale, the Orient and Africa as new ports.

Yes, but there are several other topics with higher priority.
Currently I really don't know, when we will get to this. :dunno:

Is it possible to have some ports accessible only if you have good relations with a particular civ ?

Yes, it is generally possible.
(Almost anything can be programmed with enough time and motivation. :) )
 
Guys, I am in modder's heaven currently ! :)

Things I have been dreaming about for long but never thought to be possible with reasonable efforts seem to become true. :eek:
(Tactical Combat Mode)

Seriously, we might be able to bring CivCol to a totally new dimension of game play with this mod !
 
Hi guys,

Sorry, if I got carried away and caused some unrest with "Tactical Combat Mode" and "Parallel Maps".
(I am a modder by heart and get enthusiastic by such things. :D )

Currently the ModComps for these, that would be used for building real features are still in development.

But even if they were completed, building real features from these ModComps would be an incredible amount of work.

There really is a gigantic difference between a ModComp which implements basic functionality and a real feature that tries to take care of AI, usability, performance and all other aspects.
It is like creating a jar opener (a mod comp) and trying to teach a monkey (AI) how to use it.

I am interested in implementing these things, but currently I think it is a bad idea if I stop working on all the other topics of our mod.

Of course things would be very different, if we had more active programmers.
Then some of us could focus on these new ideas, while the others continue working on other planned topics and take care of bugfixing and improvements.

So let us wait and see, how things develop. :thumbsup:
 
Hi ray, I like the ideas behind "Tactical Combat Mode" and "Parallel Maps".

I cannot imagine how much work is necessary to implement these features, but I agree to go on with them after release 1.
 
Hi, I was looking into the RaR Concepts text file.
I've found a few mistakes (three or four misspelled words). And I also translated it into French. :)

I'll check the result in-game an update the SVN folder. I'll probably post something on Civfr.com to see if there are some reactions !;)

Then I'm ready for some more serious work (e.g. Wind and Storms) :scan:
 
Lol, well done Raystuttgart!

I have written the Colonization development team at 2k games about producing another colonization game. As Im sure you probably know, Civ 4 Col is the result of heavy pressure from fans to develop another Colonization game.

I ask all current players to contact 2k games and request yet another Colonization game!

This is the reply sent to me by 2k games...

Raul G, Apr 18 05:59 (PDT):

Hey Andrew,
Thank you for contacting 2k Support, and many apologies for taking so long to get back to you. At the moment we have no information on any Colonization game coming out, but I will definitively tell our team that there is interest for another one."
http://www.facebook.com/2kgames
Best regards, and thanks for your support.
Raul G

You may contact 2k about making the next Colonization game at.... support@2k.com

Lets make it known that There is a huge fan base for this game and we'd love to see more done with the series! And feel it makes sense for 2k games to pursue the next
installment.

Thankyou TAC team for MANY hours of great games :)
 
@team:

I have uploaded "Gold and Gems" to the SVN.
(Changes in DLL, XML, Graphics, Gamefonts ... so please get complete new revision. :thumbsup:)

2 new Yields (Gold and Gems - Pearls are Gems on Water)
3 new Professions
3 new Specialists
3 new Bonus-Ressources
...

Within the next days further small packages of new Yields (and Productionlines) will follow.
I am doing this in small pieces, because I am taking my time for balancing and double checking everything. :)

Please somebody test. :thumbsup:
(To make sure I did not forget anything.)

Edit:
I found a small bug in Gamefonts, which I will correct within the next 2 days.
 

Attachments

  • Civ4ScreenShot0006.JPG
    Civ4ScreenShot0006.JPG
    148.3 KB · Views: 84
  • Civ4ScreenShot0007.JPG
    Civ4ScreenShot0007.JPG
    150.2 KB · Views: 93

Attachments

  • Civ4ScreenShot0008.JPG
    Civ4ScreenShot0008.JPG
    175 KB · Views: 45
@team:

Please everybody who is currently not busy implementing, help with improving texts and translations. :thumbsup:
(Thus the programmers and graphical modders can focus on other tasks and we will advance much faster.)
 
I thought about Silver and Gold.

What do you think about this:

The silver and gold miner bank silver and gold nuggets.



In the melt the melter and expert melter make valuably silber and gold bars.








Is it complicated? Could we place another building in the city screen (space enough?)?
 
I thought about Silver and Gold.

What do you think about this:

The silver and gold miner bank silver and gold nuggets.

In the melt the melter and expert melter make valuably silber and gold bars.

Is it complicated? Could we place another building in the city screen (space enough?)?

Funny, something similar has been discussed already, when I did RWL. :)
(It was "Jewelry" then.)

Generally it is possible and not very difficult, but

A) There is a problem with balancing.
Gold and Silver are already very expensive.
If they are use for a produced good, that would be even more expensive, that would totally destroy balancing.

B) The amount of Goods and Buildings we can have in screens is limited.
At some point we will get into problems.
I really want to use the available space wisely.

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

Summary:

I am not really a fan of "Goldbars and Silverbars". :dunno:
But we can discuss new Yields of course.

Please let me finish my first suggestion for the new yields before we start further discussions. :)
After that, discussions about further Yields will become much easier. :thumbsup:
 
Status
Not open for further replies.
Top Bottom