[Religion and Revolution]: Mod Development

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Ok, I understand

EDIT: Update of Gonzalo Jimenez de Quesada and FF_atlas.

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Since Jacques Cartier was an explorer and seafarer we could consider him for a bonus of Scouts and ships or maybe + 1 caravel/sloop/brigantine


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By the way:

I have translated the Diplo-Events into German. I will test the German texts and update these in the next days.
 
I have recently found a very nice free XML editor called XML Fox (http://www.xmlfox.com/) . By opening XML files with it and selecting Grid View, you can view and edit the file as a simple table (like in Excel) and then save it in the correct XML format, which can save lots of time. So if you don't already use an XML editor, check it out since it can make modding a lot easier :thumbsup:
 
So if you don't already use an XML editor, check it out since it can make modding a lot easier :thumbsup:

Notepad++ works just perfect for me. :)
 
@team:

Schmiddie had found a problem with our existing maps and scenarios. :thumbsup:

In fact they were not compatible with our mod anymore.
But I have fixed them again. :)

Also I had seen, that I had forgotten some changes for standard map generator (python).
This is also done now. :)

Please get complete new revision. :thumbsup:
 
Hi guys,

I will need a little bit longer for the next Update on new yields / productionlines. :(
(I am currently working on Premium Fur -> Premium Coats, incl. slight changes and enhancement to Fur)

Reasons:

1. I had a bug somewhere in the XML that I simply couldn't locate.
Thus I rebuilt everything from scratch again and lost a complete day.
(Now everything is working so far.)

2. Two new bonus ressources for Seals and Walrusses, which melcher kürzer had made,
just work perfectly on map but throw Python-Exceptions in Colopedia.
melcher kürzer will take a look. :)

3. For balancing reasons I have split up Forest into Forest and Tundra Forest.
I want Premium Fur to be available primarily in Thundra regions (from Forest itself, with increase through Resources).
Thus I need to rework all mapscripts and maps.

4. In the last days I had a lot of private activities with friends and family. :)

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I will probably be able to finish this until the weekend. :thumbsup:

I bet you will like the result. :D
The whole topic "Fur" will become much more diverse and interesting.
(We will have Hunters, Trappers, Sealhunters, ...)
 

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3. For balancing reasons I have split up Forest into Forest and Tundra Forest. I want Premium Fur to be available primarily in Thundra regions (from Forest itself, with increase through Resources).
Yes that seems like a good idea. A good name for the tundra forest could be Taiga.

I bet you will like the result.
The whole topic "Fur" will become much more diverse and interesting.
(We will have Hunters, Trappers, Sealhunters, ...)
Hm that does sound interesting! Maybe the Seal Hunters can produce a small amount of Blubber using Multiple Yields Produced? :king:
 
I'm updating the SVN with new Wind and Storm graphics (thanks to KJ Jansson).
I've added static feature generation (iAppearance + iGrowth = iDisappearance)
And of course, I've place feature graphical files in the right folder...

But I forgot to comment:
Robert Surcouf, version 239, 02 Mai 2012, Wind and Storm update
Sorry !

We will probably have to change a few things. Some clouds are nearly invisible... We wil have to darken them, I guess...
 
I'm updating the SVN with new Wind and Storm graphics (thanks to KJ Jansson).

And of course, I've place feature graphical files in the right folder...

Great. :)

I've added static feature generation (iAppearance + iGrowth = iDisappearance)

Will you be working on dynamic generation in the next weeks ? :)
 
Great. :)
Will you be working on dynamic generation in the next weeks ? :)
Well... If I'm correct, I have two things to do.
My two main duties (;)) are:
One: implementing dynamic Storm and Wind generation (with damage and so on)
Two: Special Popop screen (for our "brand new" Custom House).

I'll start with part one, unless there is something more important. :goodjob:
 
@team:

I have finally finished "Premium Fur / Premium Coats" and uploaded it to SVN. :)

If you are working with the mod or testing, please get complete new revision,
because there are massive amounts of changes.
(DLL, Python, Graphics, Gamefonts, Maps, Mapscripts, XML)

Some remarks:

1. Specialists:
Specialist for Fur on Land is now Expert Hunter.
Specialist for Fur on Water is Expert Seals Hunter.
Specialist for Premium Fur (Water and Land) is Expert Trapper.
Specialist for Production of both Coats and Premium Coats is Master Fur Trader.

2. Taiga (new Terrain Feature) is main source of Premium Fur and only available in Thundra regions.
But also Bonus Ressources Fur (Beavers) and Sea Otters are sources themselves.

3. New Bonus Ressources are Sea Otters (Premium Fur on Water), Seals (Fur on Water), Walrusses (Fur on Water).

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Comments:

1. Balancing of Bonus Ressources Generation still needs to be done.
I will do that, once we stop adding new Yields for Release 1. :thumbsup:

2. Multiple Yields Consumed / Produced is not implemented yet.
I will start implementation of that, once the main funcionality of the new Yields for Release 1 is done. :thumbsup:

3. I have tried to do the major part of texts / translations, however a lot of improvement can certainly still be done.
(CIV4GameText_RaR_New_Ressources.xml)

4. The Bonus-Ressources still need to be improved.

A) Seals and Walrusses work perfectly on map itself but throw Python-Exceptions in Colopedia.

@Schmiddie:
melcher kürzer will take a look, but could you eventually also see what you can do, if you got some time ? :)

B) The graphics for Sea Otters are currently just a placeholder.
(They are a copy of "Fur/Beavers".)

@Schmiddie:
Could you eventually try to create graphics for this Resource that fit to the appearance in water ?
Maybe some "Sea Otter Heads" popping up and down in the water.
There is no need to hurry. :)

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@team:
Please somebody test, to make sure, that I did not forget to upload anything. :thumbsup:
 
I just completed the ardent task of reading through this entire thread. I have a list of about 16 things that I want to comment on. But it's getting late, so I'll probably post tomorrow. Goodnight!
 
//This is Midehoff, found my old password, will be using this username instead.

I will go ahead and start making my suggestions and/or critique of the current ideas being thrown around. These are just ideas, tell me if you don't like em.

Slavery
The concept of slavery is sorely lacking in the vanilla version of civ4c, and that's a shame. Because without slavery you simply do not have an authentic, historically relevant game. Don't agree with slavery? That doesn't mean you should ignore it by playing a game that creates a false reality of its absence. So thumbs up for creating this concept and planning on its implementation into RandR.

I think there should be two slave units, 1. an African slave, purchased and brought to the colonies from African port screen. And 2. a Native slave, converted from Catholic missions when playing as Spain or Portugal, this is historically relevant. Native slaves would be the equivalent of converted natives for the protestant nations. Feel free to not use this unit, but I believe it adds "atmosphere to the game" and creates real historical realism. If you want to use these units, here are some ideas on their implementation, which I saw you (Ray) already addressed the limitations (tile only professions) on African slaves.

1. African Slave: Bonus to all planting professions.
2. Native Slave (Catholic): Bonus to all mining professions.
-Please provide ideas on balance between native types-
3. Converted Native (Protestant): Bonus to all planting professions, Furs, and Horses?.
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With the use of slaves as the primary tile work force, I think we should make the game more efficient by either A. removing Professional Planters altogether (Expert Tobacco Planter, Cotton Planter, etc.), or B. use Rays immigration balance idea, to make these units extremely rare, valuable, and expensive (if you were to purchase in port). Slaves already receive a bonus on tile jobs, which is the players incentive to use them instead of free colonists. Example, if tile produces 4 cotton. African Slave (+2) 6 cotton, Native Slave (0) 4, Free Colonist (0) 4. I think for historical realism, converted natives should only get a bonus on things like corn or fishing, where african slaves only get a bonus on plantation jobs.

Petty criminals and indentured servants should also be allowed to work tiles, but prohibited from working building jobs? The Lbd feature can be used to allow these units to earn their freedom by hard plantation work, fishing, etc. Or they should automatically escape or become a free colonist after 30-50 years

Growing Improvements
With the implementations of slavery. The growing improvements concept (2-3 workers per tile) has potential to create a lot of atmosphere. And it makes sense. Isn't it weird to have 2 people in a carpenters shop, and only 1 cutting down a forest? I think more people would be doing the latter. This feature would also appease the crowd who likes the 2 tile city radius mod (25 squares), which I also saw was discussed. In order to balance the game with this idea though, you should raise the food threshold for population increases, so that you do not produce a new free colonist every turn. You can use the growing improvements concept, and still find a way to balance the game to where it still seems like building a colony is a hard difficult process. At least I hope so! :D

Missionaries
I saw the idea mentioned to prohibit the ability of a Free Colonist to turn into a Missionary without the presence of a Church. This only makes sense. Ray, you said that you change colonists to missionaries in the Europe screen. That's ok, it makes sense, there are churches in Europe. But if there is no Church in the New World, and one of your free colonists can turn into a missionary, doesn't that seem odd?

Feedback? :)
 

Slavery is already planned.

I am not really sure about the idea of "Native Slaves".
Converted Natives and (African) Slaves is probably enough.

Balancing of Immigartion with less Specialist immigrating is planned.

Growing Improvements

We will see, if they will give more than one working space or not.
Phase one of their implementation will probably only give one.

Missionaries
I saw the idea mentioned to prohibit the ability of a Free Colonist to turn into a Missionary without the presence of a Church.

A lot of effort for very little benefit.
Also, AI already now does not use Missionaries often enough.
This is definitely nothing important.
:dunno:

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All of these things are definitely not topics for Release 1 and will of course be discussed again, before implementation starts. :thumbsup:
(Slaves and Growing Improvements will probably become part of Release 2.)
 
Slavery is already planned.
Sanotra said:
So thumbs up for... planning [slavery]... into RandR.

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I am not really sure about the idea of "Native Slaves".
Just an idea. :)

Balancing of Immigration with less Specialist immigrating is planned.
What do you think of the concept of making expert planters not just specialists, but super specialists, making them more valuable? In the Americas, slaves did most of the plantation work. I think this should be reflected in game by this formula. Free Colonist = no plantation yield bonus. Slave = +1 or +2. Expert = +4 or an increase of 100%. Obviously slaves and/or Colonists would not be able to become experts by the Lbd mechanism, unless of course the waiting period was made to be rather extended.


We will see, if they will give more than one working space or not. Phase one of their implementation will probably only give one.
I really hope this concept becomes popular, it truly is a cool idea, and realistic. I've played the radius mod, and I understand that it is not very fun. The problem with running 25 squares is the ability to create a super city. I was able to win with just one city the other day. That's ridiculous. I would really like to see the growing improvement concept replace the radius concept, and I would really enjoy seeing it balanced to not drastically change the game. :p

Also, AI already now does not use Missionaries often enough.
This is definitely nothing important.
:dunno:
Very cool then. Yeah, it's not that important to me. I would like to see the Catholic missionaries produce slaves instead of converts though. ;)

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In this post I would like to give my $.02 for the following three previously discussed military related concepts.

1. The advantage of being able to build forts.
2. The fate of troops when a city abandons their leader for another.
3. Preset and realistic promotions for the REF

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The Advantage of Being Able to Build Forts
There were some lengthy discussions on the uselessness involved in implementing forts. I agree with these discussions. Forts have never been very useful in Civilization, aside from the 'acts as city' option which allows the ability to build a two tile canal, as was mentioned earlier. My question to the team is this, will we be making the mountains in-traversable without a road as Ray mentioned? If mountains cannot be crossed without a road, then this opens the door for all sorts of tactical implications of the fort. Imagine that there is a lone mountain pass granting your neighbor access to two of your border cities. Instead of placing ten soldiers in one city, and ten soldiers in the other, why not place all twenty inside a fort commanding the pass?

In my humble opinion, this use of the fort feature, along with impassible mountains, adds more flavor and fun to the game, along with great war strategies. In multi-player your enemy may try to get past the fort by building a road through a nearby mountain tile. There should be a military unit able to traverse mountains, which can kill the enemy worker. Perhaps you can make that a promotion?

The Fate of Troops When a City Abandons Their Leader for Another
Will cultural conversion be implemented in R&R or not? If so, I saw it mentioned that all of the military units in a city which abandons you will also convert to the new nationality. I dislike this idea, to an extent. If you will implement this feature, could we make it to where 20-30% of the troops remain loyal to the original nationality and transfer to a nearby city?

Preset and Realistic Promotions for the REF
I really enjoyed the idea of promoting warfare other than the usual urban super stacks. The Napoleonic infantry formations of that era, really favored the use of the open field to do combat. Therefore, I suggest that the REF have a preset promotion that gives a substantial combat buff when fighting on the open plain. Added to this is the idea that the Continental army has a promotion which gives a buff fighting in the woods.
 
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