[Religion and Revolution]: Mod Development

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Thank you for your offer, Nightinggale, but unfortunately other commitments will not let me invest significant amount of time in modding.

I will have a look at RARE as you suggested.
 
not sure if this is watched or maintained anymore... me and some friends haven't played this in a lil while... maybe a year or a little more... we really want to get back to playing it... but... we cant figure out how to connect to more then one player. I'm seeing stuff about the gamespy servers being taken down and now it cant bounce off of them to link to 3rd player and up.... however i'm seeing for civ 4 lots of people have made their own servers... is that possible to do and play this mod?... any idea how.... i love this mod and it still remains probably my favorite game to play. I want my multiplayer back...:-(
 
You need to use direct IP to play network games reliably. If you have the steam version, then you might need to downgrade to get it back (I think it's under some public beta selection or something). One play needs to host a game and then the other players joins in using the IP of the host. All players needs to be able to contact all players. If A message B, A needs a direct connection to B, not A->server->B.

All this is general civ4 engine issues regarding network games and not mod specific. I know RaR works with more than 2 people because I have personal experience in playing 3 people.

Also a semi-related note: all computers will do the same calculations in parallel. This mean network latency and bandwidth becomes less important, but at the same time it means the performance will match the slowest computer. Selecting the fastest computer to be the server will not speed up the game.
 
Hi Folks,

after a long time of absence, I have made some changes to the last version of RaR:

1. specialist butcher: unit graphic changed
2. specialist unit helebardier: unit deleted
3. specialist unit townguard: unit deleted
4. profession helebardier: deleted
5. profession town guard: deleted
6. city graphic portugal early: updated
7. units: terrain boni and mali: decreased
8. units: combat strength of all units modified
9. AIWeight for some buildings modified (AI now handles buildings more effectively and produces weapons)
10. improvement farm: graphics modified
11. unit graphic settler militia modified
12. unit graphic african slave modified
13. ingame map graphic slightly modified
14. professions/units: changed light artillery and heavy artillery from unit to profession
15. Some balancing changes

I think No. 14 - changing artillery from units to profession - is the most important change.

I'm currently verifying if the AI can handle this. This is currently not the case. The AI buys artillery, sales the cannons and brings the experienced units in the New World...

I will publish a new version as soon as the problem with the AI is solved.
 
You're awesome, Schmiddie! Thanks for the continued hard work on this mod. Will definitely be time to start a new game once you release this.
 
Hi Folks,
...
I'm currently verifying if the AI can handle this. This is currently not the case. The AI buys artillery, sales the cannons and brings the experienced units in the New World...

I will publish a new version as soon as the problem with the AI is solved.

Hello,

I haven't been here for a long time, so I wonder what is the status of mod and where can I download latest version with this changes?
 
There is more than that to be careful about, when changing Cannons from Units to Professions.

e.g.
"Bombard Feature" is currently only implemented for Units.
Professions currently cannot use "Bombard Feature".
AI logic needs to be adjusted of course.
 
My Concept about Religion:

Protestants and Catholics

General remarks:

  • This concept is not about telling Religion A is better than Religion B
  • Most of my concepts are related to others, so is this.
    (I will try to explain as good as I can, without getting too deep into the other concepts.)
  • Some of the involved concepts / features already exist at least partially.

1. Every European Nation has a primary Religion
(I have checked it, it should fit historically)

Catholics: France, Spain, Portugal
Protestants: England, Holland, Prussia

So it is 3 Catholic Nations "vs." 3 Protestant Nations

2. Every European Nation has a Second Religious Parent (additionally to the King of course)

Catholics -> The Pope
England -> The Archbischop of Canterbury
Holland -> ?
Prussia -> ?

The Second Religious Parent will give quests and rewards if you do a good job keeping up your primary religion.

3. Each religion has its own Specialists

Missionary:
Jesuitmissionary (Catholic)
Protestant Missionary (Protestant)

Crosses:

Priest (Catholic)
Preacher (Protestant)

Catholic Bishop
Protestant Bishop

Bishops are Superspecialists for crosses, very rare, ususally only available as reward for high rate of primary religion by Second Religious Parent,
or as a quest-reward if you build a "Great Cathedral".

The specialists of both religions are available in every European harbour.
However the specialists of the primary religion are a little more common and cheaper.

3. There are 2 Types of Churches and 2 Types of Crosses

Every city could generally have a protestant and a catholic church.

However if the city is very small you can only build one of them.
(You can build the other if the city grows.)

Also only one of these 2 churches can be made to "Cathedral" which can become "Great Cathedral" later on.

So you have to decide on which religion you focus in which city.

Depending on the buildings you have and the cross-specialists a city will produce 2 types of crosses. (Technically.)

There will be a display like that for example:
(The "+" should be a cross.)

15+ (7 C / 8 P)

4. Settlers have a religion

In the nationspecific immigration-pools the primary religion of that nation is dominant.
But there are also immigrants of the other religion.
(Catholic Irish people for example were also immigrating to the English colonies.)

The mixture is about 80:20.

The same for Settler units that are bought.

There is a [C] or a [P] in the unit-details to display their religion.

The immigration of the settlers depends on the crosses you produce.

Protestant and Catholic settlers have their own thresholds for crosses needed for immigration.
(So if you had a lot of Catholic immigrants, there might still be a lot of Protestant immigrants that are very willing to come to your colonies if they feel that their religion is honored.)

In the second all european immigration-pool it is 50:50.
(This also is a new concept.)

5. Converting and Running away to other Nation

By Using the cross-specialists and the according buildings it is possible to convert catholics to protestants and vice-versa.

If the Religion of a Settler is the minority in a city and if there are no Soulkeepers for them in that city,
it is very possible that they run away from you and appear in the closest city of another European Nation, where their religion is the majority.

6. Slight Differences between the 2 Religions
(Actually this is optional)

  • Protestant settlers will leave a colony where Protestants are the minority a little easier for another colony, where Protestants are the majority
  • Protestant preacher and bishop produce a little more crosses than the catholic cross specialists
  • Catholic priests and bishop are a little bit better in improving Satisfaction / Happiness (another large concept)
  • Catholic priests and bishop are a little bit better in converting Protestants than the protestants are in converting catholics
  • Jesuitmissionaries are a little bit better converting natives

Basicallly:
Catholics -> Better in converting and creating stability
Protestants -> Better in drawing immigrants and unhappy colonists

7. Effects of Religion

  • Religion is a sub-factor of Happiness / Satisfaction which is very important
  • Religion of course affects immigration
  • Good rates of your primary religion will grant you rewards from the second parent
  • Balanced rates between the religions will grant you the most immigrants in the long run
  • Nations with the same religion tend to like each other a little better
  • If you do not take care of religion your settlers might run away


So ok, this is it.

Feedback ? :)

I like this but shuld it be posseble to hawe Ortodox to? even if Russia are allone whit this religion?
 
I like the shenario Gigantic Amerika :) Shuld it be poseble to hawe a even Larger Map?
And shuld it be Posseble to hawe an Free Setllers Nation even if They diddnt hawe anny nation?
 
I like this but shuld it be posseble to hawe Ortodox to? even if Russia are allone whit this religion?
i Agre on everything accept that it was 3 Christian Faiths in Europ not 2 but thats not inportant ather than it shuld be fun if Ortodox also was whit.
But it's Ok for me if its not :)
 
Hi Folks,

after a long time of absence, I have made some changes to the last version of RaR:

1. specialist butcher: unit graphic changed
2. specialist unit helebardier: unit deleted
3. specialist unit townguard: unit deleted
4. profession helebardier: deleted
5. profession town guard: deleted
6. city graphic portugal early: updated
7. units: terrain boni and mali: decreased
8. units: combat strength of all units modified
9. AIWeight for some buildings modified (AI now handles buildings more effectively and produces weapons)
10. improvement farm: graphics modified
11. unit graphic settler militia modified
12. unit graphic african slave modified
13. ingame map graphic slightly modified
14. professions/units: changed light artillery and heavy artillery from unit to profession
15. Some balancing changes

I think No. 14 - changing artillery from units to profession - is the most important change.

I'm currently verifying if the AI can handle this. This is currently not the case. The AI buys artillery, sales the cannons and brings the experienced units in the New World...

I will publish a new version as soon as the problem with the AI is solved.

Hi Folks,

Just a small update in this regard: It's too difficult for me to implement the feature and change light artillery and heavy artillery from unit to profession. Due to the fact that I have only little time and want to play other games as well I have stopped modding again. So I assume this changes will it never make into a new published version of RaR. I'm sorry for that.

Best regards

Schmiddie
 
Can't you get any help from Nightinggale for example?
I presume switching from unit type to profession needs some changes in the .dll, but the coding itself shouldn't be that hard for someone familiar with compiling and with c/c++

Also, why don't you upload the rest of the changes?
New updates, and especially new art is always very welcomed!
 
Update:

I will try to upload the current version in January. I'm on vacation then and will have time to proceed in this regard.

The current version should contain 1. - 13. mentioned above. However, the version also contains that I'm currently not able to solve the issue with the profession change. Maybe Nightinggale can really help in this regard.
I will grant access to the subversion as soon as I have uploaded it. Every hint is highly appreciated then.
 
Hi Folks,

short update: I intend to merge RaRE into the next Version of RaR (2.5). Nightinggale - are you fine with this approach?

Religion and Revolution: Version 2.5 // the current changelog would be:

Units & Professions:
- specialist unit helebardier: unit deleted
- specialist unit townguard: unit deleted
- profession helebardier: deleted
- profession town guard: deleted

Other changes:
- city graphic portugal early: updated
- improvement farm: graphics modified
- specialist butcher: unit graphic modified
- unit graphic settler militia modified
- unit graphic african slave modified
- unit graphic settler modified (female settler added)
- ingame map graphic slightly modified

Balancing
- units: terrain boni and mali: decreased
- units: combat strength of all units modified
- AIWeight for some buildings modified (AI now handles buildings more effectively and produces weapons)
- some small balancing changes

Features and Bugfixes imported from RaR Extended (Nightinggale's mod):
RaRE 2.5.2
Features:
- added yield change preview when mouse hovering pioneers change terrain buttons (drain marsh)
- added yield change preview when mouse hovering pioneers change feature buttons (plant forest)
Fixes:
- Crash when AI investigated building settlements on the edge of the map when the "Reduced colony distance" game option was on
RaRE 2.5.1
Fixes:
- Autoexport wasn't saved correctly
- Freeze when an AI transport tried to load a yield, which was required by the building currently under construction
RaRE 2.5
Features: (all done by Nightinggale)
- added ability to switch between 1 and 2 plot radius for colony catchment area (change of CvGameCoreDLL.dll required in the file directory of the mod)
- feeder service threshold change to supply construction
- import/export window now has buttons to set and clear multiple yields with one click (like clear all)
- autoexport to turn off export when there is nothing to export (no real gameplay change, but should prevent a late game slowdown)
Fixes:
- export threshold is no longer capped at 8 bit/255 (wladyslaw17)
- barbarian pirates now only spawn in areas with access to Europe (wladyslaw17)
- fixed issue where the feature had to be removed to allow building certain improvements, such as vineyards (Nightinggale)
- fixed broken hotkeys due to command order (ray)
 
Last edited:
short update: I intend to merge RaRE into the next Version of RaR (2.5). Nightinggale - are you fine with this approach?
Yes. I never intended to end up with multiple versions of RaR, but I didn't have choice at the time.

- Warns if the mod isn't named Religion_and_Revolution_Extended (helps debugging savegames)
We need to either disable this or remove _Extended. Both are simple to do, but will require recompiling the DLL. Also regarding the DLL, it seems that not everybody got it right in picking a DLL file. I now recommend picking one (presumably 2 plot) and make the mod use that one unless the user actively replace it. It should still have a folder with two DLL files to allow picking the colony catchment radius, but having one "preinstalled" will make the mod work out of the box.
 
We need to either disable this or remove _Extended. Both are simple to do, but will require recompiling the DLL.
This is interesting - I had not recognized this feature so I never wondered why I do not get this message! I have renamed the mod folder for modding - and I never get this message...so it seems that we do not need to recompile the DLL. :crazyeye:

I now recommend picking one (presumably 2 plot) and make the mod use that one unless the user actively replace it. It should still have a folder with two DLL files to allow picking the colony catchment radius, but having one "preinstalled" will make the mod work out of the box.

This is exactly how I intend to implement this Feature (with 2 plot already working). :)

However, I will give you access to the Subversion. Could you please send me your current email per PN, please?
 
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