[Religion and Revolution]: Mod Development

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Where can I find this?

In the "World Info" I can only find these:

<iDefaultPlayers>39</iDefaultPlayers>
<iDefaultNativePlayers>31</iDefaultNativePlayers>

This was the value I have increased +1 when I have implemented the new native tribe.

I assume that there needs to be changed another value in another file..since the church never occurs on gigantic maps now.

Well, I guess, this is the problem.
In the DLL we've made provision for 48 players (MAX_PLAYERS it's called, I think).
We have 16 Colonial Players and Kings, plus the Barbarian Player and Church = 18
So, for the natives we have had 30 slots left. Due to your setting <iDefaultNativePlayers>31</iDefaultNativePlayers> you've consumed one slot of non-native players.

Solution: let's have the DLL recompiled with MAX_PLAYERS = 49
(and while we're at this, we could test how many players are allowed, anyway)

Checking my assumption (and if correct, how to release an easy, quick patch):
Just set <iDefaultNativePlayers>31</iDefaultNativePlayers> back to <iDefaultNativePlayers>30</iDefaultNativePlayers>
The Church should reappear then.
 
Solution: let's have the DLL recompiled with MAX_PLAYERS = 49
(and while we're at this, we could test how many players are allowed, anyway)
I think the limit is 56 (some BTS modders claim to have reached 64). However increasing the number increases memory and CPU usage even if the players aren't used. This mean your 10 player game will be more demanding of the hardware if you increase the limit from 48 to 50 even though you aren't actually using the extra allocated space. The reason is that all players get allocated when the DLL loads, and then that memory allocation is reused for all games. Also when all players are looped, all players are looped, not just active ones.

I don't think it is a good idea to increase the max players any further. We will only see the effect on gigantic maps and I don't think it will do a whole lot of a difference if there is a tribe or two more. At least the difference will not be big enough to justify changing a well tested part of the DLL.
 
Hi Folks,

I'm happy that Release 2.2 has been published. That is a good feeling.

After Release 2.2 has been published I have now stopped all modding activities for the time being.

I presently dont't know if or when I will start modding "Religion and Revolution" or other mods again.

So I assume that this is currently the end of modding "Religion and Revolution" since all active members of the core team have stopped their activities regarding the development resp. modding of this mod.

Kind regards

Schmiddie
 
...
So I assume that this is currently the end of modding "Religion and Revolution" since all active members of the core team have stopped their activities regarding the development resp. modding of this mod.

From all i have seen this is one of the best mod/mod teams in that the final product is so much of an improvement over the orginal that it makes the orginal bland by comparison. I tried to play vanilla a few days ago :cry: not possible any more
I am saddened to see work stop, but i also appluad the polished nature of the mod and the restraint of stopping before jumping the shark.

in closing Thank You
 
Couldn't agree more.

A big THANKS.
 
@ModModders:

1. In SVN I fixed an issue in Release 2.2.
(Schmiddie had added another Native Nation. DLL and Maps were not adjusted though.)

So now, with MapSize Gigantic all 49 Nations should show up again.
(Including Church and Schmiddie's new Native Nation.)

2. In about a month or so, I will remove the current Religion and Revolution SVN space.

Simply doesn't make sense to have it lying around if nobody is using it anymore.

-------

Otherwise I have not checked Release 2.2 yet.
(I am currently simply pretty busy with other things.)

But once again, many thanks to Schmiddie for all his efforts in creating this last release. :goodjob:
 
2. In about a month or so, I will remove the current Religion and Revolution SVN space.

Simply doesn't make sense to have it lying around if nobody is using it anymore.

please store away any data that is not included in the final package along with any internal documents for plans and such. if somebody takes up the banner again in the future, it is good to have the original everything at their disposal
 
@ModModders:

1. In SVN I fixed an issue in Release 2.2.
(Schmiddie had added another Native Nation. DLL and Maps were not adjusted though.)

So now, with MapSize Gigantic all 49 Nations should show up again.
(Including Church and Schmiddie's new Native Nation.)

Thank you ray!:goodjob:
 
please store away any data that is not included in the final package along with any internal documents for plans and such. if somebody takes up the banner again in the future, it is good to have the original everything at their disposal
I have imported the entire server into git meaning I have everything. The plan is to use this as a base for Religion and Revolution Extended, which takes off from where the RaR team stopped.
 
@ModModders:

1. In SVN I fixed an issue in Release 2.2.
(Schmiddie had added another Native Nation. DLL and Maps were not adjusted though.)

So now, with MapSize Gigantic all 49 Nations should show up again.
(Including Church and Schmiddie's new Native Nation.)

Hi Ray,

Has this change been made to the download at Infracta??
 
Great work you have been doing: Schmiddie and all others.

This is a mod worthy of some more recognition than have been received.
Will make attempts to get a proper Wiki done that will do it justice.

Wish you well on your coming endeavours Schimddie!

Great to see you pick up the project into the future Nightinggale!
 
Hi Schmiddie,
Could you please post the revised version of 2.2 on the Infracta site - I would like to start a new game with a gigantic map this weekend.
Thanks:goodjob:
 
I will see if there any further issues which must be fixed. After that I will ask Infracta if they can upload a new Version of 2.2 again (but not this weekend).

By the way: I cannot upload it myself, I need one of the Infracta guys.
 
First off all you all did a great job, developing this game. This game is 1000 times better than the vanilla game. Thank you very much. And let me share some of my ideas:

Idea: river boats
Great rivers like Amazonas and Mississippi had major importance in exploration and colonial transportation, but now in the game the rivers have only industrial effect (increasing production).
We have three kind of water tiles now: ocean cost and lake. Adding two other water tiles could increase the fun: deep river and shallow river.
Adding river boats (some from civ4 BTS ROM) would be also necessary. For example:
1. Canoe: exploration, can access coast, cargo space 0, move 3, strength 1;
2. Raft: early transport, can access coast, transport troops only, cargo space 2, move 2, strength 1;
3. Raft ferry: transport wagon train, cargo space 3, move 1, strength 1;
4. Galley: escort, can access coast, cargo space 1, move 3, strength 3;
5. Barge: river transport, cargo space 3, move 3, strength 2
6. Paddle steamer: multipurpose, cargo space 3, move 3, strength 3
7. Steam ferry: transport train and wagon train, cargo space 3, move 1, strength 1
Additional rules: All river boats could access shallow and deep river, fishing boats could access shallow river, other existing ships could access only deep river, but galleons and man-o-wars could not access even deep river. River boats should not survive storms on coast tiles. Specific Indian tribes should have raft and/or canoes. Inuit special unit: kayak.

Idea: work camp
Sometimes I would like to exploit a material in the middle of nowhere and I do not need a hole city, but I have only slaves. In this time the work camp could help very well.
Work camp is a “city” that can use only the tile where you build it. You cannot build buildings in work camps. Only Prisoner Indian and African slaves could build work camp.

Idea: mule transport
We need an effective way of transport if we have work camps in the middle of nowhere, or if we want to trade with natives or want to transport something.
Mule: can transport treasure, troops and cargo, ignore terrain movement cost, can access mountains, transport cargo space 1, move 2, strength 1.
 
Oh this is said. I hope once somebody continue modding this epic game.
So I give links to show the perspective of river transport:

The first show the "keelboat" Lewis and Clark used one on their epic journey:
http://steamboattimes.com/keelboats.html

The second show a classic "bassist boat" a barge with sails:
http://www.shipmodell.com/index_files/SHIPMODELL_BURCHIO.htm

A mod mod of RaR called Religion and Revolution Extended, RaRE, is being developed by some of the same modders that have worked on RaR. Here is the link:

http://forums.civfanatics.com/showthread.php?t=532713&page=2

They may find your ideas of interest, but unfortunately (for us) Schmiddie and RayStuttgart have stopped working on this mod.
 
31[/B]</iDefaultNativePlayers> back to <iDefaultNativePlayers>30</iDefaultNativePlayers>
The Church should reappear then.

Ok, while waiting for Schmiddie to upload the updated files to Infracta, I have set the iDefaultNativePlayers to30, but I still don't get the church showing up on a Gigantic map.

Anyone know of any other edits to get the church to work on gigantic maps? For me a gigantic map makes the game way more challenging and fun than playing on dinky sized maps. ;)

Thanks,
 
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