[Religion and Revolution]: Mod Development

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What I mean ist that the General was programmed to be shown in the colopedia.

No, since it is a unit of its own, this works with vanilla functionality.
This is something totally different, than the UnitArtStyles.

Thus it should not be a problem to show the buttons for the warriors as well.

I repeat:
It will probably need to be programmed for Civilopedia. :)

But again, for me it is interesting to know, if your buttons are shown correct in game or not.

Do this to test:

1. Configure your buttons for the nationspecific ArtDefines.
2. Place Natives on map.
3. Put one of your Scouts on the same plot as Natives.
4. Mouse-Over the plot with the Natives and the Scout.

-> Check if the new buttons are displayed or not. :thumbsup:

If they are visible, than this can be solved in Python. --> maybe orlanth or Robert can take a look. :)
If not, then this is a DLL problem. --> I would take care of it.
 
Hm, I tested the vanilla version and the general is not visible in the colopedia...therefore I thought it came into the game by TAC!

To bring this discussion to an end: I will test the buttons. But they should work because they are .dds files.
 
You probably need to change code in CvPediaUnit.py

Existing code:

PHP:
		if self.top.iActivePlayer != -1:
			szButton = gc.getPlayer(self.top.iActivePlayer).getUnitButton(self.iUnit)

At first glance it looks like the button will always be taken for the active player. For a native nation specific unit this could result in an incorrect button.

Hope this helps you to find a solution ;)
 
Hope this helps you to find a solution ;)

Thanks. :thumbsup:

But I am pretty sure, that the code we need to change is in:
CvPediaCivilization.py

I think I already know how to do the adjustment. :)

@Schmiddie:
Simply configure the nationspecific buttons in XML and check them in game, please. :thumbsup:
Then please upload the XML to SVN.
I will take care of Colopedia.
 
I tried "Strg + Alt + Z" several times - it doesn't work...

Did you activate the cheat codes ?
(As written in the link Karl-Heinz posted.)

In CivilizationIV.ini

CheatCode = chipotle

But for testing the buttons you don't need this, since you could use the method I described.
(It is probably even a lot faster, than switching then Nations.)
 
Wow, I actually like the Smugglers diplo event concept a lot :goodjob: So definitely please don't remove it.

To prevent getting "stuck" at extreme levels of King attitude, it would be good to have a couple standard diploevents that have a strong chance to happen whenever your King attitude is at an extreme positive or extreme negative level (and not independent), which give some bonus or penalty then readjust the attitude back toward the normal range.

For example, when the King gets Furious and you have a lot of spare gold, royal agents could seize 1000 to 2000 gold then the king becomes less Furious. Other interesting possibilities could be that the King sends a punitive force to attack one of your settlements, or adds several units to his REF.

(I think at extreme positive attitude, we already have the diploevent to adjust attitude down in exchange for a max tax rate decrease, but I don't know the details of it. Are there others that already do this type of thing? Perhaps sending you a royal military unit, or subtracting a few units from the REF.)
 
Wow, I actually like the Smugglers diplo event concept a lot :goodjob: So definitely please don't remove it.

It is a small thing I programmed in a couple of hours. :)

To prevent getting "stuck" at extreme levels of King attitude, it would be good to have a couple standard diploevents that have a strong chance to happen whenever your King attitude is at an extreme positive or extreme negative level (and not independent), which give some bonus or penalty then readjust the attitude back toward the normal range.

For example, when the King gets Furious and you have a lot of spare gold, royal agents could seize 1000 to 2000 gold then the king becomes less Furious. Other interesting possibilities could be that the King sends a punitive force to attack one of your settlements, or adds several units to his REF.

(I think at extreme positive attitude, we already have the diploevent to adjust attitude down in exchange for a max tax rate decrease, but I don't know the details of it. Are there others that already do this type of thing? Perhaps sending you a royal military unit, or subtracting a few units from the REF.)

I have a lot of further concepts for DLL-Diplo-Events on hold. :D

I want to introduce new ones with

  • Natives
  • Other Europeans
  • Own King
  • Other Kings
  • Religious Parent (once we have it)

But if you have any specific requests, let me know. :thumbsup:
(I can usually programm and test one of these in about 2 or 3 hours.)

I opened a new thread for these requests.

Since they are done in DLL, they are a lot more versatile, than Python/XML-Events.
Conditions and reactions can theoretically be very complex. :)

I ususally do these as relaxation in between bigger tasks.
 
@team:
I proudly present our newest feature. :)

Rangers

Rangers are rare special units only acquired through a specific DLL-Diplo-Events.

1. They are invisible in any forrest.
(But they are not, when moving through open terrain.)

2. They have good defensive and offensive capabilities in forrests.
(But not as strong as Native Mercenaries.)

3. Some Units can see them even in forrests:

  • Native Mercenaries
  • Experienced Souts
  • Other Rangers
  • Natives

4. They can also pass mountains without roads.

The DLL-Diplo-Event

Conditions:

A) You need more inland colonies, than Rangers already acquired.
B) You need to have sufficient money to be able to train Rangers
C) There is some randomness in it.

Comments

Rangers give you completely new strategies like setting ambushes or operating deep behind enemy lines.

Native Mercenaries are still supperior to them in combat in forrests.
(Basically Native Mercenaries are the perfect "Anti-Ranger"-Unit.)

Technically this feature is a little complex to explain.
Basically I have implemented a variant of "Invisibility Feature" from Civ4.
(Also setting the base for other features to come like "Robbers", "Spies", ...)

The unit I used, is the one Schmiddie implemented. :thumbsup:

I hope you like it. :)
(If not, I will remove it. :thumbsup:)
 

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@team:

I have been thinking of implementing "High Sea Fishing". :think:

Basically it is almost the same as "Whaling".
Only a little simpler, because it would produce only food.

Fishing Ships would sail on the ocean to Bonus "High Sea Fish" and do fishing.
When they are full, they will unload in the nearest harbour and then go fishing again.

Feedback ? :)
 
Hm, sounds interesting!

I have seen a ship which would perfectly fit for this feature!

Maybe the outcome of the fishing ships could be more efficiently as fishing in the city? ...because it should make sense to built fishing ships and to expose them pirate ships and enemy navies?!
 
I have seen a ship which would perfectly fit for this feature!

I already have graphics for a fishing ship. :)
(But you could improve / exchange later on, if you have better graphics. :thumbsup:)

Maybe the outcome of the fishing ships could be more efficiently as fishing in the city?

Definitely. :)
 
I have been thinking of implementing "High Sea Fishing".
Cool that sounds like a good addition to Whaling.

I think the bonuses should get depleted after harvesting, then randomly appear in another tile so ships have to search them out. That would add realism and an interesting challenge, rather than Whales/Fish being always present in the same tile after harvesting an infinite amount.
 
Cool that sounds like a good addition to Whaling.

I think it would bring a little bit more life and traffic to the oceans. :)

If there are no objections I will put it on our list.
(Maybe we could implement it in Release 2.)

I think the bonuses should get depleted after harvesting, then randomly appear in another tile so ships have to search them out.

Actually this idea was part of the original concept for Whaling at TAC.
But when discussing and thinking through this, we realized that it would destroy a lot of game fun for many players.

Just imagine you have a fully built Whale-Industry in the North of the map.
The "Whales" are depleted there and regenerated in the South.

Especially on large maps, you could forget your whale industry in the North.

Also, if we do this for "Whales" and "High Sea Fish", we would need to do that for "Ore" and "Silver", too.
And this I definitely do not want.

That would add realism and an interesting challenge, rather than Whales/Fish being always present in the same tile after harvesting an infinite amount.

True.
But game fun is much more important to my opinion.

I really do not want to put efforts into something, where probably more than half of the community will say later on "I liked it better as it was before !". :dunno:
 
Hi Folks,

I tested the diplo event "smuggling" and I liked it! :goodjob:

I thought about the idea of smuggling...very often the smuggler called at little bays to avoid anchoring at harbors Very often they were smal and fast ships which avoided attracting attention of navy or customs.

I found a little xebec which - to my opinion - meets the requirements of a smuggling ship.

Here is a screenshot of the ship that I mean (I have tested it and it works):



The flag in the mast head shows the different player color (denmark).

The ship above is the standard caravel (for comparison)
 
I found a little xebec which - to my opinion - meets the requirements of a smuggling ship.

Here is a screenshot of the ship that I mean (I have tested it and it works):

Looks good. :)
If you want to, you can set these as new graphics for the "Smuggling Ship". :thumbsup:
(The ones currently used can eventually be used otherwise in the future ...)
 
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