wladyslaw17
Chieftain
- Joined
- May 31, 2015
- Messages
- 6
Generally speaking, adding non-English comments is a bad design. However I don't think of that as a major issue since it would appear that most of the modders can read it.(and I as a German at least can understand NetBandit's and the early TAC comments)
If we are going to start over anyway, we should concentrate on M:C instead. I have started some code cleanup and plan to really clean up after next release. Also I plan on introducing doxygen, which will generate nice looking code documentation based on comments and it will point out if functions are added without comments.In total, it might be wiser to start from scratch, based on a "clean" patched Colonization and then to import desired functionality bit by bit, making sure in the new version it will be properly documented and placed where it really belongs.
I put in this idea for debate - if the others are still interested in maintaining Colonization (haven't read anything from agnat and vetiarvind since long)?
First: for those not following the git changes: I added a game option to reduce min colony distance. If it is on (it's off by default), the min distance is reduced by 1 if the founding player owns the plot and all the plots around it (9 in total).
I did this because the AI is rather poor at utilizing the land. Each time it founds, it assumes it will never be able to build another colony and want the perfect one. With 1 plot radius and min 2 plots between colonies, that leaves half the plots unreachable. It's kind of annoying when it leaves a gap of 8 plots containing silver and timber bonuses and stuff like that. The simple fix to generally move colonies closer sucks because that mean the natives will start with more settlements and less land will be available without upsetting the natives.
I have tested it and it appears to work. It will however need a lot of long term playtesting to figure out if it messes up game balance.
The trade screens are defined in the EuropeInfo XML file and not adding anything but the standard Europe screen will regain the vanilla approach. RaR has 3 trade screens though (Europe, Africa and Port Royale). M:C is much more advanced than RaR though as XML can control which units and yields to sell where and at what price. Also access plots can be either water or land. The colonization setup wouldn't need a land route and that is gained by setting bWater to 1 for all trade screens. (or is it bLand to 0?)Then, at a certain point of time you were discussing the trade screens (?) like Silk Road or something alike and I've got the impression that this might not fit into a standard Colonization setup.
The only major issue I can think of is the fact that M:C still has no network support. It broke long ago and I plan to fix it, but so far I only fixed issues when I looked at that part of the code anyway. A systematic going through the code to fix all issues is planned, but at a too low priority to actually do anything about it. That could change if there is a demand though.If so, as far as I am concerned there wouldn't be any reason not to make use of M:C.
No because each settlement provides ownership to 3x3 plots. To use this feature, the player has to own at least 3x5 plots. This mean players (natives and Europeans alike) will have to expand their borders to make use of this, which in turn makes it to a late game feature, which is unavailable for a while. Think about how long it takes to own 3x3 plots without any cities in it.Therefore, especially on really huge maps, I would expect your functionality to cause a multitude of native settings.
Personally, I wouldn't make too much thoughts about network support now.The trade screens are defined in the EuropeInfo XML file and not adding anything but the standard Europe screen will regain the vanilla approach. RaR has 3 trade screens though (Europe, Africa and Port Royale). M:C is much more advanced than RaR though as XML can control which units and yields to sell where and at what price. Also access plots can be either water or land. The colonization setup wouldn't need a land route and that is gained by setting bWater to 1 for all trade screens. (or is it bLand to 0?)
The only major issue I can think of is the fact that M:C still has no network support. It broke long ago and I plan to fix it, but so far I only fixed issues when I looked at that part of the code anyway. A systematic going through the code to fix all issues is planned, but at a too low priority to actually do anything about it. That could change if there is a demand though.
Yes, but when native city placement starts, they do have all these plots. In general, the whole continent has been divided between the respective tribes. It is after the city placement, when they will lose excess plots.No because each settlement provides ownership to 3x3 plots. To use this feature, the player has to own at least 3x5 plots. This mean players (natives and Europeans alike) will have to expand their borders to make use of this, which in turn makes it to a late game feature, which is unavailable for a while. Think about how long it takes to own 3x3 plots without any cities in it.
But yeah, it should be playtested for long term effects when the AI can start using this feature. As I wrote, I haven't really done that, which is part of the reason why it is disabled by default. It is an experimental feature.
https://sourceforge.net/p/religionandrevolutionextended/code/ci/master/tree/Nightinggale, are the changes you named available somewhere?
I would like the chance of use the old 1-plot radius city you entered.
I'm not overly active right now. I plan on looking into M:C again though.Ray was asking in the original RaR forum if somebody was still working on this.. I hope you are, I am unable to make any coding, but love to play this mods.
https://sourceforge.net/p/religionandrevolutionextended/code/ci/master/tree/
You will however have to compile yourself. I could make a compiled version available as well, but I know there is a bug in the transport system, which disables traderoute imports once in a while. Quite annoying and I don't like to release any compiled code before fixing that.
Finally got around to look at that traderoute bug. I think I fixed it, but I need a bit more testing. Also I want to add min colony distance and colony screen zoom level to xml. It's already there, but I want a 1 plot and 2 plot radius setting. The DLL can then pick the right one at startup.
Once this is done (hopefully in the near future), I will make a RaRE release on SourceForge. I'm thinking of releasing a minimal edition, where you need to copy graphics and audio from RaR as this saved several hundred MB in the filesize and RaRE is pure code changes.
It will be released with two DLL files, one for 1 plot radius and one for 2 plot radius. Pick one file and copy it into Assets. Savegames will NOT load if you saved them with the other DLL. Also existing RaR savegames will not work either.