[Religion and Revolution]: Mod Development

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Still working on Geographicaly Correct Placement of Natives.
(Originally thought I might finish it in one or two hours today.)

Some stuff I integrated already works. :)
(reused and adapted some code from Dale for example)

  • Regional settings (North, South, Central) of Natives generally interpreted correctly.
  • In Mapscripts (Python) you can now call functions that trigger settings to generate certain regional natives.
    (e.g. in a Mapscript for Central and South America you can now easily create only Central and South American Natives)
  • In Maps (Worldbuildersaves) with Random Natives, you can now set Attributes, that will trigger creation of certain regional natives.
    (e.g. in a szenario for North America, it would only create North American Natives with the corresponding settings)

So basically you can now control very easily in Maps and Mapscripts which Natives you want to generate:
(Every combination is possible)

  • North American
  • Central American
  • South American

However I am still fighting with the regional placement itself.
The code for map generation is so f... confusing and hard to read. :mad:

Will probably need tomorrow, too. :dunno:
(It was a little more work than I expected ...)
 
Hi Robert,

I have completed the feature Geographicaly Correct Placement of Natives and uploaded it to SVN.
(You can find it in ...\transfer\Geograhical_Placement)

By the way, please ignore eventual bugs with icons ...
(I had been experimenting a little with Gamefonts.)

I had to do some changes to the concept of the feature though.
(Because of performance and risk of bugs when not finding appropriate starting positons.)

--------------------

New

Instead of assigning then Natives starting locations in fixed zones, the feature simply uses a "Bubble-Sort".

Northern Natives are floating to the top.
Central Natives will get to the middle.
Southern Natives are sinking to the bottom.

--------------------

I have tested it and results are pretty good. :)
(No bugs so far and performance at creation of maps is also good.)

Could you do some test, too ?

It is just a beta.
There is no options to turn it on or off.
(If you like the feature and its results, I would implement it as Game Option.)

Actually there are 2 parts of it:

1. Possibility to control which kind of natives should be created in Maps (Worldbuildersaves) and Mapscript (Python).
(No need to test that now. It is working. :) )

2. The regional Placement of Natives. (North, South, Central.)
(The results of that should be tested several times to find eventual bugs.)
 
Sorry! I can't open the 7-zip file...:(

Why, what is the problem ? :confused:
(I will check it tonight.)

Edit:

I will simply remove it from SVN tonight and send you a download-link. :thumbsup:
(I would send a download-link to TAC anyways, because they want to take a look at the feature.)
 
@Robert and colonialfan:

I will start creating the feature Native Raids tomorrow.
(So we can easily integrate it into TAC 2.02c, when it is out.)

When I am done, I will send you a Preview again. :thumbsup:
 
Hi there,

Really looking forward to some features in this mod.

To pile on some more...

I'd like to see something like a hunt bison or deer feature that is similar to the chop forest and get chunk of lumber feature, but with chunk of food and fur. I would also like to have the natives get really pissed about it and perhaps vice versa.
 
I'd like to see something like a hunt bison or deer feature that is similar to the chop forest and get chunk of lumber feature, but with chunk of food and fur.

Already partially implemented. :)
There is a new profession "Hunter" available on woods with getting higher yields on bonus "Bison" and bonus "Deer".

It will generate food and fur later on, when the feature is completed.
(By using "Multiple Yields Produced" which will also be integrated.)

I would also like to have the natives get really pissed about it and perhaps vice versa.

Thought about that, but we shouldn't do it.
AI couldn't handle that.
 
My feature Geographicaly Correct Placement of Natives has been integrated in TAC. :)
(Thus it is of course also already included in Religion and Revolution.)

koma also enhanced it to be a Game-Option. :thumbsup:

The part "Sorting" seems to work perfectly so far.

The part "Selection" for Maps and Mapscripts (which is an adaption of a feature from Dale) however still has a bug. :(
(It sometimes creates duplicate civs.)
But of course, this will be fixed. :thumbsup:

Just mentioning it, so you know, why it was removed from the list of features of this mod.
 
Just another idea. :)

Golden Years
(Similar to "Golden Age" in Civ4)

DLL-Event that is triggered by a random influenced by different aspects.
(It is pretty rare.)
It affects the complete Nation.
It is only triggered for Europeans.

Influencing Aspects

1. War / Peace

The event cannot be triggered when player is at war.
Long periods of peace increase chances.
When a war begins the "Golden Years" will automatically be over.

2. Satisfaction

The event cannot be triggered when satisfaction of nation is < 80%.
Hiher satisfaction increases chances.

3. Culture

High culture in colonies increases chances.

4. Inventions

High rates of Invention Points in colonies will increase the chances.

Effects

1. Threshold for Population Growth lowered by 20%.

2. Threshold for Immigration lowered by 20%.

3. Production bonus on all profession of 10%.

Implementation

When Golden Years start, there will be a pop-up.
The same, when they end.

Also, when Golden Years start, it might be nice to have some music for it.
(Not really necessary.)

As already mentioned above, any war will directly cause the end of the Golden Years.

The duration of Golden Years will be determined by a random.
(Somewhere between 5 and 10 years.)

Optional but maybe interesting

Only cities that are somehow connected to your captiol participate in the Golden Years.
(Considering growth and production bonus)

Connection might be:
A) Roads or Railroads
B) Seaways (only when Harbour or higher level of that Specialbuilding also available in city)

Comments

A) Golden Years are meant as an additional reward for players who choose a peaceful approach
with investing into satisfaction, building up culture in their colonies or in inventions.

B) Of course, with this concept Golden Years could only be implemented
after Satisfaction, Culture and Inventions have been realized.
Technically this would be relatively easy coding, if those features already exist.

Feedback ? :)
 
One more idea. :)

Market for Used Ships in Europe

General ideas

A) I would like to have some competition between Europeans for aquiring ships.

B) I would also like to see some more diversity of ships in game.
I simply do not like to see only Privateers, Fregates, Galeons and SOLs in middle and late game.

C) It would fit pretty well to our concept of Inventions to be able to buy "outdated" ships for cheaper prices.

Implementation

1. In Europe-Screen there is a button "Used Ships Market" (or another name) that will open a Scrollable List of available used ships.
(Similar to the list you get, when normally buying.)

The list will be dynamic and pretty empty in the beginning.

2. What does dynamic mean ?

Dynamic means, that the list of ships (with prices) will change throuhgout of the game.
Think of it as a Pool, where new ships with varying prices are inserted and removed.

So it could look like that in the beginning:
(just examples, don't think too much about the prices)
Spoiler :

Caravel (680 Gold)
Caravel (710 Gold
Fluyt (740 Gold)
Sloop (810 Gold)
Sloop (820 Gold)
Brig (920 Gold)


When a ship is bought, it is removed from the list.

Also from time to time, new ships will be added to the list.

In CIV4UnitInfos.xml there will be the following settings to control that.

A) Chances per Round to generate one for Pool.
B) max. and min. prices for Random to determine actual price.

When we introduce Inventions:

Types of ships that need to be unlocked will of course also only appear in pool after they have been unlocked.

3. Balancing:

Weaker / worse / cheaper types of ships (like a Caravel) will be much more common, than the stronger / better / more expensive ones (like a Galeon).

4. Prices and Negative Promotions

Prices of theses used ships will be cheaper than for the new ones, of course.
(Somewhere between 60% to 75%)

Ships from the market of used ships can have random negative promotions assigned.
Damage sails or crew known for mutiny or damaged hull, ...

These negative promotions could cause different things and cannot be removed.
Less movement, less cargo slots, less strength, reduced health, ...

You will only know after you have bought the ship.
(These negative Promotions will not be visible before.)

But generally, they will be considered in calculating the price of the ship.

Caravel (650 Gold) has higher chances for these, than Caravel (730 Gold).

5. AI

AI will buy from the "Market for Used Ships", similar to the way human player would do.

When considering to buy a certain type of ship it will first check in there if it could not get the same of something similar in there, before buying a new one.

Example:
AI decides to buy a Fregate.
Fregate is in the same category as Sloop and Corvette.
So, if Fregate, Sloop or Corvette are available on the Market for Used Ships, it will buy from there.
Else it will buy a new Fregate.

Summary:

The offer in the market is dynamic.
From time to time new ships will become availlable.
When ships are bought by one player, they are taken out of the market and thus "lost" for other players.
(One market for all players.)

Generally the offer is pretty limited.
Also the "weaker" ships are much more common than the "stronger" ships.

This feature is not supposed to replace normal buying or normal production of ships !

Prices are somehow a little random (with thresholds of course).
Prices are also an indicator for negative promotions that could be added to the ships from the market.
(The lower the price, the more likely are negative promotions.)

AI will make use of this feature.

Feedback ? :)
 
Another suggestion. :)

We already have Sheep (Grasland /Prairie + Hills) as Bonus Ressource giving Yield Wool.
(Basically on Terrains mainly in the North.)

I would like to add Llamas (Savanna + Hills) as another Bonus Ressource also giving Yield Wool.
(So it will basically be in the South.)

I already have found graphics. :)

No new Yields.
No new Professions. (Just renaming the existing one.)
No new Specialist. (Just renaming the existing one.)
Simply one more Bonus Ressource.
(Just adding a little more atmosphere.)

Feedback ? :)
 
The part "Selection" for Maps and Mapscripts (which is an adaption of a feature from Dale) however still has a bug. :(
(It sometimes creates duplicate civs.)
But of course, this will be fixed. :thumbsup:

I fixed the bug and the feature will be fully integrated into TAC. :)
Also the TAC-Team will adjust the Scenario-Maps according to the new feature.

A very excellent example of how cooperation between two projects could work.
Both projects profit.

Thanks to the TAC-team. :goodjob:
 
Hi guys,

Robert and I had already discussed the following bug (already in Vanilla):

Bonus-Ressources like Iron or Silver are currently not created on Peaks during Map-Generation.

In Religion and Revolution even more Bonus-Ressources are affected:
Stone, Gold, Gems, Coal ...

On the other side, we have Bonus-Ressources that should be created on Hills but not on Peaks:
Wine, Sheep, ...

So ok, that is what I will implement:

Bonus-Ressources on Peaks configurable in CIV4BonusInfos.xml

Similar to the XML-tag <bHills> there will be an additional XML-tag <bPeaks> in CIV4BonusInfos.xml to explicitely control,
if a Bonus-Ressource can be created on Peaks.

Rest will be put in DLL.

@Robert, colonialfan:

Agree with the solution ? :)
 
Hi guys, :wavey:

this is implemented and tested.

In DLL:
// R&R, ray, Bonus on Peaks - START

In CIV4BonusInfos.xml (and of course in CIV4TerrainSchema.xml):
bPeaks

Works perfectly.
A little bugfix-feature that makes the maps a lot better to my opinion. :)

@Robert:
Really good idea to correct this. :goodjob:
 
Hi guys,

Robert and I had already discussed the following bug (already in Vanilla):

Bonus-Ressources like Iron or Silver are currently not created on Peaks during Map-Generation.

In Religion and Revolution even more Bonus-Ressources are affected:
Stone, Gold, Gems, Coal ...

On the other side, we have Bonus-Ressources that should be created on Hills but not on Peaks:
Wine, Sheep, ...

So ok, that is what I will implement:

Bonus-Ressources on Peaks configurable in CIV4BonusInfos.xml

Similar to the XML-tag <bHills> there will be an additional XML-tag <bPeaks> in CIV4BonusInfos.xml to explicitely control,
if a Bonus-Ressource can be created on Peaks.

Rest will be put in DLL.

@Robert, colonialfan:

Agree with the solution ? :)

Agree.
 

Llamas and used ships. Great ideas :goodjob:

Golden years, I'm still on the fence about this one. I guess it would depend what the events are and what the corresponding technological/inventive leaps would be. I would not like to see anything that would be an historical anachronism like railways, ironclads, telegraphs etc., etc., as I think it might spoil the timeline and theme of the game. But I think the concept is certainly worthy of further discussion.
 
Hi guys, :wavey:

this is implemented and tested.

In DLL:
// R&R, ray, Bonus on Peaks - START

In CIV4BonusInfos.xml (and of course in CIV4TerrainSchema.xml):
bPeaks

Works perfectly.
A little bugfix-feature that makes the maps a lot better to my opinion. :)

@Robert:
Really good idea to correct this. :goodjob:
Thank you! I don't believe you've already done it...:eek: Actually I was simply thinking of using my version of the correction! But you've done even better. I simply removed a condition in DLL "if isPeak() return False" in "bHills" case...:goodjob:

I like the golden age idea. It would reward pacific strategies, we would also have to check military strategies are "worth it" too by the way.
Llamas? Why not !
 
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