Recent content by agnat86

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    [RaRE] RaR Extended: a combined modmod for the RaR modification

    I like that system, except for the deleting specialties part. Especially in the early game the AI will have many unneeded specialists, but many of them will become useful later on. I fear that, if a specialty is deleted the moment there is no direct need for it, the AI will only have free...
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    [RaRE] RaR Extended: a combined modmod for the RaR modification

    Yes, I can see that working. One concern that I do have, however, is that by linking this to city size, it becomes very similar to how the Health system is working, a feature that was added as well to slow down the exponential growth of colonies. I would suggest to make "criminality" a parameter...
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    [Religion and Revolution]: Bugs and Todos

    I've encountered a graphical bug with the selection radius of the Continental Guard. It overlaps the adjacent plots completely, so that I cannot select the unit directly adjacent to it. I can select units three plots away though. You can see what I mean in the screenshots; I can only select the...
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    [Religion and Revolution]: Drop in and say hallo ...

    The natives are divided in a northern, central and southern group (unless you hit the game option "random starting locations"), so if you meet the Aztecs, you know you are near the equator, and if you meet the Tupi, you are on the southern hemisphere. Apart from that, you can look at the...
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    [RaRE] RaR Extended: a combined modmod for the RaR modification

    I use the name agnat86 as well on sourceforge. Here is a link to my profile: https://sourceforge.net/u/agnat86/profile/ I don't quite understand. Logging in to SF does not change the URL that is given there. Do you mean I should wait until you've added me to the project before I clone it and...
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    [RaRE] RaR Extended: a combined modmod for the RaR modification

    I think it is definitely worth adding. I still have everything that was part of the modmod I released here in 2014 plus some new additions. I already have an account on SF, and I would love to join in.:) How do I clone the server? I see there is a clone function in Smartgit but when I use...
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    [RaRE] RaR Extended: a combined modmod for the RaR modification

    Hello everyone, I apologize for my long absence. I had to pause my modding activities to finish writing my thesis. I intend to pick up where I left though and merge my own modmod with RaRE 2.5.1. Can I find the changes you made to the DLL source files for 2.5.1 in the RaRE repository at...
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    [RaRE] RaR Extended: a combined modmod for the RaR modification

    I was wondering if Nightingale had already succeeded in setting up git for our project.:) I saw that Schmiddie released RaR2.2, so that means we won't have to worry anymore about including unreleased stuff from the core mod. I have been occupied the last few weeks, but I did make some...
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    [RaRE] Reworking the combat system

    That seems reasonable. If jungle or forest grows on a hills tile, you get both bonuses as well. It never made much sense that it worked differently for marsh.
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    [MODMOD] agnat86's submod for Religion&Revolution

    That's not easily done, I'm afraid. The art files for trains and railroads are still there, but there are several different XML files that have been modified to change both the art and the names, so if you would want to play my modmod minus the convoys, you'd have to revert those modifications...
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    To the rescue! Healing the AI

    I was wondering if anyone has made any progress in "healing the AI.":) The "feature removal" thing has haunted every game of RaR I've played. It might seem a minor annoyance at first glance, but it effectively prevents rival colonies from developing at all beyond a certain point. If you play...
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    [RaRE] Health and Disease

    That would be mostly a balancing issue, I think. If an epidemic is severe enough to seriously slow your development down, then any European rivals in the neighbourhood would be very likely to suffer from it as well. European rivals far away probably wouldn't, but the player wouldn't see that...
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    [RaRE] Reworking the combat system

    I (still) encounter this problem when I attack a rival's last ship, when sinking it would result in that player's withdrawal from the New World. I can only "escape" by clicking on a random point of the mini-map, at which point the game zooms out again and travels to that point. It is only then...
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    [RaRE] RaR Extended: a combined modmod for the RaR modification

    Is it also possible to make new immigrants not use up all crosses you've collected once they appear on the docks? For example, what if every one of them requires only a specific amount of crosses (a percentage of the immigration threshold) to immigrate? Those amounts should then be different...
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    [RaRE] RaR Extended: a combined modmod for the RaR modification

    How do you think we should import our modmods. Every modmod in its entirety, or feature by feature? I would greatly prefer the first option, as the second would, at least in my case, be very time-consuming.:dunno: Also, Schmiddie recently said that he expected to release RaR 2.2 within a week...
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