1.20 released!

Xyth, did you ever find the cause of Great Prophets not founding religions when by rights there should be a 100% probability? In my latest game, the world's first three Great Prophets were all born on the same turn, but only one of them founded a religion. It's usually only mildly annoying when it happens to an AI (especially one you haven't met yet), but can be potentially game-wrecking when it happens to the player.

I'm rewriting that code entirely for 1.21. I know it's a real nuisance but at this point I'd rather spend my limited modding time getting 1.21 finished, rather than trying to solve and patch an elusive bug in 1.20 that's going to be excised anyway.

So this happened.

Is there anything I can do to prevent it? Didn't cause a crash or anything, the game carried on OK.

Caused by a broken movie definition. In general, anytime you see something magenta like that - or in the case of units, red hemispheres - it means I've made an error specifying the location of an art file. Usually harmless, but some can cause a crash (for example, should you see a building or unit with a magenta button in the pedia, never try to build it in a city). I think I've already fixed the Etemenaki for 1.21, but I'll double-check. Always appreciate reports on these things though.
 
Something is wrong when stack is attacked. When for example swordsman attacks my stack, horseman is defending even when i am on the hill, forest and have axeman in group. Like it doesn`t care about horseman not having defensive bonuses from terrain etc. Lost two great general horsemen this way

Same problem for Longbowman atacking the city or somthing else.
Whe a Longbowman atacking (+1 aditional atack) full healted HeavyHorseman (+30% power). Most time Longbowman will kill the HHm. The one who must die is longbowman. Not mentionet i have fortified Longbowmans (whit city defend).

Other Questions:
Will be there some more options in Diplomatic screen?

Will be there some way how to produce more that one unit in city per turn? (Im loking for the mass production of missles. Other way is not efective use of production.)

This will be crayzi: Is posible to implement a check box in new game create menu: "additional techs leves"? (it will expand the whole tech tree like some units betven WW2 units and modern (like> fighter/whell plane/> Jet fighter > StealFighter)) Or aditing era betwen modern and future? (Pls dont hate me i have big imagination.)

It is my imagination or you realy loking for 3rd UU?

Have someone experienced the situation when you bosting xp of you favorite hig XpLevel unit: The win ratio is 90% the defending unit is heawly wounded, and on that atack you champion die!? :sad:

Some new Random Events?

Will be there some way how to teraform the tundra or desert?

(Sory for messing arround.)
 
Same problem for Longbowman atacking the city or somthing else.
Whe a Longbowman atacking (+1 aditional atack) full healted HeavyHorseman (+30% power). Most time Longbowman will kill the HHm. The one who must die is longbowman. Not mentionet i have fortified Longbowmans (whit city defend).

I haven't changed combat calculations from standard BTS in any way (and actually can't change them).

Will be there some more options in Diplomatic screen?

No, sadly. That screen is completely inaccessible to Mac-compatible modding.

Will be there some way how to produce more that one unit in city per turn? (Im loking for the mass production of missles. Other way is not efective use of production.)

A world wonder that lets you build '2 missiles for the price of 1' could work. Not something I think feel is necessary as a standard thing, though I'm open to feedback on adjusting the hammer cost of missiles and such.

This will be crayzi: Is posible to implement a check box in new game create menu: "additional techs leves"? (it will expand the whole tech tree like some units betven WW2 units and modern (like> fighter/whell plane/> Jet fighter > StealFighter)) Or aditing era betwen modern and future? (Pls dont hate me i have big imagination.)

Maybe. The Modern and Future eras in HR still need a fair bit of work. I wouldn't add a new immediate era, but something I've thought about is renaming one or both and turning them into 2 full eras with more practical demarcation. Not a high priority at this time though.

It is my imagination or you realy loking for 3rd UU?

No, definitely not considering 3rd UUs. Easy to choose one for some civs, a nightmare for others.

Some new Random Events?

On my wishlist. I find the process of making events a bit dull, which is why I haven't put any effort into adding new ones yet. Agree that they are sorely needed though.

Will be there some way how to teraform the tundra or desert?

Haven't looked into it at all yet, but something worth considering as a (very) late game addition.

Thanks for the feedback!
 
Xyth, I just wanted to chime in and say that I've been playing your mod over the course of the weekend, and it's one of the most fun experiences I've had with Civ4 in a long while. The unit and city graphical styles have sucked me in -- my industrial-era Assyrian empire has subjugated the Hebrews and is now prepared for a long slog against the mighty Persians and their allies across the sea, the Anasazi. Quite a game!

I know you've mentioned before that incorporating Revolutions/RevDCM won't be possible due to its incompatibility with Mac (sad!); I would be interested in seeing some kind of mechanic in place to challenge the stability of the massive late-game empires -- but that may just be because the massive Anasazi empire is making me nervous!

In any case, thank you for your hard work on this mod; I look forward to playing it more, and to seeing where you take it!
 
Glad to hear you're enjoying HR, Athaboros! I have plans for a revolution/civil war mechanic, but they're still fairly rudimentary at this stage. Not in the next update (1.21) but perhaps the one after.
 
I got it working myself, and... it's horribly unbalanced. A single city isn't enough for the AI to do anything. I saw a one-tile island secede. They would have lasted the entire game if I hadn't attacked them. I also saw a city secede, then be destroyed a few turns later because it was right in the former owner's most powerful area.
I could upload the relevant files if you want, and I do have a solution in mind for the problems I mentioned.
More than one city seceding if it's from an AI, and more starting units if it's from the human.
 
I got it working myself, and... it's horribly unbalanced. A single city isn't enough for the AI to do anything. I saw a one-tile island secede. They would have lasted the entire game if I hadn't attacked them. I also saw a city secede, then be destroyed a few turns later because it was right in the former owner's most powerful area.
I could upload the relevant files if you want, and I do have a solution in mind for the problems I mentioned.
More than one city seceding if it's from an AI, and more starting units if it's from the human.

Exactly why I haven't enabled/fixed it yet. What's there is just the raw mechanic (unless I removed that too, don't recall), a lot more work and design to do before considering it.
 
Something like this? :D
 

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Something very much like that!
 
Long done, just didn't bother to release it yet :D
 
Awesome! If you are planning to release it, I'd be very keen to find out more details and most probably merge it into HR for 1.21.
 
The mechanics are all done, just havent decided which figure to use in handicapinfo for difficulty adjustments.

Even the Civic Screen and Pedia done :D
Anyway, even if I release it, you are gonna have fun balancing figures before using...
 

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Something off-topic:
Is this reported?
I Captured a city. And capture a Dun (unique Wall). I Cant build a Castle because Wall is Required.

The random quest:
There wass a problem in quest whit: Build a x carravel.
The problem wass that i cant build carravan anymore.
 
The mechanics are all done, just havent decided which figure to use in handicapinfo for difficulty adjustments.

Even the Civic Screen and Pedia done :D
Anyway, even if I release it, you are gonna have fun balancing figures before using...

Good work! Yeah, getting the right numbers will take a few iterations for sure. Can you give me a rundown of the factors? From the tracker screenshot I'm guessing:

• Happiness: -X RP for happiness surplus each turn, +X RP for happiness deficit each turn
• Health: same as happiness
• Religion: -50 RP if city has state religion (do non-state religions have an effect?)
• Culture: unsure, but assuming it's to do with % of civilization culture in city
• Resistance: penalty if city is revolting/resisting/otherwise in anarchy?
• Golden Age: - RP if civilization is in a golden age
• Garrison: -RP for each unit garrisoned in the city​

RP = revolution points. Civic and handicap are also factors, any others? Safe to assume this uses city script data?


Something off-topic:
Is this reported?
I Captured a city. And capture a Dun (unique Wall).

Aware of this issue. It's due to an oversight in BTS building code. I need to code a workaround.

The random quest:
There wass a problem in quest whit: Build a x carravel.
The problem wass that i cant build carravan anymore.

Not aware of this issue, will investigate. Thanks for the report!
 
Changed some rules recently

Excess unhappiness and unhealthiness = rp
Excess happiness and healthiness = no effect
Foreign culture = rp
Non state religion and absence of state religion = rp
No state religion = no effect
Occupation turns = rp
Anarchy and golden age = no effect, too many rules...
Civics and buildings can increase or decrease rp
Military defenders reduce rp
Final value modified based on handicap

Above danger zone can start uprising
Below safe zone free from revolution
Uprising can cause others above safe zone to join

No script data invovlved
 
Are excess unhappiness and unhealthiness calculated from the current turn alone? History not considered? If not that's something I may tweak. Overall I really like your scheme though. How do you determine which other cities may join a revolt?
 
Can't be bothered to keep track of history since it is already doing turn checks.
So far it only rolls a dice for cities above safe zone, though I can probably add in distance or culture factor.

Left it one side and watch dramas...
Probably release on Xmas if I bothered to refine it
 
Hope so, this is easily my most requested feature. Let me know if I can help in any way.
 
Nothing much left actually.
Refining is just adding or changing rules to make it better performance wise or simpler for AI to handle.

Balancing of numbers is something I won't bother since I only make sure the mechanics are working. I can't be bothered to scroll through the whole civics or buildings list to assign rp since the list is irreverent in most mods.

So it will never be balanced anyway when ported
 
Since it will still be an experimental component, it would be nice if there were a way to disable it, either on game creation or perhaps as an in-game option. 1.21 will already have plenty of other new features/adjustments that will need testing.
 
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