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Download and Current Changelog 1.4

The RifE team has it's own projects for Civ5... Though certain members of other mod teams are included in that atm, last I heard.

As for the next version: Again, classes just started (11 hours of class on Mon/Wed) and quite a lot of :):):):) happened in RL for me, so I've been working on something small that entertains me greatly. Will be a module. Once that is done, I'll get back on lairs and release 1.31.

Moin Valk,

sorry to hear that quite a lot of :):):):) happened lately in "real" life. Hope it's not too bad...

Greez,

Tschuggi
 
Alright, popping in to announce another new feature, added because I required it for my module (and Opera will be using it for one of her own later on, so it's not just me! :p).

TradeCommerceModifiers. What's it do? Essentially, allows you to gain Commerces (Gold, Science, Culture, and eventually Mana and Faith) from traderoutes. Same way Trader works with Hammers and Food.

The mechanic was added tonight, and is working well; Need to fix some display issues (mouseover help, that's all), but otherwise is good. :goodjob: I'm pretty sure some other modules will find a use for this. :p

For one thing, due to the way it works you can now set a base rate for a commerce from trade; They are all set to 0 for now (as with all yields but Commerce), but could easily be changed to add 50% culture, or science, or whatever. ;)
 
For one thing, due to the way it works you can now set a base rate for a commerce from trade; They are all set to 0 for now (as with all yields but Commerce), but could easily be changed to add 50% culture, or science, or whatever. ;)

Can you change the :commerce: output? For instance, say I wanted to make traderoutes provide only :gold:, no :commerce:, is that possible?

And where are they set? Leaders, buildings, units, python...?
 
Yes, you can change that easily. The trait I am using has the following stats:

  • -50% :commerce: from :traderoute:
  • +100% :science: from :traderoute:
  • +25% :culture: while at peace.

All you'd want to do is up the first one to 100% (TradeYieldModifiers, already exists), and move the second from science to Gold (TradeCommerceModifiers).

As for where it's set: Same as TradeYieldModifiers, Civics and Traits only. May add the ability to buildings, but for now it's not there. Python is capable of checking it, but not modifying it.
 
Forgot to post this.... As the first post suggests, if you're okay with it being something applied to everyone, that is easily done as well. In CommerceInfos (XML/GameInfos) there will be a new iTradeModifier tag; Defaults to 0, set it to whatever you'd like (50 = you will receive (trade profits * 50%) of that commerce from trade... and 50+50+50 = 150, they don't reduce the other), and in YieldInfos (XML/Terrain), the same tag already exists, so you can remove the commerce from trade.
 
Yes, you can change that easily. The trait I am using has the following stats:

  • -50% :commerce: from :traderoute:
  • +100% :science: from :traderoute:
  • +25% :culture: while at peace.

All you'd want to do is up the first one to 100% (TradeYieldModifiers, already exists), and move the second from science to Gold (TradeCommerceModifiers).

As for where it's set: Same as TradeYieldModifiers, Civics and Traits only. May add the ability to buildings, but for now it's not there. Python is capable of checking it, but not modifying it.

looks like a concept that could be used for the balseraph, especially perpentach too. just played them and feels like something is missing. like foreign thoughts = new ideas.


however, something else:
according to the lore perpentach absorbs (or whatever else to call it) endless slaves' minds and/or bodies.
Whatever he's called, the King of the Balseraphs has held court at the dark heart of Jubilee for at least two centuries, and there is evidence he occupied this land before the Age of Ice, though perhaps in a different form. He has since grown mighty on the power of the blood of captured slaves
is there any way to do a mechanic that adds a permanent, unlimited and stacking science modifier per sacrificed units to a building/town/civ? either linear or decreasing in value per times used? (inversely proportional? what is it called?)
 
looks like a concept that could be used for the balseraph, especially perpentach too. just played them and feels like something is missing. like foreign thoughts = new ideas.

Possibly, but it's not Balseraphs. Though the basic idea you had (foreign thoughts) is correct.

The leader basically recognizes that isolationism doesn't work. It just leaves you stagnant, and eventually other peoples will surpass and conquer you. Far better to actively trade and study your rivals; By playing them against each other, you can win wars without ever lifting a weapon.

however, something else:
according to the lore perpentach absorbs (or whatever else to call it) endless slaves' minds and/or bodies.

is there any way to do a mechanic that adds a permanent, unlimited and stacking science modifier per sacrificed units to a building/town/civ? either linear or decreasing in value per times used? (inversely proportional? what is it called?)

Uh... Best I can think of off the top of my head is this:

When sacrificed, unit modifies the CityCounter or CityCounterMod (either variable works).

In onCityDoTurn (CvEventManager), check for Balseraph owner, check for a non-zero CityCounter (pCity.getCityCounter()), and apply formula to transfer CityCounter into research. Formula for that is as follows:

eTeam.changeResearchProgress(Tech, Research Value, caster.getOwner())
 
Now that I'm getting close to finishing my module, I'll go ahead and drop a rather large hint.

EagleHunter.png


What is it? Figure it out. :p
 
Fiacra carrying a bear from Erebus to place in the heavens among the stars that it might become the constellation sacred to Mulcarn?



Is there currently a bear rider unit? If so, I'd assume you are in the process of replacing the bear with an Aquilan (perhaps by hiding the bear within the eagle graphics) to give The White Hand some flying Cavalry.
 
Fiacra carrying a bear from Erebus to place in the heavens among the stars that it might become the constellation sacred to Mulcarn?



Is there currently a bear rider unit? If so, I'd assume you are in the process of replacing the bear with an Aquilan (perhaps by hiding the bear within the eagle graphics) to give The White Hand some flying Cavalry.

There is bear rider art, but unfortunately you are entirely wrong. :lol:
 
Alright, to go with the traderoute upgrades I decided we needed some display upgrades. :lol:

Basically: It's now possible to have 3 types of yield, and 3 types of commerce, from a single trade route. We aren't going to be able to display that in a single line, so I'm not even trying. Instead, I've upgraded the mouseover for traderoutes.

NewTradeBreakdown.png


Took some time to do, but it now shows all the various yields. :lol: First section gets the total value of the trade route. Second section shows the yield/commerce modifiers present in the city. Third section shows the actual commerces and yields you receive from the trade route.

Edit: Also, note that the different 'Yield:' and 'Commerce:' sections will only be displayed if there is something of the appropriate category to display. So most of the time, you will only see Yield.
 
nice work for the mouseover :D

for the eagle image...
I propose
Parhamstroopers :D

or .. revolt of the wilds
 
Fiacra carrying a bear from Erebus to place in the heavens among the stars that it might become the constellation sacred to Mulcarn?

No, man, it's a hamster. The ideas of Valkrionn carrying a rodent from a place among the NIFs to Rife so that it might become a module in the game. I think you describe it better, though.
 
Alright, to go with the traderoute upgrades I decided we needed some display upgrades. :lol:

I think it would be clearer if the base traderoute displayed something other than :commerce:. How do you know if a modifier is for the base amount or the commerce output?
 
I think it would be clearer if the base traderoute displayed something other than :commerce:. How do you know if a modifier is for the base amount or the commerce output?

Possibly, but all base modifiers are in the top. Only modifiers for specific yields or commerces are displayed in the second part.

Only icon I can use otherwise would be a :traderoute:
 
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