IndieRevolution Gameplay Mechanics- inc. Advisor System, Distribution, Immigration

Hmmm yes we usually play with goodie huts off so didn't notice that. Whoops! :) Will look into a fix for it soon. :D

Thanks!

re: Effects being powerful. We wanted to give them substantial effects in line with civics crossed with wonders, to make them a palpable force in the game and one that could define your strategy around, new possibilities for strategies to beeline for specific techs to get a really good advisor, or invest in espionage to try and bring down a powerful advisor in another civ. Even though they are powerful you can only use two empire wide. So it provides some tough choices as any really good ones you don't use could easily be grabbed by the enemy.

Of course they may need balancing, but having an effect on a specific city will make them useful and as powerful as buildings or great people and two of them aren't likely to turn the tides in the same way as your civic choices would.

And yes this will very much continue in development, as soon as I'm out of my crunch period with the other stuff I'm doing. Sadly the crunch period is dragging on a bit as they do. ;D
 
Lemmy,

Since revolutions is such a huge part of this game, you may wish to have advisor that help reduce your chances of having a revolution.

I also had the issue with the goody huts not saying what they gave you.

Also, when trying to look over the advisor choices, it's really hard to go through them and see what you need for them. I'm not sure what you can really do with them except to organize them a little better. A good way would be to have a spreadsheet with the leaders listed and their bonuses placed alongside them. This way, if you are looking for an economic leader, we can look down the list to see which leaders add to gold or commerce. Military leaders, + EXP, and so forth.

Immigration - It seems that the immigrations and emigrations come way too soon. Unhealthiness and Unhappiness can come fairly quickly and there usually isnt alot of options yet to clear those up. Also, Im only getting warnings about emigration, I'm not getting any notifications that I have lost people to someone else. I am getting notices of when people come to me.

I only got so far into the medieval age before I got annihalated. Will try again with another map and see what else I see.

Keep up the good work.
 
Religions and Revolutions = You really need to bring back in the Inquisitors and the option of Limited Religions. Most of the unhappiness in my current empire is fueled by non-state religions. I took out another civ that had one religion and my techs advanced to find another holy site and I cant get rid of them. Instead of taking over the world, I am constantly fighting off rebels every two turns.
 
Played this for the first time, looks interesting. In my first three attempts I was out paced on everything (science, units and commerce) by the AIs on noble ;). One thing I did notice was a food distribution problem. All the excess food in my empire was being sent to a city that I had put on stop growing because it would be both unhappy and unhealthy if it grew. So all this food was being wasted and no cities were growing. I abandoned that game shortly after and I have not hunted to see if there is a way of controlling food/hammer distrubution.
 
Dear Lemmy101, the food redistribution system is the only thing I ever needed in any CIV game :o.

I am working on a Fallout mod from scratch, and huge amounts of unhealth and low food yields and increased food requirement to grow make most cities to stagnate...

I wanted to ask, would you allow me to use your code for food redistribution? Full credits and endless praise and prayers will follow ofc. :D. Also if you can share, would you be able to spend a bit of time and point me where should I look to salvage all the code for it? I am a newbie modder, I have no trouble with XML, know how python works and can compile DLL (but haven't made any C++ code by myself) so if you could hint me a bit it would be grand.

Thank you in advance in case you agree to help my mod. I would be eternally grateful to you.
 
Howdy :)

Yeah of course you're free to use whatever you like. I've been a bit absent lately due to, ya know, stupid work commitments, but from what I remember you'll find bits of the food redistribution all over the shop in the code (as well as in bits of the python and XML) best thing you can do is do a 'find in files' for INDIE_REVOLUTION and/or INDIE_REDISTRIBUTION in the code, or perhaps INDIEREVOLUTION or INDIEREDISTRIBUTION I can't remember it's a while since I wrote it ;)

A merge tool would also probably be handy. ;D

Good luck, and thanks! :)
 
Did I miss something ? Is there source code avaliable? How am I supposed to look for things you said when I have no cpp files? :P

P.S. Nevermind, I have to read the whole thread before posting, sorry.
 
Of course:

http://theindiestone.com/lemmyandbinky.com/IndieRevolutionsCode.rar

Plonk. :) There's the source for you and anyone else who's interested. Not finished, obv, but all working. Some hardcoded naughtiness still but the source itself should be pretty easy to read. I *think I've got all the comment blocks in to aid merging, but I'll probably have missed some.

Will be back on the case soon with this. :) worky project's beta's deadline keeps getting extended 'hurray we have more time!' has started to turn into 'oh I just want to call this DONE!!!' ;D

Here we go :p

Edit: Never mind I should read the edited post before replying ;D
 
Hey, you have a bugpath.py (in python/BUG/) which doesn't work with OS with non-unicode symbols present in registry (i.e. my russian Windows).

Here's a quick workaround for a similar problem for RoM:
http://forums.civfanatics.com/showpost.php?p=8719263&postcount=36

It doesn't work for your mod though :(. Probably you have other python code which tries to read non-unicode symbols in those "icon placement" situations (what do they do?).

Here's the python exception which shows the problem:
 

Attachments

  • problem2.PNG
    problem2.PNG
    205.1 KB · Views: 161
Your idea with the interconnection for base production values sounds really really neat. Together with the according civics this would really be a 'natural' and (I think by many) long awaited extension to the gameplay.
 
Hello. With Civ 5 less than a month away and having only just got free of the project I was working on: ( http://www.e4.com/game/privates.html btw ) and the next project picking up soon, not sure I'm going to get chance to work on this much any more until after Civ 5 has been released. By then knowing me I'll be all goggle eyed and excited about that so can't guarantee I'll ever get the motivation to finish this off. Sorry. :(

I've posted the code earlier in the thread so anyone who wants to take it over is more than welcome.

I'll be looking to implementing this mod, along with the proposed religion system to Civ 5 once I've played vanilla for a bit and messed with the SDK.

See you there!

lemmy
 
This looks very impressive and exciting ... I'm definitely keeping my eye on this thread for further developments. I both hope that you don't abandon Civ 4 completely for 5 and am also sure that Civ 5 will actually evolve into a decent game in the hands of folks like yourself!
 
Back
Top Bottom