[MOD] Medieval: Conquests

Uh... how come my jester does more for me in jail than in the theater? And what is that silver-coin shaped thing anyway?

The buildings have been overhauled in this next update so don't get too attached:) The silver-coin thing represents Culture. Culture has its own yield now. In the update only Theater produces Culture. Each town has a "Prosperity" factor. This is a factor of Culture, Religion, and Fealty. These three effect things like border expansion and your immigration.

Courthouses (jails as you say) produce gold directly into the players gold reserves now instead of Culture. Courts and the fines they accumilated where a huge profit maker back in those days. So much so that it often let to fueds over who had the right to collect fines.
 
Hey, guys, how come the enemy is laying off in the weeds and I can't see his units? Do I have to search the entire map to find the Pope's troops? In the Vanilla game, they may have been laying off somewhere but they drifted in to attack me, or took over my settlements and fortified there. These guys are ignoring my almost-empty settlements.

So the Pope asks his troops, "What did you do in the big war, sergeant major?"
He says: "Not to much sir. We couldn't find the enemy. So we just kind of lay in the weeds, and smoked some, till it was time to come back.After all, we won, sir"

I think the Pope's troops should have to be more agressive. The pope is a wimp. I could'a won!

It would be real nice if my trebuchets could bombard ships blockading me.

EDIT: OK, the game is over and I lost. I coulda won, but I didn't realize I had to play hide and seek with the enemy. That was beginner level, 350 turns. I think that's about right. Next I'm going to go up one difficulty level and play to 340 turns.

I'm also going to modify my copy of the Privateers mod to go to 325 turns. I think that will make for a better game. To tell the truth, I have never liked the 300 turn limit even in vanilla Colonization. It's wrenching! To win, you have to build up an economy. Then overnight you have to let it all go to seed while you prepare for combat. You have to guess just when to do it. Kailric, can flotillas kill those big men-'o-war that Europe uses? By the way, it bothers me that we can't build ships in medieval combat that are a match for the Pope's ships, or at least closer. Maybe a big war galley with a bronze beak on it. That would be formidable against any ship.
 
Courthouses (jails as you say) produce gold directly into the players gold reserves now instead of Culture. Courts and the fines they accumilated where a huge profit maker back in those days. So much so that it often let to fueds over who had the right to collect fines.
I read a story about a woman who were known for "man hunting". A wife of a "captured" man openly spoke bad about that behavior (getting too close to married men). A month later the "hunting woman" died suddenly and the locals reported the foul mouth woman as a witch. The local magistrate ruled that she was a witch and that witches aren't allowed to have any possessions, though she wasn't burned as a witch. She owned the biggest farm in the area, which were confiscated. Since no farm could go without any owner, the magistrate moved in, which made him a very wealthy man, even compared to what he was before that ruling.

It would be real nice if my trebuchets could bombard ships blockading me.
That's not a bad idea. There is a hardcoded prevention from attacking tiles the unit can't enter, which makes sense for melee units. Bombardment is a different story. And what about archers with burning arrows?
The question is where the land only restriction is coded and how hard it is to change. I would also question if this justifies delaying the next release any further. It has been almost done for a while already.
 
And what about archers with burning arrows?

Yeah!

I would also question if this justifies delaying the next release any further. It has been almost done for a while already.

What he said. I can't contribute XML while the update is up in the air. Kailric do you have M/S Word? It has change tracking. Do any of the XML products have this collaboration feature?
 
What he said. I can't contribute XML while the update is up in the air. Kailric do you have M/S Word? It has change tracking. Do any of the XML products have this collaboration feature?

How about making an SVN or Git repository for the mod to facilitate change tracking & contributions? You can start a free one on sourceforge.net and get free storage besides.:cool:
 
How about making an SVN or Git repository for the mod to facilitate change tracking & contributions? You can start a free one on sourceforge.net and get free storage besides.:cool:
I put RaRE on gibhub. It works great for me, but it turned out that it's less trivial for users who plans not to code themselves. I plan to made bat files to take care of that, which I can make for M:C as well, if needed. Also it will really be a pain not to have svn/git access if I am to code anything for M:C, possibly so complex that I will reconsider doing it.

I propose using git rather than svn because git has the ability to make local commits. Excellent on a laptop while it's offline.

I already proposed putting M:C on github way back on page 14.
 
I just committed a speedboost to RaRE, which I measured to reduce wait time for the AI (next turn events) to be reduced by 17,5%. Since it improves vanilla code I'm fairly sure I can apply the same thing to M:C, though I can't say in advance if the impact of this is just as great as with RaRE. I will need access to svn/git to properly implement this and keep track of what I'm doing though. Profiling M:C could be interesting.

And for the record, I figured out how to profile the dll file, not the python scripts. That should be possible to do as well, but I haven't looked at it. Generally speaking if it can be done in C++, do it in C++ as it's much faster.
 
I just lost my $500, 100 lumber, and the wagon for the third time in one game. Every time a bear poops nearby I lose these things. May I respectfully request that this be fixed in the next update. I guess I'm starting over with archers on all side of the darned workers.
 
Hey, guys, how come the enemy is laying off in the weeds and I can't see his units? Do I have to search the entire map to find the Pope's troops? In the Vanilla game, they may have been laying off somewhere but they drifted in to attack me, or took over my settlements and fortified there. These guys are ignoring my almost-empty settlements. I think the Pope's troops should have to be more agressive. The pope is a wimp. I could'a won!

It would be real nice if my trebuchets could bombard ships blockading me..

I've noticed this behavoir before as well. We'll have to check into the code and see why they just hideout like that.

The power to kill the pope's ships is insinificant to the power of the force:sniper:. I think Flotillas are a match for the king's ships.. been a long while though sense I played. But, killing the pope's ships is a tricky thing cause you not only kill his ships but his troops as well, thus ending the war before it begins. But, I do like the idea of trebuchets and catapults bombarding ships, they could weaken them up to the point that your ships actually stand a chance instead of them just sitting there pounding your ports all day.

We'll over haul the combat system at some point. I want to do some cool things and add new units like the Siege Tower.
I just lost my $500, 100 lumber, and the wagon for the third time in one game
The lumber wagons have been removed in the new update for the moment. When you research Monarchy you can start to found Outposts instead. You can do that now as well in the older game.

How about making an SVN or Git repository for the mod to facilitate change tracking & contributions? You can start a free one on sourceforge.net and get free storage besides.

Yes, lets do this. I just have to take the time to set it up. Right now, between school, work, and family each second that I get free I spend on this mod so just haven't took the time yet.
 
The power to kill the pope's ships is insignificant to the power of the force.:sniper: But, killing the pope's ships is a tricky thing cause you not only kill his ships but his troops as well, thus ending the war before it begins. But, I do like the idea of trebuchets and catapults bombarding ships, they could weaken them up to the point that your ships actually stand a chance instead of them just sitting there pounding your ports all day.

I was able to kill the Pope's three ships with eight war galleys. One of my galleys survived. That was 64 attack power against 36 defense.

I have noticed in the past that you don't have to kill the king's ships to win.

I'm playing at the second level of difficulty. I've noticed how little money the player starts with. This seriously slows down the game. I may not be able to win at this level, even at 340 turns, because of that. If you remember, please tell me where this is set, and I'll play with it.

EDIT: I think I found it in Civ4HandicapInfo. I'm going to try setting it to 500, since level 1 is 1,000.

EDIT: Nope. You set it to 400 to yield 500 gold at the game start.

I started writing a primitive strategy guide for the mod.
 
Yes, lets do this. I just have to take the time to set it up. Right now, between school, work, and family each second that I get free I spend on this mod so just haven't taken the time yet.

Is another of our informal group experienced with this? Could they start setting one up now? (I have never done this.)
 
Is another of our informal group experienced with this? Could they start setting one up now? (I have never done this.)
Have you ever tried clicking on the link in my signature? It's there for a reason.
If you had, then you would know the answer to your question. It's actually fairly simple. You create an account, then a project. You check it out, add the files and then you commit. You will need the source code though and only one person has that one.

I removed Art and Sounds from RaRE as the files are too big for svn/git. Not that it can't handle such files, it's inefficient and the free hosts don't like adding huge files like that. It's designed for source (text) files. M:C will likely have to do the same. They recommend adding such files in a zip somewhere else and it would likely be easiest to use the next release as distribution of the media files.
 
I have noticed in the past that you don't have to kill the king's ships to win. I started writing a primitive strategy guide for the mod.

Right, you don't have to kill the ships. Hold up on the Strat Guide, Medieval: Conquests 2.0 is uploading now, about an hour left. Here's a preview of new features:
New Features:

Pope's Censures- If you anger the Pope he will Invoke Censures that penalize your realm. No more Tea Parties!

New Trade Point System- As you buy and sell goods you receive Trade Points. Trade Points unlock new features and Trade Routes where you can trade your goods. Open Borders is now Trade Relations... they give you Trade Points each turn. At the start of the game, units can not travel to any Trade Screen Market. You have to unlock them with Trade Points. Trade Points are earned from building Roads, Trading Posts, Markets, and Warehouses. Also, from making Trade Relations pacts with other Civs. The first Trade Screen Market you unlock is the Spice Route, a sea route. Different markets have different prices as well.
Edit: I through these SS together pretty quick, not the best
Spoiler :
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Spoiler :
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Spoiler :
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Alliances- Form Alliances with the Barbarians in the form of Vassals. You can make Vassal demands every so many turns.

New Commands:
Hire Guides- Peddlers and None Combat units can hire a guide at a barbarian village. These guides will protect the unit from Animal attacks and Bandits, they give the No Bad Goodies bonus and a movement increase of 1. It cost 10 gold per turn to employ a guide.
Establish Trading Posts- You can use your Peddlers to set up trading posts at Barbarian villages. These generate Trade Points each turn and also city icons appear telling you what valuable goods are in the village
Collect Taxes- Once you have an Alliance or Vassal your units can have the Tax collector Profession. Move the unit to the Vassal city and start collecting Taxes! The higher the population in the village the higher the more taxes you collect.

Edit: I am editing this as I think of new things in the game. It's a lot!
 

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Woww sounds awesome! :king: can't wait to try out those Papal Censures and new trade screens :cool: Is the Hired Guides like a promotion that gives those bonuses? It's good to pay something but 10 per turn seems quite a lot. Well I'm amazed at u still making so many cool new features & thanks 4 keeping up the mod! :)
 
This really is an innovative use of colonization! I like mods that really shake up the game and make it something totally new! I also personally really like the various kinds of town you can build, like the monasteries etc. I just like the idea of different town types and abilities. This New trade system sounds cool and the Vassal Taxation.

one Dinky suggestion, for the 'european tax rate' you could change the name to 'Tithe Rate' so it represents the churches 'Divine Right' to a percentage of every mans wealth for the works of the Holy Church. Thus the Pope decrees what percentage of a mans wealth is owed to the church to keep him Holy and Pious in the eyes of God
 
Woww sounds awesome! :king: can't wait to try out those Papal Censures and new trade screens :cool: Is the Hired Guides like a promotion that gives those bonuses? It's good to pay something but 10 per turn seems quite a lot. Well I'm amazed at u still making so many cool new features & thanks 4 keeping up the mod! :)

Yes, it is a promotion but you can actually see the guide following you. Nearly all new addition numerical figures can be edited in the xml files. Even the type of Unit the guides you. There is also a new promotion called "Hunting Hound". You gain a pet dog that follows you around and protects you from animals.

Well, I uploaded it to AtomicGamer but the link isnt working. Someone check it out maybe its just my side. I am uploading to Mod DB now.

AtomicGamer http://www.atomicgamer.com/file.php?id=104683
 
This really is an innovative use of colonization! I like mods that really shake up the game and make it something totally new! I also personally really like the various kinds of town you can build, like the monasteries etc. I just like the idea of different town types and abilities. This New trade system sounds cool and the Vassal Taxation.

one Dinky suggestion, for the 'european tax rate' you could change the name to 'Tithe Rate' so it represents the churches 'Divine Right' to a percentage of every mans wealth for the works of the Holy Church. Thus the Pope decrees what percentage of a mans wealth is owed to the church to keep him Holy and Pious in the eyes of God

Yep, the various types of towns is still a process in the works so if you have any suggestions let me know. Also, the tithe rate is already in the game. The Pope raises your Tithe Rate. I just checked however and the trade screens still say Tax, so I'll adjust this to Tithe.

Also, right now I made it so you can only play some of the European Civs and removed the Vikings, Arabs, and Mongols from human play. The AI will still play them however. I concentrated on the Civs with ties to the Pope and that whole scenario.

I plan to do something different for other Civs. Like the Vikings and Mongols will have a different objective than the others, more about conquest. Also, I think it would be cool to add in some of the independent city-state types like Venice. Where you can only found one city. In medieval times these city-states had colonies, standing armies, went to war, and where at times more powerful than kings.
 
yeah that would be cool, especially if you could implement some kind of banking/usury system for the city states, as this was the thing that made them so rich and powerful and kept them in the same league as nations. I don't know how exactly, I would have to think on it some..

Also the link didn't work for me either
 
yeah that would be cool, especially if you could implement some kind of banking/usury system for the city states, as this was the thing that made them so rich and powerful and kept them in the same league as nations.
That's a good idea. After the discovery of Banking a player can start making loans and drawing interest each turn. Only problem is the AI stays broke all the time. I guess they are set up to spend their money as soon as possible or else the Pope/King will take it anyway, so may as well.

In History we read, "Edward III of England raised money by issuing a short-term bond, signed by him. He borrowed, exerting pressure, some 1,400,000 pounds from the great Bardi and Peruzzi houses of Florence. He the declared himself bankrupt, and the Bardi and Peruzzi were forced to do the same".

Its situations like this I want to simulate in the Mod. I want to simulate Medieval life in diplomacy, economy, and warfare is my ultimate goal.

I want to do a major over haul of the AI though and improve their standing gold reserves so they can make deals like mentioned above and loan the player gold as well. In Civilization IIRC the AI would usually have good gold on reserves. It seems kinda unrealistic and idiotic that the Civs are always broke and the Barbarians have a stash of cash. All the Civs seem to have to offer is a map :lol:
 
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