[MOD] Medieval: Conquests

Hmm very interesting! I'm looking at the wiki links for British prison treadwheels and The Experiment, a horse powered boat. :cool:

Harbour crane might be a good building for coastal cities since it seems those were important. Perhaps it could increase storage capacity and boost local demand, & reuse the crane nif graphic from the Civ4 Quarry improvement.
Actually, I don't think that harbour cranes would be a good addition.

In Germany, they have been quite freqently used at rivers, with some of them even being in place up to the beginning of the 20th century. But on rivers, people were mostly using boat-type ships or rafts - in other words, vessels which were (vertically) "open".
As far as I see it, this is not true for the typical sea- or ocean-going vessel.

Furthermore, "all" what the crane is doing is to increase the speed of loading/unloading. It doesn't increase warehouse capacity nor the city's demand in any way.
 
It doesn't increase warehouse capacity nor the city's demand in any way.
Just my two cents... But arguably a harbor crane could be said to increase a city's efficiency/productivity (+10% production of finished goods) or the speed that finished goods are sent to foreign market (+1 movement ships).
 
No, this bug has not be reported yet. Are you playing the Git version or the "Official Version" with the 2.0a patch?

I'm playing the "Official Version" with the 2.0a patch. My ISP doesn't like Git :/

Can you send us a saved game where these errors/crashes like the ships cutting through land tiles and also where a crash happens as soon as you hit the Next Turn.

I will have to sort through the save-files and find the ones where the bug/crashes occurred.

EDIT: Started a new game and it crashed on the turn right after an auto-save, I'm attaching it now.

I haven't noticed this in my own play testing lately either as far as the crashes go but I have noticed some odd path finding now that I think about it. When ever I tell a Worker to build a road path he almost never builds it in the tiles I want, almost like he chooses the roughest terrain possible.

Now that you mention it, I have noticed the workers building roads/paths on the roughest terrain possible. But it was not all that different from the way things work in vanilla. However, in vanilla, the first route is often altered/modified after the "click release". I think that there is a broken link in the AI to some "clean up" routine in the path AI.

We was sill having problems of Animals/Bandits randomly taking over villages. If that happens it usually causes a crash.

Now that you mention it, there have been a whole lot of Animals/Bandits on the screen at the time of the crashes. I mean a crazy lot. When I open the save-file in WorldBuilder to see what might have caused the crash, the amount of Animals and Bandits is kinda of crazy. I don't know what you have the bad guys linked to for generation, but if FaireWeather has created a map with a central plateau with a large area of open tundra, I've seen 5 - 8 polar bears in a very small area.

And if you do decide to convert M:C into a Playable Natives Colonization mod I"ll help you with that. I would wait though until we have the current features refined and bugs stamped out. Androrc the Orc's UnitArtStyles is in this mod so It makes it easier to add new Civilizations with diverse art. Anyway, once M:C is good to go you could set up a Git account for your mod like Nightinggale has done and that way it would be amazingly easier for me to help you make the natives playable.

I am content to wait as you work out the bugs. I'll make work for myself creating 2d art and Object/Pedia entries.

Working version of MedTech_Atlas.dds:
Spoiler :
attachment.php


Sample TXT follows:
Spoiler :
Code:
	<TEXT>
		<Tag>TXT_KEY_UNIT_COLONIST</Tag>
		<English>Free Peasant:Free Peasants</English>
		<French>
			<Text>Paysan libre:Paysans libres</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>Kerl:Kerle</German>
		<Italian>
			<Text>Libero paesano:Liberi paesani</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Coampesino libre:Campesinos libres</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_PROFESSION_COLONIST</Tag>
		<English>Peasant:Peasants</English>
		<French>
			<Text>Paysan:Paysans</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>Kerl:Kerle</German>
		<Italian>
			<Text>Paesano:Paesani</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Coampesino:Campesinos</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_INDENTURED_SERVANT</Tag>
		<English>Serf:Serfs</English>
		<French>
			<Text>Serf:Serfs</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>Hörige:Hörige</German>
		<Italian>
			<Text>Servo della gleba:Servi della gleba</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Siervo:Siervos</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_COTTER</Tag>
		<English>Cotter:Cotters</English>
		<French>
			<Text>Villégiateur:Villégiateur</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>Häusler:Häusleren</German>
		<Italian>
			<Text>Paesano:Paesani</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Coampesino:Campesinos</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_CRIMINAL</Tag>
		<English>Outlaw:Outlaws</English>
		<French>
			<Text>Hors-la-loi:Hors-la-loi</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>Gesetzloser:Gesetzlose</German>
		<Italian>
			<Text>Brigante:Briganti</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Bandolero:Bandoleros</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_CONVERTED_NATIVE</Tag>
		<English>Converted Barbarian:Converted Barbarians</English>
		<French>
			<Text>Barbare converti:Barbares convertis</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>Konvertierter Barbar:Konvertierte Barbaren</German>
		<Italian>
			<Text>Barbaro convertito:Barbari convertiti</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Bárbaro converso:Bárbaros conversos</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_HUNTSMAN</Tag>
		<English>Master Huntsman:Master Huntsmen</English>
		<French>
			<Text>Maître chasseur:Maîtres chasseurs</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>Experte Jäger:Experte Jäger</German>
		<Italian>
			<Text>Cacciatore esperto:Cacciatori esperti</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Maestro cazadore:Maestros cazadores</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_PIONEER</Tag>
		<English>Hardy Worker:Hardy Workers</English>
		<French>
			<Text>Travailleur intrépide:Travailleurs intrépides</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>Kühner Arbeiter:Kühne Arbeitern</German>
		<Italian>
			<Text>Robusto lavoratore:Robusti lavoratori</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Obrero avezado:Obreros avezados</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_PROFESSION_PIONEER</Tag>
		<English>Worker:Workers</English>
		<French>
			<Text>Travailleur:Travailleurs</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>Arbeiter:Arbeitern</German>
		<Italian>
			<Text>Lavoratore:Lavoratori</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Obrero avezado:Obreros avezados</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_CHRISTIAN_MISSIONARY</Tag>
		<English>Benedictine Monk:Benedictine Monks</English>
		<French>
			<Text>Moine bénédictin:Moines bénédictins</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>Benediktinermönch:Benediktinermönche</German>
		<Italian>
			<Text>Monaco Benedettino:Monaci Benedettini</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Monje benedictino:Monjes benedictinos</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_PROFESSION_MISSIONARY</Tag>
		<English>Monk:Monks</English>
		<French>
			<Text>Moine:Moines</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>Mönch:Mönche</German>
		<Italian>
			<Text>Monaco:Monaci</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Monje:Monjes</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_PAGE</Tag>
		<English>Page:Pages</English>
		<French>
			<Text>Page:Pages</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>Page:Pages</German>
		<Italian>
			<Text>Paggio:Paggi</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Paje:Pajes</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_SQUIRE</Tag>
		<English>Squire:Squires</English>
		<French>
			<Text>Écuyer:Écuyers</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>Schildknappe:Schildknappen</German>
		<Italian>
			<Text>Scudiero:Scudieri</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Escudero:Escuderos</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_NOBLEMAN</Tag>
		<English>Nobleman:Noblemen</English>
		<French>
			<Text>Noble:Nobles</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>Edelmann:Edelmänner</German>
		<Italian>
			<Text>Nobiluomo:Nobiluomini</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Hidalgo:Hidalgos</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_DIGNITARY</Tag>
		<English>Brilliant Dignitary:Brilliant Dignitaries</English>
		<French>
			<Text>Dignitaire sage:Dignitaires sages</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</French>
		<German>weise Würdenträgers:weise Würdenträger</German>
		<Italian>
			<Text>Dignitario saggio:Dignitari sagge</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Italian>
		<Spanish>
			<Text>Dignatario sabio:Dignatarios sabios</Text>
			<Gender>Male</Gender>
			<Plural>0:1</Plural>
		</Spanish>
	</TEXT>
 

Attachments

We was sill having problems of Animals/Bandits randomly taking over villages. If that happens it usually causes a crash.
Now that you mention it, there have been a whole lot of Animals/Bandits on the screen at the time of the crashes. I mean a crazy lot. When I open the save-file in WorldBuilder to see what might have caused the crash, the amount of Animals and Bandits is kinda of crazy. I don't know what you have the bad guys linked to for generation, but if FaireWeather has created a map with a central plateau with a large area of open tundra, I've seen 5 - 8 polar bears in a very small area.
Yeah, large # of local units could easily generate pathfinding problems. What is the function that determines whether to generate an Animal/Bandit? I'm guessing its based on the total number of their native tiles on the entire map, so on maps with lots of unowned tiles there can get to be quite huge amounts in big clusters, if there's no negative feedback from overpopulation. To avoid this, maybe try one or both of the following:

only generate a new Animal/Bandit when there are no others in a 2-tile radius

base the generation chance on a ratio between the total tiles that match their TerrainNatives, FeatureNatives, and BonusNatives; divided by the global number of that unittype already in the game.
 
hi,
great mod! grace to all and thx.

what about multiplayer? try to use, but no see host game in lobby, any advance?
 
Yeah, large # of local units could easily generate pathfinding problems. What is the function that determines whether to generate an Animal/Bandit? I'm guessing its based on the total number of their native tiles on the entire map, so on maps with lots of unowned tiles there can get to be quite huge amounts in big clusters, if there's no negative feedback from overpopulation. To avoid this, maybe try one or both of the following:

only generate a new Animal/Bandit when there are no others in a 2-tile radius

base the generation chance on a ratio between the total tiles that match their TerrainNatives, FeatureNatives, and BonusNatives; divided by the global number of that unittype already in the game.

The animal generation code is just as the original author made it. I will however over look the code and see what could be improved. I normally use The New World map and the animals don't seem out of balanced on that one.

hi, great mod! grace to all and thx.
what about multiplayer? try to use, but no see host game in lobby, any advance?

I am not sure about multilayer at the moment. We have plans to make the game more multilayer compatible as of now you get a bunch of "our of sync" errors from what I have been told.
 
The FaireWeather map script creates maps very different in look and composition from those created by A_New_World. I will try some games using the A_New_World map script and see if there is any difference in how things run.

I can already say that on with maps generated by FaireWeather the map gets heavy with mobs in only a few turns and the unit cycling begins to bog down and "stutter" badly. For that reason, I've been limiting play to small and tiny maps.

If mob generation is linked to terrain type density, FaireWeather generates large blocks of similar terrain tiles in a close simulation of Earth, whereas A_New_World is pretty much random placement of terrain types and features (e.g., jungle on grass beside bare tundra), this difference may explain the mob density that results in both Routing AI issues and the crashes due to "barbarians" taking control of cities.

As a solution for the "take over" problem, simply inserting some code that make them always raze a city would correct the problem.

On a related note, I find there is no effective way to make the mobs not generate (i.e., the game does not use any of the over-rides that are in place to stop mob generation)
 
OK back with a save and a screen shot of the boat going over land

Ahh, I noticed the Lodge there in that space. I know what the problem is. Lodges, Strongholds and such now "Act As City" so the Ships are allowed to move through cities. I'll have to add code to prevent this. Thanks for bringing this to our attention. I added your name to the Bug Smashers Elite on first post:goodjob: I actually seen this before but totally forgot to add it to the list of bugs to smash.

As a solution for the "take over" problem, simply inserting some code that make them always raze a city would correct the problem.

On a related note, I find there is no effective way to make the mobs not generate (i.e., the game does not use any of the over-rides that are in place to stop mob generation)

Yes, I have added code to do just that with the Raze cities. Not sure if it works yet or not but it should have been in the patch. I'll check the code to prevent animals from spawning. I know at the start of the game it generally works.

And thanks for the new Flags. I'll have then added in the next update unless you beat me to it :) Also, good work on the XML update! Was you wanting me to use that code or was you going to summit an XML? I am going to look at your previous save here shortly.

Edit: Ok, I tested your first save and I did not get a crash. I am attaching a Debug version of the DLL. Play with this one and you will get potential crash messages. Make note of any messages that appear before a crash. Also, if you games are crashing turn on message logging in the CivilizationIV.ini file located in your My Games/Sid Meier's Civilization Colonization folder. You then open up your MPlog.txt file and it can help to see what was happening right before the game crashed.

CivilizationIV.ini
Code:
; Enable the logging system
LoggingEnabled = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable message logging
MessageLog = 1
 
Ahh, I noticed the Lodge there in that space. I know what the problem is. Lodges, Strongholds and such now "Act As City" so the Ships are allowed to move through cities. I'll have to add code to prevent this. Thanks for bringing this to our attention. I added your name to the Bug Smashers Elite on first post :goodjob: I actually seen this before but totally forgot to add it to the list of bugs to smash.
Okay, that makes perfect sense. I had half a suspicions that the lodges and outposts operating as as cities might be the cause of the weirdness, but I hadn't seen it happen enough times to get the error to repeat on demand.

I figure you have your hands full putting out all the little fires, so I'm just glad I could help remind you :D

Yes, I have added code to do just that with the Raze cities. Not sure if it works yet or not but it should have been in the patch. I'll check the code to prevent animals from spawning. I know at the start of the game it generally works.

Yes, at the start of the game the do not spawn setting seems to work just fine, but usually by about turn 100 the "off" starts being ignored and (I forget what they're called) Raiders (?) start cropping up all over the place.

And thanks for the new Flags. I'll have then added in the next update unless you beat me to it :) Also, good work on the XML update! Was you wanting me to use that code or was you going to summit an XML? I am going to look at your previous save here shortly.

I am checking all the new image files in game to make sure they display correctly. I am working through the meshes that use the flag decals on their shields to make sure they all work properly, I'll redo the UV maps where necessary. I'm having a couple of college profs in the languages dept check my translation word choices, then I'll post the icon atlas, the flag decals, and the changed XML files here for you to review and add in your next update.

Is there a particular background that you prefer for the leaderheads? I can do them straight-on face forward like in the vanilla game with no trouble.

Also, how deep do you want me to go in re-writing the XML? For instance, a couple of the city names for the Anglo-Saxons are actually Welsh. Do you want to stick with modern English names? or would prefer to see historically accurate names (e.g., Lundene is Anglo-Saxon for London, Eoforwic = York, Haestingas = Hastings, Cantwareburh = Canterbury, etc)

I was thinking of adding Powys and/or Gwynedd and the Danelaw with Canute as the LH (which were were extant during the time of Alfred the Great and a source of great discomfort for the Anglo-Saxons). You've got the continent covered pretty thoroughly, but British Isles seem a little weird without Picts and Welshmen to cause a problem :D

Edit: Ok, I tested your first save and I did not get a crash. I am attaching a Debug version of the DLL. Play with this one and you will get potential crash messages. Make note of any messages that appear before a crash. Also, if you games are crashing turn on message logging in the CivilizationIV.ini file located in your My Games/Sid Meier's Civilization Colonization folder. You then open up your MPlog.txt file and it can help to see what was happening right before the game crashed.

CivilizationIV.ini
Code:
; Enable the logging system
LoggingEnabled = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable message logging
MessageLog = 1

Check, check, and check, all all added and changed in my game.

Also worth noting, I am certain that in general some of the bugs I am encountering relate to my system being so antiquated. I'm still on a 32-bit XP system, so Civ4Col has always been a little buggy on it. Civ4BTS runs without any problems, but that's another beast with a different hide.
 
In this Push to the Git files I added the ability to allow or disallow Units to be purchased from the different trade screens. Also, Ships and Siege Engines can only be Purchased after you have built your first one. There is text in the Pedia that explains this. With this update you can have different units available from different Trade Routes such as Mercenaries and Specialist.

In the example code below for the Veteran Unit: Most Units with a positive value to iEuropeCost will automatically appear in all Trade Screens (if the Summon Icon is available). Ships and Siege Engines will only appear in the Immigration Screen if you have built one previously. If iEuropeCost is -1 this unit will not appear in the Immigration Screen Summon Menu. In the example the Veteran Unit is 500 gold cheaper on the Spice Route and are not purchasable in any other route except Immigration Screen. The attribute iEuropeCostIncrease still increase the cost after each purchase in all routes.

Code:
<iEuropeCost>1500</iEuropeCost>
<TradeScreenTypes>
  <TradeScreenType>
    <TradeScreen>TRADE_SCREEN_SPICE_ROUTE</TradeScreen>
    <iPricePercent>1000</iPricePercent>
  </TradeScreenType>
</TradeScreenTypes>
<iEuropeCostIncrease>300</iEuropeCostIncrease>

PS I will post messages like these to better keep up with my Git Pushes (a push is uploading a new update to the files on the git site)
 
Is there a particular background that you prefer for the leaderheads? I can do them straight-on face forward like in the vanilla game with no trouble.

Also, how deep do you want me to go in re-writing the XML? For instance, a couple of the city names for the Anglo-Saxons are actually Welsh. Do you want to stick with modern English names? or would prefer to see historically accurate names (e.g., Lundene is Anglo-Saxon for London, Eoforwic = York, Haestingas = Hastings, Cantwareburh = Canterbury, etc)

I was thinking of adding Powys and/or Gwynedd and the Danelaw with Canute as the LH (which were were extant during the time of Alfred the Great and a source of great discomfort for the Anglo-Saxons). You've got the continent covered pretty thoroughly, but British Isles seem a little weird without Picts and Welshmen to cause a problem

As far as back grounds just follow the examples in the Mod if there is none do something that fits:) If the city names can be pronounced in English then I'd say go for it. I am all about being historically accurate. I was wanting to add Canute myself but as a playable Civ in honor of my Heritage but the more Leaders the marry-er. You gave me a thought though; we could add a new attribute to Civilizations called HistoricalEnemies and you could put actual enemies there from history and the game would prefer those leaders to others.
 
I like the idea of a HistoricalEnemies bias. The Welsh and the Danes had little love for the Kings of Wessex, the Welsh held out a little longer than the Danes, but the Danes did pretty well for themselves right up to 1066 when a Norse guy with a French accent took over operations in London. In sports jargon, the Welsh had the home-field advantage, but the Viking-blooded boys played several good seasons against the Wessex crew. I'd say that in the long run, England was shaped and sharpened on the grinding wheel of the Norse, Danes, and Swedes. Odd phrases like "the more, the merrier" only exist in English today because of the Scandinavians.

And who knows, if things had gone a little different Harald Hardrada at the Battle of Stamford Bridge, William of Normandy might have met Harald Hardrada rather than Harold Godwinson at Hastings, and we'd be be writing to one another on this forum in something looking more like Icelandic than modern English :D
 
OK back with a save and a screen shot of the boat going over land

In my case it was a raider galley going inland 1 square, then back to sea, in one swift movement. It looked kind of cool, actually. Sort of like an alligator jumping out of the water. Looked programmed.

Also I've seen 6 or 7 barbarian villages in a cluster, without two squares intervening. I was able to "sail" between them in certain directions but not in others. I think that abutting villages are a bug.
 
I like the idea of a HistoricalEnemies bias... Odd phrases like "the more, the merrier" only exist in English today because of the Scandinavians.
Heh, I just used that phrase except the spellchecker changed it to merry-er:dunno:
And who knows, if things had gone a little different Harald Hardrada at the Battle of Stamford Bridge, William of Normandy might have met Harald Hardrada rather than Harold Godwinson at Hastings, and we'd be be writing to one another on this forum in something looking more like Icelandic than modern English :D

Yeah, there are a lot of "what ifs" in history and it's pretty fun speculating. I think the HistoricalEnemies would be an easy addition so it's on the todo list.

@mastrude
I need to put a help text on the Raider Galley units. They are "move all terrain". They land their boats, get out, and start Raiding then get back in when they are done. I plan on updating the code so they are not as destructive as they are now. I'll have an option set up for "Lethal Raiders" and if raiders are not Lethal they'll just maim your unit, delay its movement, raid your cities, and steal gold from the player. This is a priority update as the crazy barbarians are out of control and get more complaints than anything.

Not sure about the clustered villages however, I have never noticed this with The_New_World map. Depending on the Map you use and settings you could create scenarios such as that.
 
I've been looking over the JAnimal Mod code and it has been a long while sense I have. I noticed one thing right off, the below code is from his orginal mod. In my testing I had changed the LandMaxPercent to 5 on Explorer difficulty from its orginal of 15 but that's the only one I changed. I also set iAIAnimalLandNumTurnsNoSpawn to 0 for that difficulty as well as it's the one I test on the most. Note: SeaMaxPercent is not used in this mod yet.

Code:
<!-- JAnimals Mod Start -->
[COLOR="DarkRed"]<iAIAnimalLandMaxPercent>15</iAIAnimalLandMaxPercent>[/COLOR]
<iAIAnimalSeaMaxPercent>10</iAIAnimalSeaMaxPercent>
<iAIAnimalLandNumTurnsNoSpawn>5</iAIAnimalLandNumTurnsNoSpawn>
<iAIAnimalSeaNumTurnsNoSpawn>5</iAIAnimalSeaNumTurnsNoSpawn>
<!-- JAnimals Mod End -->

iAIAnimalLandNumTurnsNoSpawn: This is the number of turns you get before animals start to spawn
iAIAnimalLandMaxPercent: the formula is NeededAnimals = AreaNumberofTiles * iAIAnimalLandMaxPercent / 100
So, if your area was a 10x25 plot of land you'd have 250 tiles * 15 = 3750 / 100 = 37. You'd then have 37 animals appear in that 10x25 plot area. I would say that is way to many and in my testing I must have changed that percent to 5 but I failed to adjust any of the other difficulties. With a value of 5 there would only be 12 animals instead of the 37! I'll push an adjusted CIV4HandicapInfo.xml to Git but anyone can adjust these numbers.

Animals could be spawning right on top of cities so I'll check that as well.

Edit: I did notice one potential bug if a Player has made an alliance with a Native it seems like it setup the chance that animals could spawn in a players City. I know that's a weird connection but that's code for ya. I'll keep testing and post another update next day or two.
 
Guys, a friend of mine who's a very experienced developer, and has made some money in games in the past, is trying to get a game venture off the ground. He has no capital and is trying to bootstrap everything. Payment, if there should be any profit, will be in the future, or in equity in the game. In case you don't know, this is how you (occasionally) get rich in Silicon Valley.

The chosen platform is Facebook with mobile apps (Android, iPhone, iPad, tablets), using the AS3 scripting language for Adobe Flash. If you're in a position to work with him, write me at Roger, domain Mastrude.com. Tell me about your background. You don't need to know AS3 if you know enough other things to get up to speed fast. I hired programmers for years, and my philosophy was to hire very smart people, preferably functionally mad, without very much experience.

This isn't a field in which I have any current interest, but I will be involved in administration for the venture, if any.

Hah! This not the post you were expecting, is it? Be sure to flame me if I did wrong to post this. I thrive on stress!

EDIT:
I posted this because I'm impressed with you guys and your work.
 
Guys, a friend of mine who's a very experienced developer, and has made some money in games in the past, is trying to get a game venture off the ground. He has no capital and is trying to bootstrap everything. Payment, if there should be any profit, will be in the future, or in equity in the game.

The chosen platform is Facebook with mobile apps (Android, iPhone, iPad, tablets), using the AS3 scripting language for Adobe Flash. If you're in a position to work with him, write me at Roger, domain Mastrude.com. Tell me about your background. You don't need to know AS3 if you know enough other things to get up to speed fast. I hired programmers for years, and my philosophy was to hire very smart people, preferably functionally mad, without very much experience.

Very funny read. :)
I highlighted the interesting parts for me.
 
Hah! This not the post you were expecting, is it? Be sure to flame me if I did wrong to post this. I thrive on stress!

We are all friends here so no worries. That sounds cool though. I know I haven't got the time at the moment with work, school, family, and the little bit of time I spend on here. I am hoping to do something similar myself in the future but perhaps with iPhone apps.
 
I've uploaded the Movies and Art for the latest Git Push they can be found here...

http://www.atomicgamer.com/file.php?id=104933

In this push I've added orlanth's new Trade League video and drjest2000 new flag art. As well as fixed it so that Ships can no longer travel through land tiles if there are certain improvements.

Next Push:

I am adjusting the Barbarians and Raiders. They will no longer kill your units but instead send them back to town crying to moma beaten and bruised but not dead. They will also steal any cargo and some gold from the player. Not to worry though, there will be a means to avenge the assaulted and get your gold back. First you must hunt down the Bandits that did this to your unit!

I'll update the Official Patch this week with all the latest changes also.
 
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