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[mod] Religion and Revolution Extended (modmod of Religion and Revolution)

Discussion in 'Civ4Col - Mods and Files' started by Nightinggale, Jun 11, 2013.

  1. Schmiddie

    Schmiddie Emperor

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    Sounds very interesting! Maybe you could give a more detailed overview?
     
  2. Nightinggale

    Nightinggale Deity

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    I read through the log of RaRE. Seeing how a lot of the code changes ran back into RaR I can't say RaRE really stands out anymore like it used to. In fact it looks like the only things which aren't in RaR 1.6 are Feeder service and AOD criminal/servant freetime. This makes me consider restarting from 1.6 and re-implement feeder service.

    Now we have 3 people who wants to work on RaR or related mods. Shouldn't we try to find some common ground and make one mod now rather than make 2 or 3 mods in parallel? We can always fork out another one if we end up disagreeing big time at some point.

    There is no need to change. You can add more if you like. There is a limit of 64 players ingame at any one time (which can be increased if needed), but I don't think there is an upper limit to the number of civs in XML. Worst case scenario would be not having room for all natives in each game. In a way that would make even more sense as it would make it even more unpredictable which tribes you will encounter.

    It's actually not very hard to add more. Go into CIV4CivilizationInfos.xml and make a copy of a native civ. Call it something else and you have a new native civ. You can then edit colour and stuff one at a time until you get where you want it to be.

    The only thing which can really screw this up is setting Type to something, which is already in use. The DLL will detect this error in M:C and I plan to move the check to RaRE or whatever mod we will work on. It takes a lot coding to implement this check, so I wrote a script to do it for me. That makes it easy to move to whatever mod we want.

    There might be a performance reason to have just a few, but I think that this performance issue is related purely to the number of civs ingame and not the number in XML.
     
  3. raystuttgart

    raystuttgart Civ4Col Modder

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    There already exists "Criminals / Indentured Servants Becoming Free" in RaR.
    (It is a subfeature of "Learning by Doing". The other one is "Runaways".)

    The formula is really flexible and it is configurable in XML.
    (GlobalDefinesAlt.xml)

    I did not really understand, why you implemented that feature once more. :dunno:
    (The feature in RaR can do everything the one in AOD can and even more.)

    Simply check for:
    (they are in per mille)

    LBD_BASE_CHANCE_FREE
    LBD_CHANCE_INCREASE_FREE
    LBD_PRE_ROUNDS_FREE
    LBD_CHANCE_MOD_FREE_CRIMINAL
    LBD_CHANCE_MOD_FREE_SERVANT

    Right now the formula is random based with increasing chances.

    But if you want to always have it hapen after lets say 20 rounds simply set

    LBD_BASE_CHANCE_FREE --->1000
    LBD_CHANCE_INCREASE_FREE ---> 0
    LBD_PRE_ROUNDS_FREE ---> 20
     
  4. Nightinggale

    Nightinggale Deity

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    I had some big plans with it, but now I don't think I will get around to do anything about it anymore. While the plan was good (at least at the time) I have encountered projects, which will result in far better results. As a result I don't really care if I ditch this change.

    Feeder service on the other hand is important. I use it all the time.
     
  5. agnat86

    agnat86 Warlord

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    I'm maintaining a changelog of all changes I've made so far to RaR1.6, with your changes included:

    Spoiler :
    XML Changes:

    Civ4CivilizationsSchema:
    Added parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield
    - NativePriceModifier

    CIV4CivilizationInfos.xml:

    Changed citystyles for incas, toromona, omagua and algonquian
    Changed TeachUnitClass values
    - Miner 2  1
    - Fisherman 2  3
    - Coffee Planter 3  4 for central american civs
    Improved and expanded city lists
    - English
    - Spanish
    - Dutch
    - Portuguese
    - Swedish
    - Russian
    - Tupi
    - Aztec
    - Inca
    - Cherokee
    - Inuit
    - Zapotec
    - Navajo
    - Mixtec
    - Shoshone
    - Crow

    CIV4LeaderheadInfos:
    Added new native traits, altered existing ones
    Changed traits of native leaders
    Changed attitude, behavior and character of native leaders

    CIV4TraitInfos:
    Added new native traits, altered existing ones
    Rebalanced founding fathers, altered their bonuses
    Reordered founding fathers
    Added parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield
    - NativePriceModifier

    CIV4ImprovementInfos.xml:
    Mines can now be built in deserts

    CIV4BonusInfos.xml:
    Increased food bonuses from bananas, turkeys and coconuts, and fur bonus from bisons
    Increased abundance of salt special resource
    Redpeppers and grapes now appear in forests

    CIV4UnitInfos.XML:
    Set strength of Artillery to 3
    Natives produce +2 gold and gems and +1 premium fur (like the bonuses they already get for silver and fur)
    Farmers now produce +100% Barley, instead of +3 barley
    Conquistador is now a melee unit, ranger and native merc are now gunpowder units.
    Gave conquistadors +50% strength against native mercs
    Pirate Frigate -1 strength, +1 speed
    Stagecoach & conestoga: +1 speed

    CIV4ProfessionInfos.xml:
    Gave missionaries 1 strength, unarmed

    CIV4PromotionInfos.xml:
    Added storm attack I, II and III promotions
    Storm Attack I requires Veteran II

    CIV4GameText_Colonization.xml:

    Coastal Warriors, Climber, Nomads and Farmers  Fishermen, Highlander, Nomadic and Agricultural
    Added text for natives being positively “alarmed”  “Your presence is a boon to our way of life.”
    Added text for parameters:
    - NativePriceModifier

    CIV4GameText_Colonization_Objects.xml:
    Coastal Warriors, Climber, Nomads and Farmers  Fishermen, Highlander, Nomadic and Agricultural
    Added storm attack promotion

    CIV4GameText_RaR_New_Nations:
    Made small improvements/spelling corrections in diplomacy texts to:
    - Huron
    - Zapotec
    - Algonquian
    - Navajo
    - Comanche
    - Toromona
    - Crow
    - Blackfoot
    - Ómagua

    CIV4GameText_RaR_Release1:

    Corrected wrong spellingc promissed  promised

    CIV4GameTextInfos_Original.xml:
    Changed proved  proven
    Added text for parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield

    GlobalDefinesAlt.xml:
    Set treasure value to 250

    CIV4FatherInfos:
    Rebalanced founding fathers, altered their bonuses
    Reordered founding fathers

    CIV4BuildingInfos:
    Waystation now requires city hall instead of town hall

    DLL Changes:

    CvGame.cpp:
    Added parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield

    CvGameTextMgr.cpp:
    Added parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield
    - NativePriceModifier
    Added text for natives being positively “alarmed”

    CvInfos.h:
    Added parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield
    - NativePriceModifier

    CvInfos.cpp:
    Added parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield
    - NativePriceModifier

    CvPlayer.h:
    Added parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield

    CvPlayer.cpp:
    Removed attitude penalty for declining native trade offers
    Added parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield

    CvPlayerAI.cpp:
    Divided influence of number of colonies on natives being alarmed by 4.
    Made alarm attitude dependant on trade (trading reduces native attitude penalty)
    Added functionality of NativePriceModifier
    Allowed threat level to be positive

    CvPlot.cpp:
    Added functional parts of these parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield

    CvTextScreens.cpp:
    Added parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield

    CvUnit.cpp:
    Units with mountaineer promotion can now enter peaks

    CyInfoInterface3.cpp:

    Added parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield
    - NativePriceModifier

    CyPlayer.h:
    Added parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield

    CyPlayer.cpp:
    Added parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield

    CyPlayerInterface3.cpp:
    Added parameters:
    - LandExtraYield
    - WaterExtraYield
    - HillsExtraYield



    These are the changes I've made to native traits so far:

    Spoiler :
    Changes to native traits:

    Patriarch (new trait):

    +25% Gold when contacting a village
    -25% price of native land purchasing

    Trader:
    - Natives offer better trade deals

    Prosperous:
    - +25% production of silver, gold and gems
    - Promotion: storm attack instead of minuteman

    Agricultural (Farmers):
    - +2 food production on land tiles
    - Removed bonuses for cities and tiles which produce more than 3 food
    - Promotion: minuteman

    Nomadic:
    - Promotion: Skirmisher instead of Fearless

    Hunters:
    - +100% GG emergence in cultural borders

    Fishermen (Coastal Warriors):
    - +2 food production on water
    - Removed GG emergence bonus

    Raiders:
    - -50% XP required for promotions

    Forestwarriors:
    - Added +50% GG emergence in general

    Highlander (Climber):
    - +2 food production on hills



    I also redesigned each native tribe, to make sure that no two tribes share the exact same traits, and all traits appear in every part of the world (except for Prosperous, which doesn't appear in North America). Of course, I've also looked into the history of native tribes, to determine which traits make sense for each of them. For example, a large part of Guarani history is about the Spanish putting them into missions, so it makes sense if they have the Pupil trait.

    I've also altered many parameters in XML that determine a tribe's behavior, which I haven't documented because that would be annoying and tedious to do.

    Mostly this concerns base attitude, alarm attitude, willingness to declare war on others, willingness to stab you in the back, tendency to raid or bear gifts, and attitude threshold under which they'll start raiding. In the original version of RaR, many tribes acted like carbon copies of one another. In Central and South America, you'd encounter several tribes which were all treacherous and likely to raid you, while in North America, nearly all natives were friendly, harmless and cooperative.
    I've made sure that expecially tribes which resemble one another in lifestyle (like Comanche and Shoshone) behave very differently.

    I haven't made a proper changelog yet for my changes to Founding Fathers, but I've made a lot of them, and it all looks very different now. I've mainly done thing like this:

    Spoiler :

    Moved FF's that provide yield bonuses (like Sepulveda) back in the rankings, so they'll appear mid-game instead of late-game, when their bonuses aren't very relevant anymore.

    Updated FF's that give bonuses for all buildings of a specific building class, to include buildings that were added in later versions, for example:
    - Sepulveda and de Clieu now also give Coffee/Cocoa bonuses for Large Warehouse Expansions
    - Ben Franklin now also gives a Liberty Bell bonus for a Colonial Publisher
    - et cetera

    Increased bonuses given by FF's that appear later in the game, to make them have more of an impact at that point (example: Paul Revere gives 5 Rangers instead of 2)

    Increased bonuses of FF's that were a little weak. For example, Powhatan now also gives a 10% bonus for native mercs.

    Entirely redesigned FF's, for example:
    - Betsy Ross is now the Indigo/Coloured Cloth founding father. Her previous ability (Sheep/Wool Cloth) was already taken care for by JA Sutter, and the Coloured Cloth bonus seemed like the perfect fit for the supposed designer of the American flag.


    The next thing on my to do list is to make changes to European civs similar to the ones I've made to natives (diplomacy texts, new traits, more dissimilar behavior). I've already made a list of traits I want to add, but I haven't started yet with implementing any of them.

    Spoiler :

    Swedish:
    Survivalist/Agricultural/Proliferous:
    - +10% Food production in all settlements
    - -10% Food required for population growth
    - Free Corn Chamber in every settlement

    Russian:
    Imperialist:
    - -25% Culture required for territorial expansion
    - Natives less upset by land stealing
    - Free promotion: Homeland Guard I (+10% strength in own cultural borders)

    Leader Traits:
    Terraformer:
    - -30% Pioneer equipment required
    - Pioneers work 30% faster
    - Improvements are 50% cheaper

    Strategist/Organized:
    - -20% Hammers, Tools, Guns and Cannons required to build units

    Sophisticated:
    - +50% Education in all settlements
    - +50% Learning-by-doing rate for all units
    - -50% price of training specialists in schools

    Capitalist/Exporter:
    - +25% storage capacity in all settlements
    - Transport units on sea have +1 cargo space


    I'm thinking of replacing the civ traits of the Swedish and Russians because I think they specialize too much on minor aspects of the game (woodcutting and fur trade). With my new traits, their focus will lie on population growth and territorial expansion respectively, which I think are more major aspects of the game, and more interesting to build a strategy around.
     
  6. agnat86

    agnat86 Warlord

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    I agree. I almost always want to include the changes other people make anyway. If I really don't like something, I can always remove it in my own version. I think it's much easier for all of us to share as much as possible with each other.

    I know that I can just add tribes, but that would be much more work, because:
    - I must find entirely new graphics for unitstyles, flags and leaderheads for my new tribes. If I remove tribes, I can use many of their graphics on my new tribes
    - If I add tribes in North America, I would have to add some in Central and South America as well, as there are already more north american tribes in the game.

    I have no experience whatsoever in designing graphics, so this would be really hard for me.:(
     
  7. Schmiddie

    Schmiddie Emperor

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    Wow! :eek::goodjob:

    I like these changes (with the exception of changing native tribes!) ! They make the nations and tribes more different.

    Is my understanding correct, you have already included your changes into the current version of RaR 1.6?

    My suggestion for a coordinated work of a sub-mod:

    Maybe we should coordinate the work of a sub-mod / mod-mod of 1.6 via my personal SVN (it works the same like described here for the SVN of the RaR team).

    a) I could give you agnat86 and Nightinggale access to my SVN (please write me a PN with your current e-mail address).

    b) I will create a sub-folder for a coordinated sub-mod where we all can directly make our changes (not the whole RaR-mod, only the modified files!!!).

    d) After a while I can upload the new "sub-mod" at Infracta for download.

    What do you think? Shall we proceed correspondingly?

    Regards Schmiddie
     
  8. Nightinggale

    Nightinggale Deity

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    I fully agree. It's a great addition. The issue with missing graphics should be dealt with rather than overwriting other natives. Teamwork is all about making what you can and tell what should be done, which you can't do. Hopefully somebody else has an idea on how to solve that problem. Having said that I'm hopeless when it comes to draw stuff like that.

    I don't really understand this one. You mean it like the mod has one main mod and then some "dropboxes" for modified files, which you can copy into the main mod? That would be an unusual way to use svn.
     
  9. Schmiddie

    Schmiddie Emperor

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    What I mean:

    I will create a subfolder in my SVN since I use the SVN for other files, too.

    This subfolder for example will be named "Workfolder_sub_mod_RaR" and will be the folder we will work with. - Only one folder for the sub-mod!

    But this folder will only contain the sub-mod. I don't want to have the whole mod RaR 1.6 on my SVN.

    If one of us will test some new changes he has to export the version from the SVN into his HDD mod-folder.
     
  10. Nightinggale

    Nightinggale Deity

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    Ahh that makes a lot more sense :)

    Maybe it would be a good idea to store the source files to make it easier to track changes. They use (approx sizes)
    DLL: 6 MB (source, not the compiled file)
    Python: 1.2 MB
    XML 15 MB

    Assets use around 1.1 GB in total, which is most likely a serious overkill to add. SVN is originally designed to handle text files, not huge graphics files.

    In fact even just adding the DLL is against the idea of version control. The correct approach (which also uses the least server space) is to include the project files and then everybody has to open them and compile themselves for each version.
     
  11. Schmiddie

    Schmiddie Emperor

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    Hm...I'm not sure if I can follow you...(I'm only a graphic designer with no idea of DLL programming...).

    What means "compiling the DLL"? - What will I have to do?

    What will be the correct approach?

    Ähm...maybe this is also only an important point for agnat86 and you? I will support with graphics and maybe do a little XML programming. All further things...ähm, let's say... I'm not the right person for such programming... :lol:

    @ agnat86

    You are right regarding new native civs. I think we already have implemented and used all possible modells of available native units. I don't think there are further unic modells available.

    I'm currently not sure how we could manage this problem...I would not change the existing native tribes...
     
  12. Nightinggale

    Nightinggale Deity

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    Said in a very simple way: compiling is "translating" the C++ code into the DLL file.

    First time:
    The way to do it is to follow step 1 from the MODwiki (skip the makefile). The MODwiki fails to tell which version of Microsoft Visual C++ Express Edition should be used. To avoid problems all of us to should the same version, which is Visual C++ 2010 Express and the somewhat hidden download page is here: http://www.microsoft.com/visualstudio/eng/downloads#d-2010-express

    Every time the code change:
    1. Doubleclick the project file to open it in VC++
    2. In VC++, select build (hotkey F7)
    3. Wait for it to complete compilation
    4. You have the DLL file and you can close VC++

    Doing it this way mean a 2 kB code change only uses 2 kB and not 2 kB + up to 4 MB for a new DLL.

    The guides (like the MODwiki) tells a whole lot more, which isn't needed in this case because this simple guide ignores debugging and I will commit the project files and makefile, meaning setting up those is completely skipped.

    I would like to finish Journeyman for M:C before I touch this mod. However I don't mind setting up a project file and commit it to get agnat86 started if that is what you want.
     
  13. agnat86

    agnat86 Warlord

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    I don't like changing the existing tribes either, I've grown to like them...:(

    I've thought some more about this, and one solution could be to move the borders a bit of what we consider to be North, South and Central America:

    Spoiler :
    The Apache and Navajo lived in Mexico as well as the USA, maybe they can be moved to Central America, to counter the addition of new tribes in the North.

    We currently have 12 North American tribes, 8 Central Americans and 10 South Americans.

    If we move the Apache and Navajo to Central America and make the Timucua Central American as well (Florida could well be considered Central American), we would have 3 more tribes in Central, making a total of 11. Adding the Haida and Ohlone in the North would keep the number of northern tribes at 12. If we then move the Guaymi from Central to South, we would end up with 12 northern, 10 central and 11 southern tribes, a distribution that would be even more balanced than it is now.

    In this case, maybe we could even add the Yupik in the north, another tribe I'd really like to see. The distribution would then be 13/10/11, for a total of 34 nations.

    In this case, the only graphics we would need to add would be those for the 3 (or 4) added nations.


    Adding tribes in XML is quite easy, I could add 10 tribes a day if I wanted to. The problem is graphics. I've searched the downloads section of these forums for leaderheads already, and found only one that maybe could serve as leaderhead for the Timucua. The rest are already used in RaR...:dunno:

    Your understanding is correct. In fact, I've also included your changes to the mod, like waystations and different graphics for cocoa plantations.:)

    Sounds like a great idea to me!:goodjob:

    So am I. I have tried to make some changes in graphics at one point, but I didn't understand a thing of it.

    Currently, we would mostly need leaderheads and unit art for native nations. As a noob, I have no idea if it is much work to use the graphics of an existing tribe to build a new one.

    Sometimes it seems like you can just take an existing civ, change their skin colors, give them some silly hats, and there you have your new civ. But there is probably a lot of work going into that, I don't know...:dunno:

    Also, I'd like to add city-styles to north american natives, to make them look a little more diverse (they all just live in the same kind of yellow-white teepees right now). I remember having played some games in the past where some of the natives had black teepees with paintings all over them.
    I would really like to have those, but the problem is, I can't remember which mod I was playing back then, it could be either Age of Discovery or TAC. I've checked all versions of those mods I have, but I can't find graphics for painted teepees in any of them. Does one of you maybe know where I can find them?:confused:
     
  14. agnat86

    agnat86 Warlord

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    I can do that, but so far, I've only used Visual Studio Express 2012, because I had some problems with the 2010 version. Can you get into trouble by using different compilers?

    That would be awesome. Unless you really dislike some of my changes, I can upload everything I've done so far to the project file.:thumbsup:
     
  15. Schmiddie

    Schmiddie Emperor

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    Ok, agnat86 please send me your email via PN please.

    My sub-mod is on the SVN so far. You can upload your files after I have given you access to the SVN.

    Graphics:

    Indeed, it is a lot of work to create a leaderhead or other ingame graphics for new civs! That is what I mean. We have already used all existing graphics for the civs existing in RaR. So, maybe we can postpone our discussion about new civs...
     
  16. Nightinggale

    Nightinggale Deity

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    If the project file has been opened with VC++ 2012, then it's highly likely that 2010 will no longer be able to open it. However you made it work with 2012. So far I didn't dare to try it because "if it ain't broke, don't fix it" and I didn't have problems with 2010. The compilation for the DLL is kind of picky about stuff like this.

    EDIT: There is no VC++ 2012 download. You have to download a whole lot of other stuff as well. Also it increase system requirements from XP to Windows 7. I would rather avoid 2012 if I can.

    If it comes down to that, then we can have very similar natives. The warpaint is actually enough to tell two apart (though that wasn't the idea).
     
  17. agnat86

    agnat86 Warlord

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    Right, then I'll be using 2010 from now on.:thumbsup:
     
  18. agnat86

    agnat86 Warlord

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    I've got a problem.:(

    I keep getting an error when trying to make a Debug DLL. Every time I try to start debugging, I get this message:

    "Unable to start program C:\--Complete Path--\CvGameCoreDLL\Debug\CvGameCoreDLL.exe

    The system can't locate the specified file."

    There is no such file at that location, but I'm mystified why Visual C++ expects there to be one.

    Does any of you know how I can solve this? There are some bugs with my latest additions, and I need a Debug DLL to find them.
     
  19. Nightinggale

    Nightinggale Deity

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    The solution is in the MODwiki.

    Simply said you start Colonization normally (I recommend using a shortcut to start the mod directly) and then inside VC++ you select Debug->Attach to process and then you pick Colonization. Selecting start debugger will not work.

    I tried to configure the project to start Colonization and debug that process, but I ended up with either "not working" or "froze system". For now (possibly forever) you select the process manually to attach to.
     
  20. agnat86

    agnat86 Warlord

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    OK, thanks, I'll try that next time I have a crash!:thumbsup:
     

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