raystuttgart
Civ4Col Modder
Please do so.I have screen shots of the double quotes i can post the bugs channel.
Please do so.I have screen shots of the double quotes i can post the bugs channel.
Native Villages are not captured by Europeans in Civ4Col.What decides whether I capture a native city or not?
I have never seen a Native Village being captured by Europeans.Sometimes I do, ...
or they are boycotted)))But I have seen exceptions to this as well, when e.g. Lumber, Horses an Tools where really expensive.
Native Villages are not captured by Europeans in Civ4Col.
The code does not allow it because the game would not offer any game mechanics for it.
What should a European do with a Native Village? (Considering current game mechanics.)
Also it would conflict with current game logic and configuration.
(e.g. The Native Buildings and Native Units are not valid for Europeans and vice versa.)
So if you want to change that you need to implement new game mechanics for captured Native Settlements.
(That will require new code but of course also changes in e.g. XML, Python and graphics.)
I have never seen a Native Village being captured by Europeans.
They are supposed to always be razed if conquered by Europeans.
If that is not the case anymore, we would have a bug.
Which release do you play? Official public release 3.0.1 or something else?
Native Villages are not captured by Europeans in Civ4Col.
The code does not allow it because the game would not offer any game mechanics for it.
What should a European do with a Native Village? (Considering current game mechanics.)
Also it would conflict with current game logic and configuration.
(e.g. The Native Buildings and Native Units are not valid for Europeans and vice versa.)
So if you want to change that you need to implement new game mechanics for captured Native Settlements.
(That will require new code but of course also changes in e.g. XML, Python and graphics.)
I have never seen a Native Village being captured by Europeans.
They are supposed to always be razed if conquered by Europeans.
If that is not the case anymore, we would have a bug.
Which release do you play? Official public release 3.0.1 or something else?
Thanks for the info.Apologies for double replying but I managed to find the save.
Strange. Never seen that happen in "randomized" games (random Map or game generated by MapSript).This was in the RAR America Huge map, ...
No, there is no cap implemented.I was curious if there is a cap on how much it could go to.
The mod was purposely built so there is a lot to learn.You live and you learn I guess!
Does anyone have any suggestions on how to deal with pirates?
<Define>
<DefineName>MIN_ROUND_PIRATES</DefineName>
<iDefineIntVal>100</iDefineIntVal>
</Define>
<Define>
<DefineName>BASE_CHANCE_PIRATES</DefineName>
<iDefineIntVal>20</iDefineIntVal>
</Define>
<Define>
<DefineName>PRICE_PIRATES</DefineName>
<iDefineIntVal>2000</iDefineIntVal>
</Define>
<Define>
<DefineName>TIMER_PIRATES</DefineName>
<iDefineIntVal>20</iDefineIntVal>
</Define>
Makes lots of sense. This is a more technical question and may just be me being obtuse, but how do I deal with the specific problem of my ships having to travel further to reach Europe? As in, it takes two or three turns from port to Europe, so they spend turns sitting like dead ducks in the water. I set my corvettes on sentry mode, but as far as I can tell it isn't enough, as pirates can move from out of the fog of war to attack my trade ships. So how would I go about avoiding this.If you feel that it is balanced a bit too harsh, you can also adjust the balancing settings in GlobalDefinesAlt.xml.
Increasing "MIN_ROUND_PIRATES", will let them appear later in game.
Decreasing "BASE_CHANCE_PIRATES" will let them appear less often.
Increasing "TIMER_PIRATES" to a higher value, will increase the time between spawns.
Spoiler :
Code:<Define> <DefineName>MIN_ROUND_PIRATES</DefineName> <iDefineIntVal>100</iDefineIntVal> </Define> <Define> <DefineName>BASE_CHANCE_PIRATES</DefineName> <iDefineIntVal>20</iDefineIntVal> </Define> <Define> <DefineName>PRICE_PIRATES</DefineName> <iDefineIntVal>2000</iDefineIntVal> </Define> <Define> <DefineName>TIMER_PIRATES</DefineName> <iDefineIntVal>20</iDefineIntVal> </Define>
--------
Generally "Pirate Frigates" are supposed to be more of a "try to run and hide" in early game instead of a "attack heads on and fight" feature.
So you are not necessarily supposed to easily win against them with your first Combat Ships.
By the way, when you see "Privateers", then those are from the other European Players, not the "Barbarian Civ".
The other European Players will go Pirating as well relatively early on some times.
In midgame, once you build your Navy, those Privateers are little more than XP givers for your Navy to prepare for the King's Fleet.
(But yeah, they may be annoying some of your Trade Ships, Fishing and Whaling Boats if you are not careful.)
--------
Otherwise use this tactic:
Get a Ship like e.g. Corvette or Frigate once they show up, or even earlier.
Scout as much of the Map as possible and collect all "Water Goodies" to get some XP.
Only once your Corvette has enough Promotions, start attacking the Pirates.
Don't waste "Water Goodies" for Trade Ships.
(The Combat Ships will profit more from it on the long term.)
--------
If you invest all your money just into other stuff, you might of course have a problem. But yeah, it is tempting not to prepare.
But don't worry, you are not the first player who was caught unprepared by "Pirate Frigates" or "Privateers" showing up.
It is one of these features that is supposed to prevent the player from being lazy and casually focussing just on economy.
If the distance to Europe Travel Plots is longer then send your Combat Ships as Convoy Guard Ships with them until they reach the Europe Travel Plot.... but how do I deal with the specific problem of my ships having to travel further to reach Europe?
Still, it is the most stable and reliable branch we have. It will be published next, while other branches are still in work.Now I can't go back to 3.0.2
Thanks, but we still need time to finish it, so please have a bit of patience.... but I love the graphics.
Done, I couldn't think of a name for the titleBy the way:
PLEASE rename this thread.
Otherwise people may think that we already released again.
Thanks, it will save us a lot of confusion and prevent disappointment of community members.Done.