Willi_Tell
praefectus praetorio
Well, isn't that exactly the reason (and the title) of this thread...?It would be really RADICAL change of gameplay.
By the way, I really like the ongoing brainstorms on Civ:Col - please, keep on!
Well, isn't that exactly the reason (and the title) of this thread...?It would be really RADICAL change of gameplay.
This is a good idea and it is something similarly we have done with the M:C mod. We have split Culture into its own Yield and it works quite nicely. In Vanilla it is quite a pain trying to raise your Rebel Sentiment early on to get the bonuses and having to suffer the Kings demands when your Colonies are still fledglings, so a new balance here would be nice.
In regards to the "Pamphleteer", would a better term like Patriot work better, or Revolutionary?
I am not so sure about the mentioned term "Armed Rebel", considering any soldier you recruit would be considered an Armed Rebel by the King when fighting the War of Independence.
The Standing King's Army ideas sound really cool and I believe I may have mentioned something similar in a thread somewhere. The King could actually take these units from the REF and when war is declared any king units that are in a Colony with no Rebels are allowed to Flee and join the REF, if there are Rebels present there is a chance the Rebels will capture the King units just like the King can capture any ships in transit to Europe.
We added in Limited Resources... deplete over time... This obviously is realistic but the initial implementation of this ended up being more tedious than fun, so we had to rebalance it.
Over all I like where you are going with this. I'm not sure how much you know about modding/coding and such but you should flex your mind and creativity and start to produce some of these changes yourself
I'm not totally against the concept of getting one unit of cigars out of two units of tobacco or whatever, but the numbers you came up with are gamebreaking.
The change I proposed deals with this in a different manner. It stores an array of all yields, essentially we allocate memory like we load 0 of each yield. Here we can omit storing the YieldType because we know the yields are stored in the same order as they appear in XML, hence type is just a matter of counting. Import/export/threshold relies entirely on this concept.
Sounds like you should join up on an existing mod rather than start a new one. Right now only M:C is active (partly because my *stupid* git-svn bridge decided to break when trying to restart RaR ).I love the game, and I love contributing to the modding community, but I just don't have the time learn how or to do the heavy lifting code wise right now. But my mind is flexible and I appreciate the input from you Kailric.
No. There is something like this in DoaNE, but they haven't released their source code meaning we simply don't know how they did it.This proposed change, has it been implemented? If so, can you give us a screenshot to give us a better idea of what you mean? I'm having difficulty understanding how this would work.
Sounds like you should join up on an existing mod rather than start a new one... This is certainly something worth looking into if you consider modding anything.
"Are the facial expressions of cartoonish leader heads worth keeping at the expense of not having this beneficial concept implemented?"
I was thinking a little bit about this one and I came up with an idea.I like your idea about making everything changeable by xml. For the real economy concept, if a programmer would take the time to make 1000->1 possible in the xml, that could go a long way for xml savvy modders looking to implement those changes. Right now, RaR only allows 2->1 for resources. Ex: 1 cloth and 1 dye = 1 fine cloth (I think that's how it works in RaR).
Yes, IIRC this is handled by triggering an Event, which allows you to choose a new Trait to be applied to the player.FFH mod has some leaders with the Adaptive trait, allowing them to change one of their traits every now and then.
Good point. The civic system in M:C is quite powerful and modder friendly because if a feature is available to civics, XML modders can use it for civ style civics, inventions or both. Also having a massive amount of civics is not really a performance issue because most or all values are cached. This mean they are only fully looped when you gain or lose one.Keep in mind that "Traits" don't have to be used only for the Leaderhead Traits; a Civic can apply a trait-like effect you design using Traits.XML; and M:C this goes for Techs as well which really opens things up. So when adding XML features, Traits.XML is a good place to do this since it can enable new effects to be included in many ways if the modder desired.
It's not particularly changing traits, but it can give the same effect. However I realized that placing civics, techs, traits and FF options into a single class will make the XML file very messy. In fact it's more or less undoable until the XML schema file gets a major improvement to organize the data.I'm glad to see you guys take off with implementing changing traits.
No, at least not in any existing mod. However the graphics in a LH is essentially just an XML value pointing to a file. I have no idea what will hapeen if it's overwritten with a different filepath during the game. To my knowledge nobody have ever tried. It might work and it might fail badly due to some unknown caching, possibly in the exe file.Question: Can an event change the graphical representation (LH)?
I think this is already in RaR?