RaR: What is the German's Fatherland

With release of the new RaR Version 1.8, i continue with the Submod. First i have to transfer into new version. But some new things i also did. I replaced the new RaR feature Port Royal with a City of London Port Screen and Buttons (and texts of course). Because London was while Napoleons continental system the port for german smugglers and privateers where expensive products could get.
Next steps are more units transfer to napoleonic era and founding fathers.
 
Three Screenshots.
Two of the London Port. I´m not really good with graphics, so sorry. But i did my best. Maybe after release some experienced guys will help with a patch :)
And the first founding father.

Of course, i also try my best to do a understandable translation in english et en francais.
 

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work in progress, its a great fun. some things are easy to mod, some things are a little bit strange :)
but i have really fun. in german: läuft!
 
Some news from western front ;)
I love it. I have so much fun to write the new text files :D
And step by step, the submod get the real feeling of napoleonic era.

so, still work in progress :)
 
It is nice to see active development and it looks really promising. I'm looking forward to see what this turns into.

I think it is a good move to base it on RaR. It is a mature DLL rich with features and you have contact to people, who made it. It is also one of the least buggy DLLs for colonization. Development of new features stopped, but there are still bugfixes. I announced that I will continue to fix bugs for personal use of RaR and it makes little efforts for me to commit those fixes meaning I will commit bugfixes even if nobody else does anything.

Multiplayer:
Most of my RaR gaming takes place in multiplayer and I put a great deal of effort into finding every single MP related bug and fix it. To my knowledge there are no multiplayer issues left and I can play for hours without any desyncs, crash or any other problems. The only other mod working in multiplayer (to my knowledge) is TAC. As you continue to work on a RaR codebase I highly recommend that you do not damage this rare gift you are given in this :)

I can't disagree with that statement and feel free to use whatever you like from RaRE. I haven't really added anything specific to RaR and all of the new features could be useful in any mod and so can the bugfixes. I also managed to reduce the wait time between turns by 25% and remember the starting point was RaR 1.5 with the speed improvements that one already has.
The offer still stands, but the optimized code was added to RaR 1.6.

If you do anything to Civ4 (col or otherwise) I highly recommend you to use my new makefile. If not for the new features, then just for the fact that it uses all CPU cores rather than just one when compiling. No need to waste potiential modding time on waiting on a compiler :sleep:
This is not part of RaR and is still recommended (new version since last time). Also I wrote a guide on header includes in the makefile thread (see my signature). I implemented the new include structure in Medieval Conquest and cut more than half the compile time away when modifying header files. It makes no difference once the DLL is compiled, but it sure is nice to have while coding it.

It goes without saying that makefile and header cleanup is pointless unless you compile the DLL yourself. From what I can see from this thread, you deal with graphics for now. This is just something to keep in mind if you start developing C++ code.
 
Thank you for your kind words. I have no intensions to grab into the real code of RaR. I´m coming from Total War modding, and the first thing you learn as a TW modder: "Dont smash the barrel if you only want to drink one beer, so try the easy way to get your goal".
I guess, i can do that Submod with only changing graphics, texts, models, and do some new videos for the ingame movies. My biggest problem are: Leaderheads (Im not really a big light in 3D) and a Cityset for central europe in 1800. At the cityset I hope for maybe founding a treasure into Civi4 mods.
As Leaderheads i use now european heads as pinch-hitter. Not the best option, but more as still having native heads.

So, i have fun. Its a big adventure to do that submod for RaR. And i love to test it at the new map. Its really another experience to play it now. I hope you guys will like it too.
 
If you think you can make the whole mod working without changing the DLL, then totally go for it. Yields are hardcoded into the DLL for performance reasons. Don't be fooled by the fact that they are in XML too. XML and DLL has to match yields completely. This might cause a problem at some point, unless you are happy with the RaR yields. I looked into AI yield behavior in M:C and would likely be the one to ask if you want to make major changes to yields. It is possible that the easiest solution is to copy the M:C solution as it makes AI yield behavior easily configurable without killing performance.
 
@Androrc:
I have 8 playable factions:
Baden, Bavaria, Prussia, Austria, Mecklenburg, Saxony, Hesse and Wurttemberg (only Francis of Austria i got from Civi4)

One Napoleon (no prob, i got him from Civi4)

And 30 non player factions:
Rheinbund factions like Berg, Anhalt, Westphalia, etc. Or french Departements like Alsace, Sarre, Ems, Illyrian provinces, etc. Or french vassals like Danzig and Warschau, or other factions like Sweden (at Pommerania) or Denmark (at Holstein and Schleswig)
(no Leaderhead)

So i have to use for 37 of 39 leaders not the real head :)

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@nightinggale
Yes, so far i need no changing the DLL.

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New screenshot:

1) i started changing the flags, here hessian ship

2) i changed until now ca. 50% of the text

3) i changed already most of models/citysets used by factions, if they dont fit in that submod, a native settlement with europeen cityset eg.

Also you can see my changes at interface. I changed the colonial style to imperial style :)
 

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other factions like Sweden (at Pommerania) or Denmark (at Holstein and Schleswig)
Wouldn't it make sense to add full countries even if modern Germany didn't conquer all of them?
I'm clueless on how to get working leaderheads, but I have a hunch that a bunch of paintings are online of the leaders of all those states meaning references to get started making your own shouldn't be hard to make. It's still way worse than copy from another mod, but not a showstopper. On the other hand as their faces are well known, cheating and copying a wrong person can be proven to be wrong.

The German (Prussian) conquest of Holstein and Schleswig is one of the weirdest peace treaties ever. Prussia attacked again and again between 1848 to 1851 and then they negotiated a peace treaty with England as mediator. The Danish king stated that since Denmark won, he was the one to decide on new borders. His decision was that they should remain unchanged. England (not Prussia) said no. The Danish king (the clear winner) then offered Holstein, which was also rejected. Prussia needed Schleswig, possibly due to the fact that it had a channel, which could be used between the north sea and baltic without entering Danish waters. The end was that both Holstein and Schleswig became some no man zone, which wasn't allowed to be closer to Denmark than to Prussia.

Later Denmark became a democracy. People in Schleswig were called to an election asking if they wanted to get the right to vote (interesting question for an election btw. I would like to know the reason to vote no :lol:). Prussia declared this a violation of the peace treaty and went to Austria with the info "Denmark declared war on us". Prussian and Austrian troops then attacked Denmark and won because they could circle the defenses by "walking across the water" (it was a cold winter). Denmark send words to Sweden that Prussia attacked and Sweden replied by declaring the defensive treaty void and didn't send any troops at all.

As this wasn't weirdness enough, Germany lost WW1 and the allied decided to give Holstein and Schleswig back to Denmark. Some Danish politicians refused and as they were part of the government, the rest of the government went "I don't care". The allies then forced an election telling people to vote for which country they wanted to belong to. The Danish politicians then went to Schleswig to campaign against Denmark "we are the Danish government. We will give you extra for being German and you don't get the right to vote" etc. This meant that only a third of the land was given back.

After WW2 the allies decided to give Holstein and Schleswig to Denmark again. Once again the same party denied and the same parties went "we don't care. That minority can decide if they want" and the border wasn't moved.

It just tells that wicked politics isn't a new thing.
 
The idea of the mod ist:
You play a Chief Secretary or how it could called in english, Prime Minister maybe?
Your King want that you rebuild the country to give him the taxes, also Napoleon want money of you for war in spain and russia and against england.
The King is deep in Bonapartes ass.
You have no interest in supporting that little fart of france or the crowned crap called your king. You want to have a german republic, free and united. So you prepared for Revolution. And they day your troops show the black-red-golden banners of liberty, your king flees to Paris. Crying. And Bonaparte sends his Army...

Jubelbarrikaden.jpg
 
I was actually talking about non-player civilizations. I didn't mean that you should be able to play all the neighboring countries. It was more like "why are the natives not the full country in question?".

You want to have a german republic, free and united. So you prepared for Revolution. And they day your troops show the black-red-golden banners of liberty, your king flees to Paris. Crying. And Bonaparte sends his Army...
It's a good setting for a colo mod. It fits great with existing DLL code and is a very good plan, specially if you want to avoid DLL modifications.

On the other hand it has a very liberal point of view on real history. When I was in Nieder-sachen, the locals were overjoyed by the fact that "plattdeutsch" had been recognized as a language of its own and had a class of its own in their schools. It is what they spoke before the unification, but the unified Germany stated german to be the language of everybody and banned the other languages. Despite the ban, I did encounter it and can confirm that it is noteworthy different from high-german (which is what non-germans consider german). Likewise Schleswig doesn't look like they enjoyed being "free" in Germany considering that some areas had 3/4 votes for Denmark at the post WW1 election despite the pro german campaign from danish politicians.

From what I can see, the german unification wasn't about freedom for the common man. Some people may have said it, but reality looks a whole lot more like imperialism and not caring for what the locals think.

Also "black-red-golden banners of liberty"... isn't that flag somewhat newer than the unification? I mean the 19th century unification, not the BRD+DDR unification.

Completely historical correct or not, this mod has the setting to become great and I'm really looking forward to trying it.
 
About the black-red-golden colours:
http://en.wikipedia.org/wiki/National_colours_of_Germany

The german speaking people are descendants of some different germanic tribes, some celts, slavs and romans. separatism is in their blood and venes :)
Every german region could talk about beeing something special and use an own dialect/idiom, only a few people really speak "high/standard" german. Some folks have own states: Austria, Luxemburg, Liechenstein for example. But all speak varieties of german language.
Today within EU, its really unimportant if you come from Austria or Germany or Luxemburg.

And of course, every mod must bend into shape the story for concepts. :D


Old map of german dialects. Also today dutch is mostly seen as an own westgermanic language, long time german and dutch were such nearly, that there was no problem with understanding each other. Also today i can read more or less without bigger problems dutch texts. Only spoken words are difficult, but with enough beer, also possible (i tested that at Ibiza :D )
Spoiler :
Brockhaus_1894_Deutsche_Mundarten.jpg
 
Oh, i forgotten the question about the natives.

Its easy. They are not at the map. :)
A word of warning: Colonization 2071 had quite a lot of crashes and I think one of them was no natives in XML. The DLL assumes quite a lot is like vanilla and just removing something in XML can have unexpected sideeffects. Maybe it will work if you edit GameInfo\CIV4WorldInfo.xml and set iDefaultNativePlayers to 0.
 
Okay. A misunderstanding.

Of course, i use the natives, all of the 30 native tribes of RaR.

But you ask me, why not use the natives as whole states and not only a part of them, like Swedish-Pommerania and Sweden.
Thats my answer meaning, i have no Sweden on the map. It would make no sense for the story.
I do not create a map of whole europe, only the central european sector, to get the german countries on the map.
 
After WW2 the allies decided to give Holstein and Schleswig to Denmark again. Once again the same party denied and the same parties went "we don't care. That minority can decide if they want" and the border wasn't moved.

After WW1 northern Schleswig was given to Denmark (it had a Danish majority), but the entirety of Holstein, as well as southern Schleswig remain a part of Germany to this day.
 
Every german region could talk about beeing something special and use an own dialect/idiom, only a few people really speak "high/standard" german. Some folks have own states: Austria, Luxemburg, Liechenstein for example. But all speak varieties of german language.

Regions within Germany do have highly varied dialects of German, that is true. But in Austria not only there are dialects, but also the Austrian Hochdeutsch is a bit different from the German Hochdeutsch, as there are quite a few words which are used in Austrian Hochdeutsch which are not in German Hochdeutsch (Marille and etc.) and vice-versa. The dialects of Austria, of course, contain even more words that aren't used in Germany. The situation in Luxembourg is even more drastic, as they have their own different official language, Luxembourgish.

Although it might be correct for the early 19th-century to say that Austria and Luxembourg were culturally German, nowadays, each of these is a distinct nation with its own culture :)
 
Okay. A misunderstanding.

Of course, i use the natives, all of the 30 native tribes of RaR.

But you ask me, why not use the natives as whole states and not only a part of them, like Swedish-Pommerania and Sweden.
Thats my answer meaning, i have no Sweden on the map. It would make no sense for the story.
I do not create a map of whole europe, only the central european sector, to get the german countries on the map.
Meaning you mod with the intention of making a scenario map? Personally I prefer random maps as a known map has way less replayability. Strictly speaking random maps should work even if they are unintended by the modders.

After WW1 northern Schleswig was given to Denmark (it had a Danish majority), but the entirety of Holstein, as well as southern Schleswig remain a part of Germany to this day.
I wrote that as well and is somewhat well known what happened after WW1. However the allies tried to give the land back to Denmark after both world wars. After WW2 there were no election or anything, it was just rejected.

As for the election, Schleswig did have a Danish majority (somewhere between 2/3 and 3/4). However with the prospect of an election, a lot of germans moved into the cities. This made the cities vote for Germany while everybody else voted strongly for Denmark.
 
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