raystuttgart
Civ4Col Modder
Thanks for reporting.
(I will check tonight.)
(I will check tonight.)
OK! I'll do this as soon as possible.@Robert:
The French translations of these 2 needs to be corrected.
(These 2 leaders had been changed in TAC.)
TXT_KEY_LEADER_PENN_PEDIA
TXT_KEY_LEADER_HERNAN_CORTES_PEDIA
I also saw I messed up a few German tags. I'm sorry Shmiddie !
Hi everyone !
I'm back!
OK! I'll do this as soon as possible.
I've been testing our mod during my holidays.... Things look great. I've tested an old version (sorry I was on holidays!) [version 450 or 451 I think...]
1) Natives can build some buildings they should not be able to build (see screenshot):
It's a simply Xml error. I can fix it if it hasn't already been fixed.
2) Some French texts are incorrect or even not translated (my fault!)
3) In domestic Advisor Screen, there are two extra columns that shouldn't exist in Warehouse Tab (my fault too!)
4) Some bonuses don't seem to work. I've got a cattle bonus (on plains with light forest) next to my city, however I don't get any cattle bonus... Same thing for an oasis nearby.
5) I get some strange texts about prices in Denmark or in Portugal although I'm playing with Samuel De Champlain (New France)
6) I've trained a Expert Trapper in a native village. However I couldn't choose "Trapper" as a profession, but only hunter. Unfortunatly my Expert Trapper doesn't get any bonuses when he's a hunter. This may not be a bug, but we would definitively have to explain to all players why this happens (e.g. tell them on which plots you can be a hunter and on which you can be a trapper)
7) There isn't any turn limit in my game, is this normal?
8) Movement costs aren't always correctly displayed... If I'm correct, standard plot costs 1MP, forests, light forest, jungle plots cost 2MP, hills cost an extra 1MP, and peaks cost an extra 2MP. So a forrest on a hill costs 3MP, so does a peak (on any terrain). But the game always displays "Movement Cost: 2"... [This is a vanilla C4C bug, and It should be easily fixed by editing]
1) TAX_TRADE_THRESHOLD is way too low (200) in my opinion. Of course this is due to standard Civ4Col. I would rather set it to 1000 or even more...
2) Missioning rates seem a little unbalanced ...
3) Shouldn't we add negative Missionary Rate Modifier for indentured servants or for criminals (and so on)?
4) On every single plot in my map there is a feature, either a forest, light forest, jungle etc...). We should reduce the amount of forests shouldn't we?
5) My scout can only move one plot at a time with his poor little movement points (2MP). Maybe we should change this... Shouldn't they have 3MP?
6) When you ask your king for reinforcements, you get a 50% discount, but in exchange you get a temporary diplomatic penalty. At least that what happens in vanilla Civ4Col. That temporary penalty lasts until king increases his royal expeditionary force (REF). But with "our" new system (or rather Net Bandit's and TAC's new system), you might wait a long time before king adds a unit to the REF. He might never add one in some games! We should take a look at this feature... We could either reduce initial king's REF. Or reduce the penalty ...
7) Unit training times seems a little low... (when you send a unit to learn native's specialty)
8) Ships military power seem a little unbalanced to me. A Galleon is as strong as a privateer. A West Indiaman are even stronger...
9) Some Native traits (see hurons traits) seem strange to me. [Maybe I've missed something]. Nearly all traits are favorable to Europeans!
But the +50% great general emergence bonus doesn't help us at all, or am I wrong? Something bothers me...
Major Bugs:
None for now
Yes, of course. What texts were wrong?Can you correct it, please?
Here's my point. On Civfr.com someone told me he sacrificed all his criminals by turning them into missionaries. A french missionary would work faster than an english one even though he's a criminalBalancing
3) I think we should not.
No, we could live we that. But did someone do this on purpose. And Ray, as I said, I tried "A New World" mapscript...4) I made the experience that this is not a "problem"...
I think so too. But my main concern is balancing scouts/colonist. I really thing a scout should be able to explore more territory than a colonist in every case. But with a map full of forests/hills/jungle/mountains a scout will only be able to move ONE plot at a time. I do not like the idea at all5) I agree. Especially at gigantic maps it needs most of the game to explor the whole map.
OK7) I think the times are ok. Sometimes you get the trained unit in the same round! I think the time inceases after the training?
8) I agree. The West Indiaman seems very (too) strong. The balance seems unfinished at this stage.
Oh !9) I agree. You can get huge treasures although the native tribe is angry.
I hope I haven't permanently deleted all the texts...
If every one is ok then why not leave it as it is. But it doesn't hurt to add -50% missionary rate to criminals in my opinion...
No, we could live we that. But did someone do this on purpose.
I think so too. But my main concern is balancing scouts/colonist.
...
But how could we fix this easily?
Yes of course!Please go to newest revision as soon as possible.
OK! I'll fix the native buildings!Would be great if you could correct.
(I am really busy already.)
GreatWe still have some time until our release.
Thanks!I will check.
Ok! This doesn't bother me, I was just wondering!That was already mentioned, but feedback was that it was interesting information.
Also it will become very interesting if we later on implement "Multiple Europe Harbours".
Oh! So on which plots can you choose the trapper profession?That is on purpose.
Is there a game speed where there is a turn limit? If not could we add one?Yes.
Turn limit will only start, when one nation declares independence.
Until then you could have an endless game.
Well, could everyone check? When you have a scout with the Explorer I promotion (movement cost -1), you cannot cross a hill with a forest ... Try it!Never noticed.
I'll change it to 500! Great !Maybe go for 500 first ?
But I guess you can implement that, if you want.
Already corrected in newest revision.
Let's wait and see then!Honestly, I do not really care.
I am ok, with whatever the team wants here.
A New WorldWhat mapscript did you use ?
See previous message. I understand and somehow agree. But I definitively think we have to change something...I am against that, sorry.
Scouting would be too easy.
This would totally ruin playing on small maps.
OK! I'll fix the native buildings!
Oh! So on which plots can you choose the trapper profession?
Is there a game speed where there is a turn limit? If not could we add one?
Well, could everyone check? When you have a scout with the Explorer I promotion (movement cost -1), you cannot cross a hill with a forest ... Try it!
I'll change it to 500! Great !
See previous message. I understand and somehow agree. But I definitively think we have to change something...
Something might be wrong with this improvement (stone mine).
Did someone change something?
(Quarry should only be possible to build if there is stone on the plot.)
Ah, ok. Currently you can build quarry on every hill/mountain and a few versions before I was able to build and to use (digging stones) the quarry also without stones on the plot...
oh and i beat my first game yesterday.
i had smooth gameplay and my victory came as a result of conquistadors, horse selling to europe and making coffee.
Great!Hi guys,
I have fixed 2 small issues:
(New revision available in SVN.)
Great!I think I have already fixed it.
Well, it's an idea too. So we have three options:Or we simply do not allow Criminals, African Slaves and Native Slaves to become Missionaries ...
(... or maybe not even any other profession on map, than normal colonist. )
Me neither. I'll look into itI cannot recall anybody changing appearance of forrest purposely.
You may be right. Il concentrate on the forest "problem"I really think it is ok as it is.
Especially since you will get promotions that will let the scout move faster on hills and in forrests.
Also the Experienced Scout can move on peaks and gets better results from villages and goody huts.
Well for me a privateer should be at least one or two points stronger than the strongest trade ship...about Balancing of Ships:
What do you guys suggest ?
I'll check and fix it.
So we have three options:
1) Penalty for criminals
2) Forbidding them some profession.
3) Leave it as it is
I'll look into it.
Well for me a privateer should be at least one or two points stronger than the strongest trade ship...