[Religion and Revolution]: Mod Development

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I agree
Promotions should be available for natives too, mostly for flavor
 
yea - I agree, Natives are still dangerous (with intention) and the bigger the map, the stronger the Natives.

Now imagine what happens, when Natives got further "city attack" abilities from promos... :rolleyes:

To be honest, I put Storm Attack back into the game exactly because I wanted natives to be able to get a city attack bonus. This was because, in my opinion, natives were already quite weak (I never have much problems obliterating them) and unlike Europeans, they seldom move around in stacks, which would be the only way for natives to stand even a little chance of conquering a city. I gave them this bonus to make them just not completely toothless.:dunno:

I didn't realize you wanted it out of the game because of the natives, I thought you had done that because you wanted to make it unavailable for Europeans, maybe to make cannons more important. This is also why I made it require Veteran II, to make sure it's not too easy for Europeans to turn every unit they have into an effective city attacker.

I've been playing with the Storm Attack bonus included for a while now, and made it a default promotion for several native nations, and they still aren't much of a threat, so I don't think you should leave it out. It only makes the raids of some nations a little more dangerous, but still even an unfortified cannon garrison with no other defensive bonuses is stronger than a brave with storm attack II.
 
@team and modmodders:

New revision available in SVN.

I realized that the old Trait "Trader" (for Natives) was pretty useless.
All it did was to give Natives the Building "Chickee".

Thus I modified it a bit.
Natives with that Trait now offer better deals while Bargaining.
 

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I committed Import Feeder Service

Screenshot (reuse of the one from RaRE)
Spoiler :
attachment.php


The idea is simple:
Set the trade threshold to X
Set feeder (3rd button)

If colony has more than X, then imports are turned off
If colony has les than 75% of X, then imports are turned on
This is checked whenever the colony change the number of stored yields of that type.

This is designed with fully automated transports in mind. It may not be as efficient as a well setup traderoute network set up by the player, but it allows a fairly useful transport system with minimal setup and it adapts to changes fairly easy.

An example usage would be tool production. Say you have two colonies importing ore to make tools. Without the feeder service you would risk getting 700 stored ore in one and none in the other with automated traderoutes. Now when one reaches its limit, it will no longer import and the other one will take all the ore until they both import again. To get a third tool producing colony you set that colony to feeder import and the automation will make all three share the ore. No setup is needed anywhere else than the colony screen in that new colony.

If you don't want to use import feeder
That's simple. Don't. Nothing has changed unless you manually check the feeder button. You can still set up traderoutes manually if you want to do that :)
 
@team and modmodders:

There is a new revision in SVN.

To make use of Schmiddie's nice graphics for Settler's Milita, I have implemented these little features:

Unrest and Militia

Basically if you leave Cities unprotected, there are chances for one of the following 2 events:
(All variables for balancing in XML.)

1. The city levies a Settlers Milita if it can
(by taking money from treasury and food from storage)

2. There is Unrest
(the length of it depends on city size)

------

A few additional infos:

* The features only happen for bigger cities
(With current balancing population must be at least 5)

* For AI, only the Militia event can occur

* Militia is generally pretty weak but gets some defensive bonus while in a city.

* Stationing at least 1 military unit in a city will prevent this.

* Paul Revere was adjusted and now gives 5 Militia (and strength bonus) for these.

* Of course, while in unrest, the features do not happen to a city.

------

This is definitely nothing you want to risk on purpose like "Oh cool, I will leave all my cities unprotected so I might get Miltita.".

First of all, the Militia will cost gold and food. It is not for free and not very strong.
Secondly, the unrest, is probably something you do not want to have.

This is a "small punishment" for leaving cities unprotected.

Hope you like it. :)
(Otherwise it can be deactivated easily in XML.)
 

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I committed Import Feeder Service
The idea is simple:
Set the trade threshold to X
Set feeder (3rd button)

If colony has more than X, then imports are turned off
If colony has les than 75% of X, then imports are turned on
This is checked whenever the colony change the number of stored yields of that type.

:eek::bowdown::bowdown::bowdown::bowdown:

Yes! You fixed a huge flaw in the game! Thank you thank you thank you! :woohoo:
 
:eek::bowdown::bowdown::bowdown::bowdown:

Yes! You fixed a huge flaw in the game! Thank you thank you thank you! :woohoo:
Yeah that has been bugging me since I tried vanilla for the first time.

I noticed I didn't mention how it affects the colony screen. In the list of imports, the text is now color coded.
  • Green: feeder is on and is importing
  • Red: feeder is on, but imports are off
  • White: feeder is off
  • Missing: feeder and imports are off
Fairly simple and the best I could come up with, which would fit even in low resolution. The last two are unmodified from before feeder was added meaning the display will not change unless you enable feeder.

Check the screenshot to see those colors. Well red isn't used in the screenshot, but I think you get the idea.

I did document how the text changes color and the meaning behind it, but it's written as comments in the python file. I suspect some of you might miss it when it isn't written anywhere else.
 
@team:

I would suggest the following:

We do postpone publishing Release 1.7 for a while.

1. Release 1.6 seems to be very stable. :)
No major bugs reported so far.

2. This will give us the time to add and properly test some more content and improvments.

e.g.
* More Achievments
* Africa Screen

Also, I would like to introdue "The Church" as new faction.
(I do not want to call it "The Pope", because I want to use the same faction for Protestants and Catholics.)

Spoiler :

It is one of my unfinished prototypes, which I simply need to dig out, integrate and give some fine tuning.

Basically it will be working similar to the King.
Meaning that there would be DLL-Diplomacy-Dialogs with that faction, where it is making demands, giving rewards if fulfill and penalizations if not.

It will not have units on the map.

Rewards could be:

*Lowering Immigration Threshould
*Free Units
*Improving Relationships to other Europeans
...

Penalties could be:
*Increasing immigration threshold
*Worsening relations to other Europeans
*Convincing another European Nation to declare war against you
*Unrest in one of your cities
...


Everybody ok with that ?
(If you are, then I would start working on some of the new stuff right away.
If not, I will postpone until Release 1.7 is published.)

-----

@community:

Please be patient. :)
We are currently a very tiny team still trying to improve the mod.
 
Sounds interesting!

So should I start working on new stuff right away or should we first concentrate on finishing our improvments and publishing Release 1.7 after properly testing ?
 
So, from my side we can go ahead.

Ok, then Release 1.7 will be postponed until we have added some more new content. :thumbsup:

Edit:
Since the Background for the Africa Screen is not available yet, I will first start working on The Church.
(It is the much smaller and easier to implement feature anyways.)
 
So, do you need a LH "Pope" for that feature?

I do need a leaderhead that is looking like the Pope. :)
But the faction should be called neutral something like "The Church", because I want to use it for Catholics and Protestants.

So in case of the English it could stand for some Archbishop and in case of a Catholic Nation it could actually be the Pope.
(I want to avoid implementing lots of Nations/Players that do not appear on the map and all do the same.)

Actually I would also already have found such a leaderhead.
(I think it is the same as currently implemented in Medieval:Conquest.)

But if you want to search around for good graphics and implement the graphics and the ArtDef in the mod, that would be great. :thumbsup:
(Then I could focus on the logic part. Only have about 2 hours left for modding anyways today.)

Edit:
I wanted to show a screenshot of the leaderhead. But I cannot do that anymore. :(
I have reached the quota for max attachments in this forum, because I have added so many screenshots explaining features of RaR.
 
Edit:
I wanted to show a screenshot of the leaderhead. But I cannot do that anymore. :(
I have reached the quota for max attachments in this forum, because I have added so many screenshots explaining features of RaR.

Just delete some previous, outdated attachments, you can easily manage them if you go into your account here on CFC.
Alternatively, you can PM a mod to increase your quota. They are willing to do that for some of the more active modders.
 
Just delete some previous, outdated attachments, you can easily manage them if you go into your account here on CFC.

I know, but first of all I have to find out which ones I would delete. :)

Alternatively, you can PM a mod to increase your quota. They are willing to do that for some of the more active modders.

Hm, I will probably try that. :thumbsup:
I don't want to delete screenshots that might still be useful.
 
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