[Religion and Revolution]: Mod Development

Status
Not open for further replies.
Yes, I know and already mentioned it in testgames. I have no idea how to solve this problem so far.

However, I don't lile to make any changes so far regarding the bonuses/mali.

I will think about it and make some further testgames.
 
- Try to make the attack and defense bonuses for specific terrain types or features equal. Then it would just say, for example, -30% Forest Strength, instead of -30% Forest Defense and -90% Forest Attack.
I think this wall of text is generated by the DLL. It loops though all possible bonuses and writes whatever isn't 0. If it should display more cleverly, it will require more complex C++ coding.

Having said that, I fully agree that it is a place where it would make sense to optimize. The question is what to do. I think the easiest way to code would be to make something like:
+15% for Forest attack, forst defence, etc
+10% for something else

Having the bonuses grouped by strength will make it more compact and if we also sort by that number, then we will really improve on readability as well.

Coding this would be something like:
  • make a vector
  • loop all bonuses and add the number (10 for +10% etc) to the vector. Don't add numbers already in the vector.
  • sort vector (standard vector function)
  • loop through vector
  • for each int in the vector, loop all bonuses and write the ones where the bonus is the same as for the current iteration in the vector
Even through this is much slower than the vanilla code, it will not affect performance at all because it will never be called while we wait for the computer to do something (like next turn).
 


Hi Folks,

I’m happy to inform you that Release 2.2 is out!

I hope you’ll enjoy it.

The new features at a glance:

1. Graphic:
- Complete overhaul of the military unit graphics and some minor changes
- Overhaul of most of the ship graphics and new graphics for Caravel, Flyt, Carrack and Galleon

2. Military System:
- Cuirassier has been changed to cavalry
- New Profession “Line Infantry” implemented
- New specialists for all military professions (player and king); specialists “veteran” and "royal veteran" have been removed
- New balancing for military units

3. Gameplay / Trading and production:
- Production bonus for professions when working in “similar” professions (e.g. blacksmith get’s a bonus of +1 when working as a weaponsmith)
- Slight changes with regard to tax increase (trading of raw materials leads to a slower tax increase as trading of produced goods)

4. Natives
- One new native nation implemented (“Nez Perce”).

5. Schmiddies Mod-Mod
All changes of Schmiddies Mod-Mod have been implemented into the main mod (in particular trains and train stations have been removed).

6. Miscellaneous
- Some changes of buttons and balancing
- Some new achievements and events
- New menu music


Regards

Schmiddie
 
Would that mean Blacksmith would be more effective than Gunsmith? Or would it just mean that it'd give +4 weapons instead of only 3?
 
Waiting on download. I'll have to stop my Denmark game, but I can manage.

Any other nations to be added? Courland springs to mind (they owned Tobago for a while) but possibly Germany too.
 
It might help if you put the mod in a folder before you zip it. So instead of zipping directly from the mod folder, it zips from the folder containing the mod folder.

:rolleyes::rolleyes::rolleyes: :hammer:...please read the whole post before you reply...

The download is ready, but please note: The mod needs to be put into a new created main folder "Religion and Revolution" (YOU must create it!). I hope the person who supports us with the download will correct this in the next days (older versions of RaR usually aleady had the main folder with it)...

AS I WROTE: The person who supports us with the download made a mistake in this regard. I hope he will correct it in a few days (I suppose at the weekend). However, I think all user should be able to do this little correction...the alternative would be waiting another week or two until this has been corrected...;)
 
Release 2.2

The new features at a glance:
....
5. Schmiddies Mod-Mod
All changes of Schmiddies Mod-Mod have been implemented into the main mod (in particular trains and train stations have been removed).
...

Hi Schmiddie!

Thank you for next release of RaR. Great job! :goodjob:

Could you please comment a little point 5 in your message. You changed only

This Mod-Mod will contain the following changes:

- Train = changed to „carriage“
- Trainstation = waystation /coaching inn
- Route Models correspondingly changed:
- - Plastered road = country road
- - Railroad = plastered road
- Some buttons changed

or added/removed/changed something else?

I adjust RaR mod for my personal taste and I'd like to know the full list of changes in last release. Thanks.
 
Hi Schmiddie!

Thank you for next release of RaR. Great job! :goodjob:

Could you please comment a little point 5 in your message. You changed only



or added/removed/changed something else?

I adjust RaR mod for my personal taste and I'd like to know the full list of changes in last release. Thanks.

As I wrote: All changes of Schmiddies Mod-Mod have been implemented into the main mod
 
glad to hear 2.2 is incoming
i have been loving the mod since the day i found it

one thing is that my play style tends toward OCC or a few tall cities
this tends to make them culture monsters that anger natives pretty hard
although i play neutral to them or even friendly

so i have been playing with the code and have been attempting to change the culture/border progression to more of a "influence" or military zone of control type thing
i removed culture output from all the buildings and am attempting to add the culture to defense buildings in the city which i added worker slots to. in this way i theorize i can control how much my border expans by placing people in it or not. i am in the early stages of learning modding for c4c.

would anybody care to look at my changes and see if i totally borked it?

oh also in attempting to understand the design philosophy of the code i made a excel sheet, i will include that as well if anybody is interested.
 

Attachments

  • Stats.7z
    8.9 KB · Views: 171
  • Culture change - CIV4BuildingInfos.7z
    9.3 KB · Views: 187
Question to Schmiddie - has the Mother Church been eliminated in R&R 2.2? It's 1532 and I haven't been asked once for any gold...
 
Hm, don't know how that could have happened... :wow: but the church has gone....I will see what I can do. Maybe one of the other modder can have a look at this Problem, too...

you are correct, the church is not in the game anymore. It is not intended, that the church has gone...that's clear.

EDIT: This Problem occurs only on "gigantic" maps....
 
Hm, don't know how that could have happened... :wow: but the church has gone....I will see what I can do. Maybe one of the other modder can have a look at this Problem, too...

you are correct, the church is not in the game anymore. It is not intended, that the church has gone...that's clear.

I haven't looked it up yet, but from the pure description and based on your announcement to have added another native tribe, I would guess that this is what is causing the problem.
Might have something to do with MAX_PLAYERS, which up to now was set to 48, if I remember correctly.
I won't have the chance to check this today, but I will try to do so tomorrow. If you havn't heard from me by Monday, please just remind me.

Edit: just saw your edit. Then it seems to have something to do with the number of players and native players for mapsize Gigantic.
 
Where can I find this?

In the "World Info" I can only find these:

<iDefaultPlayers>39</iDefaultPlayers>
<iDefaultNativePlayers>31</iDefaultNativePlayers>

This was the value I have increased +1 when I have implemented the new native tribe.

I assume that there needs to be changed another value in another file..since the church never occurs on gigantic maps now.
 
In the "World Info" I can only find these:

<iDefaultPlayers>39</iDefaultPlayers>
<iDefaultNativePlayers>31</iDefaultNativePlayers>

This was the value I have increased +1 when I have implemented the new native tribe.
The world info xml tells the number of players and native players INGAME. The number of players is European players and native players combined. What I think happened is that by increasing native players without increasing the number of players, you have replaced the church with a native player. I'm not sure why that would happen as I would have expected it to replace a European player instead. Alternatively by increasing numbers you hit a hard limit in the DLL (which is partly limited by the exe). If that is the case, then the player with the highest ID would be removed, which very well could be the church.

However if what you wanted to do is to add a new tribe which the computer can pick from when selecting natives for the game, you simply do not touch the world info XML file (or rather, you revert it). You can add hundreds of natives to CivilizationInfos without touching anything else and they will appear ingame, but never more at once than stated by world info. As far as we know only the numbers in world info has limits.
 
Status
Not open for further replies.
Top Bottom