[Religion and Revolution]: Mod Development

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The AI too? Because I have never seen the AI actually fight the king.

It does, believe me. :)
(But of course AI only starts the WOI if AI believes to have chances to win.)
 
Bombard... Hmm. Not if it is the feature cannons have. What the feature I am after needs is an automatic firing effect. Example: You got a settlement with a musket man with a stockade. (Has to be stockade) Then when a native/enemy or a number of enemies comes into tile around city when you click end turn "your code" needs to check if enemies is near and select "ONE" target per settlement per turn only. Then shoot at it, not possibility to shoot back i think (almost like ambush). Not sure how it was solved in other mods since it has been a while since i played that. If there is not stockade then no such feature should be possible. I think the key is that only "ONE" target per turn per city is attacked. Not too powerfull then.
Alright... Why not? Let's wait and see what KJ and Colonialfan think...


On another note. When TAC 2.02c is released we start implementing a working version or you waiting for 2.03 no matter what? I also do think after reading all these features we are adding that we should have a organized way of testing. Having test versions with 1 or 2 features at the time? And work our way forward that way. Or what is the plan?
I agree. We should maybe establish a R and R version 1 to do list. Don't you think?
I'm going to look into the python files this week (Europe screen and Domestic Advisor)
 
Is there anything we could do about ways to get better/manipulate relations with nations. Europeans and Natives alike? And the king too. Every game I play I get the feeling my reputation is possible to stay the same for a long time but never really get better. If it changes its always for the worse.

Can we do something with units? Give a unit "missionary" some features? What possibilities is there? Any willingness to discuss this?
 
Is there anything we could do about ways to get better/manipulate relations with nations. Europeans and Natives alike? And the king too.

I have already created some DLL-Diplo-Events here and will create further ones. :thumbsup:

Many new DLL-Diplo Events with King (partially implemented)
...
New DLL-Diplo Events with Natives
New DLL-Diplo Events with Europeans
...


Give a unit "missionary" some features?

You have seen my concept Stirring Up of Natives by Missionaries ? :)
 
Hi guys.

Cannons in citadel bombarding enemies outside city
As long as it does not unblanace gameplay, I have no objections to this feature. It might be a bit of fun.

Natives and Treasures
Turning treasures into gold makes sense to me too.

Musketmen firing from stockades
I'm kind of thinking along the same lines as Ray here. How realistic would it be for the enemy to walk right up to a stockade to get shot at? The only example I could think of is if the enemy has a weapon that has no range to it, and they have to get up close and personal, a swordsman for example. But how many sowrdsmen are we going to have in the game? From a weapons standpoint by 1600 we are beyond the large scale use of edged weapons and into the age of muskets. However, I know this feature is important to Gomer, so I am happy to discuss it further and go along with the general consensus the group reaches.

Winds and Storms
Like the idea of this feature, though could we change tornados at sea to Hurricanes, as this would be a little more accurate?
 
Musketmen firing from stockades
I'm kind of thinking along the same lines as Ray here. How realistic would it be for the enemy to walk right up to a stockade to get shot at? The only example I could think of is if the enemy has a weapon that has no range to it, and they have to get up close and personal, a swordsman for example. But how many sowrdsmen are we going to have in the game? From a weapons standpoint by 1600 we are beyond the large scale use of edged weapons and into the age of muskets. However, I know this feature is important to Gomer, so I am happy to discuss it further and go along with the general consensus the group reaches.

:)

Since in this game the distance within a tile is impossible to predict I would say that when a enemy comes into the tile around your settlement he is within range. After all he is in range to pillage and destroy your production tiles. Which is a huge problem and this feature could be a kind of small defence against pillage raping your settlements. And we are not talking about "Superman" guarding the stockade here. Just a normal musketman firing at a enemy without the enemy being able to counterattack so to say. One time per city per turn. And yeah this feature is really important to me. :cool:

Edit: Just to clarify a small thing. It has to be a Musketmen defending. If there are no Musketmen in settlement this feature should not be activated. Unless you ofcourse would like to have the cannons do the same thing too.
 
Natives and Treasures
Accepted. A direct conversion of treasures to gold is the optimal solution for Natives.

Winds and Storms
Accepted. Some details, please, see in [TERRAIN] Wind and Storm feature section.

Cannons in citadel bombarding enemies outside city

Musketmen firing from stockades

I accept both ideas.

Only one short comment. I understand when Cannons in citadel bombards ENEMY unit, for instance Privateer. Similar to Musketmen who fires ENEMY units near the city.

However, why Musketmen should fire peaceful Native units who don't try to destroy the player's improvements or to attack a city or player's units? Moreover, if the player has very good relations with this native civilization. Why Musketmen must fire in this case?

Maybe possible to implement some condition for "firing": Musketmen will fire a native unit, if relations between the player and this native civilization less then "-X".
 
Maybe possible to implement some condition for "firing": Musketmen will fire a native unit, if relations between the player and this native civilization less then "-X".

No, Musketmen (or Cannons in the other feature) will only fire on enemies outside city.
(Meaning, there must be a war between the players.)


Alright, then we will put this on our list. :)

Gomer -> Yes
Robert -> Yes
KJ -> Yes
colonialfan -> bows to majority
ray -> bows to majority

I would implement it very similar to this concept.

Except that the Musketmen will use "Stockade", "Fort", and "Fortress".
Also damage is calculated by Strength and not "Bombard"-value.
 
No, Musketmen (or Cannons in the other feature) will only fire on enemies outside city.
(Meaning, there must be a war between the players.)

OK, I understand. Thank you very much for explanations.

Now I fully accept both "Cannons in citadel bombarding enemies outside city" and "Musketmen firing from stockades" ideas.
 
Oh. Thanks guys. Really nice reading that you have accepted this. Let us now try and tweak this onto something great. Needs to be tested and balanced. :) This is more of a feature against pillage raping than anything. I do beleave we can make this work.
 
One feature that could be interesting to implement is some form of supplementary demand for commodities, so that trade with Europe wouldn't be the only form to obtain gold. One idea is having citizens and/or buildings in a city demand a few commodities per turn.

For instance, a Church would demand a small amount of Wine per turn, and master artisans would demand a small amount of luxury goods.

As a complement to this idea, if a foreign city has demand for a certain commodity, but has none of that commodity in it's Warehouse, and you have a ship loaded with that commodity in that foreign city, your commodity gets sold there.
 
One idea is having citizens and/or buildings in a city demand a few commodities per turn.

Already on our list. :)

The feature is called "Inland Sales".
(It is part of my large Economy-Concept New Ressources and New Productionlines, Inland Sales, Tavern, ... (partially implemented) )

I haven't even discussed all parts of this large concept with the team, because it is simply too big to explain in a few words.
(I will do so, when Release 1 is done.)

I had started implementing parts of it, but currently I am focussing on other features. :)
 
Already on our list. :)

The feature is called "Inland Sales".
(It is part of my large Economy-Concept New Ressources and New Productionlines, Inland Sales, Tavern, ... (partially implemented) )

I haven't even discussed all parts of this large concept with the team, because it is simply too big to explain in a few words.
(I will do so, when Release 1 is done.)

I had started implementing parts of it, but currently I am focussing on other features. :)


:) I somehow missed it :p

And what about the ship idea?
 
Changes to Custom House

is implemented. :)
(Both aspects: Generating Founding Father Points and Selling Boycotted Goods.)

However I did a small change here.
(Reasons are balancing and also technical.)

Boycotted goods will be sold through Custom House at (MinimumBuyPrice - a small bribing fee (same as taxes would be)) .
(Which is a Threshold for Prices of a Yield that I had introduced at TAC.)

So in most cases it is just the same as 40%. :)
(Don't worry guys.)

Thus you can still sell those boycotted goods, but still have a reason to "clear boycotts" in Europe.
(Otherwise the feature of "Clearing Boycotts" in Europe would be totally useless.)

Comments in DLL:

// R&R, ray , Changes to Custom House - START

It can be downloaded from SVN (the Preview).
 
I totally agree with you changes in custom house you posted about here! Ray! There should be a considerable profit in actually lifting the boycotted goods. However the reason why many of these goods is boycotted in the first place is because the king is absolutely mental when it comes to raising taxes. I am normally at 60% tax within 1560 or so. Not very realistic if u ask me. There should be alot more ways of lowering the current tax. Not we only got ONE founding father doing this?

Edit: You moved your post here. LOL.
 
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