[Religion and Revolution]: Mod Development

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Not we only got ONE founding father doing this?

Not totally correct. :)
We do have and we will have more DLL-Diplo-Events that will allow you to lower tax-rates. :thumbsup:
(current and maximum tax rates)

Edit: You moved your post here. LOL.

Yes, I had accidently posted in the wrong thread. :)
 
I have had a go with this now in worldbuilder. I really like it. Maybe a little bit tweaking "text" wise? Damage done? How much damage done? Would that be something to put in? Or do we need to know that damage is done?

Hmm. The Cannons is a hard one. I have spammed the map with enemy ships and not one got caught by my fortress. :'( I do beleave maybe we need to implement a feature from Original colonization where enemy ships once inside range of fortress would loose some of its movement. Making it a possibility that it actually get caught? Anyone remember this feature to the cannon shooting at ships?

Except from this everything looks great. Ofcourse maybe after more playtesting we could tweak it a bit. :)

Great work Ray! :goodjob:
 
Maybe a little bit tweaking "text" wise?

The texts are in XML, so everybody could do better texts there. ;)
(I did not put a lot of effort into doing nice texts.)

Or do we need to know that damage is done?

No, I don't think so.
You will see when doing "Mouse-Over" the enemy unit.

But texts in general definitely need to be improved. ;)

The Cannons is a hard one.

I have tested that too and it was working. :confused:
The Citadel (with Cannons) is definitely firing on Ships (or enemies on land) if they are in range at end of turn.

Also this is not supposed to be a "mass feature" it is supposed to happen sometimes.
However, when AI (especially King) will really be leading war against a player, this will surely happen from time to time.

Great work Ray! :goodjob:

Thanks. :)
 
I used 10 privateers and not a single turn they stopped withing the city limits on 50 quick turns. They stayed in the area but never inside the city limits. I dont think it will be a mass feature in any case because how often do you really get enemy ships outside ur town except maybe a privateer or two?
 
I used 10 privateers and not a single turn they stopped withing the city limits on 50 quick turns. They stayed in the area but never inside the city limits. I dont think it will be a mass feature in any case because how often do you really get enemy ships outside ur town except maybe a privateer or two?

Because they had no reason. :)

Examples when this could happen:

  • When AI is landing troops near your cities.
  • When AI is attacking a ship in city limits.
  • When you have strategically placed a city with citadel to guard some kind of channel.
    ...
 
Wild Animals, Pirates, Fleeing Crimals / Indentured Servants / Slaves

Idea is to bring a little more life and danger into the gameworld.
However it should not be annoying, not slow down game and not ruin AI.

So the power of these features is limited.
It is just an addition for a little more fun.

These features are not supposed to dominate gameplay. ;)

Wild Animals

1. There are different wild animals like Polar Bear, Bear, Black Bear, Boar, Cougar, Panther, Wolf, ...
(@Robert: In my preview you can find many graphics under ...\Assets\Art\units\Animals)

2. There are 2 Types of (Re-)Spawning possible:

A) By Terrain

Thundra, Permafrost -> Polar Bear, Wolf
Marsh, Light Green Savanna -> Panther, Boar
Prairie -> Cougar, Bear
Savanna -> Black Bear, Boar, Wolf

B) By degree of latitude

Around Equator -> Panther, Boar
Close to Equator -> Cougar, Bear
Further away from Equator -> Black Bear, Boar, Wolf
Far away from Equator -> Polar Bear, Wolf

I personally prefer variant A).
(It is probably easier for me to implement.)

3. There is a maximum limit of wild animals to be (Re-)Spawned defined at the mapsizes. (XML)

4. The frequency / chances of Respawning will be set at Difficulty. (XML)

5. There will be a game option to turn this featue of.

6. Wild Animals cannot enter a field next to a city. (These are save areas)
(Of course they will also not be spawned there.)

7. Wild Animals are generally relatively week and only pose a real thread to non-military units.

8. Natives and Wild Animals will never attack each other.

9. Killing a Wild Animal will give you a little Fur. (Automatically at the next city.)

10. European AI will attack Wild Animals of course.

11. The UnitAI of Wild Animals will attack units that are weaker and run away from units that are stronger.

Are you going to use the JAnimals modcomp as a base for implementing the wild animals? If so, I already have developed the code needed for implementing number 6.

Number 11 doesn't seem to be necessary, since all AI units already by default don't attack if they feel they are much weaker.

What is the reasoning for number 8? (Natives and animals not attacking each other)

On the graphics front, there is a Jaguar unit created by coffee junkie which we could use:

jaguar1_yR1.jpg


And how do you feel about aquatic animals? Like your idea for land animals giving furs to the nearest city, aquatic animals could give some food to the ship that killed it (or maybe also to the nearest city). SaibotLieh has made a Humpback Whale which could be useful for us:

bluewhale_338.jpg


In the case we implement the Humpback Whale, I suggest for it not to attack ships, only defend from them.

I have already tested both the Jaguar and Humpback Whale graphics for Civ4Col and they look fine ingame.
 
Are you going to use the JAnimals modcomp as a base for implementing the wild animals?

Actually I had intended to take a look at it and use parts of it, yes. :)

If so, I already have developed the code needed for implementing number 6.

Great. :goodjob:

Number 11 doesn't seem to be necessary, since all AI units already by default don't attack if they feel they are much weaker.

You are right. :)

What is the reasoning for number 8? (Natives and animals not attacking each other)

I thought it would be very very bad if Natives kill all animals before the player can see them. :dunno:

But maybe first try without that and see how it feels. :thumbsup:

On the graphics front, there is a Jaguar unit created by coffee junkie which we could use:

Like it. :)

And how do you feel about aquatic animals?

I don't think that is a good idea.

Humpback Whale:

As you said, it would make no sense at all if a sea animal would attack a ship.
Also, why should a ship attack a sea animal. :dunno:

@Androrc:

Would you like to take lead of that project ?
(Doing implementation, finding graphics, coordinating work, ...)

Of course the others can help.

Eventually we could even already get "Wild Animals" into Release 1 then.

By the way:

Please take a look into the Preview.
You will find several graphics for animals in there.

...\transfer\Preview\TAC 2.02a_inoffiziell\Assets\Art\units\Animals

If you are interested, I suggest you open a new Thread for this topic, to discuss the details thoroughly. :thumbsup:

Edit:

Of course you could propose and implement your own concept. :)
(The current concept was simply my suggestion.)
 
Actually I had intended to take a look at it and use parts of it, yes. :)



Great. :goodjob:

Thanks :)

You are right. :)



I thought it would be very very bad if Natives kill all animals before the player can see them. :dunno:

But maybe first try without that and see how it feels. :thumbsup:

I made some tests with the Bears having strength 3, and the Cougar, Jaguar, Panther and Wolf having strength 2, and with the prohibition of animals entering tiles adjacent to cities or spawning on such tiles. Natives and animals mostly didn't seem to affect each other much. AI colonial civs didn't seem much hampered in their expansion by the animals either (but without the prohibition of animals going into tiles adjacent to cities, AI colonial civ expansion was severely hampered).

The idea of the prohibition of animals entering into tiles adjacent to cities was in my opinion a correct choice; that makes animals not be too harmful for expansion, and also keeps them from disrupting production in plots.

Like it. :)



I don't think that is a good idea.

Humpback Whale:

As you said, it would make no sense at all if a sea animal would attack a ship.
Also, why should a ship attack a sea animal. :dunno:

Sea animals add color and life to oceans :) As for why a ship should attack a sea animal, it could do it for obtaining resources, like food.


@Androrc:

Would you like to take lead of that project ?
(Doing implementation, finding graphics, coordinating work, ...)

Of course the others can help.

Eventually we could even already get "Wild Animals" into Release 1 then.
[/quote]

Sure :)

Yes, I think it would be very possible for us to get it into Release 1, since we already have most of the code; the only major part that requires implementation is making animals give some fur to the player's nearest city when killed.

By the way:

Please take a look into the Preview.
You will find several graphics for animals in there.

...\transfer\Preview\TAC 2.02a_inoffiziell\Assets\Art\units\Animals

I already did :)
 
Sea animals add color and life to oceans :) As for why a ship should attack a sea animal, it could do it for obtaining resources, like food.

Ok, why not. :)


Great. :thumbsup:

... the only major part that requires implementation is making animals give some fur to the player's nearest city when killed.

That should be easy to do. :)

Search for // TAC Capturing Ships - ray in
CvUnit.cpp in the Preview
and you will find the code where you can hook in. :thumbsup:

It is the condition:
else if (pDefender->isDead())

Simply check for the UnitType of pDefender there.

Humpback Whale -> Whale Blubber / Food
Bear -> Fur
...
(just suggestions)

Edit:

Eventually something XML configurable at the UnitTypes of the Animals would be better.
(Definining in XML which Yields they give when killed ...)
 
On another matter: one feature I found interesting in Civilization V was that civilizations could have a "native terrain" in which they would be most likely to start. While that is not useful for our purposes in regards to colonial civilizations, such a feature could be very interesting in regards to native civilizations, so that the Tupi would start on Savannah and etc., with each native civilization starting in appropriate terrain. What do you think?
 
Because they had no reason. :)

Examples when this could happen:

  • When AI is landing troops near your cities.
  • When AI is attacking a ship in city limits.
  • When you have strategically placed a city with citadel to guard some kind of channel.
    ...

I am not sure I like this limitation. Because when would not anyone have a reason to not attack a privateer or a pirate for that matter? Hmm. Everyone agree that this feature is ok like this?
 
On another matter: one feature I found interesting in Civilization V was that civilizations could have a "native terrain" in which they would be most likely to start. While that is not useful for our purposes in regards to colonial civilizations, such a feature could be very interesting in regards to native civilizations, so that the Tupi would start on Savannah and etc., with each native civilization starting in appropriate terrain. What do you think?

I have already implemented "Geographically Correct Placement" of Natives.
(It is in the Preview, but in TAC 2.02c there will be a slightly better version, meaning as game-option.)

"Northern American Natives" will be in the North of Map.
"Central American Natives" will be in the Center of Map.
"Southern American Natives" will be in the South of Map.
 
I am not sure I like this limitation.

Do you mean that Privateers in general are not attacked if they are in City-Limts at end of turn ?
(That is something I would try to fix.)

Edit:
Yes, Privateers are not currently not attacked. (Because the players are not at war.)

That is a bug.
(I simply did not consider that in my logic.)

I will fix that. :thumbsup:

Edit 2:

Fixed and uploaded. :)
(Both Features now also consider units with "Hidden Nationality" like Privateers.)
 
Hi guys,

I will start working on this:
Stirring Up of Natives by Missionaries

@KJ:

Could you create a Button for the Action "Stirring Up Natives" (its visible at Missionary when selected and "Stirring Up" possible) ?
(Until then, I would simply use some kind of "dummy" Button.)

Actually I don't really have a good idea how a Button "Stirring up Natives" could look like. :dunno:


----------------------------

Or is there anything more important I should focus on first ? :think:

The topics I have in mind that are maybe more important are all in good hands. :)

"Storms and Winds" -> Robert and KJ got the lead
"Wild Animals" -> Androrc got the lead
"Further Native Nations" -> colonialfan and KJ got the lead
 
Thanks Ray. I have to say that I am impressed with how fast you people work and how good things look even at this stage. I feel lucky to be in a team like this since my skills as scripter is far from good. hehe

Edit: The button for stirring up natives could be something like a tomahawk and a native indian pipe crossed over eachother maybe? or something with any of these items?
 
I have to say that I am impressed with how fast you people work and how good things look even at this stage.

Wait and see how fast things are going to be developed and how good they are going to look once we have our "mod-base" with TAC 2.02c. :lol:
Actually I am personally going real slow currently because we have to merge later on everything we create now, which is extra work. :(

Currently it is really only "preparation" ...

But in a few days TAC 2.02c should be out ! :woohoo:
(Things will become a lot better then.)

I feel lucky to be in a team like this ...

I feel lucky too. :)
We have some of the best modders in the scene in our team !
I am very sure, that we will create something really great together. :thumbsup:

The button for stirring up natives could be something like a tomahawk and a native indian pipe crossed over eachother maybe? or something with any of these items?

I bet KJ will come up with a great idea here. :)
 
@KJ:

Could you create a Button for the Action "Stirring Up Natives" (its visible at Missionary when selected and "Stirring Up" possible) ?
(Until then, I would simply use some kind of "dummy" Button.)

Actually I don't really have a good idea how a Button "Stirring up Natives" could look like. :dunno:

I already made the button. Here I show a monk and a sitting indian that smokes a pipe.

buildtest02.png


The button for stirring up natives could be something like a tomahawk and a native indian pipe crossed over eachother maybe? or something with any of these items?

I can make "a tomahawk and a native indian pipe crossed over each other", if you'd like.
 

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