[Religion and Revolution]: Mod Development

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Yes, why not. :thumbsup:

:)

This is the changed function (changes in red):

Code:
void CvGameTextMgr::parseLeaderTraits(CvWStringBuffer &szHelpString, LeaderHeadTypes eLeader, CivilizationTypes eCivilization, bool bDawnOfMan, bool bCivilopediaText)
{
	PROFILE_FUNC();

	CvWString szTempBuffer;	// Formatting
	int iI;

	//	Build help string
	if (eLeader != NO_LEADER)
	{
		if (!bDawnOfMan && !bCivilopediaText)
		{
			szTempBuffer.Format( SETCOLR L"%s" ENDCOLR , TEXT_COLOR("COLOR_HIGHLIGHT_TEXT"), GC.getLeaderHeadInfo(eLeader).getDescription());
			szHelpString.append(szTempBuffer);
		}

		FAssert((GC.getNumTraitInfos() > 0) &&
			"GC.getNumTraitInfos() is less than or equal to zero but is expected to be larger than zero in CvSimpleCivPicker::setLeaderText");

[COLOR="Red"]		//R&R
		//Androrc Trait Description
		/*
		bool bFirst = true;
		for (iI = 0; iI < GC.getNumTraitInfos(); ++iI)
		{
			if (GC.getLeaderHeadInfo(eLeader).hasTrait(iI) || (eCivilization != NO_CIVILIZATION && GC.getCivilizationInfo(eCivilization).hasTrait(iI)))
			{
				if (!bFirst)
				{
					if (bDawnOfMan)
					{
						szHelpString.append(L", ");
					}
				}
				else
				{
					bFirst = false;
				}

				parseTraits(szHelpString, ((TraitTypes)iI), eCivilization, bDawnOfMan);
			}
		}
		*/
			bool bFirst = true;
			bool bFirstCivilizationTrait = true;
			bool bFirstLeaderTrait = true;
			for (iI = 0; iI < GC.getNumTraitInfos(); ++iI)
			{
				if (eCivilization != NO_CIVILIZATION && GC.getCivilizationInfo(eCivilization).hasTrait(iI))
				{
					if (bFirstCivilizationTrait)
					{
						szHelpString.append(NEWLINE);
						szTempBuffer.Format( SETCOLR L"%s" ENDCOLR , TEXT_COLOR("COLOR_HIGHLIGHT_TEXT"), gDLL->getText("TXT_KEY_CIVILIZATION_TRAITS").c_str());
						szHelpString.append(szTempBuffer);
						bFirstCivilizationTrait = false;
					}
					if (!bFirst)
					{
						if (bDawnOfMan)
						{
							szHelpString.append(L", ");
						}
					}
					else
					{
						bFirst = false;
					}

					parseTraits(szHelpString, ((TraitTypes)iI), eCivilization, bDawnOfMan);
				}
			}
			for (iI = 0; iI < GC.getNumTraitInfos(); ++iI)
			{
				if (GC.getLeaderHeadInfo(eLeader).hasTrait(iI))
				{
					if (bFirstLeaderTrait)
					{
						if (!bFirstCivilizationTrait)
						{
							szHelpString.append(NEWLINE);
						}
						szHelpString.append(NEWLINE);
						szTempBuffer.Format( SETCOLR L"%s" ENDCOLR , TEXT_COLOR("COLOR_HIGHLIGHT_TEXT"), gDLL->getText("TXT_KEY_LEADER_TRAITS").c_str());
						szHelpString.append(szTempBuffer);
						bFirstLeaderTrait = false;
					}
					if (!bFirst)
					{
						if (bDawnOfMan)
						{
							szHelpString.append(L", ");
						}
					}
					else
					{
						bFirst = false;
					}

					parseTraits(szHelpString, ((TraitTypes)iI), eCivilization, bDawnOfMan);
				}
			}
		//Androrc End
		//R&R End
[/COLOR]	}
	else
	{
		//	Random leader
		szTempBuffer.Format( SETCOLR L"%s" ENDCOLR , TEXT_COLOR("COLOR_HIGHLIGHT_TEXT"), gDLL->getText("TXT_KEY_TRAIT_PLAYER_UNKNOWN").c_str());
		szHelpString.append(szTempBuffer);
	}
}

And these are the XML text lines:

Code:
	<TEXT>
		<Tag>TXT_KEY_CIVILIZATION_TRAITS</Tag>
		<English>Civilization Traits</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_LEADER_TRAITS</Tag>
		<English>Leader Traits</English>
	</TEXT>

I would upload the changed files myself, but as you know, I'm having trouble with committing files.
 
1. Rebuild breeding horses.
I'm okay with this. I like the idea of horses being produced outside of the city as well.

2. New calculation for city storage using sum of all goods stored.
Makes sense to me to revamp it.

3. New calculation for cargo space of transportation units.
If we are going to redo the calculation of city storage might as well do it for transportation units.

4. Civil defense
I have no objections to this feature.

5. Treasure cannot reveal maps or enter plots with goody huts anymore.
Absolutely agree.
 
Hi everyone,

I'm quite impressed, Ray, you found and fixed the random seed bug in the same day.
Wow! :goodjob:
Hi guys,
I think we have discussed that already somewhere, but I cannot find the posts. :dunno:

Changes to Treasures and Criminals

1. Treasures cannot enter tiles with Goody Huts anymore.
2. Criminals cannot speak to Chief and cannot be trained by Natives anymore.
3. Criminals cannot be educated. (Schools)

Thus:

Criminals first have to get free (Learning By Doing-Feature), before they can become Specialists.
Treasures cannot be used to for collecting Goody Huts.

Feedback ? :)
Gosh! I had never read this post before. :eek:
Great! I would like to do the following changes: (may I?)

Changes to Treasures, Criminals and indentured servants

1. Treasures cannot enter tiles with Goody Huts anymore.
2.a. Criminals cannot speak to Chief
2.b. Criminals cannot be trained by Natives anymore.
3. Criminals cannot be educated. (Schools)
4. Criminals and indentured servants have penalties when being missionaries
5. Ships may speak to Chief


So, what do I think about all this:
1. Treasures cannot enter tiles with Goody Huts anymore.
2.a. Criminals cannot speak to Chief

I agree :goodjob: But what about servants? I would let them, but it doesn't matter.

2.b. Criminals cannot be trained by Natives anymore.
Ok...

3. Criminals cannot be educated. (Schools)
Why is that. I don't see why. I guess I like the idea of making them free after a certain amount of turns, but why couldn't they go to school?

4. Criminals and indentured servants have penalties when being missionaries
On Civfr.fr (French forum) someone told me he kept on turning Criminals to missionaries, because they didn't have a penalty. I seems quite a cheat...

5. Ships may speak to Chief
Shouldn't they be able to speak with him? There is an "invisible" crew, isn't it?
 
:)
I would upload the changed files myself, but as you know, I'm having trouble with committing files.

I will include your changes tonight. :thumbsup:
(However, we should really try to get your problems with SVN-client solved.)
 
Great! I would like to do the following changes: (may I?)

Sure. :)

Changes to Treasures, Criminals and indentured servants

1. Treasures cannot enter tiles with Goody Huts anymore.
2.a. Criminals cannot speak to Chief
2.b. Criminals cannot be trained by Natives anymore.
3. Criminals cannot be educated. (Schools)
4. Criminals and indentured servants have penalties when being missionaries
5. Ships may speak to Chief


So, what do I think about all this:
1. Treasures cannot enter tiles with Goody Huts anymore.
2.a. Criminals cannot speak to Chief

I agree :goodjob: But what about servants? I would let them, but it doesn't matter.

2.b. Criminals cannot be trained by Natives anymore.
Ok...

3. Criminals cannot be educated. (Schools)
Why is that. I don't see why. I guess I like the idea of making them free after a certain amount of turns, but why couldn't they go to school?

4. Criminals and indentured servants have penalties when being missionaries
On Civfr.fr (French forum) someone told me he kept on turning Criminals to missionaries, because they didn't have a penalty. I seems quite a cheat...

5. Ships may speak to Chief
Shouldn't they be able to speak with him? There is an "invisible" crew, isn't it?

About Treasures:

Currently everybody agrees to change them. :)

About Criminals:

Feedback was to not change them.
So I guess, we leave them, as they are.

I personally would really also like to have:

Criminals cannot speak to Chief.
Criminals cannot be trained by Natives.


But the others don't seem to like that. :dunno:

About Indentured Servants:

I would leave "Indentured Servants" as they are.

About Ships:

From my point, there would be no problem generally to let them speak to Chief.
But we would need to teach this to AI of course and that might be a little difficult.
 
@team:

Please give feedback to all of these open points.
(Like colonialfan did was perfect. :thumbsup:)

1) Rebuild of Breeding Horses
(It is easy to do, I really like that concept and would want to do it in Release 1.)

2) New Calculation for City Storage Capacity using Sum of all Goods stored
(It is easy to do, I really like that concept and would want to do it in Release 1.)

3) New Calculation for Cargo Space of Transport Units
(This is a tough one to do. However I like it and would like to implement in Release 2.)

4) Civil Defense
(It is relatively easy to implement once we have the graphics. However it is not really important to me. A "Nice-to-Have" only.)

5) Treasures cannot reveal Map or enter Plots with Goody-Huts anymore
(It is easy to do, I like that concept and would want to do it in Release 1.)
 
Hi everyone,

Great job Androrc. :goodjob: I love it! We'll discuss which traits we will implement. soon I guess!

I'm answering all the questions right now...
1. Rebuild breeding horses.
I'm okay with this. I like the idea of horses being produced outside of the city as well.

2. New calculation for city storage using sum of all goods stored.
Makes sense to me to revamp it.

3. New calculation for cargo space of transportation units.
If we are going to redo the calculation of city storage might as well do it for transportation units.

4. Civil defense
I have no objections to this feature.

5. Treasure cannot reveal maps or enter plots with goody huts anymore.
Absolutely agree.
1. Rebuild breeding horses.
I'm not very fond of the idea. But I'm not going to object. (I'll be more specific in that thread)

2. New calculation for city storage using sum of all goods stored.
Great! :goodjob:

3. New calculation for cargo space of transportation units.
Yes!

4. Civil defense
I don't like it ... Sorry !

5. Treasure cannot reveal maps or enter plots with goody huts anymore.
I agree too ! :goodjob:
 
@team:

New Revision in SVN available.
(Current Revision: #48. DLL and XML changes.)

* I included Androrc's work from here.
* I included a minor bugfix from TAC.
* I made a minor improvement to one of my features.
 
Ok guys, looking at the feedback these are our decisions:

1) Rebuild of Breeding Horses
--> Decision pending, but tendency is to do it. (Feedback was not sufficient enough.)

2) New Calculation for City Storage Capacity using Sum of all Goods stored
--> Accepted. (For Release 1)

3) New Calculation for Cargo Space of Transport Units
--> Accepted. (For Release 2.)

4) Civil Defense
--> Not Accepted.

5) Treasures cannot reveal Map or enter Plots with Goody-Huts anymore
--> Accepted. (For Release 1)

6) 2-Plot-City-Radius
--> Not Accepted.

If I got anything wrong, please correct me. :)
 
I will be working on these the next days:

1. New Calculation for City Storage Capacity using Sum of all Goods stored
2. Treasures cannot reveal Map or enter Plots with Goody-Huts anymore
3. Basic XML and folder structure for Inuit (with documentation how to add a New Native Nation)
 
Hi guys,

this is implemented:
Treasures cannot reveal Map or enter Plots with Goody-Huts anymore

It is also uploaded to SVN (Current Revision: #50).
 
If the way to your city is unexplored, can the treasure not find his way home? Respectively goes it a long way, instead of straight on?
 
Hi Karl-Heinz
If the way to your city is unexplored, can the treasure not find his way home? Respectively goes it a long way, instead of straight on?
You're probably right. But is there a problem?
I mean, one of your units has entered a goody hut (let's say its an explorer). If there is a problem, your explorer will escort treasure home! ;)
Don't you think? I really think we have to limit lonely treasures wandering safely across the (New) World
 
If the way to your city is unexplored, can the treasure not find his way home?

Treasures can only follow paths that are already explored / revealed.
But usually a Scout has already revealed a way.
(Which is probably safer that travelling through unrevealed terrain.)

Respectively goes it a long way, instead of straight on?

Yes, it would go the longer way, if the straight is not revealed.

I really think we have to limit lonely treasures wandering safely across the (New) World

Yes indeed. :thumbsup:
Especially with features like "Native Raids" and "Wild Animals".
 
yes i agree completely on wild animals and native raids. they would add to the landscape by allowing alternative ways to capture food/hides (animals)- if not implemented to do so, they would add to the landscape by adding a dangerous feel - remember Oregon Trail? the feel of the hostile natives, diseases, storms and anything else that happened? (only a rabbit when you hunt or 5 bears). this idea gives you a piece of that feel, and anything doing that makes the game fun.
 
@team:

About Treasures not Revealing Map:

Yesterday I did some test playing.
(It was really necessary, because we have done so many changes.)

When playing I realized, the following about "Treasures not Revealing Map":

1. It is absolutely annoying to me. I really don't like this feature (although I first thought it was a good idea).

2. AI really does not handle this very well, which is due to very strange paths of AI-Scouts when exploring maps.

With feature like "Changes to Peaks" it is possible that AI treasures really don't find their way home and simply sit there until destroyed or captured.
(Scout could pass Peak, but Treasure cannot.)

There are also other situation when this could happen.
(Island with one city but a Scout is landed at other side than the city.)

3. It will surely be very confusing to many players.
(We would probably get a lot of false bug reports, because some players would simply not understand.)

4. It is not necessary to have further limitations to treasures than "Not entering Goody Huts",
because with our existing and upcoming features you will need to take care anyways.

-------------------------
I have done the following:

1. I left the funcitonality in DLL.
2. I simply deactivated in XML.

So if anybody wants to play with this feature, he can simply go into
CIV4UnitInfos.xml,
search for bNoRevealMap in UNIT_TREASURE.
and change to this
<bNoRevealMap>1</bNoRevealMap>

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

Please understand, this feature is problematic. :(
(AI and gamefun are much more important, than a small feature like this.)

Treasures not being able to enter Goody Huts is still active.
 
Treasures not entering the goody squares is the main thing. I wasn't fussed about them only traveling back on revealed squares.
 
With wild animals enabled, it would automatically become non-viable to have treasures explore alone, as they could easily be attacked and killed by an aggressive animal, so they would need to be escorted back to a city; for instance, by the scout that found the treasure in the first place.

For this, I propose that the PROFESSION_SCOUT have a bonus combat modifier against animals; could be +100% as scouts have against animals in Civilization IV. Seasoned Scouts could add on top of that a further bonus against scouts.

And naturally, we would have to do some code changes to the AI for it to take these factors into account:

AI Treasures would either:

1) Stay put.

2) Move along with an escort (either scout or soldier) if there is one to the nearest coastal city.

As for AI units with PROFESSION_SCOUT, they would either:

1) Explore as normally.

2) Escort a treasure towards the nearest coastal city, if there is a treasure in the vicinity.

3) Escort a unit that is going to settle a city to it's desired settling location (to protect it from animals).
 
I let my scout automated explore. If he found a treasure, he do not stop - but moves on. Can you stop the automated exploring function in these case?
 
I let my scout automated explore. If he found a treasure, he do not stop - but moves on. Can you stop the automated exploring function in these case?

If Unit_AI for Scouts is changed, the automation will automatically be affected, too.
(Automation uses Unit_AI.)

But maybe it would really be better to stop automation for humans in such cases. :think:
 
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