[Religion and Revolution]: Mod Development

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many more will come now that i can control the camera but i have a new problem that gimp HATES dds files, so that stumps me on graphics - hopefully the screenies that i upload over the next few days will be good enough to work with so that i can upload the achievements i have.
 
You need the dds-plugin to use dds files with Gimp:

Killick

Ich weiss nicht warum, aber das funktioniert für mich nicht. Ich habe das dds-plugin, aber mein Gimp kann .dds Datei nicht öffnen. So benutze ich Paint.NET.

I don't know why, but that doesn't work for me. I have the dds-plugin, but my Gimp can't open .dds files. So I use Paint.NET.
 
Do you have a special sign at the data path, where you try to work with a dds file? If the name of a folder includes such a special letter, the dds plugin can have problems.
 
Yes. In the beginning I only had silver. After building mines, I found 2x gold and 1x gems. The event of finding ores might be balanced a little bit.

The event triggers often. I found a lot of ore, gold and silver sources ( between 10 and 15 due to building mines) and 1x gems.
 
I settled on a tile with horses - and one with cows, and both yields just vanished. Then, i used world builder to place a horses resource on several tile types and nobody could work for horses, even though the tile had a horse + pasture, the tile will still not produce horses or cows as a yield.

Im experimenting with .dds in gimp still, and going to try the paint.net soon if i cant get it to work. This is quite a bit of fun.

For the achievements, should i also do text for ones already existing that only have one-liners or is someone improving those?
 
Hi guys,

I have checked <iDiscoverRand> of Improvements.
(I had misunderstood its functionality. :blush:)

I thought it would evaluate only when building the improvement.
(Which would have been nice to my opinion.)

That is what it actually does:
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The chance that the resource will be discovered on the improvement plot. Each turn that the tile is worked, there is a 1/(iDiscoverRand) chance that the bonus will be added to the tile.
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So it evaluates every turn.
I think this is absolutely unusable for our purposes.

Either it is there and it might have been overseen at first sight (and then discovered while building improvement) or not.
Gold, Silver, ... appearing out of nothing later on does not make sense to me.

Also since it seems to be coded in the exe instead of the DLL I cannot adjust it easily.

Thus I have deactivated that feature.
(<iDiscoverRand>0</iDiscoverRand>)
 
Hm, yes. I think it currently benefits the player, since the KI does not build so many mines as the player does. Therefore the player gets a higher chance to find ore, gold or silver.
 
Hm, yes. I think it currently benefits the player, since the KI does not build so many mines as the player does. Therefore the player gets a higher chance to find ore, gold or silver.

Not only that.
It would also be a balancing problem.

Over time more and more ore, gold, silver, gems, ... would be spawning.
Thus balancing of these resources compared to other would become difficult.

And also as I said, I don't like the idea of these resources suddenly spawning out of "nothing" just because an improvement exists on the tiles.
(If it would have happened during the "build action" of the improvement it would have been ok for me.)

I really think we should not be using <iDiscoverRand> at Improvements anymore.
 
Hm, I don't think that they are spawning "out of nothing"...the worker work in the mines and due to their work, they found new resources...!:)

But i agree with you that over time the player and the KI get more and more...
 
C) Slaves (Yes I know that some people will not like that.)

Slaves can be bought very cheap in Africa but have a lot of penalties.
(I would change a lot of things.)

...

Feedback ? :)

As far as I can tell Slavery will not be implemented in the initial release of this great mod :undecide: But I am happy there are some plans to do that. Initially Spaniards were trying to enslave the Indians but they all died working in horrible conditions. Original game has only Converted Indians -- but how about Enslaved ones? It is really unfair to get Converted Natives by razing Indian Villages, like it was in the vanila game...

Plus what will be the main difference between the Slaves and Converted Indians? More limitations but less food consumed?
 
As far as I can tell Slavery will not be implemented in the initial release of this great mod :undecide:

African Slaves is implemented. :)
(But Africa as separate "Europe"-like port is not yet.)

Original game has only Converted Indians -- but how about Enslaved ones?

Native Slaves is already implemented. :)

Plus what will be the main difference between the Slaves and Converted Indians? More limitations but less food consumed?

There are many small differences between African Slaves or Native Slaves to Converted Natives.
(Colopedia will explain. :thumbsup:)
 
@team:

I have merged a few very selected aspects of the new version of melcher's Iso-Mod into Religion and Revolution.
(new revision available in SVN.)

I had already merged some aspects of his last version months ago.
(So a lot of the content of that mod was already present in Religion and Revolution.)

This time I have merged:

1. Some really nice improvements considering the towers of Stronghold and Fort.
2. Some adjusted settings for sizes (Units, Flags, Improvements, Resources) which really fit perfectly to my opinion.

Basically now everything from that mod is merged into except the changes related to the Isometric Perspective itself.
 
any thought about inventor modmod? i liked its implementations in 2071 and medieval, i just know it would work well here.

I must have clicked something i didn't know i clicked but my SVN folder no longer has that green mark on it - hopefully the update will fix it.
 
any thought about inventor modmod?

Inventions are planned for a later release. :)

I must have clicked something i didn't know i clicked but my SVN folder no longer has that green mark on it - hopefully the update will fix it.

Simply delete the file you accidently changed and do SVN->Update again.
The old version will be restored.
 
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