[Religion and Revolution]: Mod Development

Status
Not open for further replies.
i didnt change any, its the .svn folder that isn't green-checked.

It sometimes happens that the icon is not correct.
Nothing to worry about. :)
 
every "yield" now has "twenty per turn" achievement - examining text then working on achievements for buildings and specialists.

bingo, all work - now, the buildings. I will do all the XML before i worry about graphics - i will also take screenshots as situations permit and see how well this paint.net works - so far it seems like it can do what is needed, but ill need to check more to get used to it.

So far, the pace is going nicely, and i predict by this time next week all text for achievements will be done - after that, its just a matter of graphics (which is coming along more slowly but it will come - i am confident in that)
 
So far, the pace is going nicely, and i predict by this time next week all text for achievements will be done - after that, its just a matter of graphics (which is coming along more slowly but it will come - i am confident in that)

Great. :goodjob:
 
Hi,

I looked at a couple of pages, and the work you're doing looks really great!

I noted a couple of features that interested me, like Europen wars, Foreign intervention in WOI, and Native Mercenaries, but I understand that they're in TAC.

Great work!

JFG
 
I noted a couple of features that interested me, like Europen wars, Foreign intervention in WOI, and Native Mercenaries, but I understand that they're in TAC.

Yes, I had implemented these features in TAC already.
But Religion and Revolution contains newer versions with several improvements and bugfixes.

So if you want to adapt these features you better take the from Religion and Revolution. :thumbsup:
 
I have recently got back into Colonization and am really looking forward to a release of this mod.

Keep up the good work :)
 
@team:

New revision available in SVN. :)
(Only a few small improvements.)

1. Missionary Threshold increased (Feedback from thadian)
2. When European Player is eliminated, his Missions will be erased, too (Improvement from current TAC development)
3. A small correction to an event (Improvement from current TAC development)
4. A few text improvements
5. Tiny DLL performance optimization
...

I also started working on a map with our MapSize Gigantic.
(It is called "Amerayca" ;) )
 
@team:

Would be great, if everybody could take a look at this plan for Release 2 and let me know if there are objections or wishes. :thumbsup:
Also please let me know, if you want to take responsibility for certain topics.

By the way:

We have more than 40.000 Hits on this thread. :D
 
Hi guys,

I really desperately needed to do some real modding. :mischief:
(Meaning to create something new.)

Thus I created a new Ship Type:

Caravela Redonda
(The later / larger Caravel Type)

It is a little smaller (meaning less cargo) than a Carrack.
On the other side it is faster.

Personally I would judge its "worth" between Carrack and Merchantman.
(That is where it is located considering price.)

It is uploaded to SVN.
I hope you like it. :)
(If not, I will remove it again. :thumbsup:)
 

Attachments

  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    171.3 KB · Views: 109
  • Civ4ScreenShot0001.JPG
    Civ4ScreenShot0001.JPG
    111.5 KB · Views: 80
When units have a difference of +1 factor (Price, movement speed, attack/defense, cargo) there is no real variation. In order to make things feel different from one another and not as "+1 clones" of each other (+1 sword, +1 axe, +1 mace, +2 sword, +2 red sword, +2 blue sword, +2 red axe) you should make the differences +2.

If one ship has +2 attack/defense, -2 cargo, and another has +2 cargo, -2 movement speed you now have a fighter who can't carry very much - and a warehouse on water with mobility issues. Notice that only one stat is mirrored. Cargo.

If the other stat (attack/defense and movement speed) are the same stat then your creating 2 extremes of one category. However, by making the second stat different you are making 2 categories of the same option. (the option is cargo, the choice is attack or movement).

So, with this in mind, a clear path emerges: There should be 4-5 early ships that cost about 2k-5k and follow this model of ONE mirror (reversed) stat and a second stat in a different area. The higher level ships should instead be 6k-10k and have both stats mirror each other.

This way late game ships using the (+2 movement speed, -2 attack/defense) is the opposite option as (-2 movement speed, +2 attack/defense).

The lower tier ships should be cheaper and present a choice of utility - while upper tier ships should present a choice of power type. This would make each ship have a different feel and lower prices with the lower class ships (especially whaling boats) would allow navies to emerge.

Unless someone else can say different than myself, i believe that when i have the gold i always purchase 2-3 land units and ship them to town - my ships come from founding fathers and the king asking me to fight other colonies in the name of the king. Building ships in town happens kind of slow because the build/rush buy time is usually forced into other things and i just never get around to it.
 
Sorry, I don't get all of it. :dunno:
(The text is too long and complicated for me. :) )

A total rebalancing of stats for ships is currently out of focus for Release 1.
(We need to work on other things.)

Also we need to consider several aspects here:

1. Gameplay
2. AI
3. Historical Authenticity

We cannot simply change stats wildly, if that would be problematic considering one of these aspects ...
(We need to keep all 3 of them in balance.)

When we introduce Inventions a lot of things will become different again anyways. :thumbsup:
(Ships will gradualy be unlocked and differences between the old types and the new ones might be bigger.)

But Inventions will probably be a topic for Release 3 (or even Release 4).
However our releases will get smaller and more regular, than what we had with Release 1. :thumbsup:
 
I apologize - i will try to simplify it.

The first example has 2 ships: +2 cargo/-2 movement vs -2 cargo/+2 combat.

The choice is utility: a ship with good cargo and less movement or a ship with less cargo but more combat? both ships are different from each other in function and purpose.

The second example has 2 ships: +2 cargo/-2 movement vs -2 cargo/+2 movement.

The choice is power - do you want a fast ship with less cargo or a slow ship with more cargo?


My proposition is that lower level ships provide a choice of function and higher level ones provide a choice of power.
 
Ok, I think I start understanding. :)

But

1. These big differences in balancing need to be taught to AI.
(The ships would all need to have different UnitAIs.)

2. It would be extremely difficult to get that in line with historical authenticity.

3. A huge rebalancing of ships is currently really too much, since we are trying to finish our Release 1.

I suggest the following:

Let us talk again about rebalancing the ships, when we are working on Inventions. :thumbsup:
(The feature Market for used Ships will also change the situation quite a bit, once we implement it.)

Edit:

I personally think that the current fine differences between the ships are realistic and well balanced.
You simply have to consider a little bit more, what type of ship you want and what you are willing to invest.
 
Ok, I think I start understanding. :)

But

1. These big differences in balancing need to be taught to AI.
(The ships would all need to have different UnitAIs.)

2. It would be extremely difficult to get that in line with historical authenticity.

3. A huge rebalancing of ships is currently really too much, since we are trying to finish our Release 1.

I suggest the following:

Let us talk again about rebalancing the ships, when we are working on Inventions. :thumbsup:
(The feature Market for used Ships will also change the situation quite a bit, once we implement it.)

Edit:

I personally think that the current fine differences between the ships are realistic and well balanced.
You simply have to consider a little bit more, what type of ship you want and what you are willing to invest.

I agree...:goodjob:
 
@team and partners:

New revision available in SVN.
Please everybody get it. :thumbsup:

1. Fixing of a small bug considering Bargaining with Natives.
(It was possible to bargain above AI_maxGoldTrade and thus the bargain could never successully be closed.)

2. The starting units have slightly been rebalanced.

3. Several text changes / improvements.

@Tigranes:

Thanks for reporting the issues. :goodjob:
 
@team and partners:

New revision available in SVN.
Please everybody get it. :thumbsup:

I have corrected some XML for UnitAIs of Ships.
(This also fixes the issue, that the King did not recognize Carrack and Caravela Redonda as valid transport ships.)

@Tigranes:

Again, thanks for reporting. :goodjob:
 
@team:

I had taken a look at our Conquistador.
And I somehow did not like anymore, that it was a Unit that could not take any professions.

Thus I changed it. :dunno:

Basically the Conquistador now works just like the Veteran but still has his special abilities when fighting Natives.
(So he could also work as settler in a city.)

So basically the Conquistador is and "Elite Veteran" now.

In the screenshot you see the Conquistador with different professions.
(Musketman, Dragoon, Cuirassier, Settler.)

If you like it, I will upload. :thumbsup:
(If you don't, I simply throw it away. It is just a tiny thing I created in a few minutes.)
 

Attachments

  • Civ4ScreenShot0001.JPG
    Civ4ScreenShot0001.JPG
    155.4 KB · Views: 55
I'm not sure if I like it...

A Conquistador is a soldier, a mercenary. His job is to fight and to kill. Can such a person be a productive settler? If we use him as a settler, he should be not very productive? :dunno:

On the other hand I like the cuirassier version of him...

I like the idea of implementing a likelihood of changing his profession, if he works as a settler in the city for a long time - in punishment of being a settler instead of a fighter. :D
 
Status
Not open for further replies.
Back
Top Bottom