Discussion in 'Civ4Col - Religion and Revolution' started by Robert Surcouf, Sep 5, 2011.
No one commented this part:
I thought that the mills will be buildings of the cities, no improvements?
Yes, I have already finished it.
(Just uploaded it to SVN.)
And I have implemented them as buildings.
(It is nothing more than a nice small addition, with no problems at all to be expected.)
I thought that was ok for everybody.
Well. Not really.
That's why I posted my reply.
So what shall we do?
Could we please leave it like this for Release 1.3 ?
I really don't want to have any risks messing up AI balancing for building improvements at the moment.
Well I guess it's the easiest solution...
But, I would still like the opinion of the team on the problem I related. There are still very few options on some hill plots. Do you agree or not?
Currently we have the problem that the animation of the graphic will not work inside the city since in vanilla civ4 it is an improvement and needs a settler on its field....
Should we also add a Russian orthodox priest for Russia?
For the moment I have just renamed "Catholic Priest" to "Devout Priest".
That would be ok for me.
Is this a special unit for Russia or did you rename the catholic priest for all?
It is the same Unit for France, Spain, Portugal and Russia.
I just renamed it to "Devout Priest" so it fits for all of them.
Still no comment...
I've got some help from Aeterna with the French translation. I'll update the new files soon...
We'll add him to the credit list. Thank you Aeterna!
I had already told my personal opinion about adding further improvements.
Please update to the newest revision first.
(There have been quite some changes in XMLs related to text.)
Could you take care of the Credits in XML then ?
I would take care of the Credits in the posts.
After playing a bit (for testing) I think I would rather have Road and Plastered Road requiring to be built one after the other.
Meaning, you first have to build Roads before you can build Plastered Roads on a Plot.
(Basically Plastered Roads being an upgrade of Roads.)
Currently you can build both right away.
(So it is just a question of which investment you want to make.)
I would have the code already ready.
Sounds good to me.
Can the KI handle it?
New revision available in SVN.
1. Improvements to Map Generation considering Placement of Natives.
2. Some small general code improvements
3. Changes to Plastered Roads as mentioned here.
I suggest all team members get the new revision and start a new game, when playing / testing.
Otherwise, enjoy the vacation.
During the next week I will do some relaxed testing and finetuning of things I notice.
By the way: Do the Russians start at the west coast of the New World?
I'm currently not at home and cannot test it...
No, currently they start on the east coast like all others.
Having them start on the west coast:
Would have them automatically fulfill the Quest "Discover the Pacific". So it other Europeans never have a chance to fulfill that Quest.
Would not work on some scenarios anyways, if they are created to have only East Coast.
Would be a quite a bit of implementation effort due to the new "Randomized European Staring Locations" I had implemented for TAC.
So maybe it might be implemented at some other point of time.
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