[Religion and Revolution]: Mod Development

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Is there a problem with the AI?

No. I have programmed AI. :)
(I have also tested that feature.)

Even if the RaR-Team should decide to give that feature a profession, AI would know how to handle that profession.

What buttons are needed ?

I have created the Gamefonts, but Yield Culture would still need a nice Button.
(If you want to display Culture at the top of CityScreen, it would also need a nice Icon.)

Simply let me know if I should upload it. :thumbsup:

Edit:
I have changed the display in the "CityBar-Help" a bit.
 

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Good work, ray!

Splitting liberty bell production and the spread of culture/boundries into two separate features/mechanics is a very nice thing :goodjob:

Would be great to see this one day in next RaR release... :)
 
Good work, ray!

Splitting liberty bell production and the spread of culture/boundries into two separate features/mechanics is a very nice thing :goodjob:

Would be great to see this one day in next RaR release... :)

This goes into my prefered direction, too.

About the "culture"-feature: Will this include effenciency of city production or will this stay as part of liberty bells benefits as it was before /in the original game ?
 
About the "culture"-feature: Will this include effenciency of city production or will this stay as part of liberty bells benefits as it was before /in the original game ?

I am currently working on several new (prototype) concepts and features.
(Some of them also affect the way that productivity is calculated.)

These I will offer to RaR-team, once they are fully implemented and tested and if I believe they might be interesting for RaR.
It is completely up to RaR-team if they want to have those features at all or to decide how they will change or expand these features. :dunno:

This feature however (in the way that I have implemented it) does not influence productivity at all.
(Productivity is still related to liberty bells.)
 
I am currently working on several new (prototype) concepts and features.
(Some of them also affect the way that productivity is calculated.)

These I will offer to RaR-team, once they are fully implemented and tested and if I believe they might be interesting for RaR.
It is completely up to RaR-team if they want to have those features at all or to decide how they will change or expand these features. :dunno:

This feature however (in the way that I have implemented it) does not influence productivity at all.
(Productivity is still related to liberty bells.)

Hi raystuttgart,
thanks 4 clarifing that :)
I know, You have now just another interesting project on your own, but I hope that the rest of the RaR-team will profit from your work nevertheless.

personally I think it's a great loss, that you have left the RarR-team, if I got that right (NO offend to other team-members and their quality work for RaR intended)

Your new project may lead to other game features, that don't fit into the concept of RaR, and RaR has so much potential:
- true competing religions
- (r)evolution in form of (technological) inventions
(only to mention two aspects which came across my mind inspired by the origin of the mods name itself)

but certainly its up to you, ray ;) best wishes for your knew project :)
 
Nice to see that my ideas (sorry, it's in German) are an inspiration for other modders, too. :)
 
Nice to see that my ideas (sorry, it's in German) are an inspiration for other modders, too. :)

I did not implement "your" idea. :)
(I did not even remember that you had a similar concept like that because I did not really read your ideas thoroughly.)

It is one of my oldest concept at all.
I created the concept already for RWL and also described it here for RaR.

Edit:
Check the dates of the post.
My post is much older. ;)
 
If the DLL is open source, there can be lots of benefits between projects in Civ4 + Civ4Col modding :)

Of course I would upload the modified source files as well. :)
 
Well ok, since I have not heard anything against uploading the feature, I have done so. :)

@Schmiddie:

Maybe if you find the time, you might give Yield Culture a fitting Icon and Button.
(Currently it is still using the Icon and Button of Yield Religion.)

Both XML entries are found in CIV4YieldInfos.xml at YIELD_CULTURE.

The Button is displayed in Colopedia.
The Icon is displayed, when Area of Influence is expanding and would also be needed, when displaying Yield Culture in City Screen.
 
Ah, I have seen in SVN that Robert has been working on the French translations. :goodjob:
Maybe at some point somebody might be found who is interested to continue work on the German translations as well. :dunno:
 
Oxcarts

It is nothing big I have mad here. It is simply a new unit which I had integrated in the game within 15mins.

Oxcarts were one of the graphics I had seen already in Kailric's mod Medieval Conquest.
(They are originally from Civ4 / BtS as far as I know.)

I had then seen them in Werewolves from Writing Bull again and decided to adapt that unit.
(I have reused Button and some XML from that mod to save some time.)

Basically they simply work like Wagontrains but are slower and easier to build.
(They also use Yield_Cattle instead of Yield_Horses.)

With inventions (when the feature will get implemented) they could be the first available land transports before Wagontrains get unlocked.

@team:
Let me know if I should upload it to SVN. :thumbsup:
 

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Railroads, Trains and Trainstations

1. Railroads (new RoadType)

  • They are really expensive and take long to build.
  • Like Plastered Roads, they require Roads first.
  • For normal Units, the travel speed is only a tiny bit faster, than on Plastered Roads.

2. Trainstations (new Building)

  • Requires Townhall
  • Gives Production Bonusses for Hammers, Tools, Muskets and Cannons
  • Allows construction of Unit Train

3. Trains (new Unit)

  • Can only travel on Railroads
  • Are incredibly fast
  • Can load a lot of goods
  • Can load treasures

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Summary:

This feature really allows to connect cities spread over a huge continent (like you often have with MapSize Gigantic).
It is by far the most efficient means of transport in the game now.

However, it costs a lot of time and money, to build up a functioning Railroad system.

AI does not have problems with this feature.

I know that it does not fit into the period, but the feature is incredibly fun to me.
Some "Railroad Tycoon" in RaR.

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I am currently not 100% sure, if I will also introduce Coal (Yield, Bonus, Profession, Specialist).
But chances are quite good, that I will.
(Just could not yet do it in the 2 hours of time I had for this.)

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Credits:

The graphics for the Trainstation and the Train are from Fankman.
Kathy had helped me with the Train.

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@RaR-team:

Let me know, if you want to have it. :thumbsup:
(Nothing of this is uploaded to SVN yet.)

I could completely understand if you don't.
It is simply one of the many fun features I currently create.
 

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IMO it could be added for fun (and for some possible future scenarios)
But only if it appears very late in the main game. With some of the final inventions
Would love to some events connected to indians raiding your trains :)
 
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