[Religion and Revolution]: Mod Development

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2 small improvements uploaded:

1. Custom House, Overflow, Domestic Market and Entertainment don't have "coin sound" anymore.
(It got annoying when there were too many cities.)

2. Culture is also displayed in City Screen.
(see Screenshot)

@culture in City Screen
Good job :) (You know from the german civforum that I suggested to implement this if possible, but I didn't thought this to get implemented so soon)
Keep up the good work :goodjob:
 
Bing Translator

http://www.bing.com/translator/

I updated CIV4GameText_ImpTerFeaPedia and CIV4ImprovementInfos


CIV4GameText_ImpTerFeaPedia used Bing Translator now has been translated for French,German,Italian and Spanish.


In CIV4ImprovementInfos changed txt

IMPROVEMENT_GOODY_HUT change the txt to

TXT_KEY_IMPROVEMENT_GOODY_BURIAL_GROUNDS_PEDIA
from TXT_KEY_IMPROVEMENT_GOODY_HUT_PEDIA


IMPROVEMENT_GOODY_HUT2 changed the txt to

TXT_KEY_GOODY_ANCIENT_RUINS
TXT_KEY_IMPROVEMENT_GOODY_ANCIENT_RUINS_PEDIA


from TXT_KEY_IMPROVEMENT_GOODY_HUT
from TXT_KEY_IMPROVEMENT_GOODY_HUT_PEDIA

IMPROVEMENT_GOODY_HUT3 changed the txt to

TXT_KEY_IMPROVEMENT_GOODY_SHIPWRECKAGE_PEDIA
from TXT_KEY_IMPROVEMENT_GOODY_HUT_PEDIA
 
@Roamty:
Thanks a lot. :)
I will check and merge the improvements into SVN again. :thumbsup:

Edit:

Online Translators (also Bing) produce translations that can be understood but they are still full of heavy errors. (Especially grammar and sentence structure is awful.)
I am not really sure how others feel about that, but I personally rather read a correct English sentence, than an awfully translated sentence in my mother language (which is German).

So using only translators is not the approach I would like to continue.
Either texts are translated in a good way (by a person that speaks the corresponding language really well) or we simply leave the English sentence for that language.
(Basically the way we have done it until now.)

@Roamty:
I still aprreciate a lot your willingess to help. :thumbsup:
(And some parts I could use.)
 
After getting John Jay how or where can we change making peace with wild animals? I think it is dumb making peace with wild animals. Can it be made so peace is x numbers of turns with wild animals then we go back to fighting wild animals and going after slaves, or change so no peace is made with wild animals.


CIV4ArtDefines_Unit

<Type>ART_DEF_UNIT_GREAT_GENERAL_ENGLAND_ROYAL</Type>
<Button>,Art/colonization_atlas_military.dds,1,14</Button>fix for
<Button>,Art/colonization_atlas_militarydds,1,14</Button>


<Type>ART_DEF_UNIT_FISHING_BOAT_WORKING</Type>
<Button>,Art/colonization_atlas_military.dds,3,18</Button>fix for
<Button>,Art/colonization_atlas_units2.dds,3,11</Button>

CIV4GameText_RaR_New_Ressources

<Tag>TXT_KEY_UNIT_FERMENTATOR_STRATEGY</Tag>
<English>[COLOR_UNIT_TEXT]Master Fermentators[COLOR_REVERT] produce double the amount of [COLOR_HIGHLIGHT_TEXT]coffee or cocoa[COLOR_REVERT] from the [COLOR_HIGHLIGHT_TEXT]coffee or cocoa beans[COLOR_REVERT].</English>fix for
<English>[COLOR_UNIT_TEXT]Expert Coffee Planters[COLOR_REVERT] produce double the amount of [COLOR_HIGHLIGHT_TEXT]Coffee[COLOR_REVERT] from any tile they work.</English>
 
lol, making peace with wild animals is funny -

The Animal King speaks on behalf of the Jaguars, Knarrwhales and Icebears:
"there shall be no more attacking the colonies of England"
 
After getting John Jay how or where can we change making peace with wild animals ?

That is simply a bug. :)
(Did not think about that possible side effect when implementing Wild Animals.)

Thanks for telling and the other improvements. :thumbsup:
(I will fix these things tomorrow.)

The current internal revision is simply still a beta.
(Although it is very stable already, there is still a lot of testing and improving ahead.)
 
Small new feature:
(Graphics are from Schmiddie)

Market has gotten 2 further levels.

Village Market -> City Market -> Central Regional Market

Each additional level has some small benefits.

One of these benefits is increased domestic demand of that city.
(More goods will be sold. Each level: +50%)

They also add a bit storage, generate a bit culture and some Founding Fathers (like George Fox) will give nice bonusses to these markets.
 

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Our Overview got killed. :eek:

Almost 3/4 of the post suddenly got cut off.
(I am almost sure, that everything was still ok 2 days ago. And I did not change it since then.)

The complete list of our changes is gone. :(
(The post was really very long.)

I will ask the administrators if there is some way to restore it ...

Edit:
I could save / restore the content of the Overview from google cache. (Thanks to The_J for that idea. :thumbsup:)
(But the links to the single posts will probably stay lost, because it is too much work for me to restore that, too.)
 
Hello everyone,

raystuttgart asked me to post in this thread the xml files I have changed, so here they are. I have written diplomacy texts for the new native nations, expanded city lists of Europeans and some natives, and gave new traits and characteristics to the various native civs, to make them more diverse.

I have also included the Civ4WorldInfo.xml file that will generate gigantic maps that include all native nations.

I hope you like it!:)
 

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  • changedxmlfiles.zip
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@agnat86:

I have checked your xmls.
The changes in the Diplomacy Texts were really nice and I adapted them to the mod. :goodjob:
I also used one of your new Traits for Natives (slightly modified though).
 
German translations are getting along. :)
(I am working a bit on them every weekend.)

Finishing / improving the German translations is my last big todo before I start playtesting and balancing. :thumbsup:
 
Tests are going really great. :)

Thus Release 1.4 should be available to community this weekend. :thumbsup:
(A few minor topics are still in work.)
 
I wrote a patch to the Pedia page "Goods and Materials". It adds a list of units, which produces differently from free colonists with info about how much it modifies.

It contains one issue though. I wanted to start the line with an icon of the unit but adding that as a character (like done with yield) appears to be really tricky, if it's even possible.

Icon or no icon, this is really useful as it focuses on yield instead of the units. Want barley? Look it up and it will tell you to use the same farmer as you use for food (a fact which elucded me for a while)
 

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  • show-yield-producing-units.rar
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I wrote a patch to the Pedia page "Goods and Materials".

Thanks a lot. :thumbsup:
I will check it out and add it to SVN for the upcoming release.

Of course you will get credits for this as well.

Edit:
Could you next time please attach the complete Python file instead of the diff ?

Edit2:
It is uploaded to SVN now. :thumbsup:
 
New Pedia patch. This time it's units's turn to get an improvement.

It adds the source of the unit, which is where to get them. It tells if they immigrates from Europe, can be bought in Europe and/or learned from natives. It will even list which tribes you should go to and for (much) greater readability it's able to write "all of them":)
It doesn't look like the tribes teaches different skills, but the code is ready if that ever happens.

I tried messing with tribe colored text and discarded the idea when some of them blended in with the background and became completely unreadable.
 

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New Pedia patch. This time it's units's turn to get an improvement.

Great. :goodjob:
I will check it and add it to SVN then.

Edit:

It does not work. :dunno:
If the unit can be trained at Natives, all information is gone.
(Units that can only migrate / are bought in Europe display that information correctly.)

I have used exactly the files from your attachment.

Edit 2:

I have done some modifications to this and it now works. (see screenshot)
Still don't know what caused the problem in your version, since the code looked ok.

The code is a little bit simpler now and the text only tells if the Unit can be trained at Natives or not.
(It does not list the tribes anymore.)

It is uploaded to SVN now.
 

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