[Religion and Revolution]: Mod Development

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Ok :)

As for FaireWeather, it seems rather complex (and yes apparently would need to be edited to have savannahs generated), but it would be fairly easy to transform grasslands in tropical latitudes into savannahs.

EDIT: I still can't seem to add files. Do I need to download their client?

So you do not get the "Commit-Screen" ? :confused:

If you have any SVN-Client, it should work.
(Tortoise is the best to my experience.)

Could you maybe try to do a totally fresh check-out of our repository,
meaning deleting your current folder and linking a new one ?
(Then try again, if you are able to commit.)
 
I am sorry Ray I did not put this forward correctly. I did not mean production line. But I ment all the different raw materials you get in the different terrains. The mapscript side of things. :)
 
But I ment all the different raw materials you get in the different terrains. The mapscript side of things. :)

Yields in Terrains have nothing to do with Mapscripts. :)
(Yields are XML and DLL. Which Terrain or which Bonus they are available is XML only.)
 
No I know that but I ment together with terrains for release 1. :) Sorry for the missunderstanding.

We should really only do the terrain "Savannah".
(Which will have its XML of course that defines which Yields -Sugar and Food in this case- it will give, of course.
Also of course, which Terrain-Features, Bonus-Ressources, ...)

Don't worry, I will take care of that. :thumbsup:

But we should not introduce any of the new Yields, new Buildings, new Professions, ... in Release 1.
All of that (and more) should be part of Release 2. :)
 
Hi guys,

I would like to do some addition to the concept of
Stirring Up of Natives by Missionaries:

----------

Native Villages that already have a Mission cannot be stirred up anymore.

----------

Explanation:

1. Realism:
The Missionaries of that Village would prevent that.

2. Gameplay:
Missioning the villages around you would be a prevention of your enemies using this feature against you.

Agree ? :)
 
Hi guys,

I would like to do some addition to the concept of
Stirring Up of Natives by Missionaries:

----------

Native Villages that already have a Mission cannot be stirred up anymore.

----------

Explanation:

1. Realism:
The Missionaries of that Village would prevent that.

2. Gameplay:
Missioning the villages around you would be a prevention of your enemies using this feature against you.

Agree ? :)

Maybe to make such way:

The Jesuit Missionaries of that Village would prevent Stirring Up of Natives by Jesuit Missionaries of another European civilization.

The Evangelist Missionaries of that Village would prevent Stirring Up of Natives by Evangelist Missionaries of another European civilization.

Other words, the Catholic church of one country don't create problems to other country that follows to Catholic religion.

Similar thing to Protestant religion. Evangelist Missionaries don't stir up natives in friend-religion villages.

I guess it would be more realistic.
 
Yeah I am with you guys on this idea. I like both but maybe KJ's idea is the one pulling me in. This way as KJ described you would have a limitation on enemies not being able to use it against you unless they are of a nother faith. And to me this sounds very realistic.
 
We do not have 2 different religions yet. :)

Also I see it more like that:
The Missionaries of a Village will prevent "Stirring Up" no matter what Religion the other Nation has,
because they want to prevent trouble to their home country.
(And since they are already in that village longer, they are more influential in that village.)
 
We do not have 2 different religions yet. :)

You are right, but the title of this mod is "Religion and Revolution" and at least the first part of name should present in more detailed form.

How to correct this problem? I see a number of variants and here one of them.

We add a new class, RELIGIONCLASS.

Thus, we can present three major groups within Christianity, namely, Catholicism, Protestantism and Orthodoxy. We cannot exclude the last one, because Orthodoxy also was presented on American continent during colonization era.

Thus, all European civilizations listed in CIV4CivilizationInfos.xml will have a new tag depending on their main RELIGION, for instance,

Catholicism for Spain and Portugal

Code:
			<Religions>
				<Religion>
					<ReligionClassType>RELIGIONCLASS_CATHOLICISM</ReligionClassType>
					<ReligionType>RELIGION_CATHOLICISM</ReligionType>				
				</Religion>
			</Religions>


Protestantism for England, France and Holland

Code:
			<Religions>
				<Religion>
					<ReligionClassType>RELIGIONCLASS_PROTESTANTISM</ReligionClassType>
					<ReligionType>RELIGION_PROTESTANTISM</ReligionType>				
				</Religion>
			</Religions>


Orthodoxy for Russia, if this civilization will added later

Code:
			<Religions>
				<Religion>
					<ReligionClassType>RELIGIONCLASS_ORTHODOXY</ReligionClassType>
					<ReligionType>RELIGION_ORTHODOXY</ReligionType>				
				</Religion>
			</Religions>

When these correction will be done, we could add a simple condition for "Stirring Up Natives":

"Stirring Up Natives" is possible only, if the different religion is present in the village.

This addition looks very logical and historically correct. The Catholic priests were guided by the instructions of the Pope, not his European king. They cannot create any problems each other because in such case they are fighting againt Pope, that was impossible.

Also I see it more like that:
The Missionaries of a Village will prevent "Stirring Up" no matter what Religion the other Nation has,
because they want to prevent trouble to their home country.
(And since they are already in that village longer, they are more influential in that village.)

You are right again, but your variant is only a part of more common idea, I described above.
 
Did you read this concept ? :)

Religions: Protestants and Catholics

Thus, all European civilizations listed in CIV4CivilizationInfos.xml will have a new tag depending on their main RELIGION, for instance,

That is exactly what I was planning to do. :thumbsup:
(Once we add Religions ...)

Just a little patience please. ;)
(We cannot create all features at once in one single Release ...)

We will definitely talk about every feature again, before we start implementing it. :thumbsup:

About Orthodoxy:
Russia is not in our plans. :dunno:
(We could talk about further European Nations again, of course. :thumbsup:)
 
I would really like to do this:
(And I still don't see, why we would need a "Religon"-check later on. :dunno:)

--------------
Native Villages that already have a Mission cannot be stirred up anymore.
--------------

Explanation again:

The Missionaries that have founded a Mission in a Village will prevent the "Stirring Up",
because they want to prevent trouble to their mother country (or the village itself).

See, a "Protestant Missionary" (who had missioned a village) would have even more reason to prevent a "Catholic Missionary" to stir up the Natives
(so they might eventually go onto a raid on his mother country).

--------------

It is not the "Stirring Up"-Missionary that is not allowed to do it.
It is the Missionaries that have already created a Misison in the village, that will prevent it.

Which Missionaries would the Natives of a village rather listen to ?
The ones that are already been living in the village for years (the ones that have created the mission)
or some unknown ones that are trying to stir them up ?
 
I agree with you Ray,
We shouldn't be able to stir up natives if someone has established a mission. [We could allow it but it should fail every time :lol: : 100% failure chances ! So it's easier to forbid it, and more logical to me]
 
I agree with you Ray,
We shouldn't be able to stir up natives if someone has established a mission. [We could allow it but it should fail every time :lol: : 100% failure chances ! So it's easier to forbid it, and more logical to me]

Ok. :)

Case "Mission exists in Village":
Button is there, but 100% failure chance if you try, with according message that "Missionaries of that village have prevented it".

Edit:

For technical reasons I will do this:

Case "Mission of other Civ already exists in Village":

Chances for "Stirring up" -50%.

Also you will have min and max chances:

min = 10%
max = 90%
 
Stirring Up of Natives by Missionaries is implemented. :)

I am still testing different cases but it seems to work really good so far.
Also I already have a few minor improvements in mind. :)

Will probably upload to SVN in an hour or so. :thumbsup:

Comments:

XML:
<!--RaR, ray, Stirring Up Natives - START-->

DLL:
// R&R, ray , Stirring Up Natives - START

Button:
Art/Interface/Game Hud/Actions/Stirring_Up.dds

Screenshots:

1. Before "Stirring Up" -> Button visible
2. "Stirring Up" successful -> Message and "Raiding" Native generated (instead of 3, there are 4 natives on this plot)
3. After "Stirring Up" -> Button not visible any more

Edit:
Checked into SVN.

Edit 2:
Instead of removing a Native from City or City-Defense, a new Native is created (who is assigned "Raiding AI").
Reasons:
A) Much lower risk of bugs. (I was afraid of that messing with AI.)
B) The player will really see that something has happened.

Edit 3:
I had forgotten to add the Button to the Preview in SVN.
(Art/Interface/Game Hud/Actions/Stirring_Up.dds)
Now uploaded, too.
 

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Hi guys,

since Androrc has already invested a lot of work, I will put this on our list for Release 1:

Savannah like in Original CivCol

Actually that would be one of the very first things to be integrated.

Agree ? :)

------------

@Androrc:
If you could also adjust "FaireWeather"-Mapscript, that would be perfect. :thumbsup:

@team:
I will do the adjustment of Maps and Scenarios. :thumbsup:
 
Can you adjust the new world too? Or only doing FaireWeather?

New World is working already with the adjustments Androrc did. :)
(Androrc also already did adjust Caribbean.)
 
TAC 2.02c is released ! :woohoo:

Many thanks again to the TAC-team. :goodjob:

@Team:

Tomorrow I will build our "workspace" from that in our SVN, so we can really start working on our Release 1.
(Sorry guys, but don't have the time to do that today. Have to leave home in an hour. :( )

I will also start integration of our finished features then.
(... and create our "Qualitymanagement" Thread.)

We have finally left "Preparation Phase" and have entered real "Mod-Creation Phase" ! :)
 
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