[Religion and Revolution]: Mod Development

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Thank you, Ray, for the testing. Maybe the problem is in my PC or game configuration... :confused:

Just an idea:

I am always extremely careful considering caches.

When I had started another Mod or even Vanilla, I really make sure that everything - really everything - is clean,
when I start the mod I am working on.
(Currently the mod I am working on is "Religion and Revolution".)

I am not even starting Religion and Revolution by first starting Vanilla.
(I always start it directly.)

It is a modders-disease. ;)
(I had experienced unexplainable bugs when testing my features when not doing that.)
 
Just an idea:

I am always extremely careful considering caches.

When I had started another Mod or even Vanilla, I really make sure that everything - really everything - is clean,
when I start the mod I am working on.
(Currently the mod I am working on is "Religion and Revolution".)

I am not even starting Religion and Revolution by first starting Vanilla.
(I always start it directly.)

It is a modders-disease. ;)
(I had experienced unexplainable bugs when testing my features when not doing that.)

File CivilizationIV.ini:

Code:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Mods\[B]Religion_and_Revolution[/B]

Thus, I have a clean start of "Religion_and_Revolution".

New game, couple saves, traditional CTD during loading one of previous saves, restarting the game.

It's funny but "Random Seed on Reload" is working perfectly BEFORE I establish my first city. Then this option doesn't work more.

I don't ask you or somebody from TAC team to fix this error. I just describe here my tests.
 
City wealth:

A number of "levels" to show the level of economical growth in a city. Rules:

1. At founding, cities have level 1 of economy;
2. Immigration lowers the rating a bit;
3. Some economical event to raise it substantially; (optional)
4. Trading items produced inside slowly raises it;
5. Pillaging improvements lowers it;
6. Raids reset it; (explained below)
7. Sieges lower it.

Raids:

After a successful invasion, the invader could choose to keep the city or to plunder it, giving him money, but returning the city to the owner. Pirates would always do it.

Pirates:

Pretty straightforward. Should a city rebel, it can have a chance of separating itself. Then it would become a pirate haven and periodically spawn pirate ships, which would endanger travels and, I think, would add some degree of action on high seas.

Forget the wealth idea, probably too difficult to code; anything to say about AI pirates and raids like above?
 
Thus, I have a clean start of "Religion_and_Revolution".

What about for example?:
C:\Users\<Username>\AppData\Local\My Games\Colonization\cache

Are you deleting that before starting Religion and Revolution after you have started another mod ?

As I said, I am very very careful with Mods and Caches.
(I also always enforce that XML is not cached for example.)
 
...anything to say about AI pirates and raids like above?

Sorry, but I don't like these concepts and they are also conflicting with other concepts. :dunno:
(We already have concepts for "Spawning" and "Pirates".)
 
So ok, basically it sounds like the feature is working. :)
(Mem de Sa probably simply acquired that Founding Father.)
We'd better be sure... Something didn't seem right. :eek:

But:

A) What do you mean with automatically ?
(This might happen at the end of round but not instantly.)
On turn 101, I removed all Spanish units. On turn 102, I got a message telling me Hernan Cortès was eliminated, but he still "owned" Peter Minuit. On turn 103, Mem de Sa owned him. And I confirm NO message !

B) There should be a message.

I will check the saves. :)
(If they are still working.)

Edit:

Sorry, your saves are not working anymore with the current version of RaR.
(There simply have been too many changes in DLL and XML.)

Currently we can probably forget savegames, because our mod is changing too fast. :)
That's why I kept an old version... I thought you wanted me to do that!


EDIT: I've nearly finished an update with my "No variables hidden" option. I just have to check if the game launches. I'll post the update tomorrow hopefully!
 
We'd better be sure... Something didn't seem right. :eek:

I will check the feature of course. :)

On turn 101, I removed all Spanish units. On turn 102, I got a message telling me Hernan Cortès was eliminated, but he still "owned" Peter Minuit.
On turn 103, Mem de Sa owned him.

This sounds like the feature is working. :)
Mem de Sa probably simply had enough FoundingFather-Points and acquired Peter Minuit.

On turn 103, Mem de Sa owned him. And I confirm NO message !

What about 1 turn later ? (Turn 104)

Otherwise that sounds like a bug.
There should be the same message as usual, when a FF is acquired.

But again, I will check this feature myself, when I get some time to do it. :thumbsup:
Thanks a lot for Testing. :goodjob:

That's why I kept an old version... I thought you wanted me to do that!

No that was a misunderstanding then. Sorry.
We should always try to test on the newest revision.

EDIT: I've nearly finished an update with my "No variables hidden" option. I just have to check if the game launches. I'll post the update tomorrow hopefully!

Great. :)
 
Hi everyone,

I'm updating the SVN Server.
I've added my "no more variables hidden" option...

@KJ Jansson: Thanks to you, it worked! I almost forgot to edit Gameoption.xml! :thumbsup:

@Colonialfan (or anyone else): Feel free to correct my English texts if you want to...

@Ray: My DLL is still 5.30 Mb... Tell me if you see something odd on your computer. You can also check German game texts one of these days!

@Team: I've checked the "Random Seed" option again ... It doesn't work at all. At fist I thought I forgot to activate it, but I tried again three or four times.
When I check "Random seed at reload", it appears on turn ONE, but it disappears on turn TWO (and never reappears). I mean, on the info screens. The option simply disappears, and once it does... the seed isn't random anymore. I've tried it many times, so I'm sure about this!
 
Oh I forgot to tell you what I did exactly:
1) I added the option.
2) Score for natives (if the option is selected)
3) Extra attitude info (if the option is selected)

I still have to do:
4) still some attitude infos
5) Tax info
6) REF info
7) Score list extra info
 
Oh I forgot to tell you what I did exactly:
1) I added the option.
2) Score for natives (if the option is selected)
3) Extra attitude info (if the option is selected)

Tested it and working great. :goodjob:

Also:
Very nice commenting. :goodjob:
Thanks !
(This will really make it easier for us to work cooperatively with sources.)

By the way:

1. The DLL I compiled was 3.91 MB.

2. I will not make changes to sources the next days.
(I will create base structure for our new Native Nations this week. I will tell you, when I want to work on DLL again.)
 
Hi guys,

I have integrated 2 new improvements:
(including Build Actions and all other changes needed to make this work.)

Trapper's Hut and Cocoa Plantation

Before:

Lodge: Food, Wood, Fur, Cocoa

Now:

Lodge: Wood
Trapper's Hut: Food, Fur
Cocoa Plantation: Food, Cocoa

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

It is uploaded to SVN.
(These wonderful graphics are from KJ of course.)
 

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I'm updating the SVN Server.
I've added my "no more variables hidden" option...

@Colonialfan (or anyone else): Feel free to correct my English texts if you want to...

Hi Ray,

I checked the English text on the "no more variables hidden", option and it was perfect. :) Is there any other text you want to to look over?
 
Is there any other text you want to to look over?

Hi colonialfan,

in our mod you will find Civ4GameText_RaR_Release1.xml.

It would be great, if you could check the English texts in that one from time to time. :thumbsup:
(It will grow, as our Release 1 will grow. New entries will be added at the bottom of the xml.)

Feel free to also change the texts if you have something more atmospheric in mind.

But please pay attention to the length of the texts.
Especially the ones for the DLL-Diplo-Dialogs shouldn't get longer because you would have to scroll in the dialogs then.
 
@Team: I've checked the "Random Seed" option again ... It doesn't work at all. At fist I thought I forgot to activate it, but I tried again three or four times.
When I check "Random seed at reload", it appears on turn ONE, but it disappears on turn TWO (and never reappears). I mean, on the info screens. The option simply disappears, and once it does... the seed isn't random anymore. I've tried it many times, so I'm sure about this!

Really strange. :confused:
Why does it work then for me ?

I did not change anything to Random Seed except making the option visible again.
(And TAC-team did not either to my knowledge.)

I will see what I can find out. :thumbsup:
 
Hi Folks!

First of all: :thumbsup: Thanks to everybody - R&R gonna be a great mod!

"random seed Problem"
I can unfortunately confirm the problem with this gameoption (I tested the latest inofficial TAC-version). Like others, I re-activated the option via "CIV4GameOptionInfos.xml" and it works, but only a few turns and as long as I don't reload the saved game.

@Ray
Just try a custom game with "random seed" activated, play some turns, save the game and reload it. Then the "random seed" is gone... :crazyeye:
 
@Ray
Just try a custom game with "random seed" activated, play some turns, save the game and reload it. Then the "random seed" is gone... :crazyeye:

Yes indeed. :eek:

I have played 10 rounds, saved and reloaded.
Then "Random Seed" was gone.

It did not disappear in the first few rounds. :confused:

I will try to find out and fix. :thumbsup:

@colonialfan:
I will postpone "New Native Nations" for now.
I want to fix that bug first.
 
Hi guys, :)

we have the problem that a once set "Random Seed Option" disappears when you make a save, play a few round and then reload the save.

This is not a bug of our mod by the way, but a bug that has already been noticed in TAC.
(Actually that is not important, I simply want to get it fixed. :) )

So ok, from time to time, I might ask you to help me with some information.
(While I am analyzing the code.)
 
First question / help request:

Could somebody please test if other once Game-Options disappear the same way.

Please start a Custom Game, select all Game Options, check Game Options in Victory Screen, save, play about 10 rounds or more,
check Game Options again, tell me if all the others are still there or not.

Thanks. :)

Edit:

Already found out that "Random Seed" is the only one disappearing.
 
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