raystuttgart
Civ4Col Modder
Bug fixed. 
(This really was tricky.)

(This really was tricky.)
Hi Willi, old buddy.
Nice to see you around in our forum.
@colonialfan:
I will postpone "New Native Nations" for now.
I want to fix that bug first.
Hi guys,
I think we have discussed that already somewhere, but I cannot find the posts.
I would like to do the following changes:
Changes to Treasures and Criminals
1. Treasures cannot enter tiles with Goody Huts anymore.
2. Criminals cannot speak to Chief and cannot be trained by Natives anymore.
3. Criminals cannot be educated. (Schools)
Thus:
Criminals first have to get free (Learning By Doing-Feature), before they can become Specialists.
Treasures cannot be used to for collecting Goody Huts.
Feedback ?![]()
A few comments about restrictions to Criminals
About 50,000 convicts were transported to North America pre-revolution - estimated as 25% of immigrants - mostly as indentured servants who were then sold to colonists. Plus there were various rogue treasure hunters and petty criminals who went of their own volition, and the black-sheep of aristocratic families who were banished there to keep them out of sight.
This was also before social welfare and provisions for bankrupts, so many people were criminals in order to survive, or their crimes would be considered modest by today's standards. People of different religious beliefs, or wanting better working conditions could also be subject to imprisonment.
Many people were criminals because of lack of opportunity rather than lack of character.
Then in terms of the game each petty criminal icon represents a cohort of 25-50 persons including women and children. After about 50-100 turns each petty criminal icon represents the grandchildren of the original criminal immigrants. The next generations should not automatically be considered criminals.
Based on this, any limitation in what a petty criminal icon can do, compared to what any other settler can do, isn't really valid - particularly many turns after immigration.
However, if you really want to have limitations you could probably justify them based on the fact that you will always have some criminals in each generation of all the settlers, and they might as well be represented by the petty criminal icon.
"The next generations should not automatically be considered criminals."
If criminal doesn't escape during 20-30 years (about 50-100 turns depending on game speed), this criminal became a normal colonist with 100% garantie. 20-20 years is exactly corresponds to agaro's proposal
At the same time we could increase a chance that a part of criminals (about 10-maximum 20%) will escape the colonial village and became "Bandit" units who will attack his former village, steal some goods, create some disorder, etc., if this village has no military units to protect his citizens from these "Bandit" units.
Hi guys,
I think we have discussed that already somewhere, but I cannot find the posts.
I would like to do the following changes:
Changes to Treasures and Criminals
1. Treasures cannot enter tiles with Goody Huts anymore.
2. Criminals cannot speak to Chief and cannot be trained by Natives anymore.
3. Criminals cannot be educated. (Schools)
Thus:
Criminals first have to get free (Learning By Doing-Feature), before they can become Specialists.
Treasures cannot be used to for collecting Goody Huts.
Feedback ?![]()
So, if I understand both of you right, this should be forgotten ?
Changes to Treasures and Criminals
1. Treasures cannot enter tiles with Goody Huts anymore.
2. Criminals cannot speak to Chief and cannot be trained by Natives anymore.
3. Criminals cannot be educated. (Schools)
Thus:
Criminals first have to get free (Learning By Doing-Feature), before they can become Specialists.
Treasures cannot be used to for collecting Goody Huts.
1. Treasures cannot enter tiles with Goody Huts anymore. Treasures cannot be used to for collecting Goody Huts.
2. Criminals cannot speak to Chief and cannot be trained by Natives anymore.
3. Criminals cannot be educated. (Schools)
Is is absolutely nice addition. Moreover, "Treasures cannot reveal map". It's very easy to implement.
I guess it would be better to leave this feature "as is" and to rebalance LbD mechanics, as you proposed. The main reason of our critical remarks concerning Criminals is related to the wrong balance. The Criminal can escape, but practically cannot be freed or educated.
Hi guys,
I fixed the bug with "Random Seed".
(It is uploaded to SVN. Please get current revision.)
Would be great if somebody could verify.![]()
@team:
Did anybody verify that the bug is fixed ?![]()
Not yet... Sorry! I can try this afternoon (or evening)!@team:
Did anybody verify that the bug is fixed ?![]()
Actually I understood you were saying "hello" to Ray (since he posted the last message) and then you were talking to me... So you don't need to apologize! Thank you for checking the texts. I haven't wrote any new texts... But, as Ray said, you can check his texts !PS - My apologies to Robert. I accidentally complimented Ray for the English text in "no more variable hidden" option, whereas I should of given credit to Robert for the text. So here it is, great job Robert with the text, your English was perfect.![]()
Thus, now both these bugs are fixed. Great work, Ray!![]()
4)Civil Defense
(It is relatively easy to implement once we have the graphics. However it is not really important to me. A "Nice-to-Have" only.)
Why isnt this important? I simply do not understand why it is not! Why bother adding all these extra stuff if the AI can't even defend their own settlements?This is a fair question.
About traits: if we reinstate nation traits, we could make them explicit, like this:
How about "2-Plots City Radius"? Are you plan to include this feature in Release 1 or Release 2?