[Religion and Revolution]: Mod Development

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With wild animals enabled, it would automatically become non-viable to have treasures explore alone, as they could easily be attacked and killed by an aggressive animal, so they would need to be escorted back to a city; for instance, by the scout that found the treasure in the first place.

Yes, let us do that. :thumbsup:

Unit_AI of Scout will escort a treasure to the next city.
(It does not need to be the next coastal city. Once any city is reached, the treasure should be safe from wild animals.)

But be careful !
There might be cases, when there is no city. For example on an island.
Then the scout should simply continue scouting.

One remark:

We have agreed, that Wild Animals will not be a mass feature.
(Balancing.)

Thus protection of normal settlers that are going to found a city should not be necessary.
 
@team:

I did a massive cleanup of our XMLs.
(Don't worry, I have tripple-checked. :) )

  • Bugs (in XML and already known to TAC) fixed.
  • Removed endless totally useless comments.
  • Removed potentially dangerous comments in inner XML-structure.

Please get current version from SVN before working on XML-files. :thumbsup:
 
@team:

I fixed a small inconsisteny about the base Yield-Amount calculation for Peaks in DLL.

Comment:
// R&R, ray, fix with Yields on Peaks

Before:
Peaks on Thundra gave less iron, than Hills on Thundra,
because the Terrain-Base-Yield-Amount was ignored for Peaks.
(Thundra gives +1 Iron.)

It is uploaded to SVN of course. :thumbsup:
 
@team:

I have merged some improvements from koma (TAC) for Screens.

A) Some minor improvements for 1920x1080px-Resolution in CityScreen and EuropeScreen (there were some problems before)
B) FoundingFatherScreen can now be scrolled using Mouse-Wheel

It is uploaded to SVN of course.
(Please get current version, if you are working on Screens.)
 
@team:
I have uploaded Androrc's adjusted FaireWeather-Mapscript that generates Savannah.

@Androrc:
Thanks for your great work. :thumbsup:
 
@team:
New version of FaireWeather-Mapscript available.
(Generation of Savannah improved considering regions.)
 
@team:

I have implemented and uploaded to SVN:
New Calculation for City Storage Capacity using Sum of all Goods stored

Please get complete new revision of mod.
(DLL, Python and XML have been modified.)

Some notes about the feature:

1. Huge parts of the feature have been taken from NeseryozniyVET's version
2. It is heavily modified though (Custom House working and bugfixes)

Some Notes about Customhouse:

There are 4 new settings in GlobalDefinesAlt.xml:

CUSTOMHOUSE_STRATEGIC_RAW_SELL_THRESHOLD
CUSTOMHOUSE_STRATEGIC_PRODUCED_SELL_THRESHOLD
CUSTOMHOUSE_RAW_SELL_THRESHOLD
CUSTOMHOUSE_PRODUCED_SELL_THRESHOLD

These control at which amounts certain goods are sold by Customhouse.
Warehouse and Warehouse-Expansion work with normal overflows, when they are full.
 
@team:

I have implemented and uploaded to SVN some Improvements to Tax-System:
(DLL and GlobalDefinesAlt.xml changed)

1. King attitude will affected Chances for Tax-Increase and not Traded-Yield-Threshold for Tax-Increase
2. Refusing Tax-Raise will reset all Yields Traded for Tax-Increase to 0
 
@team:

I have implemented and uploaded to SVN some Improvements to Tax-System:
(DLL and GlobalDefinesAlt.xml changed)

1. King attitude will affected Chances for Tax-Increase and not Traded-Yield-Threshold for Tax-Increase
2. Refusing Tax-Raise will reset all Yields Traded for Tax-Increase to 0

Great job. :goodjob: I'll look into it, and I might change the CamecoreDLL soon, to implement the TAX part of my game option...
 
... and I might change the CamecoreDLL soon, to implement the TAX part of my game option...

Ok. :)
I will focus on XML the next days.
("Horses on Plot" and "New Native Nations".)
 

Great work! :goodjob:

However there is one error. In CIV4BuildingInfos.xml for for BUILDING_BASECAMP
you have to change 0 on 100.

Code:
			<iYieldStorage>[B][COLOR="Red"]100[/COLOR][/B]</iYieldStorage>

Otherwise, you have a chance to lost a part of Tools (as cheapest goods) if you send one unit as Scout and your second unit will harvest food or wood.
 
Otherwise, you have a chance to lost a part of Tools (as cheapest goods) if you send one unit as Scout and your second unit will harvest food or wood.

Ah, that is a good point. :goodjob:
(Did not think about that.)

I will correct right away. :)

Edit:

I have added
<iYieldStorage>100</iYieldStorage>
to all Buildings that are SPECIALBUILDING_BELLS.
(They replace each other.)

It is committed to SVN.
 
Ah, that is a good point. :goodjob:
(Did not think about that.)

I will correct right away. :)

Edit:

I have added
<iYieldStorage>100</iYieldStorage>
to all Buildings that are SPECIALBUILDING_BELLS.
(They replace each other.)

It is committed to SVN.

It's only a part of solution.

Now you don't lost more some goods due to storage limit, however, all the time you see red warming "You are nearly out of room for %F1_yield_icon in %s2_city due to limited storage capacity" (look "TXT_KEY_RUNNING_OUT_OF_SPACE" in source codes).

Thus, the additional storage of BUILDING_BASECAMP should be added in the source codes, too. I don't found yet where exactly.....
 
Now you don't lost more some goods due to storage limit, however, all the time you see red warming "You are nearly out of room for %F1_yield_icon in %s2_city due to limited storage capacity" (look "TXT_KEY_RUNNING_OUT_OF_SPACE" in source codes).

Thus, the additional storage of BUILDING_BASECAMP should be added in the source codes, too. I don't found yet where exactly.....

Ah ok, I will solve that. :thumbsup:

Edit:
It is corrected and uploaded to SVN. :)
 
@team:

I have added Inuits and Hurons to our mod.
(It is uploaded to SVN.)

Please somebody test if it is working. :)
(I want to make sure, that I did not forget to commit something. I tested of course.)

They are fully functional and balanced. Thus you can play with them in our Mod.
(Mostly small graphical improvement and eventually improvement of texts is needed.)

If somebody notices anything, let me know. :cool:


@KJ:

It would be great, if you could take care of some things. :thumbsup:

These are the things that still need to be done:

1. Button (Civilopedia) for Leader Tuglawina needs to be created.
2. Flags for these 2 Nations need to be created.
3. Playercolors need to be chosen.

This should be done:

4. Nationspecific Unitgraphics

Please adjust the ones you find here:
...\Assets\Art\units\Huron
...\Assets\Art\units\Inuit

This could be done (but not really necessary):

5. Nationspecific CitySet

In
...\Assets\Art\structures\cities

I have prepared for you:

nativeamerican_hur.nif
nativeamerican_inu.nif

Of course, if you are modifying files that are referenced by thes, do this with copies.
(Please do not modify the original files, referenced by these.)

@colonialfan:

Could you please check (and eventually improve):
CIV4GameText_RaR_New_Nations.xml

It would be great if you create further Bios for other Native Nations on our list. :thumbsup:
(I would integrate them too, then.)

I was intending to write a tutorial about "Integrating Native Nations into R&R", but it simply does not make any sense. :dunno:

There are way too many things that you would need to know and many many possibilities to run into bugs.
(Adding a complete Civ should really be done by an experienced modder.)

Also, writing the tutorial would take me much more time, than simply integrating the Nations myself.
 
Hi, I haven't checked yet... I'll try to check.

I've updated the Tax part in the No variables hidden game option. It doesn't seem to work at a 100%.
When I reject a tax increase, getYieldTradedTotal() in still not set back to zero as I wanted it to. But you've definitively fixed something Ray since I don't get multiple tex increases!
What happened ? :eek:

Could you tell me what you did so I can fix this, Ray? Or do you want to change it yourself? I puzzled... (Unless of course, if did something wrong in CvEuropeScreen.py, there is no need to change de dll file :D )
 
Hi, I haven't checked yet... I'll try to check.

That would be great. :)

I've updated the Tax part in the No variables hidden game option. It doesn't seem to work at a 100%.
When I reject a tax increase, getYieldTradedTotal() in still not set back to zero as I wanted it to. But you've definitively fixed something Ray since I don't get multiple tex increases!
What happened ? :eek:

Could you tell me what you did so I can fix this, Ray? Or do you want to change it yourself? I puzzled... (Unless of course, if did something wrong in CvEuropeScreen.py, there is no need to change de dll file :D )

Sorry, I am confused. :confused:
(I don't understand the problem.)

What exactly does not work ?

And yes, I have definitely fixed / improved something there. :)
If you search for DIPLOEVENT_REFUSE_TAX_RATE you will find the piece of code that I improved quite easily.
(It is commented with // R&R, ray, ... of course.)
 
Release 1 seems to be getting bigger and bigger by the minute. :S

Yes indeed, but that is the intention. :)

We will have a phase of finetuning and a phase of balancing, before we release, don't worry. :thumbsup:

Currently we do this:

1. Creating the features
2. Alpha Testing -> Focus on finding major bugs
3. Fixing major bugs

After TAC 2.03:

4. Merging the things we want to use.
5. Improving Features
6. Beta-Testing, Finding and Fixing last small bugs
7. Raw Balancing
8. Final Testing and Finetuning Balancing
9. Improving Texts

Finally:

Release !!!! :)

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

Currently the focus is implementation and not finetuning and balancing.

As I said, please do not expect our mod to play like a final version now. ;)
It is an alpha / an internal development version. It is not even a beta.

I am really happy how stable our internal version is currently. :goodjob:
(Considering the massive amount of features and changes we have done.)

It needs to be working, so the tester can test the features and find major bugs.
It simply is not possible to have everything balanced and every feature perfect at this point of development.
 
@Robert:

You are right, I have a small bug in my "Tax-Improvement Code". :thumbsup:
I will correct and check in the new version to SVN in a few minutes.

The amout traded of the yield that was boycotted was not set back to 0.
(Only the yields still tradable with Europe were.)

Edit:

It is fixed and uploaded.
(I have used your modified source files to create the DLL, of course.)
 
Hi guys,

another crazy idea:

Currently when deactivating Victory Condition "Independence" it is not possible to declare Independence anymore.

I would like to change that.

When deactivating Victory Condition "Independence" it is still possible to declare Indepencene and fight the War of Independence.

Game simply will not be won, when winning War of Independence.
AI would also still declare Independence but of course also not win the game with winning War of Independence.

Feedback ? :)
 
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