[Religion and Revolution]: Mod Development

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I've added a brand new Custom House popup screen to our mod.
It's only graphical for now...
I've merged my little work with the last updates...

Great. :thumbsup:

Are you going to implement the rest of the feature, too ?
(Just because I asked if we should do a little worksharing.)
 
Hi Folks!

I'm very impressed about the development of the mod in the last two weeks! Great job! I like the new ideas and features! If the graphic of the Monastery is "too big" I'm sure that we could find a smaller one...?



Furthermore I suggest that we focus our efforts regarding the balancing of the wind and storm feature on short notice.

To my opinion it is very annoying, that every ship has to be controlled manually and that it is currently not worthwhile to send a ship to a point of a map "automatically".

Please have a look: Every map looks like this:


attachment.php


It is currently not possible to steer a ship two ore more rounds without heavy damages. This must annoy every player of this mod... (me too... :lol: ).
 
Hi Folks!
Furthermore I suggest that we focus our efforts regarding the balancing of the wind and storm feature on short notice.

To my opinion it is very annoying, that every ship has to be controlled manually and that it is currently not worthwhile to send a ship to a point of a map "automatically".

It is currently not possible to steer a ship two ore more rounds without heavy damages. This must annoy every player of this mod... (me too... :lol: ).
Hi Shmiddie ! Glad to see you're back :goodjob:
You're right. I guess you simply want me to reduce the "amount" of wind features. I must say I would agree...

Great. :thumbsup:

Are you going to implement the rest of the feature, too ?
(Just because I asked if we should do a little worksharing.)
I was going to look into it. But unfortunately I'm going to leave for a business trip tomorrow afternoon. I'm away next week. So I might not be able to work on it until the 30th of June...
So we can do whatever is more practical :dunno:
 
I was going to look into it. But unfortunately I'm going to leave for a business trip tomorrow afternoon. I'm away next week. So I might not be able to work on it until the 30th of June...
So we can do whatever is more practical :dunno:

Ok, I suggest the following:

Please finish if possible
  • the screen itself
  • TXT_KEYS for the screen
  • according arrays to store the values from the screen (one for "Never Sell" and one for "Custom_House_Sell_Threshold")
  • get() and set() methods

After that, I will take over and finish the rest during the next week. :thumbsup:

Can we do it like that ? :)

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

After that, we will enter "Pre-Release-Phase".
(Balancing, Finetuning, Improvement)
 
Ok, I suggest the following:

Please finish if possible
  • the screen itself
  • TXT_KEYS for the screen
  • according arrays to store the values from the screen (one for "Never Sell" and one for "Custom_House_Sell_Threshold")
  • get() and set() methods

After that, I will take over and finish the rest during the next week. :thumbsup:

Can we do it like that ? :)

------------
After that, we will enter "Pre-Release-Phase".
(Balancing, Finetuning, Improvement)
Yes! The first two points are very easy to do. I only have to add one text Key if I'm correct. And I only have to remove food...
 
I've updated the Custom House Popup Screen.
I've done all four parts!

Check for these tags:
R&R, Robert Surcouf, Custom House Popup-Screen
and
Spoiler :
void setCustomHouseSellThreshold(YieldTypes eYield, int iThreshold);
int getCustomHouseSellThreshold(YieldTypes eYield) const;
bool isCustomHouseNeverSell(YieldTypes eYield) const;

std::set<YieldTypes> m_setCustomHouseNeverSell;
std::map<YieldTypes, int> m_setCustomHouseSellThreshold;


I've tried editing the OnOkClicked, but I don't understand the sendDoTask part...
"gDLL->sendDoTask"
So if I'm correct there are two things left to do:
1) OnOkClicked / case BUTTONPOPUP_CUSTOM_HOUSE:
2) Change Custom House behaviour.

I don't think I'll have time to do more before next week, so you'd better take over...
 
I like your concept for a Monastery as a kind of super-Mission. However, it could be even better if it was a unique type of mission that can be built only by using a Jesuit Missionary (or the Protestant equivalent).

In the vanilla game right now, Jesuits really don't seem that special or powerful compared to their cost (just have a slightly better chance of not failing to make a Mission). Using one random chance to build a mission isn't that interesting (especially if it will just tempt you to save/reload like me :mischief:) ; and once a mission is made there's no real difference.

I remember in Col1, only the Jesuit Missionary could make advanced Missions with better output of converts. Having only advanced Missionary units able to make a Monastery would bring back a unique and powerful advantage for those units. It could also be interesting if iMissionaryRate+iMissionaryRateModifier were used for other things such as modifying the ability to stir up natives, or the ability to gain Native Knowledge.

I agree with splitting Marsh for another Terrain type. BTW, it seems like the bishop dll event is triggering nearly every 3 or 4 turns, and happens often even when you can't afford it (it might be best to have dll events only trigger when you can afford them, otherwise there's no need to select a choice.)
 
... and once a mission is made there's no real difference.

That is not true. :)

Creating a mission with a Jesuit Missionary instead of a normal Missionary will also result in:

1. Much more Converted Natives
2. Much higher influence to Attitude of that Native Civ

The Jesuit Missionary is really worth his price !
(I personally never missioned a Native Village with anything else again than an Expert after I saw the mechanisms in DLL.)

... were used for other things such as modifying the ability to stir up natives ...

Jesuit Missionary already does have higher chance for Stirring up Natives. ;)

BTW, it seems like the bishop dll event is triggering nearly every 3 or 4 turns,

Oops, I had a small bug in that feature. (Wrong timer set.)
Thanks for telling. :thumbsup:
(It will be corrected with the next DLL upload after I finished Custom House Screen.)
 
@team:

I have finished Robert's work on Custom House Screen. :)
(It is uploaded to SVN. Please get current revision.)

@orlanth:

The small bug with DLL-Diplo Event Bishop is fixed, too.
Thanks again for reporting. :)

@Robert:

Great job. :goodjob:

I have changed a few things.
But I guess, you will see in SVN.

Most important changes:

1. Instead of complex sets and maps, I used simple arrays.

2. I had to put Food back in, otherwise get() and set() would have been out of sync.
But actually, Food is still not considered in Custom House.
However, I think that is no big problem, especially since "Never Sell" will always be put to "true".

3. There is an initialization of data, which is used as default settings.
(For AI or if Player does not enter other data.)

4. And of course, the data from the screen is now used in Custom House selling logic.
 

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We have officially entered Pre-Release-Phase !!! :woohoo:

@team:

Thanks again to everybody for all the hard work so far. :goodjob:

@community:

Please continue to stay patient. :coffee:
We will need time for testing, balancing, finetuning, improvements ...
 
We will. Just do not forget a detailed manual, or we will miss the subtleties of your work!

Are you talking about a manual or a changelog ?

For manual:
We have explained all new complex features in Game Concepts (Colopedia).
The other features can be figured out by simply trying them ingame.

For Changelog:
It will probably not get much more detailled than our Overview.

We will probably also have a thread for FAQ / Tips and Tricks.

We were once also thinking about a technical documentation / modder's guide to our mod, but we are all simply too busy for that ... :dunno:

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

So basically this is all there is and probably will be considering documentation.
(Forum, Colopedia, a small txt with a short changelog / Overview.)

Sorry if you expected more.
(... but we are too busy to spend much more time with documentation.)

Edit:

We also had the idea to create a "Let's play Religion and Revolution" video for YouTube at the end of our Pre-Release-Phase. :)
 
I did not want to keep butting into different threads - but this looks amazing.

My first question is about natives. Will they have a pantheon of any kind or be playable? They would be intensely fun to play, and part of their game would be "surviving the inquisition" and keeping their cultural and religious heritage.

My second is about "late start" nations. Instead of having a player controlled "late starter" come up early, why not do it RFC style and give them turns to "enter the game" in a specific zone?

My third is a silly personal request to add a leaderhead for Great Bear of the Animal Kingdom, who have been displaced by human colonization since gobekli tepe! I know it wont happen so no need to actually answer me, maybe a side project i will think about on my own.

My fourth is in regard to map sizes. I know people love giant maps, but please have a few options for those who can't handle giant maps...

Lastly, thank you all for doing such awesome work on this, and other mods you have worked in.

The intent of this thread is that those like me who want to give props and say "Thank you" in advance can do so without stepping into your development threads, and even ask a question or two.
 
What if there were a "Plague" that delt slow damage to native units or hampered their ability to give "converted natives", or if they gave converted natives with a limited lifespan - which in turn require medicines to "cure". Of course as you said, natives would have a heck of a time curing their own plague and Europeans would not find it "fun" to run medics around the map as an extra chore.

What if there were 2-3 event wars between major native's that europeans could interact with and take sides on? I suppose the problem is the native would not "gain anything" from the war.

Well, curve ball time. What if when europeans go to war with each other, native mercenaries could be "hired" by the player for a "deposit" that is returned when the unit is "decommissioned while alive but not killed"?
 
Natives will not be playable with this mod.

"Late start nations" will not be part of the mod on short notice. We have the option of "late starting nations" in mind and will decide at a later point how or if we will implement this feature.

People who "cannot" handle giant maps can play the smaller ones...? :think:
 
... but this looks amazing.

Thanks. :)

My first question is about natives. Will they ... be playable ?

No.

Neither vanilla, nor this mod were ever designed to have playable Natives.
Too many game concepts and features will simply not work for Natives.

Within the main mod, we will never try to have Natives playable.
(But maybe other people may try to do so in modmods. :dunno:)

My second is about "late start" nations.

This is one of the concepts that has landed in Archive and will probably never be implemented.

My third is a silly personal request to add a leaderhead for Great Bear of the Animal Kingdom, who have been displaced by human colonization since gobekli tepe! I know it wont happen so no need to actually answer me, maybe a side project i will think about on my own.

Sorry, I really don't understand your question here. :dunno:
Animals (probably Release 2) will definitely not have a Leader visible to the player.

My fourth is in regard to map sizes. I know people love giant maps, but please have a few options for those who can't handle giant maps...

There is no problem if you want to play small maps with our mod. :)
(The maps and the mapsizes still exist.)
 
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