[Religion and Revolution]: Mod Development

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Hi Ray,
Edit 2:

I just saw, that you can use this:
(I am writing pseudo code, hope you understand.)
Spoiler :

gDLL->getInterfaceIFace()->popupSetHeaderString(pPopup, gDLL->getText("TXT_KEY_HEADER"));

for ( ...) <--- Loop through yields
{
yieldIcon = ...
yieldStored= ...
yieldDemanded = ...
yieldPrice = ...

CvWString domesticMarketInformation = gDLL->getText("ROW_IN_DOMESTIC_MARKET_SCREEN", yieldIcon, yieldStored, yieldDemanded, yieldPrice);

gDLL->getInterfaceIFace()->popupSetBodyString(pPopup, domesticMarketInformation);
gDLL->getInterfaceIFace()->popupAddSeparator(pPopup);
}


So you can create several lines with using popupSetBodyString several times after each other.
(popupAddSeparator is optional of course.)
OK, I'll try. I thought you could only use popupSetBodyString once (the last one would crush the other ones)...:eek:
What Is my exact deadline? This should be done before tonight.

Tables are easy to do, but in python and in screens, but not in popups...
 
OK, I'll try. I thought you could only use popupSetBodyString once (the last one would crush the other ones)...:eek:

I originally thought so too.
But I have seen this done in another Popup.
(But maybe I have misinterpreted. It is worth a try though.)

If this would not work, there is also the possibility to assemble several smaller strings to a single big one.
(Building something similar to a table in a big string.)

What Is my exact deadline? This should be done before tonight.

If you could do it before Saturday night that would be great. :thumbsup:
(Maybe you could let me know until Saturday afternoon if it works or if you found a different solution or if I should give it a try.)

I will then have some time to take a look and limit the list of displayed yields to yields that are really used in Domestic Market.

Tables are easy to do, but in python and in screens, but not in popups...

Sorry, I really thought tables would be easy to do in Pop-Ups as well. :(
 
Hi everyone,

This time it works!
civ4screenshot0734.jpg

Everything works as wanted, except maybe the alignment... The words "Yield" "Stored", "Price" and "Demand" should not exceed 6 letters (why 6???), which is the case in English but not in French nor in German...
 
This time it works!

Fantastic. :goodjob:

This evening I would filter out the yields that are not used in Domestic Market, if you don't mind.
(Yields that will never have any demand according to our settings.)

Everything works as wanted, except maybe the alignment...

We should get that worked out.
It should be possible to find shorter words.

Also it is possible to do something like that:
The German word for "Demand" would be "Nachfrage" but it is possible to write "Nachfr." also.
(Not that pretty, but it works.)
 
@team:
New revision available in SVN. :)

1. List of Yields in Domestic Advisor Screen now only displays Yields that are used for Domestic Market
(German Texts were adjusted, too.)

2. Position of Yield_Trade_Goods and Yield_Luxury_Goods exchanged

3. Messages for Domestic Market Sales can be deactivated in XML
(set DOMESTIC_SALES_MESSAGES in GlobalDefinesAlt.xml to 0)

4. Messages of Price changes in Europe only shown to the direct colonial player.

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

I did test of course, but it would be great, if somebody else could test, too. :thumbsup:

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

@Robert:

Fantastic job with the Domestic Market Screen. :bowdown:

I also did test "Gold on Scoreboard" and "Correction Colopedia for Yields".
Looked good. :thumbsup:
 
@team:


2. Position of Yield_Trade_Goods and Yield_Luxury_Goods exchanged

3. Messages for Domestic Market Sales can be deactivated in XML
(set DOMESTIC_SALES_MESSAGES in GlobalDefinesAlt.xml to 0)

2 - :goodjob: See, I knew this was somehow possible :p

3- Oh, so I need to go to xml and manually change it after every SVN update?
 
See, I knew this was somehow possible :p

Everything is generally possible.
It is simply a matter of efforts and risks.
(And originally I did not want to take these efforts and risks before Release 1.)

A lot of things had to be changed for that:
Python (e.g. Advisor Screens), DLL, XML, Gamefonts

But it was really better considering the Domestic Market Screen. :thumbsup:
(Without that reason, I would not have made that change now.)

Oh, so I need to go to xml and manually change it after every SVN update?

Depends how you are working. :dunno:
You should have local copy of SVN and mod for playing separated if you followed my advice here.
If you did it like that, you do not need to manually change it with every SVN update ...
 
Its better to have a second version for modding and testing.

But Is Is essential to update your SVN and version you work with as often as a new SVN is available!
 
But Is Is essential to update your SVN and version you work with as often as a new SVN is available!

Absolutely. :thumbsup:

But there are different ways of getting the new changes from the local copy of SVN to mod folder. :)

You do not need to export the complete local copy and override the complete mod folder with every small change made.
Instead you can take the changes in a selected way from local copy to mod folder.
(Thus the files not affected by the last update will not be overwritten.)

Changing one small XML value should really not be a problem anyways. ;)
 
A lot of things had to be changed for that:
Python (e.g. Advisor Screens), DLL, XML, Gamefonts

I guess one thing was not changed after all. The prices for Domestic and Luxury goods got mixed up in the last SVN :(

I am not sure if Domestic Market will show the correct price after you fix this...
 
I guess one thing was not changed after all. The prices for Domestic and Luxury goods got mixed up in the last SVN :(

Did you start a new game ?
(New revisions in SVN are not supposed to be tested by savegames.)

Edit:
I just started a new game and everything worked perfectly. :dunno:
 
Ok, I've updated the SVN.(French translation).
Unless something is wrong (in general), I guess this is my last update before next releases... :king:

Just checked.
Everything looked good. :goodjob:

I will also only do new updates now if I find any errors. :)
(Otherwise I will do a little testing and wait for the last updates from the team.)
 
I was already playing RaR and have some questions/wishes. I hope this topic is right place.

I'm not sure if this topic is open for everybody, so please feel free to ignore/kick me if needed ;)

1. I find it somehow disturbing, that Cannons Units are produced (like buildings) and don't need any human/colonist. I'm always picturing them as some automated robo-cannons, I just can't stop this image ;) Do You think that makes sense if Cannon could be treated as professions, not buildings?

2. Are there any wars between natives? I didn't see one, but I always thought that Natives has fought with each other quite often.

3. Did You already discussed implementing something like Gold Rush mod? I really like this idea...

Please don't treat this post (or any future post) as criticism. I just love RaR as it is, but if You don't mind would like to help make it even better :-)
 
I hope this topic is right place.

It is. :)

1. I find it somehow disturbing, that Cannons Units are produced (like buildings) and don't need any human/colonist. I'm always picturing them as some automated robo-cannons, I just can't stop this image ;) Do You think that makes sense if Cannon could be treated as professions, not buildings?

Already planned for a future release. :)

2. Are there any wars between natives? I didn't see one, but I always thought that Natives has fought with each other quite often.

Wars between Natives are generally possible already but very unlikely.
(Simply due to the mechanisms of the game.)

This was already mentioned before also.
But there is no good concept currently (considering implementation and balancing).

We will continue to think about it. :thumbsup:

3. Did You already discussed implementing something like Gold Rush mod? I really like this idea...

Yes, it was discussed.
But some team members (including myself) simply don't like depleting ressources.

Please don't treat this post (or any future post) as criticism. I just love RaR as it is, but if You don't mind would like to help make it even better :-)

Ideas and constructive criticism are always welcome. :thumbsup:

Simply keep in mind:
We are only human and we do this in our spare time.
We do need time to work on this mod and we also need to prioritize topics according to motivation / preferences and availability of the team.
 
Are there currently any plans to add more trading options with Native and other European civs? Sorry it it has been discussed already, but I could not find it. :)
 
Are there currently any plans to add more trading options with Native and other European civs?

Yes, there are plans to further enhance Diplomacy (including Trade Options) and also to create further Python-Events and DLL-Diplomacy-Events. :thumbsup:
 
2. Are there any wars between natives? I didn't see one, but I always thought that Natives has fought with each other quite often.
Hi mscibor ! Yes Wars are possible. If a native nation is angry towards another nation, it can declare war... There isn't any specific mechanism for native diplomacy...
Wars between Natives are generally possible already but very unlikely.
(Simply due to the mechanisms of the game.)

This was already mentioned before also.
Hi Ray ! Yes Indeed !
But there is no good concept currently (considering implementation and balancing).
We will continue to think about it. :thumbsup:
Well I disagree Ray ! ;)
On my local version, I like to change some tags... There's one tag <iNativeAttitude> in Civ4LeaderHeadInfos.xml. All native leaders have a 0 native attitude modifier in Vanilla, and in RaR some leaders have a +1 modifier and Montezuma has a -1 modifier (this tag sets the attitude modifier of a leader towards natives).
With a -3 or -4 modifier you're quite sure to see many wars ! :lol:
Does this really seam a bad concept to you? After all Aztecs are usually considered as aggressive towards other nations...


Please don't treat this post (or any future post) as criticism. I just love RaR as it is, but if You don't mind would like to help make it even better :-)
Thank you very much !

Are there currently any plans to add more trading options with Native and other European civs? Sorry it it has been discussed already, but I could not find it. :)
Hi Norian!
As Ray already said it is planned. We're also expecting to add inventions. Inventions will also add some diplomatic options !
 
Well I disagree Ray ! ;)
On my local version, I like to change some tags... There's one tag <iNativeAttitude> in Civ4LeaderHeadInfos.xml. All native leaders have a 0 native attitude modifier in Vanilla, and in RaR some leaders have a +1 modifier and Montezuma has a -1 modifier (this tag sets the attitude modifier of a leader towards natives).
With a -3 or -4 modifier you're quite sure to see many wars ! :lol:
Does this really seam a bad concept to you? After all Aztecs are usually considered as aggressive towards other nations...

Of course it is possible quite easily to get the Natives to fight each other more often ... :thumbsup:
(I never said it was not.)

But that is not what I mean with a good concept. :dunno:
(It is not simply about having more Native wars.)

Many players could get frustrated with that:

1. European Players will get involved in these wars through Diplomacy.
2. Natives are also very valuable partners in R&R. Do we really want to get Natives eliminated faster ?
3. They might ask "Why is that AI doing that ?".

What I mean with "good concept" is that Native AI would need more logical reasons for Wars with other Natives.

But currently there are no logical reasons for Natives to fight other Natives at all. :dunno:
(Natives do not expand or have any other gain from conquering other Native Villages.)

I don't simply want to have stupid AIs that do useless things ...
(... and even cause damage to themselves by doing so.)

Also, this needs good balancing to not destroy gameplay and fun for more peaceful players.
 
Many players could get frustrated with that:

1. European Players will get involved in these wars through Diplomacy.
2. Natives are also very valuable partners in R&R. Do we really want to get Natives eliminated faster ?
3. They might ask "Why is that AI doing that ?".

What I mean with "good concept" is that Native AI would need more logical reasons for Wars with other Natives.
Yes! I understand and you're right. :lol:
But If we change slightly some tags for one or two native nations we can get interesting results. If we only change Montezuma's modifier, Montezuma will tend to fight other natives if he has met them, and if they are quite close... Of course this was a suggestion to mscibor who wanted to see a little more wars ;). I don't wish to set all tags to -4 !!! :lol:
 
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