[Religion and Revolution]: Mod Development

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Thanks, those are really nice improvements! :goodjob:

When hovering the mouse over a yield icon in pedia, could it be possible to have a small tooltip appear with the text name of the yield? Because we have many new yield types represented by small icons throughout the pedia, it could help new players a lot to be able to see a text tooltip when they want to identify a yield icon.

BTW the pedia for Tavern and Saloon say "generates gold from culture". I thought their function was to allow local sale of alcohol goods (Beer Wine Rum) via the Domestic Market, is that no longer the case?
 
Thanks, those are really nice improvements! :goodjob:

Yes indeed. :goodjob:

BTW the pedia for Tavern and Saloon say "generates gold from culture". I thought their function was to allow local sale of alcohol goods (Beer Wine Rum) via the Domestic Market, is that no longer the case ?

That was changed. :)
All domestic sales are now done by Market (and its higher levels).
 
I have uploaded the German translations and corrections of English texts about Founding Fathers from Willi_Tell to SVN.

@Willi:
Many thanks. :goodjob:

Also I have checked the complete Strategy Texts of all Founding Fathers and corrected every error I have noticed.
(A lot of them were still wrong since I had not changed all of them right away after rebalancing the FFs.)
 
Changes I made to the copy of Religion_and_Revolution that I have seems to make these bonuses appear up better now. Not that they didn't show up before now I get gold and gems and pearls showing up more on the maps fixing CyEnumsInterface helps this alot. Thankyou for all your hard work on Religion_and_Revolution and Thankyou to all the others working on this mod

CIV4BonusInfos
________________

BONUS_FISH
<iPlacementOrder>0</iPlacementOrder>
<iPlacementOrder>6</iPlacementOrder> change to

BONUS_CRAB
<iPlacementOrder>0</iPlacementOrder>
<iPlacementOrder>6</iPlacementOrder> change to

BONUS_PEARLS
<iPlacementOrder>0</iPlacementOrder>
<iPlacementOrder>6</iPlacementOrder> change to
<iConstAppearance>20</iConstAppearance>
<iConstAppearance>30</iConstAppearance> change to
<iRandApp1>10</iRandApp1>
<iRandApp1>20</iRandApp1> change to

BONUS_IRON
<iTilesPer>8</iTilesPer>
<iTilesPer>35</iTilesPer> change to

BONUS_SEA_OTTERS
<iRandApp1>10</iRandApp1>
<iRandApp1>15</iRandApp1> change to

BONUS_HEMP
<iTilesPer>6</iTilesPer>
<iTilesPer>10</iTilesPer> change to

BONUS_SALT
<iRandApp1>10</iRandApp1>
<iRandApp1>15</iRandApp1> change to

BONUS_GOLD
<iConstAppearance>5</iConstAppearance>
<iConstAppearance>30</iConstAppearance> change to
<iRandApp1>5</iRandApp1>
<iRandApp1>25</iRandApp1> change to

BONUS_GEMS
<iConstAppearance>5</iConstAppearance>
<iConstAppearance>30</iConstAppearance> change to
<iRandApp1>5</iRandApp1>
<iRandApp1>25</iRandApp1> change to

BONUS_PEARLS_2
<iConstAppearance>5</iConstAppearance>
<iConstAppearance>20</iConstAppearance> change to
<iRandApp1>5</iRandApp1>
<iRandApp1>20</iRandApp1> change to

BONUS_MINERALS
<YieldIntegerPair>
<YieldType>YIELD_GOLD</YieldType> added
<iValue>1</iValue>
</YieldIntegerPair>
<YieldIntegerPair>
<YieldType>YIELD_GEMS</YieldType> added
<iValue>1</iValue>
</YieldIntegerPair>

<iConstAppearance>10</iConstAppearance>
<iConstAppearance>20</iConstAppearance> change to
<iRandApp1>10</iRandApp1>
<iRandApp1>20</iRandApp1> change to

BONUS_WHALE
<iRandApp1>25</iRandApp1>
<iRandApp1>40</iRandApp1> change to
<iTilesPer>128</iTilesPer>
<iTilesPer>64</iTilesPer> change to

BONUS_SEALS
<iConstAppearance>10</iConstAppearance>
<iConstAppearance>20</iConstAppearance> change to
<iRandApp1>10</iRandApp1>
<iRandApp1>25</iRandApp1> change to

BONUS_WALRUSS
<iConstAppearance>10</iConstAppearance>
<iConstAppearance>20</iConstAppearance> change to

CIV4ImprovementInfos
_________________

IMPROVEMENT_MINE
<YieldIntegerPair>
<YieldType>YIELD_GOLD</YieldType> added
<iValue>1</iValue>
</YieldIntegerPair>
<YieldIntegerPair>
<YieldType>YIELD_GEMS</YieldType> added
<iValue>1</iValue>
</YieldIntegerPair>

IMPROVEMENT_DEEP_MINE
<YieldIntegerPair>
<YieldType>YIELD_GOLD</YieldType> added
<iValue>2</iValue>
</YieldIntegerPair>
<YieldIntegerPair>
<YieldType>YIELD_GEMS</YieldType> added
<iValue>2</iValue>
</YieldIntegerPair>
 
A few comments:

1. Appear "better" is not that easy to determine. :)

The current balancing has been made trying to get good values for all maps.
Each player might define "better" differently.

2. iPlacementOrder

If you increase that value for a bonus it will actually appear a bit less often, since places / areas might already be blocked by another bonus with higher iPlacementOrder.

3. iTilesPer

Increasing that value for a bonus will actually make it less likely.
This of course would make other bonusses on the same Terrain more likely.

Example:
Increasing that value for IRON higher than the one of GOLD might give GOLD a slightly better chance to be generated.

3. Some resources like Gems, Gold, Walruss, ... were intentionally balanced to be quite rare.

However, their appearance was always ok for me. :dunno:
I don't like to get access to Gold or Gems too easily.

4. YieldIncreases for Gold and Gems at Improvements.

The YieldIncreases for Gold and Gems are useless, since these Yields are not generated by Terrain or TerrainFeature but only by Bonus.
Thus for Gold and Gems Yields are increased by BonusStructs.

---------

Summary:

The details of the Bonus Placement System and thus a good balancing is pretty tricky, since each Bonus will have effects on others.
(Places or areas might already be taken.)

Increasing the appearance of one, might decrease the appearance of another and vice versa.
Their order of placement is important here.

It is not that easy to get a good balancing for all mapsizes.
Especially since "good" is very subjective. :)

But that is the great thing about modding.
Everybody can change the game to his liking. :thumbsup:
 
I encountered a weird problem and I wonder if it's a known issue.

I was adding a widget to enum DllExport WidgetTypes in CvEnums.h and being a WIDGET_HELP_* I decided to place it together with the others. However it turns out that the game core becomes unstable if I place anything before WIDGET_GLOBELAYER :eek:

Debugging didn't help at all because it's the game exe, which crashes and not the dll. My guess is that the game core has GLOBELAYER hardcoded as 82 and changing it messes up stuff. This really needs a big fat warning if that is the case.

Is this a known issue and is there a list of known issues I should be aware of?
 
You need to be very careful where to add new values in CvEnums.h.

There have been many examples of problems.

For example, one time in TAC, adding a new GameOption at the wrong position totally messed up "New RandomSeed after Loading" (also a GameOption).
(Luckily I found out and was able to fix it.)

In other cases you might simply get a CTD.

And yes, it is related to hardcoded Enum values in the exe.
(It is known to most experienced Civ4Col modders working with the DLL.)

It is alwas safer to add new values at the end of the list.

... is there a list of known issues I should be aware of ?

Not to my knowledge. :dunno:
 
There was a problem with the dowload of Release 1.4 but it is currently being uploaded to the server of infracta again. :)
 
Release 1.4 is available for download. :)

Changelog:
Spoiler :

New Features:

Rebuild of Culture/Area of Influence
Full 2-Plot-City-Radius
Railroads, Trains and Trainstations
New Goodies spawning Units
Goody Huts in Water
Wild Animals on Land and in Water
Possibility to create National Wonders
Further Enhancement of Goody Functionality and further Goodies (e.g. Fountain of Youth)
Monasteries and Forts (also see here)
Drying Swamps and Planting Forests
Runaway / Fleeing Criminals, Indentured Servants, African Slaves and Native Slaves
Pirates
Entertainment (generates gold from Culture)
Continental Guard
Mortar
Building chain to Market that increases domestic demand

Improvements and Fixes:

German translation completed
Many many small balancing changes and improvements
Improved / Enhanced Goody Hut System with new functions
Negative Effects of Bells on King's Attitude are now limited
Lumber and Stone are not sold by Custome House or lost to Overflow anymore
Production of Native Units from Hammers slowed down
Many adjustments to Founding Fathers for new Features, Units and Buildings
Improved UnitArtStyles
Further improvements of graphics (especially ships)

Additions:

Oxcarts
Added some new Promotions and small changes from Willi Tell
Added a new Level of Storage Building and rebalanced Storage Capacity
Corn Chamber and Granary
Many National Wonders: Colonial Congress, Cathedral of the Archbishop, ...
Improved Pedia Screens from Roamty
Improved Pedia Screens from Nightinggale
Map "The New World" (Gigantic, geographically correct)


All further information and download here:
[Religion and Revolution]: Welcome ! (Read first please.)
 
Wow, I'm quite surprised that features are included.

After I had implemented / added them for Path to the Throne, I realized how much fun they are for me.

i remember long standing controversies about them ;)

Well, controversies and discussions are quite normal. :)
(And sometimes I change my mind because I realize that my first opinion was wrong.)
 
Congratulations to the release for the whole team!!
Awesome work on the mod :)
 
I added a new feature: Teacher List.

This is a popup window in the colony, which lists what experts the current school can handle. Unlike the mouseover window on students, this one also lists units which lacks teachers. The list is also available even when no students are present.
While the added unit info is nice, I see the real power in this one as being able to quickly spot which units you need to send to a school to be able to make more.

I borrowed the custom house icon. It's not a copy paste mistake, it's because all of us are better of if I avoid drawing anything. The quality wouldn't even reach "questionable" :mischief:
I hope somebody else will come up with a decent button.

I went a bit fast and it's already in svn.
 

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I added a new feature: Teacher List.

I borrowed the custom house icon.
I hope somebody else will come up with a decent button.

Good Idea, I always find it a bit anoying to put a "white boy" into school just to see, which professions are ready to study.
About the icon: perhaps u could use the study icon in the upper menu bar (the open book icon)
 
Are you sure that the feature works correct?

I've tested it and only got the message for all "no teacher" - also if a teacher is in town...
It works for me. It relies on CvCity::getSpecialistTuition(), which reads CvCity::m_aiSpecialistWeights[], which is only updated on new turn events, just as the mouseover on the students does. Also it only updates when there is a student in the school (which you likely already knew). If you can get it to show a teacher on the mouseover but not in the popup menu, then you encountered a bug I didn't encounter.

Maybe it should be mentioned in the top of the window that it only updates on new turn events.

About the icon: perhaps u could use the study icon in the upper menu bar (the open book icon)
Nice idea but sadly that button is too small. It looks silly to have 5 big ones and one smaller one.
 
Nice idea but sadly that button is too small. It looks silly to have 5 big ones and one smaller one.
What about scaling it up? I don't know if this is possible for the icons, bu it is possible for the working settlers in the city screen as I read somehow. (There were some problems with the right size for new units and someone managed to gave them the same proportions by scaling them down - not the graphics itself, only the ingame size definitons) Just an idea
 
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