[Religion and Revolution]: Mod Development

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Well, I really do understand, that you guys are hoping for many more big features to come.
But there are currently no plans for "major development" since our active team is just too tiny to do that.

Considering different religions, I would even already have a concept but it is way more work, than I currently have time or motivation.
So everything that would need different religions as a base to make sense, is completely out of my current focus.

All I have currently planned:

1) Add one more DLL-Diplo-Event for the Church

2) Implement Africa Screen, once the graphics are ready
(Willi_Tell has offered to create the background image for that screen.)

Maybe - and this is a big maybe - I will take a look at one of my other unfinished prototypes and finish it.

Schmiddie will probably continue creating Achievments and improving / creating graphics.

@agnat:

Thanks for your offer to help. :thumbsup:

If you want to, you could write the Pedia entry for the Church.
(Maybe something general telling about religions of that time period.)

Considering your improvments to the diplo-texts of the Europeans, simply let me know, when you have finished and I will take a look .
 
2) Implement Africa Screen, once the graphics are ready
I noticed that the vanilla AI is hardcoded to use Europe. This mean it's designed to handle all oversea trade actions in one location where everything can be bought/sold and at just a single price.
Do you have any plans on how to deal with this? or are you considering designing it in a way where the AI will not really be hurt by not using Africa? Doing absolutely nothing could easily be the same as disallowing the AI from using the new trade screen.
 
Do you have any plans on how to deal with this? or are you considering designing it in a way where the AI will not really be hurt by not using Africa?

Africa Screen is no feature, that will completely change the balancing.
I prefer to see and code such new features as additions that are fun to use but could also be ignored without completely ruining chances to win the game.

But I am planning to implement some logic for AI that will simulate that it is using Africa Screen.
(AI will not even know that Africa Screen exists and thus not use it but it will not have any big disadvantages by that.)

Players would not notice anyways. :)
 
@team and modmodders:

The feature "Church ordering War on Natives" is now uploaded to SVN. :)

DLL-Diplo-Event:

1) It is rare and it is pretty late in game (it is adjusted to Gamespeed as well)
2) Only Natives without missions (by any European) can be affected as war targets
3) You must have met the Natives and be at peace with them

Available choices:

A) Accept for Prestige (Attitude improvments King and Church and lower immigration threshold)
B) Accept for Troops (Conquistador, Mounted Conquistador and Royal Artillerie)
C) Refuse (Church will be unhappy, Native Tribe will be happy)
 

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Just a correction to the text for that 1st option. In the photo it says, "We will bring the sentence of God among them." I'm pretty sure it should be, "We will bring the sentence of God upon them."
 
Oh, by the way, there have been a few small changes for the coming release that I should at least mention.

1) Abandoning Cities is now possible if at War

There was some small issue, that a team was not dead, although the player was eliminated.
Thus abandoning cities was not possible throuhgout the rest of the game.

That check was pretty annoying anyways.
(e.g. "Could not abandon a city I had conquered from Holland, because at war with some Native tribe.")

The main reason for implementing the "War-Check" was to avoid "cheating" strategies in Multiplayer.
But most people in Multiplayer make their own "house rules" anyways.

2) AI is not building Railroads anymore.
(AI does not use Trains and thus Railroads are not useful enough to it compared to price.)

3) Trapper Hut can be built on Bonus Bisons, even if there is no Forrest.

4) Mine can be built on Desert, even if there is no Hills.

5) Game Option "Permanent Alliances" and "Random Seed" are now activated by default when starting new games with Mapscripts.
(There were some small issues with "Permanent Alliances" that came with Vanilla but they should be fixed now.)
 
While we're fixing improvement builds, can we get coffee plantations permitted on coffee specials that are on hills?
 
Ignore; error post
 
Release 1.7 is available here for download now.

  • Several small improvments to balancing, graphics, features, texts, translations, screens ...
  • Many new Achievments from Schmiddie
  • Added several small improvments from agnat86
  • Added new promotions from agnat86
  • Added several improvments from Schmiddie's Edition
  • Added Import Feeder Service from Nightinggale
  • Overflow algorithm improved
  • Added two new buildings for Natives
  • New Feature Unrest and Militia
  • New Faction Church (with several Diplomacy Events and possibility to request favours)
  • Fixed some Vanilla issues with Permanent Alliance and activated it as default
  • Trait Trader (of Natives) now gives bonus for Bargaining
  • Abandoning Cities is now also possible during War

We hope you enjoy. :)
 
Release 1.7 is available here for download now.

  • Several small improvments to balancing, graphics, features, texts, translations, screens ...
  • Many new Achievments from Schmiddie
  • Added several small improvments from agnat86
  • Added new promotions from agnat86
  • Added several improvments from Schmiddie's Edition
  • Added Import Feeder Service from Nightinggale
  • Overflow algorithm improved
  • Added two new buildings for Natives
  • New Feature Unrest and Militia
  • New Fraction Church (with several Diplomacy Events and possibility to request favours)
  • Fixed some Vanilla issues with Permanent Alliance and activated it as default
  • Trait Trader (of Natives) now gives bonus for Bargaining
  • Abandoning Cities is now also possible during War

We hope you enjoy. :)

Is it compatible with RAR 1.6 savegame?
 
[*]New Fraction Church (with several Diplomacy Events and possibility to request favours)

You mean faction. Fraction is a type of number. Like 1/4 or 5/8ths. Faction is a distinct group of people.
 
1) Abandoning Cities is now possible if at War

I would love to implement that into my personal copy of RAR 1.3. Is it possible to do that by changing XML only?

Is it also possible to get rid of the three plot minimum distance between cities by changing the XML only?
 
I would love to implement that into my personal copy of RAR 1.3. Is it possible to do that by changing XML only?
Why would you keep playing version 1.3?

Is it also possible to get rid of the three plot minimum distance between cities by changing the XML only?
Assets\XML\GlobalDefineALT.xml said:
<Define>
<DefineName>MIN_CITY_RANGE</DefineName>
<iDefineIntVal>3</iDefineIntVal>​
</Define>
Set it to whatever you want. I think it would be best to start a new game after changing it, but I'm not 100% sure it's needed.
 
Oh, I just saw that this thread has gone beyond 100,000 Views. :)
(... and I still get feedback from Players telling me that our mod is really hard to find and that they wished they had known it earlier.)
 
I finally made the Africa Screen, hope you like it! :)

attachment.php


"Regular" Screen (daylight)


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"Winter" Screen (full moon)

(all needed files are attached) :crazyeye:
 

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