Todo List to finish Branch "develop" [OBSOLETE]

raystuttgart

Civ4Col Modder
Joined
Jan 24, 2011
Messages
9,135
Location
Stuttgart, Germany

Attachments

  • Scrollable_Score_List.JPG
    Scrollable_Score_List.JPG
    63.7 KB · Views: 392
Last edited:

raystuttgart

Civ4Col Modder
Joined
Jan 24, 2011
Messages
9,135
Location
Stuttgart, Germany
Hi guys,
what is the status of our work here? :(
Because without some of these todos getting finished we are unable to release ...

Since a month there was basically 0 information about progress or status.
Are we still planning to publish a common release again?

Please come to the internal team chat in slack and give a short update. :thumbsup:
(Even if you are currently to busy to mod that is already worth telling.)
 

raystuttgart

Civ4Col Modder
Joined
Jan 24, 2011
Messages
9,135
Location
Stuttgart, Germany
Thanks to @Ramstormp we have another nice improvement. :thumbsup:
  1. Generals Pop-Up only displayed for Military Units, only allows selection of Military Units and only gives XP to Military Units on Plot
  2. Admiral Pop-Up only displayed for Naval Ships, only allows selection of Naval Ships and only gives XP to Naval Ships on Plot
So no more wasting XP of Generals / Admirals on civilian colonists or fishing boats. :)

upload_2021-12-19_13-31-41.jpeg
 
Last edited:

nci

Warlord
Joined
Apr 7, 2016
Messages
154
Ouch! I actually abused that to give non-combat ships e.g. Smuggling Ships XP for upgrades by applying a Great General. Still, a nice QoL improvement, and seems quite logical.
 

raystuttgart

Civ4Col Modder
Joined
Jan 24, 2011
Messages
9,135
Location
Stuttgart, Germany
I actually abused that to give non-combat ships e.g. Smuggling Ships XP for upgrades by applying a Great General ...
The only ships that are excluded are really weak ones:
Fishing Boats, Coastal Ships, Big-Coastal Ships

So do not worry. :)
Your Smuggling Ship will still get XP from an Admiral if it is on a Plot where an Admiral is attached to e.g. a Frigate.
(And if you really wanted to you could still attach your Admiral to the Smuggling Ship itself.)

Summary:
The rule is not that hard and we can still ajdust it easily. (It basically checks "Combat Strength".)
We just wanted to get rid of all the ones that really just waste General / Admiral XP.
 
Last edited:
  • Like
Reactions: nci

nci

Warlord
Joined
Apr 7, 2016
Messages
154
Your Smuggling Ship will still get XP if it is on a Plot where an admiral is attached to e.g. a Frigate.
The abuse was acquiring naval ship XP from Great General instead of Great Admiral. From your original post on the subject, it won't be possible anymore - Great General XP will only go to land Military Units, and won't be applicable to Naval Ships.
 

raystuttgart

Civ4Col Modder
Joined
Jan 24, 2011
Messages
9,135
Location
Stuttgart, Germany
Great General XP will only go to land Military Units, and won't be applicable to Naval Ships.
Correct, Generals do not give XP to Ships anymore. :thumbsup:
(Just like Admirals do not give XP to Land Units anymore.)

But an Admiral will still give XP to a Smuggling Ship or can still attach to it.
(But he will not give any XP to a Fishing Boat anymore and can also not attach to it.)

----

The "Domains" have been cleanly split.
(No interference is more possible.)
  • Generals <--> Land
  • Admirals <--> Sea
There is no way to "cheat around that" anymore.
(It is also not configurable in XML. It is logic in the DLL.)

----

But more stuff was added to it as well.
e.g. Civil Units (anything not able to attack) and reallly weak Ships have also been taken out.
(Generals and Admirals will ignore them considering attaching and giving XP.)

----

Summary:
Quite a lot is currently happening in the mod development and it is hard to describe it all.
But do not worry, once we release we will have proper release notes.
 
Last edited:
  • Like
Reactions: nci

raystuttgart

Civ4Col Modder
Joined
Jan 24, 2011
Messages
9,135
Location
Stuttgart, Germany
Just bumping this thread so we have it on top of the list.

Status has pretty much been unchanged since December last year. :dunno:
All of the points are still "planned" ... some are even half finished ...some I do not know the status.

Maybe we should simply remove the points from the list that we are not interested to finish (in this branch).
Whatever does not inspire enoug motivation to work on it can also not be important enough to keep it (in this branch).

1. MapScript adjustments so "Large Rivers" are generated. ( @FlaviusBelisarius )
2. Automatic Trade Route System improvements ( @FlaviusBelisarius )
4. XML Enhancement of MYCP for Balancing Yields Individually ( @Nightinggale )
5. Improving "Trade Quests" considering UI showing progress ( @Raubwuerger )
9. enable the pioneer to build a "road" to the selected point. #427 (@Ramstormp)
 
Last edited:

raystuttgart

Civ4Col Modder
Joined
Jan 24, 2011
Messages
9,135
Location
Stuttgart, Germany
@Nightinggale , @devolution , @Mr. ZorG

Was "develop" already merged into "Release Candidate 3.0.2"?
If yes, then we could simply consider "develop" closed and transfer the open todos into tickets.

To do so, we could try to figure out what the status of the todos above is? :dunno:
(And then also decide what to do with them.)

A) "Finished" and ready to be published with "Release 3.0.2"
B) "Finished" and ready to be published with "Plains" (or later, not Release 3.0.2)
C) "In Work" and to be finished and published with "Release 3.0.2"
D) "In Work" and to be finished and published with "Plains" (or later, not Release 3.0.2)
E) "Not Started" (or Failed) and to be documented as a "Long Term Ticket" for future releases

----

My suggestion is more or less:

Finish what can be finished, shift what should be shifted, otherwise remove what can be removed.
There is no point to delay a release forever if things do not get implemented or finished.
(But we should also try to get an overview and clean up ticket documentation properly.)
 
Last edited:
Top Bottom