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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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Oh - in that case - I'd be verry happy if you could mail me the other txt.files and the sprite too so I can pack the whole thing up as a beta. Might take a little bit longer but I'm currently not working on anything else and it'll allow to test it properly in a whole game.
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:21
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You have the strings since i am having some trouble attaching files in my e-mail here is the new cleric wich i called Priest (If you have a better name please i am all ears) unit with its pic and sprite and the goals.
I think i did some change in the religion info message. Cant remember so the code i am using is also in the zip.
Note: I wouldnt be so trustful in the data for the priest unit since it is set up to my mod not for the regular game
Attachment: religion.zip
This has been downloaded 1 time(s).
Last edited by Pedrunn on 27-09-2002 at 01:36
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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Thanks Pedrunn.
Just some question thst came up checking the code:
code:
elseif(HappyMod >= 50 && CityReligionLevel < 100) {
HappyBonus = -1;
}
elseif(HappyMod >= 100 && CityReligionLevel < 150) {
HappyBonus = 0;
}
elseif(HappyMod >= 150 && CityReligionLevel < 200) {
HappyBonus = 1;
What are you tying to accomplish here? The CityReligionLevel will never rise above 100%. So what did you want to test additionally?
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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Doh- I could have figured that out myself - I guess
Makes much more sense now!
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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quote: the player get converted. all of its cities dont. | so you won't be able to change your state religion anymore?
quote: could you try player[3] = religion again | I will - sometime this week...
quote: But we should have testes if that piece of code is really needed. | I think we did - the player's colour dissappears and is replace by barbarian red.
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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Any opinion to the last question, Pedrunn?
As for the code - lucky me had this afternoon off so I got a lot done and I'll finish this Sunday.
One thing that came up is theTenth - how much money do you pay - are you getting from a city?
Your last code makes a player pay multiple times, to each who chose the city's religion as state religion and the player doesn't have to pay at all when he converts to some other player.
What I had in mind is
1.that converting to the other player would maybe save you half or two thirds of what you did before
2.if multiple players had the same religion you'd have to pay an increasing amount, but never as much as double (I was thinking of 1+1/2, 1+2/3, 1+3/4,... for 2,3,4,... players with the same religion). What do you think?
And what is the single amount? One per pop, or maybe 3? Could get very expensive after all at the end. So maybe three but with a divider like pop*300/nr of turns
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:21
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quote:
a good idea, since it's easily done but I won't change much - at least for my play because I have no empty cities
Shouldn't we make the reform costs also depending on the number of units you've got in the city? (The more troops you have to put those stupid ideas out of the heads of your citizens the less money you need to spend to convince them by buying them loads of presents... )
| My only fear is that this become a unfear advantage to the human player 
But i guess the AI will benefit from after all. So i think it is a good idea 
quote: As for the code - lucky me had this afternoon off so I got a lot done and I'll finish this Sunday. |
Cant wait to see it
quote:
1.that converting to the other player would maybe save you half or two thirds of what you did before |
Save what that i had before 
quote: 2.if multiple players had the same religion you'd have to pay an increasing amount, but never as much as double (I was thinking of 1+1/2, 1+2/3, 1+3/4,... for 2,3,4,... players with the same religion). What do you think? | The way i did all the money is equally divided to all players with same religion. But this would for sure be a nice incentive to try to get as much people as possible. Although i dont like the idea of mony coming from nowhere. Dont know what to decide.
quote:
So maybe three but with a divider like pop*300/nr of turns | I rather have advances that gives bonus if the player has it. Like religion, theology or mass media. I dont like to use the turns or the year to chang bonus and penalties. Every game is a new game. So if a player is ahead in tech he would not feel the bonus (more money income from new buildings and trade and other stuff) as much as if he was in the early ages. This could unbalance the game.
Last edited by Pedrunn on 04-10-2002 at 02:18
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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OK - my new solution for the tenth is the following:
0 players with the city religion -> city won't pay anything
1 player with the city religion -> city pays popNum*factor
player gets the same amount
2 players with the city religion -> city pays popNum * (1+0.5) * factor
each player gets half of that amount
3 player with the city religion -> city pays popNum * (1+0.5+0.5)*factor
each player gets a third of that amount
and so on...
of course, if the state religion is equal to the city religion you won't pay either
I'm almost done with what I wanted - some minor bugs I have to fix and I want to do a good playtest with it. So mid-week I'd say. If you want to have a look before that PM me.
what'll be new/different to Pedrunns nr 9:
-bigger and throughout religious info
-HappyMod is now on a scale of 0 to 100, this means that:
loosing all your empire to another religion while not having converted the state religion is equal to converting the whole world
-AI can convert is state religion back to the ancient/original one
-theTenth
-bugs, codelayout etc... (hopefully no new bugs)
-the whole thing packed up as a mod-addition to SAP
Just for the record: That stupid @#!!! LogRegardEvent just doesn't want to work in this code... but I'll leave it in and you'll have to test with DebugSlic=Yes.
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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player[]... nope, it's not that I tried.
OK, now what happened to me last night:
The code worked fine with the messaging system you invented. Then I tried the player[] stuff. It worked! Then I put it into action everywhere and BANG - I get a array error again. Can you believe it? It's not like I changed too much in the second step, the code for the religion info stayed even the same as in the test and now - errors.
I'll look at it again tonight.
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