Religion and Revolution, Version 2.7 is a modification for Civilization IV: Colonization
Here is the final changelog for Religion and Revolution: Version 2.6:
PLEASE NOTE THAT Version 2.7 IS NOT SAVEGAME COMPATIBLE WITH PREVIOUS VERSIONS!
Fixes:
- Corrected several XML issues (duplicates etc.)
- Removed dialog that asks for confirmation for declaration of war when entering a native village if the unit in question is a transport
- Natives will not teach skills if they are still angry due to bargaining
- If a size 1 city is razed, the player no longer gets an annoying and redundant message stating that the city will be abandoned
- Corrected artillery unit texture scaling issue in Europe. Removed the code for the other ports since it is not needed
- The great tool factory will correctly reduce the food yields of the city
- The graduation of colonists will no longer be able to cause a CTD (was only an issue when English text was used)
- Attempting to assign a unit that produces nothing on a plot (noble, governor etc.) no longer causes a CTD
- Fix swapped import / export limit parameters
- Fix graphical glitch/redraw problem that happens if the player has insufficient gold to buy a slave in Africa.
- Some graphic bugs cavalry and dragoons fixed
- RaR Americas Gigantic map bug with church fixed
- Bug Fix Map RAR Americas Gigantic and RAR Americas Huge; Church and Wild animals work fine now
Events:
- Disabled problematic events that could potentially cause CTD
Map generator:
- Indian villages will no longer be placed on top of bonus resources.
- Added a new version of the FaireWeather map script with a new option called regularity (Credit to Deliverator) which creates less predictable continents layouts.
AI:
- Fix AI handling of professions with multiple input yields
- AI players can now travel to the African port to sell goods/treasure and buy slaves.
- AI now sort the units that wait on the European docks by their value. This ensures that the most valuable units get picked up first.
- Prevent AI transport ships from traveling to Europe if they are carrying at least one unit. The AI should prioritize putting its units to work in the new world and not keep ferrying the same unit(s) back and forth, wasting turns and transport capacity.
- Great generals will now only consider safe paths when relocating between cities. This avoids previously reported issues in which a GG would travel through (or close to) enemy territory
- AI will now prioritize the production of liberty bells
- AI will produce the yields that gives the best profit, either in Europe or Africa.
- AI will no longer overproduce certain yields (ore)
- AI is more likely to produce yields that are used as input for other goods.
- The value of Bells/hammers now scale with the population / rebel percentage.
- AI may choose to go to Africa rather than Europe if to maximize the sale profit
- AI can now use great admirals
- AI will use their starting units better
Other stuff
- New feature: Coastal transport implemented: Coastal transport ships that can only traverse coast or culturally owned tiles. AI knows how to build and use them.
- New units: Small and big coastal ship
- Change of some unit graphics
- New promotions
- Implementation of a new achievement "The Governor arrives"
- Balancing of field workers done
- Great General, Great Admiral and Great Chief now have full combat animations
- New late cityset for Russia
- In era expansion now all citysets show a mix of their early and late citysets
- England now has a new cityset for the late game (era colonial) that contains some rare colonial buildings (the city shows a mix of late and colonial cityset)
- Incentives of late military founding fathers have been decreased
- The Danish King now use the royal anthem instead of the sports anthem (yes Denmark has two anthems)
Debug Mode:
- If debug mode is activated (ctrl-Z), we now display the AI's valuation of yields when hovering over the stored yields inside a city
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Please do not hesitate to contact us, if you recognize bugs. Feel free to post your Feedback in the forum in our feedback thread: Forums.civfanatics.com in particular regarding the balancing and AI behaviour.
Great mod. Keep up the good work!
I can start it. When I load it from the advanced option in the menu it'll try, but it won't find the Civ4/Europe file or such other, and keeps loading. It fails to load "leader heads" when starting up the game and keeps popping the message up, prompting me to end the task from the task manager.
Nevermind, I had to download the latest patch manually. Sorry.
Me and the wife have been getting a lot of out of syncs with this mod. Does anybody know if there is a possible way to stop these? We both have the steam version and windows 7.
We have noticed syncs Errors, but can currently not fix them. Multiplayer currently does not work properly.
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Love the mod! Keep up the good work. Somehow though it seems like something's bugged with the FF Nicolas de Villegagnon. He grants the free promotion Homeland Guard, but none of my military troops has received it. I'm positive that Nicholas is on my team ^^... Free promotions from other FFs do work.
Also, When I buy European Line Infantry units and have them fight in the new world, they do get xp, the counter works, for instance it says XP:(11/6) but they don't get the Promote Unit icon and they don't start 'glowing blue'...
Bug has been fixed; thx for reporting. New Version will contain the fix.
Thanks for reporting. I will have a look at it.
I've been playing R&R from several years ago thinking that the modding community was gone, thought to myself why not just take a look, the joy it brought me having checked and finding this new release on the day of, thank you for this, no other game I've found has been able to replace this game or the mods it has
Thank you. Nice to see, that still some people playing RaR. Happy to get Feedback, after you have played some games.
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Hi Schmiddie,
I just wanted to say a big thank you for the effort you and other contributors have put into this mod, I have enjoyed it considerably.
I had the original version of this game many, many years ago and loved it. Sadly the PC died and so with it the game :( I then found the re-badged "updated" version on steam several years ago which i was stoked to find. I played that to death but then found a wealth of Mods on Civfanatics! I was a very happy chappy and even happier to find that it still lives on here today!
Thanks for investing your own time here in a mod for all of us to enjoy, it's much appreciated! :)
Thanks for your kind feedback. I love this game and was also happy to find this mod on Civfanatics many years ago. I joined the modder team and...that's the result :-)
Hi,
Is their any way(easy way) to determine why my current playthrough always freeze when I press end turn(forever circling/loading ingame mouse pointer) on year 1586 september. I've tried to load manual saves and autosaves from some years before(from 1580, turns are divided into some months by now so it takes a bit to press through even 6 years) just pressing next turn till I come till 1586 september then next time I press next turn it goes into forever loading.
Help would be appreciated. I really like this game reminds me of original old Colonization from my childhood.
Edit: I've got the latest patches on Colonization and 2.5.1 RaR. It's worked for many many turns smoothly. Just my current game it freeze up pressing end turn on 1586 september.
The freeze bug has been fixed. The new version 2.6 is out now.
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It will need some time. We have currently no manpower to fix it.
Progress on bugfixing works well. We intend to publish a new version right before Christmas
Thanks to all those who works on this project !!!
New Version 2.7 is out!
Just before Christmas as you said it. Well done! Thanks !!!
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V2.7
In a standard game, native slave cannot be a pioneer.
Some event have no text, i will try to do some screenshot.
Yes, native slaves cannot be pioneers. That is absolutely correct.
Hello, thank you to answer quickly. I added screenshot in my image section. It shows some error in the events where there is no text. If native slaves cannot be pioneers it's ok but i put a screenshot too.
Thanks
That is interesting, I could not find an event without text. So we need to elaborate in more detail in this regard.
I tried in english and german language and no error appear in these specific events. Then, maybe only french language have these issue. But, other events in french seems to work well.
Thank you for the new version. And Thank you for your diligence too. :)
JosEPh (Caveman2Cosmos Team Modder)
Please use our forum for any kind of bug reports, suggestions etc. Thanks
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Hello,
Is this mod compatible with Dawn of New Era mod by any chance?
No, it is not compatible and will never be compatible.
What happened to balance of promotions?! "Forced March II" is way OP and a renowned medic now starts out with medic I,II and III
- What!?
Very good mod!
I dont seem to be able to educate my Native Slaves. not able to put them into the schoolhouse slot. is this intended? dont know what to do with them long term :)? Will they upgrade through the "hard work"-mechanic some day?
it is intended, they will not upgrade.
Issue when Indian ask to pay their land after won a foreign city.
I cannot pay them and i have the gold to pay.
See screenshot "bugCityConquest" in my personal image file.
Because gold resource is very rare on the map, i've got an idea. Unit prospector could have the ability to search for gold on the map or specific tile.
Possibility to search 2 or 3 time on a tile. Gold or food is spend for searching. The prospector must load food when is assign to gold prospector in the city.
ANALYSE FIRST
Chance to be kill = 5%
SECOND ANALYSE
Chance to find a deposit = 5%
Chance to find 100 gold = 5%
Chance to find 50 gold = 10%
Chance to find 25 gold = 10%
Chance to find 10 gold = 20%
Chance to find nothing = 50%
When gold is found, the unit must bring the gold to a city to unload the gold.
In addition, gold deposit could be available only by discover it. In the same way, silver deposit could use the same mechanical with better chance to find.
That would result in better balance between player.
Mod is no longer supported. Please visit Forums.civfanatics.com for further information (new project based on this mod).
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