Closed xlenstra closed 2 years ago
one thing i will suggest: for god sake make missionaires different from great merchants and not make them great persons
one with the nature pantheon should provide double yields for spain as well, dont know if implemented
one with the nature pantheon should provide double yields for spain as well, dont know if implemented
Feel free to test it out, if it isn't, tell me and I'll fix it
one with the nature pantheon should provide double yields for spain as well, dont know if implemented
Feel free to test it out, if it isn't, tell me and I'll fix it
yep it still provides 4 faith with spain, would send a screenshot but something is wrong with GitHub
one thing i will suggest: for god sake make missionaires different from great merchants and not make them great persons
It's been 2 months and I still have no idea what you meant by this, mind explaining?
one thing i will suggest: for god sake make missionaires different from great merchants and not make them great persons
It's been 2 months and I still have no idea what you meant by this, mind explaining?
the missionaires in the religion mod were implemented as reskinned great merchants
since religion is most probably going to be enabled for all games in the future just like in civ5, will the stats be implemented after religion is good enough to be included within every game?
Having the AI prefer to found certain religions over others would, as in Civ 5, would be nice
The byzantine extra belief still doesn't work. It lets you choose the extra belief but doesn't show up after founding. Also, any plans to split Christianity icons into Catholicism, Eastern Orthodox and Protestantism?
The byzantine extra belief still doesn't work. It lets you choose the extra belief but doesn't show up after founding. Also, any plans to split Christianity icons into Catholicism, Eastern Orthodox and Protestantism?
It should hopefully be fixed in the next version, if you can provide a save file before founding your religion and instructions on what you did, I can test that this is indeed the case. Eventually that will happen, as that was a feature in BNW, but for now we're aiming for G&K so don't count on it soon
Eventually that will happen, as that was a feature in BNW, but for now we're aiming for G&K so don't count on it soon
Is this strictly a matter of policy? If so, I understand. If not, this is a minor change unconnected to G&K mechanics. If it's simply a matter of effort, I could add it myself.
In the end we want to allow the user to choose between the vanilla, G&K and BNW rulesets. Currently we're therefore focussing on only implementing things in the G&K ruleset, and once that is done and we've implemented a way to choose between these rulesets, we'll implement the different rulesets, and then this will be added as a natural extension of the BNW ruleset. To avoid having to remove them later, we're currently not adding these
soo we are 1 major ticks away from having completely implemented religion? great
You should be able to remove a (foreign) city's "holy city" property, if owned by you, with a Inquisitor.
I want to take a crack at " AI improvement so they can actually buy and use religious units". Are you doing it?
Can't guarantee that I can do it but I will try
I want to take a crack at " AI improvement so they can actually buy and use religious units". Are you doing it?
Can't guarantee that I can do it but I will try
I have some ideas on how to implement it, but haven't started working on anything, so you're welcome to try
What do you think of the missionary AI? It simply goes to nearby cities spreads religion. This AI doesn't count for enemy units.
Hiya, not asking as a nag, or a poke, but curious if there will be a temple, because it seems to break a few mods.
For example ... Argentina in latin america civs ... The tango wotsit can't be created because there's literally no temples to precede them ... in vanilla or gods/kings.
Again, not a cuss ... just thought I'd ask. Brilliant work, as always!
Also raised in the mod, here: https://github.com/ArchDuque-Pancake/Latin-American_Civs/issues/3
Hiya, not asking as a nag, or a poke, but curious if there will be a temple, because it seems to break a few mods.
For example ... Argentina in latin america civs ... The tango wotsit can't be created because there's literally no temples to precede them ... in vanilla or gods/kings.
Again, not a cuss ... just thought I'd ask. Brilliant work, as always!
Also raised in the mod, here: https://github.com/ArchDuque-Pancake/Latin-American_Civs/issues/3
Temples have existed in G&K since 3.15.14?
Yet there are none in the game, and it isn't even in the Civlopedia. :-(
((( Game is updated in the past two days, beta tester. Tried with a new game, still not listed ... with or without mod started. )))
Yet there are none in the game, and it isn't even in the Civlopedia. :-(
((( Game is updated in the past two days, beta tester. Tried with a new game, still not listed ... with or without mod started. )))
Which version are you on? On my game they do show up, both in the civilopedia and in-game (version can be found in settings->about)
Are you sure you're looking in the right section of the civilopedia? Is it not there both in vanilla & G&K?
Xlenstra is this issue closed because interdice did the last 34 issue about the religious units ai
Or is it just an automation
version 3.8.18
I literally updated it the other day to the latest beta, and I can't build temples at all with Argentina (and couldn't before the update) ... and I lost all my saves when I tried to clean it ... also since the cleanse, it can't even run Latin civs or lotr ... ... anyway, ignoring that ... In the civlopedia when you tap on temple links it literally goes nowhere ... hang on a second for the rest because when I use another app/tab Firefox logs me out of everything ...
Here's the startup errors:
Vanilla Errors
G&K Errors
I can't even see the references to it anymore, but in my old saved games I had amphitheatres everywhere, but it still referenced temples.
ok, temple is only in the game when religion is enabled ... yet that has never been the case before (because there's was no religion mechanics) and it's a game breaker if not we certain buildings won't work ...
I also now can't load my old save games (found backups) because the mood names have changed
Which version are you on? On my game they do show up, both in the civilopedia and in-game (version can be found in settings->about)
Are you sure you're looking in the right section of the civilopedia? Is it not there both in vanilla & G&K?
All existing temples should have been replaced with amphitheatres in games without religion since the introduction of those buildings in 3.15.16 (~june 29th). That behaviour only changed with the re-introduction of temples in 3.15.14 (~july 22nd), changing them into faith buildings. If you haven't opened your save between these dates, some funky stuff might have happened, that could corrupt your save files like that. In that case the best advise I can give is to start a new game.
Vanilla has no religion, so it is disabled by default. Other units, buildings, etc. are also removed in vanilla, and therefore some mods (such as Latin American civs) don't work correctly with it. This explains the errors in the first screenshot. The warnings in the second screenshot are caused by the mod not updating to conform to the new uniques that are supported, and as this mod still uses a few old uniques, this gives errors. This results in some abilities of units and buildings not working correctly. This is a problem with the mod, so the mod maker has to changing things, and we cannot.
If you try to open an old save that wasn't yet marked as either G&K or vanilla, it should be automatically turned into a G&K save file, though if any of the mods you have downloaded changed their names, that could break saves, and there is not a lot we can do about that either, as this is fully the responsibility of the mod maker.
I totally get that, about the mod/game relationship, mate, cheers. Sorry, hope it's obvious that I'm not leaning on you, here ... because I'm not. :-)
Anyway, yeah ... is there any way for me to alter the save file to point to a new version of the mod? Or would that just be silly amounts of work?
I'll go back to the game and try with a new game save and file ... I'll have to make a map for myself, though, as that map was great. 😅
@Kleznam, the AI I coded is simple. I only intended to code the AI for the Missionary and Inquisitor and did not think that I needed to code the system purchase and decide between Inquisitor and Missionary.
Anyway my point is the AI I created is rudimentary and can't save faith, or purchase buildings or purchase military units. For the AI to be able to decide on more complex faith spending, we would need to add a "proper" faith construction list.
I tried to connect the faith construction list with the normal construction list but there were technical problems and I ended up scrapping the whole idea, as I just wanted to code the AI for the Missionary and Inquisitor.
@xlenstra The Inquisitor can use its charge. The inquisitor will use its charge to remove religion when all cities are protected
According to the original game but also the fact it's really annoying, you should be able to demand that the AI doesnt spread their relegion to your cities. Just like the stop settling demand
According to the original game but also the fact it's really annoying, you should be able to demand that the AI doesnt spread their relegion to your cities. Just like the stop settling demand
Part of the diplomacy to-do-list
You should be able to remove a (foreign) city's "holy city" property, if owned by you, with a Inquisitor.
Added this to the TO DO list.
@yairm210 you checked off "Inquisitors should be able to permanently remove religious pressure from holy cities", however, I don't think that this currently works? What this means is that when you own a holy city, and use "Remove Heresy" by the inquisitor, that the holy city pressure (the +30 extra pressure) actually gets removed permanently.
See https://civilization.fandom.com/wiki/Holy_City_(Civ5)
Note, however, that you can in fact unmake a Holy City by using an Inquisitor's Remove Heresy ability on it. This will remove all other religions except the one to which the Inquisitor belongs, and will also remove the Holy City status and its pressure if the Inquisitor does not belong to the religion the Holy City represents.
Oh, cool, didn't know that could happen!
Please add at least 1 word Info (and an icon of that religion) about:
I've just had to realized:
This is not clear at all, because there is not even one word or an icon, that would show:
Thanks ;-)
This issue is meant as a collection of features that religion should include once implemented. I have started working on this very large new feature, and am planning to gradually implement more parts of it over the following weeks/months. While waiting for previous PR to be merged, I'll make smaller updates for other features in the meantime. The issues below are in the approximate order at which I'll start implementing them and includes features already implemented.
Roadmap: