View Full Version : Phase II gameplay discussion thread
Lunargent Mar 15, 2006, 01:53 PM I figure that it will be much easier to discuss issues that come up while testing phase II in a thread, as opposed to zillions of private messages that probably mostly all say the same thing. Kael agreed to let me start this thread.
I'll repeat what I sent in my PM here to get it started.
I've not had many issues with 1.1 so far. Everything is so minor or obvious that it's hardly worth mentioning, but I'll do it anyway in the name of completeness. Perhaps you should make a phase II testing thread in the forums so we have a place to discuss issues that come up. The new spell-casting system works pretty nicely. I like that if you have a stack of four mages upgraded from adepts, you don't have to seperate them out to have only one cast haste.
Obviously in progress:
]City names are missing
]Flags are all the same
others:
]Arcane barges lost the ability to cast
]The mage line of fireballs is meant to be seperate from all other promotions? It seemed a bit confusing to be able to upgrade an adept to fire I, and not get access to a fireball spell, while the mage did have access to such a spell.
]The new haste buff gets pretty anoying when you have a ton of enemy cities converted to your religion and they all have adepts in them casting haste every turn. The spell noise should be toned down a bit, since every time I hit enter, I get a loud boom. ( I've converted alot of enemy cities)
]Did you change the winter palace cost? I don't seem to recall it being 800 hammers before. In any case, I've been building it for a million ( ok, maybe 100)years in some barb city I captured so that I can have an expansion area for waging war on the other side of the map.
]Garrim Gyr shows up in the score window as Luchuirp, the civ name, instead of his name.
]I'll have to double check this, but I think the creative trait was giving me +7 culture per turn instead of +2. It was nice, but I dunno if you meant for that and probably overpowered. I was getting that amount in brand new cities with nothing in them anyway. I've not yet checked other civ types to see if they're also getting more.
]You might want to add a movement cost to the elves ability to create a forest. I could create sometimes 3 forests a turn. Nice, but probably overpowered as well.
The new hawk range really makes them worth using. Now I can get an idea as to where I want to go, instead of bumbling into dead ends all the time, a nice improvement.
Kael Mar 15, 2006, 05:41 PM Definitly better to have the feedback here in a thread so we can all see whats going on (and I can maintain some history, my 70 pm limit only allows me to keep 2-3 days of messages).
The past 2 days I have adding the unit files to the FfH editor. The unit file is by far the biggest and nastiest xml file and it took forever to make it into a spreadsheet, propogate, and write the macro that exports everything to xml. But now that it is done I can quickly and easily add and modify units so I am all ready to start adding new units. :D
So far I have made the following changes based on feedback from you and Loki.
*1. Gave the Arcane Barge, Hemah and Kael the ability to cast.
*2. Kept units from being able to cast twice ber turn.
*3. Added xp to spellcasting (early very basic form).
*4. Made a UNITCLASS_CIV_HERO1.
*5. Made Kael a Sheaim hero.
*6. Made Maros an Khazad hero.
*7. Added Mardero as a Ashen Veil hero.
*8. Added Sphener as an Order hero.
I have yet to:
1. Check city names.
2. Check the Haste sound.
Before I release an updated version I also want to:
1. Add Talchas's updated spell system.
2. Make disease only applicable to living units.
3. Add animals to living units.
4. Make it so animals cant be slaves.
5. Make werewolves animals.
6. Test out Talchas's promotion blocking suggestion (to allow priests to select from limited spheres for advancement).
7. Start adding any units I had skins for, maybe try to get a fully functional Vampire in.
talchas Mar 15, 2006, 07:18 PM Just a note - if you use the updated spell system, you'll have to change your promotion generator to output at least
<SpellTypeFlatMods/>
<SpellTypePercentMods/>
after <FeatureDefenses/> (assuming you are using a promotion xls)
Kael Mar 16, 2006, 03:05 AM I haven't written the promotion one yet (just unit, civilization, leaderhead and bonus so far). What do the 2 new tags mean?
talchas Mar 16, 2006, 06:10 AM Well, if you had them like this:
<SpellTypeFlatMods>
<SpellTypeMod>
<SpellType>SPELLTYPE_RANGE</SpellType>
<iSpellTypeMod>1</iSpellTypeMod>
</SpellTypeMod>
</SpellTypeFlatMods>
<SpellTypePercentMods>
<SpellTypeMod>
<SpellType>SPELLTYPE_DAMAGE</SpellType>
<iSpellTypeMod>10</iSpellTypeMod>
</SpellTypeMod>
</SpellTypePercentMods>
It would tell the AI that the promotion gives a bonus of 1 range to everything that used RANGE (not flatrange) and a 10% bonus to damage.
Kael Mar 16, 2006, 06:42 AM Well, if you had them like this:
<SpellTypeFlatMods>
<SpellTypeMod>
<SpellType>SPELLTYPE_RANGE</SpellType>
<iSpellTypeMod>1</iSpellTypeMod>
</SpellTypeMod>
</SpellTypeFlatMods>
<SpellTypePercentMods>
<SpellTypeMod>
<SpellType>SPELLTYPE_DAMAGE</SpellType>
<iSpellTypeMod>10</iSpellTypeMod>
</SpellTypeMod>
</SpellTypePercentMods>
It would tell the AI that the promotion gives a bonus of 1 range to everything that used RANGE (not flatrange) and a 10% bonus to damage.
Perfect, thanks.
loki1232 Mar 16, 2006, 07:32 AM Here's a quick thing. The subdue animal promotion wasn't working in my game. I killed two wolves and a lion with my hunter that had combat 1 and subdue animal, but i didn't get any captured units. I was teh OO and had slavery active at the time, in case that matters.
Kael Mar 16, 2006, 10:57 AM Here's a quick thing. The subdue animal promotion wasn't working in my game. I killed two wolves and a lion with my hunter that had combat 1 and subdue animal, but i didn't get any captured units. I was teh OO and had slavery active at the time, in case that matters.
I will check it out, thanks Loki.
loki1232 Mar 16, 2006, 01:41 PM I will check it out, thanks Loki.
I started in the second era if that was the problem.
Lunargent Mar 16, 2006, 03:27 PM I can comfirm that this doesn't work with a Leaves civ as well.
I did notice this, but I forgot to mention it :|. I usually skip the subdue animal promotion for more survival related stuff on my scouts and hunters. But I have rangers, and noticed that the one animal still left didn't give me a captured animal.
Also, because the discussion came up on the main thread, I confirmed that Meshabber can still force someone with closed borders to declare war.
Kael Mar 16, 2006, 03:30 PM Its because Talchas and I have conflicting onCombatResult functions (and onBeginPlayerTurn).
Talchas is there any reason I can't cut CvFFHSpellsEventManager.py and CvEventInterface.py?
Lunargent Mar 16, 2006, 05:00 PM Garrim Gyr shows up in the score window as Luchuirp, the civ name, instead of his name.
I just noticed that when I re-loaded my game, it now says Garrim Gyr. Weird. No other civs came up as the civ name instead of the leader name.
Also, I just had a friendly civ declare war on me because of Dis' aura. We were both beating up poor Garrim when I think one of their units got a bit too close. Stupid me also killed my own 3 archmages, 4 mages, and 8 catapults with his aura as well (and my high priests were on 0.1/7 health.). I think there should be a damage message from his aura. I've never managed to do that before, but there was no message or other indication I just suicided half my army.
talchas Mar 16, 2006, 10:03 PM Its because Talchas and I have conflicting onCombatResult functions (and onBeginPlayerTurn).
Talchas is there any reason I can't cut CvFFHSpellsEventManager.py and CvEventInterface.py?
You can, but you'll probably want its functionality - onCombatResult kills victorious summons and onBeginPlayerTurn removes all 1-turn promotions (currently haste and the "has cast" marker promotion). You may already have these in your code from before, I just made my own versions.
Lunargent Mar 21, 2006, 01:13 AM Building Mardero causes a CTD....I'm presuming because there isn't a model. Looking through the civipedia, he should start with march instead of medic one as the other demons do now. It's also impossible to halt production of him once started, the city screen gets bugged as well. Burning blood didn't kill the Moroi at the end of the turn.
Though, perhaps it should just cut their HP in half or something instead of killing them outright.
Lunargent Mar 21, 2006, 02:59 AM Started another game, and had a barbarian city spawn a Lion as a defender, hehe.
Kael Mar 21, 2006, 03:18 AM Building Mardero causes a CTD....I'm presuming because there isn't a model. Looking through the civipedia, he should start with march instead of medic one as the other demons do now. It's also impossible to halt production of him once started, the city screen gets bugged as well. Burning blood didn't kill the Moroi at the end of the turn.
Though, perhaps it should just cut their HP in half or something instead of killing them outright.
Burning blood has a 50% chance of killing the Moroi each time its used, i figured the random chance made it a little more interesting.
Setting them to 50% damage is an interesting concept, Ill think about it.
I added the Mardero and Sphener models, thanks for the heads up. Thats the problem with maintaining multiple versions of the mod, I added them in 1.0 but not 1.1. Or maybe just the problem with my faulty short term memory. :)
Ill switch mardero to march like you suggest.
loki1232 Mar 21, 2006, 05:18 AM Um a vampire caused a CTD for me. I added one with the world builder but even so...
Kael Mar 21, 2006, 05:31 AM Um a vampire caused a CTD for me. I added one with the world builder but even so...
Just in creating him with the worldbuilder? Or what was he doing when you got the CTD?
loki1232 Mar 21, 2006, 05:36 AM Just in creating him with the worldbuilder? Or what was he doing when you got the CTD?
Just creating him with the world builder.
Also, last time i checked the angel civpedia entries are also screwed up.
Lunargent Mar 21, 2006, 01:49 PM Hmm, I played as Calabim, and made plenty of Vampires without a problem.
Kael Mar 21, 2006, 03:02 PM Just creating him with the world builder.
Also, last time i checked the angel civpedia entries are also screwed up.
I couldnt reproduce the Vampire crash. And the problem with the angel pedia entries is because I forgot to include the art in the pack. They will be fixed in the next version.
loki1232 Mar 24, 2006, 03:40 PM I think that you should make golden ages a little longer. 10 turns perhaps.
Kael Mar 24, 2006, 03:57 PM I think that you should make golden ages a little longer. 10 turns perhaps.
I like the idea, but its 8 by default and 10 doesn't seem like much of a change. How about 12, a 50% increase in duration?
loki1232 Mar 24, 2006, 04:04 PM I like the idea, but its 8 by default and 10 doesn't seem like much of a change. How about 12, a 50% increase in duration?
Okay, this will encourage me to use the GP's for golden ages now. Gotta love the SDk.
loki1232 Mar 24, 2006, 04:55 PM Okay I've been playing and found some bugs.
a) The ritualist wasn't able to build temples.
b) No promotions are available to the undead units. This includes vampires, so I got erally annoyed in my calabim game.
c) Anything you can do to increase teh number of animals out there would be welcome. I found almost none.
d) I literally built a city that had 6 sugars in it's fat cross. Please do something to spread resoruces out.
e) Great mod I can't wait for the next one. I noticed in the spells thread that some of the spells have the + mark, meaning they are in. WIll you release them this weekend?
Kael Mar 24, 2006, 05:10 PM Okay I've been playing and found some bugs.
a) The ritualist wasn't able to build temples.
b) No promotions are available to the undead units. This includes vampires, so I got erally annoyed in my calabim game.
c) Anything you can do to increase teh number of animals out there would be welcome. I found almost none.
d) I literally built a city that had 6 sugars in it's fat cross. Please do something to spread resoruces out.
e) Great mod I can't wait for the next one. I noticed in the spells thread that some of the spells have the + mark, meaning they are in. WIll you release them this weekend?
Yes, i will be putting out a new version tomorrow. This is everything that has been added since last weekends version:
*1. Updated to Civ patch 1.60.
*2. Updated Talchas's spell system (greys out spells when they cant be cast)
*3. Fixed the fact that only 1 meteor was being created.
*4. Caster is correctly destroyed by the Lichdom spell.
*5. Haste sound replaced.
*6. Added the Promotions file to the FfH Editor.
*7. Added Orc and Undead promotions.
*8. Added the rest of the "Light" spell spheres.
*9. Added the Blade Dance spell (sorcery 1, air 1).
*10. Added the Transmutation spell (divine 1, earth 1).
*11. Added the Sand Lion spell (summoning 1, sun 2).
*12. Added the Sand Lion unit- can only be summoned on desert tiles, can see invisible
*13. Added the Defile spell (sorcery 2, entropy 2)- curses the tile.
*14. Added Talchas's Spell spreadsheet to the FfH Editor.
*15. Added the Enchanted Blade spell (sorcery 1, enchantment 1)- promotion boosts melee and dwarf units.
*16. Added the Flaming Arrows spell (sorcery 2, enchantment 2)- promotion boosts archer and elf units.
*17. Added the Spellstaff spell (sorcery 3, enchantment 3)- spellstaves can be destroyed to regain a caster casting ability.
*18. Added the Taskmaster unit (Balseraphs, replaces maceman)- chance to capture slaves on combat win.
*19. Added the Harlequin unit (Balseraphs, replaces ranger)- 25% withdrawl, -1 strength, can cast confusion.
*20. Added the Battlemaster unit (Doviello, replaces maceman) can upgrade Axemen to Macemen in the field.
*21. Added the Acrobat unit (Balseraphs, replaces hunter)- 25% withdrawl perk.
*22. Added the Hope spell (sorcery 2, spirit 2)- increaes culture output of the city.
*23. Added the Inspiration spell (sorcery 2, mind 2).- increases research rate of the city.
*24. Added Elven, Dwarven and Orcish slaves based on the unit defeated.
*25. Added the Freak Show (Balseraphs, requires Carnival, allows Elf, Dwarf, Human and Orc cages).
*26. Added Human Cages, Elven Cages, Dwarven Cages and Orcish Cages.
*27. Added the Forcewave spell (sorcery 3, force 3)- pushes all enemy units within a tile away fromt he caster unless they are in a city.
*28. Added the Orc Spearman unit (Clan of Embers, replaces warrior)- reduced cost.
*29. Added the Wizard unit (Amurites, replaces mage)- starts with a Spellstaff.
*30. Added the Firebow unit (Amurites, replaces longbowman)- can cast ring of flames and learn fire spells.
*31. Added the Guardsman unit (Bannor, replaces axeman)- reduces maintenance in cities he is in.
*32. Added the Raider unit (Hippus, replaces horseman)- increased strength and movement.
*33. Added the Wind Knight (Hippus, replaces knight)- can cast blade dance, learn air spells and no terrain costs on movement.
*34. Added the Lightbringer (Malakim, replaces prophet)- sentry 1 perk.
*35. Added the Pyre Zombie (Sheaim)- explodes when it dies.
*36. Added the Dwarven Hammerfist unit (Luchuirp and Khazad, replaces maceman).
*37. Added the Mud Golem unit (Luchuirp, replaces worker).
*38. Added the Bloodpet (Calabim, replaces warrior).
*39. Added the Feed ability to vampires (current feed ability renamed to Feast).
*40. Added the Sanctify spell (sorcery 1, creation 1).
*41. Added Losha Valas unit (Calabim hero).
*42. Added Talchas's Spell Pedia.
*43. Added Inquisiton as a spell instead of a build ability so it no longer destroys the Inquisitioner.
*44. Added the Ogre unit (Clan of Embers, replaces maceman).
loki1232 Mar 24, 2006, 05:30 PM WOW!!!!
Um quick thing.
I think that the taskmaster should also start with subdue animal, since that way he can capture human's and elves and whatnot for the carnivals.
loki1232 Mar 26, 2006, 05:40 AM Okay my first thing is that the breeding pit is screwed up. There is no picture. Also, both it and the Freak show list no effects when you put your mouse on them.
loki1232 Mar 26, 2006, 09:11 AM A few More bugs:
The conjurer starts off summoning only sand lions, and he doesn't gain any XP frm it so its hard to level him. He doesn't even gain any xp when his lions kill something.
The feed ability doesn't work.
Who can i transfer vampirism too? It didn't work to saverous, but it did for hemah.
That vampire hero doesn't gain immortailty from killing, not sure if she is supposed to.
loki1232 Mar 26, 2006, 10:41 AM OKay another thing is that i think it would be cooler if the spring spell created on oasis instead of turning a desert into a plains. Also, why does scorch only work on plains? I think it should work on any square, but have a chance of failing.
Kael Mar 27, 2006, 03:14 PM Okay my first thing is that the breeding pit is screwed up. There is no picture. Also, both it and the Freak show list no effects when you put your mouse on them.
Cosmetics like text and stuff wont be added until we have a final copy for the functions (otherwise i will be spending a bunch of time adding and changing them, and i will miss some and they will go out with obsolete descriptions).
I got the breeding pit fixed, thanks.
Kael Mar 27, 2006, 03:44 PM A few More bugs:
The conjurer starts off summoning only sand lions, and he doesn't gain any XP frm it so its hard to level him. He doesn't even gain any xp when his lions kill something.
He should get xp sometimes when he conjurers one. And yeah, I gotta get the summoned monster xp passed back to the caster, still working on that.
The feed ability doesn't work.
Right now it only works on bloodpets (i need the ability to target creatures to be able to open it up).
Who can i transfer vampirism too? It didn't work to saverous, but it did for hemah.
The victim has to be at least 6th level and alive. I think Saverous is a demon so he wouldnt qualify.
That vampire hero doesn't gain immortailty from killing, not sure if she is supposed to.
Very good catch Loki, this actually will keep werewolve,s disease, and subdue animals from working too. Eventually this tracked back to a tab instead of a space in the livingUnitCombats definitions. Crazy whitespace sensative programming language!!!
Kael Mar 27, 2006, 03:50 PM OKay another thing is that i think it would be cooler if the spring spell created on oasis instead of turning a desert into a plains. Also, why does scorch only work on plains? I think it should work on any square, but have a chance of failing.
Thats the way I was going to do it origionally but I choose this way because:
1. I thought it would be confusing to the casual player when the spell didnt do anything.
2. It also creates a nice balance with the spring spell (players can grab a rank of water to recover from the damage a a fire player did to them).
The reason it only works on plains is because it provides a natural limit to the spell power and makes the tiles strategy a little more interesting. A city on grasslands now has the additional advantage of being protecting from scorch, while a city surrounded by plains may be vulnerable. and I thought it would keep the spell from being overpowered by players using it to decimate ai lands.
loki1232 Mar 27, 2006, 05:15 PM Right now it only works on bloodpets (i need the ability to target creatures to be able to open it up).
It dooesn't work on bloodpets though...
Kael Mar 28, 2006, 12:48 AM It dooesn't work on bloodpets though...
Right you are, k got it fixed. Let me know if you find more issues.
loki1232 Mar 30, 2006, 05:03 PM I think that more promotions should be open to the vampires. All you need is one quick growing city and you can get a vampire wtih all the promotions in no time. Also, they aren't able to learn any spells.
Also, how are you doing adding in the nodes? I'm very excited.
Kael Mar 30, 2006, 05:29 PM I think that more promotions should be open to the vampires. All you need is one quick growing city and you can get a vampire wtih all the promotions in no time. Also, they aren't able to learn any spells.
They will be able to in the next patch (a couple spells).
Also, how are you doing adding in the nodes? I'm very excited.
All of the nodes are in, all of the palaces are in. The starter spheres have been taken away from arcane units so they now get the starting spells based on mana in their city. This is the stuff I've added to the next version so far:
*1. Added the Brigand unit (Hippus unit, replaces horse archer).
*2. Added the Orc Archer unit (Clan of Embers, replaces archer).
*3. Added the Orc Maceman unit (Clan of Embers, replaces maceman).
*4. Added the Charmed promotion (charmed units can't attack).
*5. Changed the Promotion OR prereqs into AND prereqs.
*6. Added Buildings to the FfH editor.
*7. Added all the Civ specific palaces.
*8. Put in the real caster experience point system.
*9. Added all of the "Light" mana resources.
*10. Added all of the "Light" mana improvements.
*11. Global Define for caster xp modifier.
*12. Added Global Defines to the FfH editor.
*13. Added the Dwarven Smithy building (Khazad).
*14. Added the Palisade building.
*15. Added the Chancel of Guardians building (Elohim).
*16. Added the Reliquary building (Elohim).
*17. Added the Righteous Cause spell (Divine, Law3).
*18. Added the Eternal Flame wonder.
*19. Added The Nexus wonder.
*20. Added Donal Lugh (Bannor hero).
*21. Added the Enforcement Office building (Order speciality temple).
*22. Spell Spheres are now handed out correctly to starting adept units.
*23. Added the Halls of Granite building (Runes speciality temple).
*24. Added the Runevault building (Runes speciality temple).
*25. Added the Runeguard unit.
loki1232 Mar 30, 2006, 05:36 PM WOW. I can't wait to play it. What do you mean by order specialty temple?
EDIT: nvm, I went to the buildings thread.
Chalid Mar 31, 2006, 05:59 PM obvious errors:
the entangle spell summons a charriot
Fireball cast by arcane barge is automatical loaded into the ship and loses his movementpoints in the process
woodelf Apr 01, 2006, 06:55 AM Not a bug or really feedback, but seeing Michael Jackson is disturbing! :p
woodelf Apr 01, 2006, 07:56 AM I'm sure this has been mentioned, but seeing archers standing on water is wierd. Why isn't the galley graphic the one showing?
Also - Should Religious Discipline have some sort of upkeep? It's a healthy bonus of +10% research and 2 :). I know there is a serious :( for non-state religions, but it should cost something.
loki1232 Apr 01, 2006, 08:31 AM Not a bug or really feedback, but seeing Michael Jackson is disturbing! :p
LOL yeah. I was like woah the first time i open up the build menu and look at freek show.
Chalid Apr 01, 2006, 09:42 AM Drown can also travel ocean.
Kael Apr 01, 2006, 10:04 AM obvious errors:
the entangle spell summons a charriot
Thanks, fixed.
Fireball cast by arcane barge is automatical loaded into the ship and loses his movementpoints in the process
Ick, good catch (it actually starts fortified but doesn't lose the move points in 1.0 too so I have to fix it there). Gonna have to work on this one.
Kael Apr 01, 2006, 10:07 AM Drown can also travel ocean.
Fixed, thanks.
loki1232 Apr 01, 2006, 10:07 AM Ick, good catch (it actually starts fortified but doesn't lose the move points in 1.0 too so I have to fix it there). Gonna have to work on this one.
Are fireballs land or sea units? If you make them sea then they can't be loaded on ships. I presume they could still be all terrain.
Kael Apr 01, 2006, 11:54 AM Are fireballs land or sea units? If you make them sea then they can't be loaded on ships. I presume they could still be all terrain.
They are land units. If they were sea units they wouldnt be able to travel on land (the exception was only written for land units that are terrain impassable).
Kael Apr 01, 2006, 09:49 PM Fireball cast by arcane barge is automatical loaded into the ship and loses his movementpoints in the process
Fixed with the bolded change in the setXY code:
if (!isCargo())
{
if (((getDomainType() == DOMAIN_LAND) && pNewPlot->isWater() && !canMoveImpassable()) ||
((getDomainType() == DOMAIN_AIR) && !(pNewPlot->isFriendlyCity(getTeam()))))
{
load();
}
}
Kael Apr 01, 2006, 10:10 PM I'm sure this has been mentioned, but seeing archers standing on water is wierd. Why isn't the galley graphic the one showing?
Also - Should Religious Discipline have some sort of upkeep? It's a healthy bonus of +10% research and 2 :). I know there is a serious :( for non-state religions, but it should cost something.
It has a high upkeep. Maybe your not seeing it because you don't have enough cities?
woodelf Apr 03, 2006, 03:09 PM It has a high upkeep. Maybe your not seeing it because you don't have enough cities?
Every civic in the Education column has upkeep None.
woodelf Apr 03, 2006, 03:09 PM Did the Baron get neutered? I'm 0 for 4 in creating little werewolves. I think I was 12 for 12 the last time I played....
Kael Apr 03, 2006, 03:33 PM Did the Baron get neutered? I'm 0 for 4 in creating little werewolves. I think I was 12 for 12 the last time I played....
Yeah, unintentionally. The livingunits array was messed up so nothing was being as living (hence nothing was possible to be turned in werewolves, diseased, etc).
It will be fixed in the next version.
woodelf Apr 03, 2006, 03:42 PM Yeah, unintentionally. The livingunits array was messed up so nothing was being as living (hence nothing was possible to be turned in werewolves, diseased, etc).
It will be fixed in the next version.
It's good to know my luck isn't complete crap. :p
Is there any discussion to increase the AI aggressiveness? I'm the weakest in power and still no one attacks. I think it was turn 300 before I started a war and the AI still hasn't even attacked each other....
I'd love to see more options for AI in the start custom game menu.
Kael Apr 03, 2006, 04:26 PM It's good to know my luck isn't complete crap. :p
Is there any discussion to increase the AI aggressiveness? I'm the weakest in power and still no one attacks. I think it was turn 300 before I started a war and the AI still hasn't even attacked each other....
I'd love to see more options for AI in the start custom game menu.
Strange Im playing a 1.0 game right now (getting ready for thursday) and Im getting jumped by everyone. I think 1.1 may not be as aggresive because none of the leader settings have been set yet.
I attached a copy of the editor if you want to run through the leader tab and setup the AI values. I did iWonderConstructRand to iMaxGoldPerTurnTradePercent. If you want to run through iMaxWarRand - FavoriteCivic that would be awesome!
And I'm hoping that having this editor will allow players to customize their game for ai settings and more.
woodelf Apr 03, 2006, 04:30 PM Thanks, I'll take a look at it.
So 1.0 comes out Thursday?
Kael Apr 03, 2006, 05:04 PM Thanks, I'll take a look at it.
So 1.0 comes out Thursday?
Yeah, looks like it.
woodelf Apr 03, 2006, 05:12 PM Bugger, I don't have Excel at home. :(
One thing worth mentioning....Alexis is seriously hot. And her music is super smokin! :drool:
Kael Apr 03, 2006, 05:16 PM Bugger, I don't have Excel at home. :(
One thing worth mentioning....Alexis is seriously hot. And her music is super smokin! :drool:
Alexis is also named after my daughter, so behave! :D
woodelf Apr 03, 2006, 05:24 PM :lol:
I pity you if she grows up to look like that! You'll need the Baron to act as chaperon. ;) I have two of my own so I know how it is.... :eek:
loki1232 Apr 03, 2006, 06:41 PM Every civic in the Education column has upkeep None.
+Philosophical
+50% Great People birth rate
No Upkeep on Education Civics
½ cost Elder Council and Library
I hope this helps.
Kael Apr 03, 2006, 06:45 PM I hope this helps.
Ahhh.. good catch Loki!
loki1232 Apr 03, 2006, 07:21 PM One thing worth mentioning....Alexis is seriously hot. And her music is super smokin! :drool:
Alexis the Calabim leader? I haven't seen her in-game, but the picture on the website is less than hot.
Kael Apr 03, 2006, 08:15 PM Alexis the Calabim leader? I haven't seen her in-game, but the picture on the website is less than hot.
Woodelf must have a thing for goth chicks.
woodelf Apr 04, 2006, 04:59 AM I hope this helps.
Damn, that makes that trait useful. Thanks loki.
woodelf Apr 04, 2006, 05:01 AM Woodelf must have a thing for goth chicks.
The music and the goth look, yeah that's hot. Now we need to figure out what kind of chick loki likes. ;)
Lunargent Apr 05, 2006, 01:43 AM Some issues with 1.10b so far:
Adepts take ~229283283923 turns to create a specific node type. However, I still had a metamagic node to trade in the trade screen, presumably the one from the Amurite palace.
Should amurites be able to build Freak Shows? I thought they were supposed to be Balseralph specific. Freak shows also don't give any bonuses but +bard GPP.
There is an overlap error with the new fonts. Especially in the screen where you select a leader. Mouse over the leader to get their traits and you'll see what I mean.
Mana nodes seemed a bit too rare. I had 2 on my continent, neither anywhere near me.
Chaos node is mispelled as CHAOSE, which is probably producing the TEXT_KEY line to display.
Other than that, things are working swimmingly so far.
Kael Apr 05, 2006, 09:19 AM Some issues with 1.10b so far:
Adepts take ~229283283923 turns to create a specific node type. However, I still had a metamagic node to trade in the trade screen, presumably the one from the Amurite palace.
Oops. To fix this use the editor to change the selected value (iWorkRate) on adepts from 0 to 100 (see the attached screenshot). The editor is in the Mods/Fall from Heaven 110/Assets/Editor directory.
Should amurites be able to build Freak Shows? I thought they were supposed to be Balseralph specific. Freak shows also don't give any bonuses but +bard GPP.
Yeah, no one is supposed to be able to build them except Balseraphs. Freak shows aren't supposed to give anything but bard gpp, the big reason they are there is that they enable human, elf, dwarf and orc cages.
There is an overlap error with the new fonts. Especially in the screen where you select a leader. Mouse over the leader to get their traits and you'll see what I mean.
I cant figure out where the fonts got messed up. I will have to dig into it.
Mana nodes seemed a bit too rare. I had 2 on my continent, neither anywhere near me.
Okay I changed it from 75% percent of the player number to 200% (so it should be 2 per player). We will havwe to play with it and see what works best.
Chaos node is mispelled as CHAOSE, which is probably producing the TEXT_KEY line to display.
Fixed, thanks.
woodelf Apr 05, 2006, 09:33 AM I see that the editor is Excel. How will I be able to make the changes at home since I don't have Excel, just edit the XML files like always?
Kael Apr 05, 2006, 09:52 AM I see that the editor is Excel. How will I be able to make the changes at home since I don't have Excel, just edit the XML files like always?
Yeap. I need to figure out a freeware way to use the editor. Hmm...
woodelf Apr 05, 2006, 10:00 AM Thanks. I'll edit that and the node resource.
talchas Apr 05, 2006, 03:21 PM Microsoft does have a (free) excel viewer, I don't know if it runs macros though. It would be possible to rewrite the export scripts in python and have it run in openoffice (but then those w/ just excel would whine and you might end up maintaining both).
Kael Apr 05, 2006, 04:01 PM There is an overlap error with the new fonts. Especially in the screen where you select a leader. Mouse over the leader to get their traits and you'll see what I mean.
Okay, I tracked this down. Its because we added 20 some new resources to the mod. The resource graphics are in the same file as the fonts and all of the new resources have messed up the fonts.
So I will need to go into that most unholy of places, the GameFont.tga file. Wish me luck.
woodelf Apr 05, 2006, 04:06 PM Good luck. I was just going to post that the civics screen is a bugger to comprehend now. The :) and :( and :health: icons are all missing. Wierd.
Kael Apr 05, 2006, 04:07 PM Good luck. I was just going to post that the civics screen is a bugger to comprehend now. The :) and :( and :health: icons are all missing. Wierd.
Yeah, thats the same problem.
talchas Apr 05, 2006, 04:19 PM Speaking of gamefont, is there a reason FFH still uses the old gold symbol that is identical to the commerce one?
Kael Apr 05, 2006, 05:07 PM Speaking of gamefont, is there a reason FFH still uses the old gold symbol that is identical to the commerce one?
Nope, good point. I'll update that while Im in there.
woodelf Apr 05, 2006, 05:09 PM Are Luchuirp and Amelanchier supposed to use the same flag? If it isn't identical it's so close I can't tell them apart.
Kael Apr 05, 2006, 09:08 PM Are Luchuirp and Amelanchier supposed to use the same flag? If it isn't identical it's so close I can't tell them apart.
Wasn't supposed to be but your right, they were. I fixed it.
woodelf Apr 06, 2006, 05:01 AM Wasn't supposed to be but your right, they were. I fixed it.
Thanks. It was confusing me since I am Luchuirp and was trying to use the other dude's units! ;)
loki1232 Apr 09, 2006, 04:29 PM A couple things:
1. I'd like mana nodes to be a little more plentiful. I couldn't find any near my stat place.
2. Apparently lightbringers don't count as military units. I think that all the religious ones don't. My only problem with this is that cities with only them get unhappiness.
3. All of the temple upgrades have the same pic: Michael Jackson.
4. Capria has some dialouge where she refers to herself as a man. Kinda wierd.
woodelf Apr 10, 2006, 05:51 AM Without reading through tons of threads can someone explain the Nodes to me? I know what they are and how to "work" them (now), but the tons of promotions, the actual use, ect are a mystery. The pedia on them needs work since I couldn't remember that they even needed an Adept to work them at first!
And if they can't be changed after being work then I agree with loki that we need more, more, more. :)
Also, what happens if your Adept that worked it dies? Do all Adepts built get the promotion? I think that's why I need info. Thanks.
Kael Apr 10, 2006, 05:59 AM A couple things:
1. I'd like mana nodes to be a little more plentiful. I couldn't find any near my stat place.
I increased the frequency for the next rev.
2. Apparently lightbringers don't count as military units. I think that all the religious ones don't. My only problem with this is that cities with only them get unhappiness.
This shouldn't be the case. I just checked and the lightbringer (and other religious units) should provide military happiness.
3. All of the temple upgrades have the same pic: Michael Jackson.
Thats just the placeholder art until I get something better.
4. Capria has some dialouge where she refers to herself as a man. Kinda wierd.
Hopefully that will be fixed when we get some leader specific dialog written.
Kael Apr 10, 2006, 06:08 AM Without reading through tons of threads can someone explain the Nodes to me? I know what they are and how to "work" them (now), but the tons of promotions, the actual use, ect are a mystery. The pedia on them needs work since I couldn't remember that they even needed an Adept to work them at first!
And if they can't be changed after being work then I agree with loki that we need more, more, more. :)
Also, what happens if your Adept that worked it dies? Do all Adepts built get the promotion? I think that's why I need info. Thanks.
When an adept is created he gets rank 1 in every mana resource his building city has access to. Since most of the palaces provide a mana resource adepts will start with at least 1 sphere based on their civ.
So the Calabim palace provides Body mana. Calabim Adepts will start with Body I. If they find a mana node and make it into death mana node their adepts will start with Body I and Death I.
Mana resources are resources like any other so we can add buildings, units, wonders, etc that require them.
woodelf Apr 10, 2006, 06:13 AM Thanks for the info.
Do Adepts gain xp just by terraforming? I think my Water Adept raised a level after turning 2 tiles from desert to plains. It was late so I may be mistaken.
It sounds like Adepts are worth building now!
Kael Apr 10, 2006, 06:29 AM Thanks for the info.
Do Adepts gain xp just by terraforming? I think my Water Adept raised a level after turning 2 tiles from desert to plains. It was late so I may be mistaken.
It sounds like Adepts are worth building now!
They dont get xp for terrafarming. Instead adepts and priests have a chance to gain an xp every turn. The chance gets lower as they gain levels and higher tier units have a better chance (and higher max) to gain xp.
Arcane civs have a higher max and better chance to gain xp. You can also adjust the chance in the editor.
woodelf Apr 10, 2006, 06:32 AM Ah, that clears it up. So in the next version Adepts will need levels to promote to other units? If I read that part correctly...
Chalid Apr 10, 2006, 07:41 AM I feel that terroforming floodplains is quite powerfull. You get a tile that gives 4 food, 1 production and 1 commerce without an improvement. Thats better than most food ressources!!
We could add another feature like the floodplain but toned down a bit. It should give only +2 food and is created out of floodplains on terraforming. terraforming floodplains then gives you as benefit one additional hammer (from the plains) so you result in 3 food, 1 production, 1 commerce.
woodelf Apr 10, 2006, 07:52 AM Do you still get the -1 health after terraforming that Chalid?
Chalid Apr 10, 2006, 10:06 AM jupp the health penalty is still active
loki1232 Apr 10, 2006, 10:18 AM jupp the health penalty is still active
This balances it out. Besides, floodplains don't start with production.
woodelf Apr 10, 2006, 10:25 AM Silly question: If you terraform do you lose improvements? Should you?
Kael Apr 10, 2006, 10:33 AM Silly question: If you terraform do you lose improvements? Should you?
You dont currently, we could certainly have it destory the improvement if you guys think that makes sense.
Chalid Apr 10, 2006, 10:38 AM This balances it out.
No i does't!
Besides, floodplains don't start with production.
Thats actual the point. After terraforming they give production + 4 food.
Standard food plains are (Desert (0f0p0c) + River (0f0p1c) + floodplains (3f0p0c -0.4 health) = 3f0p1c -0.4 health -> netto 2.6f0p1c
Thats well balanced. Now if you terraform them you get:
Plains (1f1p0c) + River (0f0p0c) + floodplains (3f0p0c -0.4health) = 4f1p1c -0.4 health -> netto 3.6f1p1c without any improvement!
That is quite unbalanced. Keep in mind a grassland wheat brings 5 food with farm and thats actual a ressource! You can have 5 or 10 Floodplains within one city.
Reducing the additional gain from floodplains on plain fields to just 2 - if we keep the health penaly is to be discussed - would really improve the balance.
Chalid Apr 10, 2006, 10:41 AM You dont currently, we could certainly have it destory the improvement if you guys think that makes sense.
I think it would make sense, but might hinder the AI. Nevertheless its at the moment only a problem for floosplains as there are seldom improvements on desert.
Kael Apr 10, 2006, 10:42 AM I think it would make sense, but might hinder the AI. Nevertheless its at the moment only a problem for floosplains as there are seldom improvements on desert.
Shoudl I just block positive terraforming on floodplains?
Chalid Apr 10, 2006, 10:50 AM As i mentiont if we could create a feature that gives +2 food -0.4 health instead of the +3 -0.4 health of foodplains it would be perfect. You afterwards you have a nice looking land and you have won 1 production by terraforming.
But blocking it would be an alternative, too.
loki1232 Apr 10, 2006, 10:55 AM No i does't!
Thats actual the point. After terraforming they give production + 4 food.
Standard food plains are (Desert (0f0p0c) + River (0f0p1c) + floodplains (3f0p0c -0.4 health) = 3f0p1c -0.4 health -> netto 2.6f0p1c
Thats well balanced. Now if you terraform them you get:
Plains (1f1p0c) + River (0f0p0c) + floodplains (3f0p0c -0.4health) = 4f1p1c -0.4 health -> netto 3.6f1p1c without any improvement!
That is quite unbalanced. Keep in mind a grassland wheat brings 5 food with farm and thats actual a ressource! You can have 5 or 10 Floodplains within one city.
Reducing the additional gain from floodplains on plain fields to just 2 - if we keep the health penaly is to be discussed - would really improve the balance.
Wait... By terraforming you mean improveing with a spell?
i thought you meant just building an improvement. Yeah, this is really unbalanced. But doesn't the flood plains bit go away once it is terraformed?
Chalid Apr 10, 2006, 11:03 AM Wait... By terraforming you mean improveing with a spell?
i thought you meant just building an improvement. Yeah, this is really unbalanced. But doesn't the flood plains bit go away once it is terraformed?
No they don't.. its quite impressive when you have 8 floodplain-plains with farms on them at your capital-GPFarm... and that was my problem. ;)
woodelf Apr 10, 2006, 11:06 AM I think it would make sense, but might hinder the AI. Nevertheless its at the moment only a problem for floosplains as there are seldom improvements on desert.
Incense, copper, and a few other resources pop up in the desert so there will be improvements. But I agree that floodplains are the major problem with the Adept casting his magic.
loki1232 Apr 10, 2006, 12:15 PM No they don't.. its quite impressive when you have 8 floodplain-plains with farms on them at your capital-GPFarm... and that was my problem. ;)
Yeah. I think the answer is to remove the floodplain overlay when you terraform.
Also, in my game I noticed that no one is seafaring anymore. I know you removed the trait, but my lanun weren't getting the bonus they should.
Kael Apr 10, 2006, 12:42 PM Yeah. I think the answer is to remove the floodplain overlay when you terraform.
Also, in my game I noticed that no one is seafaring anymore. I know you removed the trait, but my lanun weren't getting the bonus they should.
Your right, the seafaring trait wasn't linked correctly. Its fixed now.
loki1232 Apr 10, 2006, 02:37 PM About the religious units, they also are not produced with food when you have the conquest civic. I really think you should check that.
loki1232 Apr 10, 2006, 02:45 PM Can ships learn mobility? It seems like they can't.
Lunargent Apr 10, 2006, 05:01 PM Ships normally can't learn mobility. Instead, they are supposed to get the Navigation promotion, which does the same thing.
Kael Apr 11, 2006, 04:19 AM Ships normally can't learn mobility. Instead, they are supposed to get the Navigation promotion, which does the same thing.
Should I just consolidate these 2 to make it simplier?
woodelf Apr 11, 2006, 05:05 AM Should I just consolidate these 2 to make it simplier?
One vote for yes.
Chalid Apr 11, 2006, 05:30 AM One Vote for no.
I think its ok and Navigation actually has some preconditions. And of course we havent changed a lot for the ships so they are easy to understand for vanilla players as they are now ;)
loki1232 Apr 11, 2006, 04:36 PM Ships normally can't learn mobility. Instead, they are supposed to get the Navigation promotion, which does the same thing.
They can't get navigation either. Or maybe it was just my early ships. i was lanun if that helps any.
Lunargent Apr 11, 2006, 04:53 PM Should I just consolidate these 2 to make it simplier?
I say no, since the technology to make ships go faster is totally different.
woodelf Apr 14, 2006, 07:57 AM Should Adepts be able to "cast" and move in the same turn? I would think the task of converting desert to plains should use up at least their movement point.
Chalid Apr 14, 2006, 08:14 AM Yes they are allowed on purpose as otehrwise the AI would be mucht harder to code.
woodelf Apr 14, 2006, 08:19 AM Yes they are allowed on purpose as otehrwise the AI would be mucht harder to code.
Sounds good. Keep it Simple, good motto.
loki1232 May 21, 2006, 07:08 PM Well i've been playing and i love the early game barbs. Not only is it cool to be fighting orcs and goblins, but there are so many of them. I love the feeling that the barbarians are almost overwhelimng my empire.
Also, I think that awaken the ancients should be a second era tech so that when i start in the second eara it can still be founded and used. Not being able to use a religion really annoys me.
Kael May 22, 2006, 04:46 AM Well i've been playing and i love the early game barbs. Not only is it cool to be fighting orcs and goblins, but there are so many of them. I love the feeling that the barbarians are almost overwhelimng my empire.
Also, I think that awaken the ancients should be a second era tech so that when i start in the second eara it can still be founded and used. Not being able to use a religion really annoys me.
K, its a Classical Era tech now.
BeefontheBone May 22, 2006, 05:49 AM About the religious units, they also are not produced with food when you have the conquest civic. I really think you should check that.
Only military units are produced with food under Conquest; I'm sure it's deliberate.
upthorn May 24, 2006, 10:59 AM Should Adepts be able to "cast" and move in the same turn? I would think the task of converting desert to plains should use up at least their movement point.
Bah. If converting desert to plains used up movement points, it wouldn't be magic, now would it?
jimi12 May 25, 2006, 03:16 AM so i have a question. say i have 3 things of mind mana. i build an adept so he starts out with mind I. so does that mean if i upgrade him to a mage, will he have mind II? or as an archmage, mind III? or is it that mana only gives automatic promotions to built units and not upgraded units?
Kael May 25, 2006, 04:43 AM so i have a question. say i have 3 things of mind mana. i build an adept so he starts out with mind I. so does that mean if i upgrade him to a mage, will he have mind II? or as an archmage, mind III? or is it that mana only gives automatic promotions to built units and not upgraded units?
Right now it only grants Mind I. We have been talking about what the benifit of multiple nodes of the same mana type should be, right now there isn't much of one.
There is a bit of a technical dilemna involved, I cant apply the upgraded spell spheres early because then the adept will have the ability to cast the higher level spells. Likewise I dont want to grant them on upgrade as that will incent players to swap out all of their mana nodes before upgrading so they can get the maximum number of different nodes. And spells would become a lot more plentiful as your grown archmage collected all of the promotions hes gained over the years plus all of the mana nodes that you had diascovered since hes been created.
But we do need to have a benefit for multiple nodes of the same type, we just dont have it worked out yet.
Chalid May 25, 2006, 05:46 AM How about the following: When you Promote Spellcasters for Spheres where you have Mana they gain level/2*#Nodes XP for free. So having access to 4 Manas of one Kind basically allows you to Promote Freely in this Sphere.
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