C2C: Promotions

@ls612

Some bugs ....

1. Pack Hunter I, II and III appear Pink even though I posted icon/buttons for them.

2. Rescue Dog is pink even though I posted icon/buttons for them.

3. There should be Rescue Dog I, II and III. But you only have 1. They come very late game so it should not be overpowered for the Medic line.
 
@ls612

Here are some more icon/buttons. They include Hunting Dog I, II and III. I also included a Canine unit class icon/button for that group.

EDIT: Looks like Pack Hunter and Rescue Dog Promotions got mixed up since both of their stats are combined into a weird new promotion. You probably have the same tag in one of the files.
 
That was the bug I fixed yesterday that promotions given by Python were not given as free promotions, which means that the combat mod now removes them unless they have unitCombat classes that match the units in question (those don't have any unitCombats).

However, the fix can't work for units that already had them and those still get stripped. It should work for all units created since the fix, but existing games are slightly screwed because of the combat mod promotion obsoleting code that is used to determine what should be removed and allowed to be retrained (see TB's post on the details of how that SHOULD work - current SVN matches that behavior, but only for units that were created after the fix).

@TB - maybe you should add a load-time check that flags all promotions the unit has 'inexplicably' (i.e. - that canKeepPromotion claims it shouldn't) as free. That would save old games...
This is what I meant by a one time blast to mark all current promos as free. I'm not sure how we should go about that though.

EDIT: Erased a bunch of meaningless discussion text as I noticed you already implemented this. You are one productive dude Koshling!

Is it intended that the martial arts promotions given by the Taoism religious buildings are only available if Taoism is not only present, but is also your state religion??

The combat mod changes are highlighting this, because they cause you to LOSE those promotions if you have them but Taoism is not your state religion (i.e. - you lose them when you switch out).

Now, there are two things here:
  1. Actively losing state-religion-prereq'd promotions when you switch out of that religion is a change caused by the combat mod, and I'm pretty sure it was what TB intended (but might not have been obvious to the other modders, or indeed players)
  2. It seems to me that the presence of the religion (as is implied by the buildings) in the constructing city ought to be good enough - not sure why they require it to be the state religion also - that's more one for the buildings' owner (DH??)

Edit - also why does PROMOTION_SPEED require PROMOTION_COMBAT4 or PROMOTION_FLANKING3 ? PROMOTION_SPEED is available to recon units - those don't seem very likely recipients of the prereqs do they?
Yeah, this is definately going to cause some interesting unintended side-effects due to those two issues and perhaps many more like them. When attempting to address these situations, we can either:
A) Adjust our prereqs on the promos to make them work in this new obsoleting environment.
OR
B) Adjust the filters so that it doesn't catch those things we don't want it to catch that it currently does catch.
OR
C) Design a game option that puts the choice between the two above options in the player's hands (if possible.)

And in some cases neither option is optimal since making changes either way can lead to other unforeseen issues with another promotion.

I think each case should be evaluated for correction here.

So right now we have the following:
1) Religious promotions obsoleting if you don't have that State Religion. There are a few KINDS of religions promotions though, those given for free by religious buildings and those available for selection when earning a promotion from leveling.

I've had some discussions here at the home about both kinds and I personally think we'd be cutting down on a number of possible exploit methods by making BOTH of the above types obsolete when changing your State Religion. Such would impede the will of a player to go religion hopping and thus acting less like a world leader with an opinion on religion and more like a strategy gamer looking for ways to get the best benefits.

However, I can see how this could only be one way of looking at it and it would be very easy to make this a Game Option for players - another one to add to the Combat Mod Bug page when I get that up and running. This won't be immediate though, since I've got some serious distractions to modding coming this week, so either I comment out the Religious Prereq check in canKeep for now or I leave it as is. So for now, I'm leaving it as is unless you guys let me know (before end of day tomorrow) you'd like it disabled until I can establish it as an option.


2)A number of building giving out free promos are granting those to units that don't normally qualify for them. I'm a bit surprised that those are getting removed though since the most intensive prereq conditions are disabled on canKeep (obsoletion) checks when it looks at a 'free promotion'. I'd probably have to look into these on a case by case basis.

But the one mentioned above, Speed, if free, should not be disqualified to keep on the basis of promotion prereqs not being in place on the unit. This suggests there's another factor disqualifying it.

Currently the canKeep routine only tags a FREE promotion as 'Obsolete' on a unit IF:
  • The promotion is obsoleted by a tech.
  • The unit has no primary unit combat class.
  • Is not available to any of that unit's combat classes (perhaps this is where Speed is being removed from mounted units getting it for free...)
  • If the promotion has a State Religion Prerequisite and the owner of the unit has not adopted that State Religion.
  • If the check should only be including an Affliction or Equipment and the promo happens to not be what the check is looking for.

Normal promos earned are additionally subject to checking against the normal prereq route in case they were based on a selection that has also become invalid and thus removed.

So the question on Speed becomes, should it be allowed to the Mounted Combat Class, which would also, by default make it an earnable selection when promoting? Or should we simply disable the check for combat class validity on free promos in the canKeep routine? This would certainly make for some potentially interesting less desirable side effects but could also clear up a lot of other issues that may be taking place here.
 
@ls612

Some bugs ....

1. Pack Hunter I, II and III appear Pink even though I posted icon/buttons for them.

2. Rescue Dog is pink even though I posted icon/buttons for them.

3. There should be Rescue Dog I, II and III. But you only have 1. They come very late game so it should not be overpowered for the Medic line.

2. How about I'll give Rescue Dog promotions +5% heal on same tile and -5% Combat Strength, then I'll think it's balanced.
 
Ref the Rogue: I lost the most important values which he starts with??

That's probably the thing I fixed yesterday, but the fix only works for newly built rogues, or for rogues in saves that had never run under a few interim versions of he combat mod. If it's still happening with NEWLY built rogues please let me know.
 
2)A number of building giving out free promos are granting those to units that don't normally qualify for them. I'm a bit surprised that those are getting removed though since the most intensive prereq conditions are disabled on canKeep (obsoletion) checks when it looks at a 'free promotion'. I'd probably have to look into these on a case by case basis.

But the one mentioned above, Speed, if free, should not be disqualified to keep on the basis of promotion prereqs not being in place on the unit. This suggests there's another factor disqualifying it.

I have a fix for this (it's just a bug with building-given promotions). I'll be pushing it to SVN later today.
 
That's probably the thing I fixed yesterday, but the fix only works for newly built rogues, or for rogues in saves that had never run under a few interim versions of he combat mod. If it's still happening with NEWLY built rogues please let me know.


nvrmnd
 
@Hydro:

Thanks for the buttons, they're now on the SVN. Also, just for reference the next thing I intend to do is make basic Weapon and Armor equipment, so if you have free time making buttons for those (I listed the ones I'll start with on the Units thread) would be appreciated. Thanks. :goodjob:
 
@Thunderbrd and Koshling about religion promotions; these were introduced by Zappara and AAranda back in RoM, yes pre RoM-AND. From what I remember the idea was that some are religion specific. In particular the ones with the religion symbol. The others were provided by the building and should be active even if the religion was not your state religion because most buildings that give such promotions require the religion as the state religion to build. Once built then that promotion is part of the tradition of that town.

So

1) Religious promotions which have the religion symbol in their icon require the religion to be the state religion.

2) Others don't.
 
@Hydro:

Thanks for the buttons, they're now on the SVN. Also, just for reference the next thing I intend to do is make basic Weapon and Armor equipment, so if you have free time making buttons for those (I listed the ones I'll start with on the Units thread) would be appreciated. Thanks. :goodjob:

It might be a bit until I can get to those. I still have to go over more of Praetyre's building changes.
 
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