Ngomele civilization, a modmodmod for Orbis

Do not worry, I try to make Occam's Razor my second name, so you can count on me pointing out redundant features.
And cutting them ;) I like to cut, leaping from tree to tree! As they float down the mighty rivers of British Columbia!

:crazyeye:
Right :lol:

The_Coyote did a Gnoll Warrior after I asked for it in the Unit Requests thread. I think it does look nice. I'll try to take some tutorials in order to modify it but it's a good start :)
 
Easy way to control your worldspell effect (possibly):

Python check runs after each combat to see if it should process this effect. First check is if the Gnolls are in the game, second check is to see if they have the Feat set for Worldspell has been Cast (same one that enables construction of Birthright regained). I don't know if anything else in Orbis uses it yet, but hijack the Scenario Counter to store the turn that the Worldspell was cast, and the third check in your python will compare the turn number stored there with the current turn number to see if you are within the "window" for the effect to be active.

Obviously this requires python run when the worldspell is cast to store the current turn number in the Scenario Counter. Alternatively, if the Scenario Counter isn't available, the Worldspell creates a Fort Commander type of unit in the capital who is assigned a duration equal to how long you want the effect to last. Then the python for your effect to happen just checks if this dude is alive or not.


Assuming all of the required tags are imported, you could also achieve this entire setup without having the python run for EVERY combat EVER to happen by linking a building in the capital to the timer (feat + Scenario Counter or Fort Commander type unit), then you set up an AutoAcquire/MustMaintain promotion which controls your postcombat effect that requires this building.
 
Hmm... So... I would have to check the reqs for the spell to be casted, then launch the PyResult which would activate the Feat and store the current turn into the ScenarioCounter; just using gc.getGame().setScenarioCounter(iCurrentTurn)? Or would I need anything else in order to use the scenario counter?

Then, in EventManager, in onCombatResult, I would check if the Gnolls are in game, if their Feat is activated and if iCurrentTurn - getScenarioCounter() < 30, for example, then if it is, run the code?

I get it. However, is there something I should now about the scenario counter? And about the feats? I saw that in FF you have a FeatInfos.xml but we don't have it in Orbis... would I need to add a feat for the Ngomele or the worldspell feat is tied to the player? Hm, now that I think about it, it is likely to be tied to a particular player.
 
Global spells all automatically set the feat for you, so you just need to worry about the Counter, and that should work how you wrote it.

The FeatInfo.xml in Fall Further is from an attempt to move Feats completely out of the DLL. Something went wrong though and I had to put them back, but we kept the file because by then we needed to associate text keys with the feats since some were prerequisites for promotions (actually I am not sure we actually use that anymore...)
 
Right :lol:

The_Coyote did a Gnoll Warrior after I asked for it in the Unit Requests thread. I think it does look nice. I'll try to take some tutorials in order to modify it but it's a good start :)

Looks good, but it might be a bit too tall... At least, I've always pictured gnolls as shorter. :lol:
 
Looks good, but it might be a bit too tall... At least, I've always pictured gnolls as shorter. :lol:
Yeah. In fact, I'll see them with wider shoulders, lower head and tougher body overall. Smaller, maybe not. They are, to me at least, big, strong beasts. But, for now, it's good to have this model :)

xienwolf: Thanks, I'll try that soon. So, you won't try to add feats in the XML in the future?
 
is this version a better match of your imagination?
 

Attachments

  • gnoll_fat.jpg
    gnoll_fat.jpg
    62.5 KB · Views: 112
  • gnoll_fat.zip
    gnoll_fat.zip
    21.5 KB · Views: 54
Yes, thanks! You're surprised me (again). I didn't expect it. Since you are here, would you mind get rid of their blue/grey hips and darken their fur? It would be especially darker on the neck and chest. A longer skirt/loincloth would be great too. If you think it's too much work, that's okay ;)

In fact, I think I could use both of them: the bigger one for the females (understand: most on the units) and the slimmer for the males. Of course, there would have to be a lot of modifications to do each unit... I won't try that until I have a beta version though.
 
at least played around a bit with the textures [couldn´t decide if red or grey clothes are better, so both are there, the one named wolf_alpha.dds is used]

btw, the pant was the mane of the wolf ...
 

Attachments

I like it. However, I don't know either which color pleases me the most... I think I'll go for grey. Well, no, both are great, I'll use them to differenciate my units. 2 models, 2 colors? 4 units! Yay! :)

Thanks a lot for your time, The_Coyote! :goodjob:
 
I might sit down to get it possible to add new Feats through XML only sometime, Pretty sure I figured out at one point what I had done wrong initially anyway. But it'll be a while till I do so, too many other things to work on, and making new feats easier to add isn't going to make the code much more robust, so isn't much of a priority.
 
Walter Hawkwood just released the last pack of his Kohan II imports series. I think I'll have some great use of most of those, if Ahwaric doesn't want to use them for anything else.

The world spell is working great! A bit too powerful so I'll adjust that. I think the damages depend on the unit winning the combat. The effects would certainly be devastating as it strikes anywhere on the world :p

I've planned three releases, mostly because I don't want to release a supposedly final version just to have a chunk of things to change. So, there will be a beta version, the Mvadang release, due for saturday 16 of this month. Wouldn't be included in it:
- The magic line, spells and all; I have a lot to do on this so it may not be done for the deadline (but it is, at least, partially done)
- The equipment system; again, need a lot of thoughts and work, and again, partially done
- The religion work; same reasons
- The graphics; I certainly won't be able to do this myself, so... not done at all (bar the models provided by The_Coyote :goodjob:)
- The texts; English not being my mother tongue, it's still a bit difficult to write lore texts but I'll do it eventually​
Please be aware that the date is still flexible. If I'm near the end of, say, the equipment system, I'll push the date a bit. Anyway, I would like the beta to be released this week-end. Hope I'll be able to :)
 
Well, well...

Beta still not ready. I had troubles to focus lately, hence the delay. I don't swear it will be released today but it will certainly be tomorrow, at least. Today at best, of course :)

I have decided to go all out and to add the spells in the beta. Much of their flavour and function is related to the arcane and disciple units so I thought it was ideal to add them for the beta, also because it's one thing that will need balance above all others. The problem is that I want to have a good chunk of spells for you to toy with in the beta... So it's taking a bit of time. Again, sorry folks.

However, I know for sure what won't be in this beta. The following list is nearly the same as the previous but is certain:
- The Equipment system
- Most of the graphics (even though I did add some buildings and many promotions/spells buttons)
- Most of the flavour text (I'll try to add the helps for the beta)
- The Religion work
- The unique Druid unit and its abilites
- The unique abilities of Banung
- Three events I plan to add, one tied to Banung&Nga, one tied to Equipment and one tied to Druid
- The modification of yields with buildings, definitely tricky to add

So, this means that there will be a lot of work to do after the beta!

But I shouldn't be posting here, I should certainly finish all this instead... :D
 
Hm. Well. Huh... Tomorrow. I won't be able to release the beta today. That's no big deal I think but I wanted to notice you (is there someone? I had little answers since my first post about the beta release... are you all waiting so eagerly? :p).

Most of my delay is caused by the spells. It's hard to create interesting spells that are not just the copy of preexisting ones. Finding buttons, writing python... And there is a lot of spells!

Anyway, I hope you won't mind to wait another day.
I think I won't talk about deadlines anymore :lol:
 
Don't really feel rushed or stressed out by deadlines. The important thing is to have fun and make the changes that you feel are right. Even if there are a few little things wrong it's just a Beta, I'm sure that whenever you release it people will enjoy your civ. Personally I know that I am looking forward to it.
 
:cry: even if you finish it tomorrow I wont be able to play for a while because i DON'T have my disc (I lent it to my Dad because I didn't think Ngomele would be out soon)
 
Here, uploaded my Orbis editor for Ahwaric.

I'm waiting to see how things go with the update before releasing the beta (which is still not ready anyway). If Ahwaric updates Orbis really quickly, I will wait until that to release the beta.

What the hell am I thinking? I forgot again to attach this damn file! :mad:
 

Attachments

Back
Top Bottom