RifE 1.20 Download and Changelog

Woah, when did this happen? One of those ninja features added in a patch long ago? If only all the religions had interesting and useful economic benefits like this. Hmm... :mischief:

Last version. ;)

Yeah I wish my FoL priests could build cottages in forests :D.

I've been thinking of an improvement similar to the Yaranga for forests. Able to spread Deer, Pig, Rice, few others... Gives a bit of :commerce:.

*imagines Jotnar with Dwarven Mines* HOLY :):):):)! *goes to play a game as Hephaestus* :D

Hehe. They can get an extra in their workable radius if you plan correctly.
 
I turned animal invasion off...why are there flying griffon stacks of doom with 18str and combat V...? I can't even step out of my borders...8 hunters tried to take one down..not even a scratch. :)
 
If Wilderness is dangerous, stay indoor and build monuments... :p
 
I turned animal invasion off...why are there flying griffon stacks of doom with 18str and combat V...? I can't even step out of my borders...8 hunters tried to take one down..not even a scratch. :)

same happened to me at turn 65 so i had nothing but warriors, and unfortunately i had animal invasion on
 
I turned animal invasion off...why are there flying griffon stacks of doom with 18str and combat V...? I can't even step out of my borders...8 hunters tried to take one down..not even a scratch. :)

It's a bug. Griffin Weyrs are spawning currently, even though they shouldn't.
 
Valk, where is the updated source code? The one from the Hotfix?
 
Is it intended that STR 8 Animals (Scorpion & Ice Drake) apear at around turn 50 in a Epic game?

Worse are strength 12 invisible Sabretooth Tigers with Marksmen ability appearing the same time. Add to this the early Minotaurs, Worgs and Cyclops and you can get hammered very early at Epic speed.

The animals are being re-worked according to the developers, but no word yet on whether or not game speed will be factored it.

For now, I've dialed back to Normal speed so I have a better chance with not so many turns building defenders.
 
Alright, as some of you may or may not be aware I've been working on a small project I titled "Workers Paradise". Mostly because Grey Fox's new avatar entertained me, and it fit the project. :lol:

What is this "Workers Paradise" crap and why should you care? Basically, we can now add buildorders via promotion. Most unique Workers will be removed, as will the ability to convert captured workers... The civ-specific build orders will be done via autoacquire promotion, so all captured workers/slaves will gain the build order automatically. On top of that, we can now expand the worker promotion system. The only promotion I'm absolutely sure on atm is the ability to build a Castle directly after the unit has taken Defense Specialist, which will require one of the +Defense worker promotions as well as level 4.

Expect other promotions as well, but I'm not set on specifics yet and wouldn't give any more out anyway. :lol:
 
As promised, I'm posting screenshots now that I've finished the display code. ;)

Spoiler Pedia Display :
Standard display here. If there are more than one builds enabled (shouldn't be unless it's a civ-specific one for a civ with multiple unique builds, like the Malakim), it will display an 'and' in between each new build.
Civ4ScreenShot0036.jpg

Spoiler Before promotion :
I went ahead and made 'Fortification Expert' require Hardy 3, as shown in the last pic. This was taken just before the promotion was taken... As you can see, there's only one fort build order.
Civ4ScreenShot0037.jpg

Spoiler Post Promotion :
After taking the promotion, we have a new fort button. The popup in the lower left is the mouse over, showing it's different. ;) Will change the button to the castle icon.
Civ4ScreenShot0038.jpg

Spoiler Build Complete! :
And here we have the completed build. ;)
Civ4ScreenShot0039.jpg


For any modders interested in merging this, I've attached the few files modified to the post. No new textkeys are used, so aside from the schema it is entirely DLL... For the schema, you want the following entry:

Code:
	<ElementType name="PromotionBuilds" content="eltOnly">
		<element type="PromotionBuild" minOccurs="0" maxOccurs="*"/>
	</ElementType>
	<ElementType name="PromotionBuild" content="textOnly"/>

It's used as following:

Code:
<PromotionBuilds>
    <PromotionBuild>BUILD_X</PromotionBuild>
</PromotionBuilds>
 

Attachments


Would it perhaps be a good idea to add a field blocking build orders as well (so that you could, for instance, make one build order 'replace' an old one; for civ-specific replacements of default improvements etc...)?

Then again, I suppose one could move the default ones over to promotions, and then replace those instead.
 
Would it perhaps be a good idea to add a field blocking build orders as well (so that you could, for instance, make one build order 'replace' an old one; for civ-specific replacements of default improvements etc...)?

Then again, I suppose one could move the default ones over to promotions, and then replace those instead.

If promotions replace classic build orders, it should be fairly easy to do so with promotions (which can already block/overrite/evolve with duration/...)
 
If promotions replace classic build orders, it should be fairly easy to do so with promotions (which can already block/overrite/evolve with duration/...)

Yes, that is pretty much what I said. :)

Then again, I suppose one could move the default ones over to promotions, and then replace those instead.
 
Would it perhaps be a good idea to add a field blocking build orders as well (so that you could, for instance, make one build order 'replace' an old one; for civ-specific replacements of default improvements etc...)?

Then again, I suppose one could move the default ones over to promotions, and then replace those instead.

Actually, I'm already planning to clone the 'PromotionBuilds' tag into a 'PromotionCannotBuild' tag. Or 'PromotionBlockedBuild'. Not sure which... :lol:

Gives fine control over what is enabled and what is removed. Could for instance have a specialized village builder, who is no longer able to build farms. :p
 
Actually, I'm already planning to clone the 'PromotionBuilds' tag into a 'PromotionCannotBuild' tag. Or 'PromotionBlockedBuild'. Not sure which... :lol:

I have to ask, what will take precedence? Id est if a unit is both forbidden and allowed to build Cottages, what will happen?
 
The way the code works is we have a bool, bValid. If the unit does NOT have a build order natively, it is set to false. Then we check promotions; If it has a PromotionBuild, it's set to true. At the end of the loop, we check for PromotionCannotBuild... If it matches, it's set to false.

So you could have a unit unable to build cottages, gain a promotion enabling cottages, and then a promotion blocking cottages... And he will be unable to build cottages, because it is the FINAL state of that bool that is important.

PromotionCannotBuilds is finished, by the way. ;)
 
So, I lied before. PromotionCannotBuild wasn't done, as it didn't work. :lol: Mostly because the loop over promotions only occured if the unit did not have the build order naturally... Saved loops on workers. Which meant that if the unit already had, say, a Farm, removing that build order would do nothing as the code wasn't run. Fixed it, obviously... Quick fix when I realized what was wrong, but I want to store the data to the unit to prevent having lots of loops.

Some screenshots:

Spoiler Pedia :
Set Fortification Expert to block farms (testing only, don't worry. :p)
Civ4ScreenShot0040.jpg

Spoiler Before :
As you can see, I can build a farm here...
Civ4ScreenShot0042.jpg

Spoiler After :
And now I can't. ;)
Civ4ScreenShot0043.jpg
 
Cool ideas/ progress.
 
Alright, went through and modified the way the code is run... In order to check for a PromotionBuild, or PromotionCannotBuild, I have to loop over all promotions, see if the unit has the promotion, and then see if it has a Build. To keep from using up resources, I've added a new tag to units (cannot be set in xml, DLL only) with the creative name "PromotionBuild". This starts at 0, and while 0 the loop does not occur; If any promotion with either PromotionBuild tag is gained, however, it's set to 1 and the loop runs.

Basically, I made it run only when necessary so it won't use up resources. ;)
 
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