31. Added the Psychopath event (Nikis-Knight).
I wonder how this is like. Is it for Perpentach (or Balseraphs) or is it like a citizen of your empire goes nuts and start to fire his crossbow around in school?
31. Added the Psychopath event (Nikis-Knight).
I wonder how this is like. Is it for Perpentach (or Balseraphs) or is it like a citizen of your empire goes nuts and start to fire his crossbow around in school?
4. Illusions cant be upgraded to golems/elementals/etc anymore.
Makes sense to me39. Old Fire Elemental graphic brought back, new fire elemental graphic is an infernal unit now.
29. All spells are now pre-qualified in the SDK to minimize python calls and improve performance.
i re-read the list and this scared me. will it make it harder for people to mod spells now? as it was, python was a pain, but now with SDK involved... im screwd
It means more XML fields to use the same kind of pre-reqs which the spells had frequently used in the Python scripting. Like specific Unit, Specific Civ...
I was pretty sure you wouldn't remove the ability to use python prereqs, but it nice that to have it confirmed.
What about base terrain prereqs? Wouldn't spells like Vitalize, Scorch, and Spring need tags for those too in order to not need python prereqs?
There should also be a iPlotCounterPrereq tag. (Sure, Sanctify would only need to know if it is > 0, but having more control is always nice.)
It may also be good to remove some SDK code that and use some of the tags instead. For instance, the bCasterNoDuration tag for summoning spells would make the block on summons summoning unneeded, and the terrain prereq tags could eliminate the need to check to see if it is a valid terrain
I'd still really prefer it if you changed the format to allow arbitrary numbers of each prereq, and alternate sets of prereqs for the same spell.
While I'm on the subject of unlikely spell system changes, I'd like to reiterate that you should really try to get targeted spells working through a SDK code similar to bombing/paradropping/air combat/ranged attacks, which the AI uses quite effectively. Targeting individual units may be hard (although very nice) but I don't think it would be all that hard to teach the AI to target tiles. I'd also really like spells to be able to pass lists of valid targets (probably one list of units and one of tiles, plus possibly also lists of players or cities) into the python results so we don't have to cycle though so many tiles and check so many units before doing something to them.
Yeah I looked through every spell in FfH and added an xml requirement for it if there wasnt one. For modders that means its easier to create spells. I added the following xml attributes for spells:
BuildingPrereq
BuildingClassOwnedPrereq
CorporationPrereq
FeatureOrPrereq1
FeatureOrPrereq2
ImprovementPrereq
PromotionInStackPrereq
bCasterMustBeAlive
bCasterNoDuration
bPrereqSlaveTrade
iCasterMinLevel
A modder can still create spells just using python prereqs and none of these requirements. But base FfH doesn't have any like that.
[Edit]DANG!! Wrong thread.
Oh well. At least I can now ask a question: Will this break saves??[Edit]