The spirit should be able to enter rival territory, but the Summon Form or whatever the recall spell is should not be castable. I don't know if that's possible to do without making it uncastable even when at war, or with open borders.
Traceback (most recent call last):
File "CvGameInterface", line 146, in canTrain
File "CvGameUtils", line 1012, in canTrain
NameError: global name 'Civ' is not defined
ERR: Python function canTrain failed, module CvGameInterface
Traceback (most recent call last):
File "CvGameInterface", line 146, in canTrain
File "CvGameUtils", line 1012, in canTrain
NameError: global name 'Civ' is not defined
ERR: Python function canTrain failed, module CvGameInterface
Traceback (most recent call last):
File "CvGameInterface", line 146, in canTrain
File "CvGameUtils", line 1012, in canTrain
Bug report: In my game, AI Myu started without Settlers, also every turn I get a lot of py exceptions, like this:
Code:Traceback (most recent call last): File "CvGameInterface", line 146, in canTrain File "CvGameUtils", line 1012, in canTrain NameError: global name 'Civ' is not defined ERR: Python function canTrain failed, module CvGameInterface Traceback (most recent call last): File "CvGameInterface", line 146, in canTrain File "CvGameUtils", line 1012, in canTrain NameError: global name 'Civ' is not defined ERR: Python function canTrain failed, module CvGameInterface Traceback (most recent call last): File "CvGameInterface", line 146, in canTrain File "CvGameUtils", line 1012, in canTrain
Dunno if it is caused by your mod or not, since I have many others enabled.
Sjru - I think Calavente hit the nail on the head with the no Settler thing. Unless you weren't playing with Wild Mana on?
If you let me know which mods you're playing with, I can test out the python error thing. The flavour start thing should only make a difference if you copied it in wrong. If you copied it to the right place, it should work fine if Myu are in the game and should be ignored it they aren't. If it's wrong, then it should throw a python exception in GetCivFlavourData, not in anything else. And shouldn't effect what units they start with.
Deflect Arrows
Requires Mind 1, Air 1, Psionic
Gives all units in the stack Deflect Arrows (+40% vs. Archers - same as Cover I). As far as persistance, it works the same as haste, in that you must have a caster capable of casting it in the stack for it to stick around.
This is meant to be somewhat balanced with Enchanted Blade. On the one hand, it gives a promotion equal to one regular promotion (same as Cover I, just as Enchanted Blade is the saem as Combat I). However, it gives to all units in the stack instead of just Melee, so it's a little stronger. I think this is balanced okay because it requires 2 spell spheres. It's meant to be somewhat offensive in nature, giving you a better chance to attack a city defended by high defense archers.
Mental Barrier
Requires Mind 2, Air 2, Psionic
Gives all units in the stack a +1 defense bonus. This is stackable, but the caster must maintain it. While maintaining it, the caster cannot cast other spells. (Basically, it gives the caster a promotion that blocks casting, and allows the use of an ability that cancels the maintaining promotion. A unit with the Mental Barrier promotion recalculates the bonus at the beginning of the turn, based on how many units in the stack are maintaining the barrier. If a unit moves off the square it will keep the bonus, but any caster that cancels his concentration will cause all of your units to recalculate immediately.)
I definitely see the potential for this to be overpowered. Early game, you will only be able to get this with a Kineticist (Archer UU) of level 7 or higher. Getting a unit to level 7 and then tying up his casting on a purely defensive promotion seems like a decent balance, though getting a bunch of them would give you a lot of defense. Late game, your Crossbowman and Arquebuses will be able to get this promotion by level 4, and your Mages by level 7, so there is the potential to have a lot of units with Mind 2 / Air 2, making your cities nigh unassailable. Is this too strong?
If it didn't stack with Cover I, then I'm not sure there's any point to it at all. Not that that's possible anyway. Promotions don't have a way to specify that they "don't stack". So it would have to *give* the unit Cover I, which would interact weird with prereqs for Cover II if the unit only had the prereq temporarily. Or it would have to block Cover I, but that would also block Cover II because of the prereq... Aside from how possible it may be, I don't see the point. Even a unit with Cover II *and* Deflect Arrows has +120% vs. Archers, using up two promotions and having at least one unit with Mind 1/Air 1 on its tile. A Longbowman in a hill city with walls and +25% fort gets +125% defense without using any promotions (edit: and not counting city defenses), plus ranged attack (which makes attacking with anything that only moves 1 square a lot harder). Not to mention the defensive strikes if there are a bunch of them there.It's okay for me, but perhaps, you could make it so it doesn't stack with Cover I, (Purely a balance thing, so a Champion with Cover I or II and Deflect arrow doesn't have an assured win against an Walled Longbowman with +25% fort)
I was thinking about capping it, but I'm not sure I want to do that, nor am I sure that there's an easy way to do so. But it is certainly possible to give, say, a percent bonus to defense. The problem is, early game +20% defense is worth about .60 (or .80 for a Kineticist (which has only 3/4) or Axeman). But late game +20% defense is easily worth more than +1 defense... The more I think about it, I'm not that sure that the +1 defense is that overpowered, but I'll definitely have to keep an eye on it. Of course there's the way that +n and +n% combat synergize, but the Myu have a hard time finding room for combat promotions anyway.Indeed, it's strong. You could make it to cap when you reach certain defense, or that the spell only affect units with weak defense (Such as mages, or already weakened units).
Also, getting an archer with level 7 or higher early game, although hard for the human, is almost unachievable for the AI. So it basically would benefit much more the human, (Which can easily exploit that promo).
And unrelated to this: Since this is a civ with a lot of knowledge of mind and psionic, perhaps, you could add an unique "Dominate" ability or some sort of that, which could replace mind III (Domination), in a more unique way...
Argh - that is a problem, and I don't see an easy fix. Other than reducing his command limit to 0 so he can *only* command dominated units. Which would reduce a little of his flavor, but probably wouldn't affect him all that much in the long run... The other option is perhaps increasing his command limit by the number of units he has dominated... if that's possible.[*]Tleading 3 units doesn't stop you from casting domination, but dominated units count against the command limit,
I'm could've sworn that fireballs did get Empower and Mobility promotions. Not being immune to fear is definitely an oversight. Not sure either way about the XP... I'll look into it.IIRC fireballs don't act as actual summons, they don't get promotions from their caster and they don't give him experience. I naturally assumed Shooting Stones were the same but apparently they are not. I would be fine with them getting Empower and Mobility promotions and it would make sense for the caster to gain some experience - in fact I like it better this way - but no matter how big it's teeth are, I have a hard time imagining why my Shooting Stones should be afraid of attacking attacking Achaeron xD.
The intention is for this to be balanced by them having a hard time with assault. But also, I might increase the cost of the Arcane units. Of course, if you already think they have potent defenders, that doesn't bode well for the Mental Barrier spell (see above). But then again, it does require delving into a different mana type, and level 7 Archer UU or Mage UU who then has his casting tied up...[*]The Myu have are very powerful early-midgame army. Your starting mana means that pretty much every Medium will start with Earth 1/Force 1/Mind 1 (free Mind 1 + 1 free promotion +2 xp) and even a single Soldier of Kilmorph makes a potent defender if he's fortified in a Wall of Stones city and backed up by the combination of ranged attacks and Shooting Stones.
Mind 1/Earth 1 is amazing for one Warrior per city, though. =)[*]Overall the Myu feel like a well designed builder civilization with a clear focus on arcane units. If you want to move the focus more towards melee units I recommend giving them more synergy with the special psyonic spells and a free Mind I so they don't have to use 2 promotions to get Shooting Stones. (Mind 1 and Earth 1 are mostly useless for melee units anyway if you got enough Mediums around.)
Yeah, I suspected that might be too much. I could make him not start with Mind 3, but he's still a very early Channeling III hero, and his low strength doesn't really balance him.[*]Master Zhao is currently by far the earliest Channeling III hero. Much earlier than Arcane Lore or Fanaticism. Moreover he starts with one of the most powerful tier 3 spells, the only mechanism in the game which can give you control over other civilizations' heroes. I recommend you move him to Sorcery which is still early but much later than Alteration.
It does block weapons (or it's certainly supposed to), but doesn't overwrite them. Which may be a problem. Honestly, dominated units shouldn't be getting psionic in the first place, so I should probably just figure out how to block that from happening.[*]You should probably make the Psionic promotion block weapons, the way it is now it is balanced for your UU units but your dominated units can get Iron Weapons, psyonic spells and Crystal Blades (haven't checked that one, but should be possible).
Yeah, you're probably right.[*]I think 13 ranged strength, uncapped, range 2 is a bit to much for a lvl 3 crystal guardian, especially since you will have a lot of them if your running RoK, perhaps you should reduce their base ranged strength a bit.
Argh - that is a problem, and I don't see an easy fix. Other than reducing his command limit to 0 so he can *only* command dominated units. Which would reduce a little of his flavor, but probably wouldn't affect him all that much in the long run... The other option is perhaps increasing his command limit by the number of units he has dominated... if that's possible.
I'm could've sworn that fireballs did get Empower and Mobility promotions. Not being immune to fear is definitely an oversight. Not sure either way about the XP... I'll look into it.
That would mean that every Dominated unit gives the ability to Dominate another unit...
I think the right way to solve the problem is to change Dominate. For instance, have Dominated units get a promotion that in turn give the master a +1 command limit promotion. Then have Dominate disallow casting if the caster has three or more of the master promotion and make Dominated units automatically break free if they get out of the masters command range.
Fireballs do get Mobility and Empower. Not sure about the xp...
Not true at all actually, Odalrick. Dominate's prereq checks the number of forced minions (else you wouldn't be able to dominate when you have 3 minions ), so granting a command slot for each works perfectly fine.
Question is, how to remove that promo if they revert back to their original owner... or if it's even possible for them to go back (Dispel?).
Are you sure? I thought it checked how many minions over the command limit there was and it it was three or more, disallowed casting.
Looks like it keeps the number of dominated units in a completely different variable that is accessed with getNumForcedMinions. So, Domination counts against your command limit, but doesn't check it.
Question: Are Dominated minions really supposed to get free promotions from your civ/leader traits? It seems like they should just be copied over with whatever promotions they already had, but it seems like the code goes out of its way to give them your free promotions. I guess the only way to block it is to check for specific promotions before converting (Psionic, Channeling, maybe Dwarven?), then if they didn't have those to begin with, remove them after converting. And then also give them a "Dominated" promotion that increases their commander's Command Limit by 1. Question is, how to remove that promo if they revert back to their original owner... or if it's even possible for them to go back (Dispel?).