Platyping's Promotions and Traits

Python Promotions I

Bloodlust
Spoiler :

Blood Pact
Spoiler :

Cleave
Spoiler :

Despair + Retribution
Spoiler :


Destiny
Spoiler :

Diplomat
Spoiler :

Divine Shield
Spoiler :

Fear
Spoiler :

Firestorm
Spoiler :

Frenzy
Spoiler :

Giant Slayer
Spoiler :

Gifted
Spoiler :

Heal
Spoiler :

Heroic
Spoiler :

Inspiration
Spoiler :

Last Wish
Spoiler :

Raider
Spoiler :

Rally
Spoiler :

Rampage
Spoiler :

Rebirth Flames
Spoiler :

Reconnaissance
Spoiler :

Siege Breaker
Spoiler :

Spoils of War
Spoiler :

Toxic Cloud
Spoiler :

Triumph
Spoiler :

Unstoppable
Spoiler :
 
Artifacts

Artifacts are randomly obtained during land combats. Veterans have higher chance of obtaining artifacts. There is only one of each kind. When a unit with an artifact is defeated in combat, the artifact is passed on to the victor. However, if the unit died due to other reasons such as nukes, the artifact is lost forever.



Aegis
Spoiler :

Book of Thoth
Spoiler :

Cap of Invisibility
Spoiler :

Cornucopia
Spoiler :

Cup of Jamshid
Spoiler :

Elixir of Life
Spoiler :

Excalibur
Spoiler :

Gan Jiang and Mo Ye
Spoiler :

Gungnir
Spoiler :

Heaven's Will
Spoiler :

Jingu Bang
Spoiler :

Kusanagi
Spoiler :

Mjollnir
Spoiler :

Skofnung
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Sudarshana Chakra
Spoiler :

Talaria
Spoiler :
 
For Reconnaissance,

How about restricting these to recon units and naval units?

Instead of doing the +1 visibility bonus, how about simply a function where they open the area around them similar to the "Plane Recon" missions? When planes do the recon mission, hills and forests do not seem to apply and can open an area.

This would make sense since recon units can't really do recon especially in the late stages of the game.

Another possibility, for a stationary recon units, allow the continuous "recon" as long as they stay in one tile. The longer they stay, the more area they can open up?

I tend to use recon units as border watchers in the early game for those barbarian units. I normally have to use hills to see distances, but with this, I can see them from any square and can keep another unit to guard them or to intercept incoming invaders.

Just some thoughts.
 
Hmm, have to check with The_J how is it done to add extra buttons :D
But one problem I can forsee is, the "Recon" mission button may be lost after upgrade, Scout to Explorer, galleon to transport

Next problem, the hills and forests will still apply.
Because, the code I use for this current one is literally, perform the Plane Recon mission.
Initially, what I did was create a plane(fighter, bomber etc) on the spot, perform the recon mission and delete the plane.
The area open up just that fog of war applies.
So I did some tests and realise, even in vanilla BTS, after you did a recon mission, if you delete the plane, you lose the vision.
So now, currently it is the unit itself that is doing the "Plane Recon" mission, except if it is done by land units, vision is blocked by forests and hills.
If it is done by naval units, vision is still blocked by forests and hills, but whatever, naval units should be scouting the ocean anyway.

Thus, even if I manage to add the recon mission to the unit, it will still suffer from hills and forests, because currently that is what the unit is already doing.

For stationary ones, that is possible, except require tedious turn checks.
1) Every turn, loop through every single unit of each player.
2) If it has recon promotion, do recon.

As for longer they stay more area, not possible via python.

Some of them may be done better in SDK
 
PM would not have been necessary ^^.

mmhh...this could be done via either a Python button (there's a tutorial), or it might be possible to enable that button via a bit hacking in the same code area...but not sure about that. Might also be visually very ulgy, if that worked as intended :hmm:.

Since the AI would not be able to use it, I'd rather agree on the conclusion that SDK is the better way to go.
But if you really want to do it, I'd then rather suggest that you store the unit and player IDs in a global list or so, and cycle through this list every turn. That will sure be faster than every unit by every player every turn.
 
Reconnaissance:
Made it available to the land ones as well (Those who can get Sentry)

Regeneration Promotion
Spoiler :


Nothing special, just a less fantasy style of Leech promotion.
Thus naturally, only one goes into Promotion Pack


Seeing that there are actually people who play Gigapack as a mod itself, currently I am merging Gigapack, Traits and Promos all into Terapack.

Terapack preview:

Removed 60 wonders and 14 projects => Left 140 wonders and 35 projects.
Those that got removed:
1) Callbacks. (Tetrapack only requires 2 callbacks)
2) Effects similar to some promotions. Promotions kept instead, less space, and more can have fun
3) Tedious Checks aka turn checks
4) Less famous ones
5) National Wonders, some are merged to become World Wonder. Since there is a NW limit per city, for the sake of AI, removed some.
More may get killed, now pretty much testing to see how it goes. If performance is ok in late game, they stay :D
Else, probably kill another 10 or 20 more

List Killed
Spoiler :

1) Walls of Babylon
2) Tianning Temple
3) Kuwait Towers
4) Fort Knox
5) Grand Theatre
6) Great Bath
7) Tlaloc Shrine
8) Meteora
9) National Insurance
10) Topkapi Palace
11) Tomb of the Unknowns
12) Borgund Stave Church
13) Banaue Rice Terraces
14) Big Banana
15) Prague Castle
16) Hibernia Platform
17) Fisherman Wharf
18) Assembly of Experts
19) Ferrari World
20) JS Bach's Cathedral
21) Central Bank
22) Tokyo National Museum
23) Russo-Chinese Bank
24) Hoover Dam
25) Vijay Stambha
26) Itsukushima Shrine
27) Leshan Giant Buddha
28) Al Khazneh
29) Mont Saint Michel
30) National Aquatics Center
31) Momine Khatun
32) Hubble Space Telescope
33) Floralis Generica
34) Serpent Mound
35) Shimabara Castle
36) Kamakhya Temple
37) Laxminarayan Temple
38) Willis Tower
39) Temple of the Inscriptions
40) Naqsh e Rustam
41) Tumen Amugulang
42) Buckingham Palace
43) Trade Fair of Troyes
44) Azadi Tower
45) Grand Canal
46) Zizkov Television Tower
47) The Nekormanteion
48) Potala Palace
49) Federal Reserves
50) Boudhanath
51) Pyramid of the Sun
52) Singapore Flyer
53) Carhenge
54) Tomb of Cyrus
55) Tower of London
56) Ulugh Beg Observatory
57) Peterhof Palace
58) Great Granary
59) Osaka Science Museum
60) Imam Reza Shrine

1) Columbus' Discoveries
2) Thirty-Six Stratagems
3) Guiness World Record
4) Olympic Games
5) Ultra
6) Encyclopedia
7) Dissolution of Monasteries
8) Magnum Opus
9) Window of the World
10) Golden Bull
11) Mount Everest Expedition
12) Theory of Everything
13) Mandate of Heaven
14) Independence Day


Traits:
Only the 11 BTS traits
Industrious may get a nerf, since there are 100+ additional wonders, indirectly boosting it

Promotions:
Instant Heal is definitely out :D

Should be better performance than Gigapack, with the removal of most of those requiring callbacks and checks
 
Set it as a base for my own personal mod :D
Combined some works together so the numbers get less and less :D

Example:
Spoiler :



Quality > Quantity, don't need too many in own mod.
Currently got rid of 80 wonders and 23 projects.
Only callback activated is cannotConstruct
So far so good, no bugs
 
Unstoppable
Spoiler :


A different type of blitz.
When combat is won with > 90% str left, unit restores 1 movement and is allowed to attack again.
Looks familiar to an old one by tsentom1, but this only takes effect when the unit is really strong enough to win with little damage taken


Reconnaisance
Now requires Sentry, typo error

Promotion Pack
Now combat promotions only take effect when winner and loser domain same.
Taken Air Combat Class out from Retribution, Giant Slayer, Frenzy, Gifted, Curse.
Air Combats do not trigger onCombatResults
Lazy to update for standalones.
 


As standalone promotion, that will be Divine Shield above
 
Changes:

Unstoppable:
New:
Spoiler :

Increased requirement to activate only when at full str.
Gave it 10% STR to make it still a reasonable choice.

Giant Slayer:
Old:
Receives 25% XP from Defeated Unit 3 Levels Higher
New:
Spoiler :

For the sake of AI, the old benefit won't be easily understood, the new one is more of an achievement

Cleave:
Old:
Receives Deals 15% Damage to Top Units in adjacent Plots
New:
Spoiler :

Easier to implement, less loops

Raider + Scavenger:
Merged into one Promotion instead of 2 Separate ones
Spoiler :


Curse:
Renamed and new Button to make way for the new one from New Project, Curse of Pharaoh
Retribution Promotion adjusted to fit this change as well
Spoiler :


Banshee Cry:
Standalone Version of Curse Promotion from New Project
Spoiler :



PromoPack and TeraPack updated
 
Talented Trendy Tasty TraitPack - These look pretty cool!

I'm redoing the C2C traits at the moment and some of your unique trait features are making me envious :)
These look awesome - free great scientist per era, 1 free engineer per wonder built, cities start with 2 pop, heals units 30% around conquered cities, +5 :food: per city during golden age, just to name a few!
 
Thanks, just don't use Invasive Trait at the moment.
That one uses CyInterface().getHeadSelectedUnit() code which causes OOS errors.

Which surprises me, there are many mods out there which use Settlers, Pioneers and Colonists which add more buildings and Population when building cities.
All of them make use of this code if I remembered.
Doesn't that cause OOS for you guys?

There is one rare bug with Scientific Trait which I cannot be bothered to fix though.
For vanilla BTS, you can advance to Medieval Era directly from Ancient Era, without researching a single Tech in Classical Era.
It will be counted as just one Era Advance.
Too rare to occur, cannot be bother to type extra codes just for that.

Bug Fix:
Agricultural Trait

Standalone: Codes in onCityBuilt and onCityAcquired, values were still 8 rather than 5
TraitPack: Those codes were totally missing
 
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