MaxAstro
Spiral Knight
- Joined
- Dec 18, 2007
- Messages
- 645
Scene: Inside Max's Head
Max: *thinking* Man, the Mekara sure are a cool civ, flavor-wise.
Max: I really like their mechanics, too.
Max: It's too bad they feel real unpolished and have some serious bugs.
Max: I wish someone would come along and fix them up.
Max: Waitaminute.
Max: I know Code Fu!
...And thus this mod was born.
Requirements: This mod is based off of Final Fixes 0.3, and so requires that and everything it requires. Also, this is NOT a modular mod, because my module-fu is weak.
Disclaimer: This mod has not been heavily playtested. It will be, because I play the Mekara a lot, but currently there may be random, unknown bugs. Please let me know if you find any.
Max: *thinking* Man, the Mekara sure are a cool civ, flavor-wise.
Max: I really like their mechanics, too.
Max: It's too bad they feel real unpolished and have some serious bugs.
Max: I wish someone would come along and fix them up.
Max: Waitaminute.
Max: I know Code Fu!
...And thus this mod was born.
Requirements: This mod is based off of Final Fixes 0.3, and so requires that and everything it requires. Also, this is NOT a modular mod, because my module-fu is weak.
Spoiler Changelog! :
--Bugfixes--
*The various Create Sluga spells all required a Mage Guild; they now correctly require a Shaper Cabal instead
*Create Battle Sluga now properly requires the Alteration technology
*Previously, Jamal and Zaria were able to build Iram's unique units. They have been reprimanded, and promise to be good in the future.
*Commented out a bit of code in CvScreenInferface.py that was causing a python exception ("OnClose does not exist") every time a window closed. Note that I'm not sure if this code is used by anything, but since it doesn't seem to work anyway...
--Militia Changes--
*Militia got their bonus vs Warriors back.
*Militia Crossbowmen and Sharpshooters (especially Sharpshooters!) got nerfed because they were much stronger than the units they replaced.
*Added a new Mounted Militia replacement for the Horseman (and Iram has the Skirmisher, a Horse Archer replacement).
*Iram can now upgrade Militia units into their Iram-only counterparts; should make Aspirants a bit more useful.
*The Mekara can no longer build Chariots, Fletchers, or Stables.
--Slave Changes--
*No form of Sluga can be built (not even for Jamal); the Mekara should already have plenty of sources of Slaves.
*Captured Workers can be taken to a Slave Pit and turned into Slaves (because what else are they good for? ).
*Way of the Wicked enables a city spell that turns unhappy population into Slaves (the spell causes unhappiness, of course, but you can always turn those guys into Slaves, too...).
*The Ruthless trait was removed because it felt redundant with the Slaver promotion; said promotion had it's capture rate boosted to 30% in exchange.
--Leader Changes--
*Jamal and Iram are no longer barred from adopting a religion. I don't see any good reason to restrict the Mekara this way, and IMO there are too many agnostic civs as-is.
*Iram is now Charismatic/Industrious/Humanist, but Humanist no longer does anything except enable Aspirants, Custodians, Sharpshooters, and Skirmishers.
*Zaria is now an Emergent leader with Caretaker as her only trait. In addition to allowing the creation of Agents, Adjuncts, and Caretaker Matrons, this trait gives +6 health, double production speed of Infirmaries, and grants the Medic I promotion to all Recon and Commander units (including Battle Overseers).
--Misc Changes--
*Slave Hunters and Combat Overseers no longer have a chance of being vampires. If you want vampires, play as Zaria.
*Zaria's vampires can now Feast, just like Calabim vampires. However, the Lifedrinker promotion has been removed as a counterbalance.
*Removed the two free Familiars at game start, as they seemed overpowering.
*The various Create Sluga spells all required a Mage Guild; they now correctly require a Shaper Cabal instead
*Create Battle Sluga now properly requires the Alteration technology
*Previously, Jamal and Zaria were able to build Iram's unique units. They have been reprimanded, and promise to be good in the future.
*Commented out a bit of code in CvScreenInferface.py that was causing a python exception ("OnClose does not exist") every time a window closed. Note that I'm not sure if this code is used by anything, but since it doesn't seem to work anyway...
--Militia Changes--
*Militia got their bonus vs Warriors back.
*Militia Crossbowmen and Sharpshooters (especially Sharpshooters!) got nerfed because they were much stronger than the units they replaced.
*Added a new Mounted Militia replacement for the Horseman (and Iram has the Skirmisher, a Horse Archer replacement).
*Iram can now upgrade Militia units into their Iram-only counterparts; should make Aspirants a bit more useful.
*The Mekara can no longer build Chariots, Fletchers, or Stables.
--Slave Changes--
*No form of Sluga can be built (not even for Jamal); the Mekara should already have plenty of sources of Slaves.
*Captured Workers can be taken to a Slave Pit and turned into Slaves (because what else are they good for? ).
*Way of the Wicked enables a city spell that turns unhappy population into Slaves (the spell causes unhappiness, of course, but you can always turn those guys into Slaves, too...).
*The Ruthless trait was removed because it felt redundant with the Slaver promotion; said promotion had it's capture rate boosted to 30% in exchange.
--Leader Changes--
*Jamal and Iram are no longer barred from adopting a religion. I don't see any good reason to restrict the Mekara this way, and IMO there are too many agnostic civs as-is.
*Iram is now Charismatic/Industrious/Humanist, but Humanist no longer does anything except enable Aspirants, Custodians, Sharpshooters, and Skirmishers.
*Zaria is now an Emergent leader with Caretaker as her only trait. In addition to allowing the creation of Agents, Adjuncts, and Caretaker Matrons, this trait gives +6 health, double production speed of Infirmaries, and grants the Medic I promotion to all Recon and Commander units (including Battle Overseers).
--Misc Changes--
*Slave Hunters and Combat Overseers no longer have a chance of being vampires. If you want vampires, play as Zaria.
*Zaria's vampires can now Feast, just like Calabim vampires. However, the Lifedrinker promotion has been removed as a counterbalance.
*Removed the two free Familiars at game start, as they seemed overpowering.
Disclaimer: This mod has not been heavily playtested. It will be, because I play the Mekara a lot, but currently there may be random, unknown bugs. Please let me know if you find any.