Avahz Darkwood
Emperor
So will the AI be willing to make mages and archmages now or is that still limited to players only?
(yah angels can now use weapons =)
(yah angels can now use weapons =)
Someone mentioned the Kuriotates above. Flavorwise, Tolerant seems like a trait Cardith Lorda absolutely has to have, even though he's unlikely to be able to make much use of it.
...will Perpentech and/or the Adaptive trait ever be allowed to be tolerant? And if so, what happens should the trait change?
I take it this stops units from purchasing any usually-unpurchasable promotion which it normally stars with?4. Illusions cant be upgraded to golems/elementals/etc anymore.
Can these stack now? I hope so. Ideally I'd like unhappy citizens handled just like specialists so you could edit a lot of things. (For example, they could generate GPP for a great person type that you would not want to get.)7. Unhappy production is now calculated correctly from Governors Manors and the Pillar of Chains (fixed by Sto!).
Care to Share any more details?1. Added the Jungle Altar, Necrototem and Warning Post improvements (for scenarios).
I don't like this. The Elohim are already too good as a militant civ, and this would only encourage more conquests. I don't see the Elohim as being tolerant enough of other cultures to build Vampires, Pyre Zombies, or any Infernal units either.2. Added the Tolerant trait (captured cities maintain their ethnicity for build orders).
Awesome. I expect to use these quite a bit.3. Improvements and Features can trigger a python script when a unit moves onto the tile.
4. Improvements can trigger a python script when a unit is one tile away.
Well, I never used this one anyway.10. Removed the Serfdom civic.
Any details?11. Added the TumTum unit (barbarian hero).
How does this differ from a normal Pagan Temple?12. Added the Desert Shrine building (Malakim UB, replaces the Pagan Temple, loki).
Why remove these?20. Removed the Gypsy Wagon unit.
21. Removed the Gypsy Camp building.
Very nice. Do these work like the PythonPostCombatLost/Won and PyPerTurn? What files are these in, just CIV4UnitInfos.xml?28. Added python callback blocks for the Combat Result, Plot Revealed and Unit Move python functions (for performance).
Very nice, so long as nothing is hardcoded and <PyRequirement> still exists for modmoders to use.29. All spells are now pre-qualified in the SDK to minimize python calls and improve performance.
I rarely used it. You might want to consider changing ships entirely, perhaps borrowing from ORBI modmod30. Removed the Dragonship unit.
Including Sprawling trait leaders?1. AI will pick starting locations based on 2 ring cities instead of 3 ring cities.
Do these mean more python hardcoding (which I've always hated) or did you move to a system that weights things by alignment?4. Good AI's prefer to research Orders from Heaven, Righteousness, Honor and Way of the Wise.
5. Evil's AI's prefer to research Corruption of Spirit, Malevolent Designs, Decption, Necromany and Way of the Wicked.
Promotions should really play a part in power ratings too. The AI always tends to underestimate small elite armies, and thus attack when they have no real chance to win.6. Units strength makes up a larger part of players power/score (it will help the AI make more reasonable attack decisions).
I still think Hyborem (and Basium) should have more traits than most leaders. Changing Expansive to Spiritual is a good start, but why not also add Aggressive, Arcane, Raiders, Charismatic, etc.6. Hyborem loses the Expansive trait and gains the Spiritual trait.
Frankly I don't see how either of these is thematically appropriate. Arcane seems most appropriate, but of course that might leave Os-Gabella and Tebyrn with the same traits.7. Os-Gabella loses the Spiritual trait and gains the Industrious trait.
This still seems awfully weak. For starters, I think that this civic should grant a significant amount of free xp in cities with the state religion.11. The Crusade civic grants 50% free military units from population.
The old bonuses never made sense. I think I still prefer my change of making it slow military production and boost the GPP rate.21. Temple of the Empyrean loses its -10% military production and gains +10% research (loki).
A needed change.22. Beast of Agares doesnt cause rioting or population loss in Infernal cities (loki).
I'm not sure I like making Yvain a Treant. The lore change gets in the way of a character I'd made and was considering for my modmod4. New Yvain model (and Yvain is now a treant instead of an elf).
I'm of the opinion that the Illians and maybe Doviello War Elephants should get Mammoth Rider graphics from AoI.29. New War Elephant models for the Amurites, Balseraphs, Bannor, Clan of Embers, Elohim, Khazad/Luchuirp, Kuriotates, Lanun, Ljosalfar, Malakim, Sheaim, Sidar and the Svartalfar (replaced the existing war elephant driver with a more civ specific version)
I'm of the opinion that the Illians and maybe Doviello War Elephants should get Mammoth Rider graphics from AoI.
Doviello already have the AoI rider graphic without the mammoth skin, so I'm not sure that's a needed change. I'm with you on the Illians though, including the mammoth part. Kael's said before that Mammoth Riders will be making a return in Ice, so maybe we'll see them there.
Any word on who made the new units and buildings which don't have their designer alongside them?
The trait rewards warmongering, so its a little odd for the elohim. But placing it in a civ thats good are warmongering makes it to powerful. The nice thing about implmeneting it as a trait is that its easy to move around. I'll be interested to hear the playtest feedback once people have a chance to play with it.
. I don't see the Elohim as being tolerant enough of other cultures to build Vampires, Pyre Zombies, or any Infernal units either.
Maybe you could punish warmongers for playing Elohim "out of character" by implementing an addidional 25% to war weariness.
Means it was founded by Khazad.
Not really, since they won't keep their own palace if they build someone elses.
20. Removed the Gypsy Wagon unit.
21. Removed the Gypsy Camp building.
22. Added the Entertain spell (Loki only, boosts happiness and steals gold from the city).
23. Added the Disrupt spell (Loki only, causes unhappiness and reduces culture of the city, can convert 0 culture cities).
I'm not sure Loki's two new spells will be adequate replacements for the Gypsy Wagon and Gypsy Camp. Loki's only one unit, after all, while you can build many Gypsy Wagons and send them to opposing cities everywhere to build Gypsy Camps and cause a constant drain of culture and gold.
Ah yes, I see what you mean. Like using metamagic to switch manas once you've built a tower.It wont make it trival, just give more options. Like building the sheaim palice to build the tower of necromancy