black_imperator
Deity
- Joined
- Dec 4, 2005
- Messages
- 2,013
what were the four or five remaining errors ?
Ok, that one is my mistake. i forgot to commit a file the last time i updated the svn. It's fixed now. (right click on your main folder and choose svn Update)
hmm, ok, i have no idea what's happening there ^^ By clean install, what do you mean ? (rev 214 alone should be enough without any additional download (for civ4 with 3.19))
Edit : what modules are on ?
Some actions will give xp (by action i mean everything from building certain units, buildings, owning certain plots, killing stuff, razing cities, casting spells,...) Each leader has a different set of actions that can give him point, which are thematic with his background) For now, i want to see if it's really needed to have them being explicit in the pedia or not ^^
Edit2 : did you start a play-now game to clear up your option choices ? (though that shouldn't mess that much)
I do want to keep giving xp for using spells, but i'll also add a point for skeleton killing stuff.
Edit: I can also remove a point when you lose a skeleton
Or course, if you have suggestions for other leaders, that's interesting too.
Other things to think about (I don't know what already exists because I'm too lazy to check the code): exploring graveyards and barrows, building the Tower of Necromancy, building Death nodes, contacting, vassaling, or destroying undead civilizations, controlling the Broken Sepulcher. EDIT: Ah, you thought of most of these already.
The benefits are solid, but the gainrate is very slow; in an Epic game, at turn 200 I only had about 60-some xp and that's in large part because I got some Chaos II adepts from an event that fired a couple times. Getting skeletons to kill barbarians is easy enough but 450xp is 450 kills, and that's just to the second level. I'd personally suggest cutting it to something like 150 for the first level - mid to early late - and 400 total for the third level - lategame, when you probably have more methods accessible. Unless some of the bonuses you can get are big chunks, maybe they are. I should probably check the code.Yeah, there are chunks. Should have read the code before posting. It looks pretty good.
I'll try Gaius in a bit.
I can't put less than 1 point for spells, so instead i'll increase the level cap and the bonus for the non-repeatable actions.I'd recommend making spells (except Lichdom, which you can only cast so many times) worth a lot less and permanent actions worth a lot more.
Thanks for that one.Also, Naxus' Mokka's Cauldron incentive has the same Traithook as the Mines of Galdur.
Those look good, i especially like Illusionist.Dominant
- Command I for Melee units. Free Mind mana from palace.
- No anarchy. Eating a Blood Pet grants Command I & II to any vampiric unit.
- Converted and Dominated units gain Soul Chains, providing the effects of Loyalty and immunity to fear. Vampires can cast Devour Soul on such units, killing them and giving the vampire a stack of a promotion increasing strength and spell resistance by 1% and spell damage by 1. Stacks up to 20 times.
Illusionist
- Grants the Illusionist promotion to Arcane units.
- Illusions are Strong and provide 3 whenever they kill a unit.
- Free Phantom District in every city you own. Increases and by +1 and city defenses by 15%. Visiting units gain Glamour, which provides a first strike and +33% withdrawal chance and is removed after combat.
Reckless
- Free promotion (Channeling II, Unready) for Arcane units.
- Wizards start with Magic Resistance. +5% .
- Battlemages start with Ambition. +10% .
that's what I meant : you get the HP : any unit in the whole empire can take/get the promotion (either as free promotion, or when visiting a city (but to code that you'll need to unlock it by special buildings, or put each promotion in the form of a spell : with a high AI value, the AI will chose the promotion asap).The initial bonus is a good point to make it worthwhile whatever the UF is.
For the other ideas, i'm not sure if you mean that the promotion is available when an unit is actually visiting the UF or just available from any city when you control the UF.
The first case isn't really possible for the AI to understand without a large rework, the second works normally. Another issue for the AI is the "replacing promo", it always wants to try and get one. (similar issue with crew promos).
apart from that, it's just basically down to how we want to code the system, the 3-level trait with additional prereq on the promotions so that they unlock for each uf , or the one trait per uf unlocking the promotions. (promotions or other bonuses)
Anyway, your small promo effects are exactly the kind of ideas i needed ^^