Arexack_heretic
Emperor
you sure the soundfiles are installed in the mod folder?
I seem to recall those were supplied separately at one time...
I seem to recall those were supplied separately at one time...
I think the current method is to have the fear-causing unit 'cast' a fear spell on all nearby units at the start of a turn.
I'd keep this part (for terror), but maybe expand the function to include attacking:
one thing I did notice are that Marshes and Wetlands are now entirely gone from the game, at least in the Fractal maps - I miss having these, can they be put back in (I was wondering why none of the Marsh or Wetland events were firing..)
iWetland = gc.getInfoTypeForString('TERRAIN_WETLAND')
iGrass = gc.getInfoTypeForString('TERRAIN_GRASS')
iLizJungle = gc.getInfoTypeForString('FEATURE_DEEP_JUNGLE')
for i in range (CyMap().numPlots()):
pPlot = CyMap().plotByIndex(i)
iTerrain = pPlot.getTerrainType()
if iTerrain == iWetland:
pPlot.setTerrainType(iGrass, true, true)
iFeature = pPlot.getFeatureType()
if iFeature == iLizJungle:
pPlot.setFeatureType(-1, 0)
I think fear should be a small combat strength bonus (maybe 10-15%)
I wonder if we should also use the new FFH marshes (still give +1 food, can build some improvements on them - basically they're tundra - and use the Colonisation marsh graphics) rather than the completely useless marshes we had before?
i can re-enable it and play around with numbers to see if we can get less massive patches of marsh...
then what makes it different to the combat 1 promo? fear needs to be special seeing as its a special rule
i still think a check at the start of combat if a unit has fear/ terror promo, if so reduce the strength of any unit in that combat that does not have fear by x%.
I don't understand the difference between our proposals. In both case, a unit with Fear gets an X% strength bonus against any unit that isn't immune to fear. Whatever code mechanics are easiest to do I leave up to you.
I'd like to see a little bit of marsh, but less than before.
I think the earlier suggestion of a + yield from Tundra for Kislev could also be worth a try.
I'd agree with the idea to make the Marsh more like the FfH Marshes so it will have some potential uses - I think if you just copy over the stats in Civ4TerrainInfos.xml and steal the appropriate FfH artdef file you won't have to mess with making new terrain types.
Also, maybe Greenskin civs could get an extra yield from Marsh.
not sure.. it might be easier just to give them a unique improvement (Igloos? lol) buildable on their "favorite" terrain.any clue how to do this in python?
ok, the difference is this:
you have a fear causing unit with strength 7. you attack a non fear causing unit with strength 10.
if we make fear simply give +15% strength then the combat will be 8.05 (rounded to 8)vs 10
HOWEVER if we make the OPPONENT (the one being attacked by a fear causing unit) get -15% strength the combat will be 7 vs 8.5.
similarly if your strength 7 fear causing unit is attacked by a strength 10 unit the combat will be as above.
my proposal is WEAKENING the enemy because it is SCARED of you. your proposal is making your STRONGER whereas the unit which should be afraid has no change, that is just dumb.
Success! i got the FfH marsh graphics and the marsh seems to not be spawning overly often. i also enabled rice, pigs, toads, fur and breeding grounds to spawn in Marsh tiles, and made them give +1 hammer, +15% defence and +25% costruction time to improvements.
Awesome. But I would think 1 food would make more sense than 1 hammer? You can gather some fish and grow some crops in marshes, but they don't contain much in the way of other useable resources.
I would think it would be trivial for Kael or Vehem to tell you how to get the Illian + from ice or Malakim plus from snow.
was actually thinking of marshes as peat bogs (Peat can be a valuable construction material where it is found and also great for fire) where as i see wetlands as the fertile animal filled lagoons and such. i dont mind either way so ill go with majority rules.
Can your marshes have farms/cottages/waterwheels built on them if adjacent to rivers?
LOL I made a Peat Bog common event. I'd vote for +1 food though I dont mind much either way. Hopefully buildable improvements on Marsh/Wetland will not be too much, with Towns or Irrigated Farms they would be almost the same yield as Plains/Grassland late-game.was actually thinking of marshes as peat bogs (Peat can be a valuable construction material where it is found and also great for fire) where as i see wetlands as the fertile animal filled lagoons and such. i dont mind either way so ill go with majority rules.
LOL I made a Peat Bog common event. I'd vote for +1 food though I dont mind much either way. Hopefully buildable improvements on Marsh/Wetland will not be too much, with Towns or Irrigated Farms they would be almost the same yield as Plains/Grassland late-game.
We'll probably have to playtest it & see what works best.. By using FeatureStruct in Civ4BuildInfos like with the other improvements, you could have some improvements like Farm be buildable on Bogs at an earlier tech without removing the Bog,i could block some improvements from being built on marsh (cottages and watch towers/forts etc?)
[Dec 29, 2008 - 22:38:02] Messages while processing 'Mods/Warhammer/Resource/Civ4.thm'
Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:887, Col:13) Unexpected '.' in the identifier assignment statement
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement