Commanding Officers and Broader Alignment
THIS MOD IS NOT RELEASED YET!
I posted this preview because I want your input and help!
Please post. Here comes some information.
Commanding Officers
Broader Alignment (Only name I could think of during development, please help me come up with a new one if you think needed)
____________________________________________________________________
Fall from Heaven 2: Commanding Officers
with Broader Alignments (might need a better name)
Changelog
by Grey Fox
__________________________________________________________
Version 0.12 - Started 04/04/2008
Notes: Started conversion from my makeshift 0.31 to real 0.31
__________________________________________________________
Version 0.11 - Started 04/03/2008
Notes: Started adding Broader Alignments, Broader Alignment is a value from
-511 to +511, where -511 to -171 is Evil, -170 to +170 is Neutral,
171 to 511 is Good, this make 341 steps per alignment
Additions:
- Adding the iAlignmentModifier to Civ4LeaderHeadInfos.xml, CIV4ReligionInfos.xml,
CIV4CivicInfos.xml, and to CIV4CommanderInfos.xml
The following attributes need to be modified based on input from Kael, the developement team
and the rest of the FfH2 community. I based them on how the religions change alignments in the current implementation.
- RELIGION_LEAVES iAlignmentModifier set to 0 (meaning it won't change your alignment)
- RELIGION_THE_ORDER iAlignmentModifier set to 256
- RELIGION_OCTOPUS_OVERLORDS iAlignmentModifier set to -128
- RELIGION_RUNES_OF_KILMORPH iAlignmentModifier set to 128
- RELIGION_THE_ASHEN_VEIL iAlignmentModifier set to -256
- RELIGION_THE_EMPYREAN iAlignmentModifier set to 192
- RELIGION_COUNCIL_OF_ESUS iAlignmentModifier set to -192
Basically, Leaves won't change your religion, Order and Veil will bring you quite a bit towards
their alignments, RoK and OO will bring you half as far, and Empyrean and CoE in between.
With the leaders I set Barbarian at halfway from neutral to max evil,
Sabathiel at halfway from neutral to max good, every good leader after
Sabathiel I reduced with 24, which is 1/7th of 170. And 170 is half of
341, and each alignment has 341 steps (check Notes above).
These will also need input, but I based these values on what order the
civs are placed in the selection list, which obviously is from Good to
Evil.
- LEADER_BARBARIAN iAlignmentModifier set to -245 (Same as Sheelba)
- LEADER_SABATHIEL iAlignmentModifier set to 341
- LEADER_VARN iAlignmentModifier set to 317
- LEADER_ETHNE iAlignmentModifier set to 293
- LEADER_BASIUM iAlignmentModifier set to 269
- LEADER_GARRIM iAlignmentModifier set to 245
- LEADER_BEERI iAlignmentModifier set to 245
- LEADER_CARDITH iAlignmentModifier set to 221
- LEADER_ARENDEL iAlignmentModifier set to 197
- LEADER_ARTURUS iAlignmentModifier set to 72 (Should Arturus be closer to good than Kandros?)
- LEADER_KANDROS iAlignmentModifier set to 72
- LEADER_SANDALPHON iAlignmentModifier set to 48
- LEADER_FALAMAR iAlignmentModifier set to 0 (And the COMMANDER_FALAMAR is set to +24)
- LEADER_CASSIEL iAlignmentModifier set to 0
- LEADER_RHOANNA iAlignmentModifier set to -24
- LEADER_VALLEDIA iAlignmentModifier set to -48
- LEADER_HANNAH iAlignmentModifier set to -72 (Should Hannah and Falamar have the exact same alignment, it feels right to have Hannah more towards evil?)
- LEADER_CHARADON iAlignmentModifier set to -197
- LEADER_MAHALA iAlignmentModifier set to -197
- LEADER_KEELYN iAlignmentModifier set to -221
- LEADER_PERPENTACH iAlignmentModifier set to -221
- LEADER_SHEELBA iAlignmentModifier set to -245
- LEADER_FAERYL iAlignmentModifier set to -269
- LEADER_ALEXIS iAlignmentModifier set to -293 (Should Alexis be more evil than Flauros?)
- LEADER_FLAUROS iAlignmentModifier set to -293
- LEADER_OS-GABELLA iAlignmentModifier set to -317
- LEADER_HYBOREM iAlignmentModifier set to -341 (Should Hyborem or Auric be the evilest?)
- LEADER_AURIC iAlignmentModifier set to -341 (Should Auric be eviler than Skeletor?)
All leaders above follow the pattern I described above.
There is also a small gap between Neutral and the other two. But that is as it should
I think. The odd one in this group is Hannah, which differ quite alot in alignment from
her leader partner. But I feel I got her alignment down quite right. With Octopus Overlords, she'll
go Evil, but Falamar won't. Everyone at 24 to -24 won't change from neutral with just
RoK or OO.
- COMMANDER_AMELANCHIER iAlignmentModifier set to -47 (so that using Amelanchier will make the Ljosalfar Neutral at the start)
- COMMANDER_THESSA iAlignmentModifier set to 0 (so that Ljosalfar can still be Good)
- COMMANDER_FALAMAR iAlignmentModifier set to +24
For Civics I did the following: (As with the others these need input and testing)
- CIVIC_CONSUMPTION iAlignmentModifier set to -4
- CIVIC_LIBERTY iAlignmentModifier set to +4
- CIVIC_SLAVERY iAlignmentModifier set to -16
- CIVIC_MILITARY_STATE iAlignmentModifier set to -4
- CIVIC_CONQUEST iAlignmentModifier set to -4
- CIVIC_SACRIFICE_THE_WEAK iAlignmentModifier set to -24
- CIVIC_FEND_FOR_THEMSELVES iAlignmentModifier set to -12
- CIVIC_PROTECT_THE_MEEK iAlignmentModifier set to +12
- CIVIC_PUBLIC_HEALERS iAlignmentModifier set to +24
- CIVIC_OVERCOUNCIL iAlignmentModifier set to +16
- CIVIC_UNDERCOUNCIL iAlignmentModifier set to -16
- Added the iPrereqBroadAlignment attribute to Civ4EventTriggerInfos.xml.
- Added the iAlignmentModifier attribute to Civ4EventInfos.xml.
- Added the iAlignmentModTowardsNeutral attribute to Civ4EventInfos.xml. I think it's self explanatory.
___________________________________________________________________
Version 0.1 - Started 04/01/2008
Notes:
- Since I forgot to download 031 SDK, I manually updated 03 to 031
based on what was changed in the XMLs and the few cpp files from
the Alignment Option mod made by Sto
Balance Changes:
- LEADER_ALEXIS is now Philosophical/Expansive
- LEADER_FAERYL now has no traits
- LEADER_OS-GABELLA is now Spiritual
- LEADER_HYBOREM is now Barbarian/Fallow
- LEADER_AURIC is now Agnostic/Spiritual
- LEADER_VARN is now Creative/Financial
- LEADER_CARDITH is now Expansive/Philosophical/Sprawling
- LEADER_CASSIEL is now Agnostic/Industrious/Philosophical
- LEADER_FALAMAR is now Expansive
- LEADER_HANNAH is now Financial
Cosmetic:
- Made a leaderhead image for Orthus.
- Added a Commander section to the Civilopedia.
- Redesigned the Civilization page in the Civilopedia.
- Changed the name of the Raiders trait to Raider, to fit more in with the other
traits, which descripe a leader personality trait not a people trait.
Changes:
- Commented out all calls to CyGame().getWBMapScript(), since I am not
sure how that function is constructed. The game won't need these calls
anyways, since they are just preparations for the Ice scenarios And I
will remake this mod with 031 or the most recent version as soon as I can.
- Removed Amelanchier as playable leader
- Removed Capria as playable leader
- Removed Dain as playable leader
- Removed Einion as playable leader
- Removed Jonas as playable leader
- Removed Tasunke as playable leader
- Removed Tebryn as playable leader
- Removed Thessa as playable leader
Additions:
- Added the Alignment Option mod, made by Sto
- Added new Trait; Horde - adds March promotion to all Melee units
- Added the file CIV4CommanderInfos.xml
- Added the file CIV4GameText_Commanders.xml
- Added the file CIV4ArtDefines_Commander.xml
- Added the Alexis Commander as Aggressive
- Added the Amelanchier Commander as Defender/Raiders
- Added the Auric Commander as Charismatic
- Added the Basium Commander as Aggressive/Raiders
- Added the Capria Commander as Combat Engineer/Industrious
- Added the Cardith Commander as Adaptive
- Added the Cassiel Commander as Adaptive
- Added the Charadon Commander as Aggressive
- Added the Dain Commander as Arcane/Philosphical
- Added the Einon Commander as Defender/Philosophical
- Added the Faeryl Commander as Arcane/Raiders
- Added the Hyborem Commander as Summoner
- Added the Jonas Commander as Expansive/Spiritual/Horde
- Added the Mahala Commander as Raiders
- Added the Orthus Commander as Aggressive/Horde
- Added the Tasunke Commander as Aggressive/Raiders
- Added the Tebryn Commander as Arcane/Summoner
- Added the Thessa Commander as Arcane/Expansive
- Added the Varn Commander as Adaptive
- Added the file CIV4ArtDefines_Commander.xml
- Added the Luchuirp Commander (placeholder)
- Added the Khazad Commander (placeholder)
- Added the Sidar Commander (placeholder)
- Added the Falamar Commander as Charismatic
- Added the Hannah Commander as Raiders
- Added the Balseraphs Commander (placeholder)
- Started adding a Commander screen, not yet functional
THIS MOD IS NOT RELEASED YET!
I posted this preview because I want your input and help!
Please post. Here comes some information.
Commanding Officers
Commanding Officers is a new layer of Leaders who command your armies.
Basically, think of them as leaders that don't deal with other leaders, give your Main leader (mostly military) Traits, and that can be switched from time to time. (Atm I am thinking 1 turn anarchy and 50 turn period between changes)
Basically, think of them as leaders that don't deal with other leaders, give your Main leader (mostly military) Traits, and that can be switched from time to time. (Atm I am thinking 1 turn anarchy and 50 turn period between changes)
For the FfH version of this mod (which I'm making first), the commanders will have a Unit that represents them (and an option to disable commander units) in the battlefield. This unit will be the only unit that can cast the World Spell (unless you turn off the commander units) and if killed you will lose his traits.
Eventually I am hoping to add a system where Commanders can get better, perhaps multiple steps of traits e.g. Aggressive I, II, III, etc. And possibly make the commanders gain great magics and other skills (think General abilities in C&C Generals, only Fantasy).
I am going to be able to make some leaders religion specific, alignment specific, etc. For example, Bambur could be a Commander as well as a Hero unit. I want to make some commanders unlocked by researching techs. Some heroes are first come first served (like the free specialists), etc.
An idea I had was to bring back the Great General mechanism and reward the player with a Commander at every step. Or maybe increase the current commander's potential.
Some Leaders from FfH2 are now only Commanders, and some are both Commanders and Leaders. For example, Amelanchier and Thessa are now only commanders, while Charadon is both a Commander and Leader.
I've also made a new Civilopedia page which you can see in one of the screenshots
Eventually I am hoping to add a system where Commanders can get better, perhaps multiple steps of traits e.g. Aggressive I, II, III, etc. And possibly make the commanders gain great magics and other skills (think General abilities in C&C Generals, only Fantasy).
I am going to be able to make some leaders religion specific, alignment specific, etc. For example, Bambur could be a Commander as well as a Hero unit. I want to make some commanders unlocked by researching techs. Some heroes are first come first served (like the free specialists), etc.
An idea I had was to bring back the Great General mechanism and reward the player with a Commander at every step. Or maybe increase the current commander's potential.
Some Leaders from FfH2 are now only Commanders, and some are both Commanders and Leaders. For example, Amelanchier and Thessa are now only commanders, while Charadon is both a Commander and Leader.
I've also made a new Civilopedia page which you can see in one of the screenshots
Spoiler Screenshots :
Broader Alignment (Only name I could think of during development, please help me come up with a new one if you think needed)
Broader Alignment is a value from -511 to +511, where -511 to -171 is Evil, -170 to +170 is Neutral, 171 to 511 is Good, this makes 341 steps per alignment.
What affects Broader Alignment?, you ask. Well let me tell you;
- Leaders
- Commanders
- Religions
- Civics
- and Events
The Leader alignment modifier is your Base alignment. Your Commander might then modify your alignment a bit, for example Amelanchier will make your alignment as Arendel go from 197 to 150. Thessa won't make you go Neutral currently, cause I wanted Arendel to have the option to stay good and I didn't want to add Arendel as a commander.
Civics and Events will be the main specialization factor. Religions will act almost like they did before, depending on the leader, for example, Falamar won't go evil with OO, but Hannah will (depending on other factors of course).
What affects Broader Alignment?, you ask. Well let me tell you;
- Leaders
- Commanders
- Religions
- Civics
- and Events
The Leader alignment modifier is your Base alignment. Your Commander might then modify your alignment a bit, for example Amelanchier will make your alignment as Arendel go from 197 to 150. Thessa won't make you go Neutral currently, cause I wanted Arendel to have the option to stay good and I didn't want to add Arendel as a commander.
Civics and Events will be the main specialization factor. Religions will act almost like they did before, depending on the leader, for example, Falamar won't go evil with OO, but Hannah will (depending on other factors of course).
Spoiler Changelog :
____________________________________________________________________
Fall from Heaven 2: Commanding Officers
with Broader Alignments (might need a better name)
Changelog
by Grey Fox
__________________________________________________________
Version 0.12 - Started 04/04/2008
Notes: Started conversion from my makeshift 0.31 to real 0.31
__________________________________________________________
Version 0.11 - Started 04/03/2008
Notes: Started adding Broader Alignments, Broader Alignment is a value from
-511 to +511, where -511 to -171 is Evil, -170 to +170 is Neutral,
171 to 511 is Good, this make 341 steps per alignment
Additions:
- Adding the iAlignmentModifier to Civ4LeaderHeadInfos.xml, CIV4ReligionInfos.xml,
CIV4CivicInfos.xml, and to CIV4CommanderInfos.xml
The following attributes need to be modified based on input from Kael, the developement team
and the rest of the FfH2 community. I based them on how the religions change alignments in the current implementation.
- RELIGION_LEAVES iAlignmentModifier set to 0 (meaning it won't change your alignment)
- RELIGION_THE_ORDER iAlignmentModifier set to 256
- RELIGION_OCTOPUS_OVERLORDS iAlignmentModifier set to -128
- RELIGION_RUNES_OF_KILMORPH iAlignmentModifier set to 128
- RELIGION_THE_ASHEN_VEIL iAlignmentModifier set to -256
- RELIGION_THE_EMPYREAN iAlignmentModifier set to 192
- RELIGION_COUNCIL_OF_ESUS iAlignmentModifier set to -192
Basically, Leaves won't change your religion, Order and Veil will bring you quite a bit towards
their alignments, RoK and OO will bring you half as far, and Empyrean and CoE in between.
With the leaders I set Barbarian at halfway from neutral to max evil,
Sabathiel at halfway from neutral to max good, every good leader after
Sabathiel I reduced with 24, which is 1/7th of 170. And 170 is half of
341, and each alignment has 341 steps (check Notes above).
These will also need input, but I based these values on what order the
civs are placed in the selection list, which obviously is from Good to
Evil.
- LEADER_BARBARIAN iAlignmentModifier set to -245 (Same as Sheelba)
- LEADER_SABATHIEL iAlignmentModifier set to 341
- LEADER_VARN iAlignmentModifier set to 317
- LEADER_ETHNE iAlignmentModifier set to 293
- LEADER_BASIUM iAlignmentModifier set to 269
- LEADER_GARRIM iAlignmentModifier set to 245
- LEADER_BEERI iAlignmentModifier set to 245
- LEADER_CARDITH iAlignmentModifier set to 221
- LEADER_ARENDEL iAlignmentModifier set to 197
- LEADER_ARTURUS iAlignmentModifier set to 72 (Should Arturus be closer to good than Kandros?)
- LEADER_KANDROS iAlignmentModifier set to 72
- LEADER_SANDALPHON iAlignmentModifier set to 48
- LEADER_FALAMAR iAlignmentModifier set to 0 (And the COMMANDER_FALAMAR is set to +24)
- LEADER_CASSIEL iAlignmentModifier set to 0
- LEADER_RHOANNA iAlignmentModifier set to -24
- LEADER_VALLEDIA iAlignmentModifier set to -48
- LEADER_HANNAH iAlignmentModifier set to -72 (Should Hannah and Falamar have the exact same alignment, it feels right to have Hannah more towards evil?)
- LEADER_CHARADON iAlignmentModifier set to -197
- LEADER_MAHALA iAlignmentModifier set to -197
- LEADER_KEELYN iAlignmentModifier set to -221
- LEADER_PERPENTACH iAlignmentModifier set to -221
- LEADER_SHEELBA iAlignmentModifier set to -245
- LEADER_FAERYL iAlignmentModifier set to -269
- LEADER_ALEXIS iAlignmentModifier set to -293 (Should Alexis be more evil than Flauros?)
- LEADER_FLAUROS iAlignmentModifier set to -293
- LEADER_OS-GABELLA iAlignmentModifier set to -317
- LEADER_HYBOREM iAlignmentModifier set to -341 (Should Hyborem or Auric be the evilest?)
- LEADER_AURIC iAlignmentModifier set to -341 (Should Auric be eviler than Skeletor?)
All leaders above follow the pattern I described above.
There is also a small gap between Neutral and the other two. But that is as it should
I think. The odd one in this group is Hannah, which differ quite alot in alignment from
her leader partner. But I feel I got her alignment down quite right. With Octopus Overlords, she'll
go Evil, but Falamar won't. Everyone at 24 to -24 won't change from neutral with just
RoK or OO.
- COMMANDER_AMELANCHIER iAlignmentModifier set to -47 (so that using Amelanchier will make the Ljosalfar Neutral at the start)
- COMMANDER_THESSA iAlignmentModifier set to 0 (so that Ljosalfar can still be Good)
- COMMANDER_FALAMAR iAlignmentModifier set to +24
For Civics I did the following: (As with the others these need input and testing)
- CIVIC_CONSUMPTION iAlignmentModifier set to -4
- CIVIC_LIBERTY iAlignmentModifier set to +4
- CIVIC_SLAVERY iAlignmentModifier set to -16
- CIVIC_MILITARY_STATE iAlignmentModifier set to -4
- CIVIC_CONQUEST iAlignmentModifier set to -4
- CIVIC_SACRIFICE_THE_WEAK iAlignmentModifier set to -24
- CIVIC_FEND_FOR_THEMSELVES iAlignmentModifier set to -12
- CIVIC_PROTECT_THE_MEEK iAlignmentModifier set to +12
- CIVIC_PUBLIC_HEALERS iAlignmentModifier set to +24
- CIVIC_OVERCOUNCIL iAlignmentModifier set to +16
- CIVIC_UNDERCOUNCIL iAlignmentModifier set to -16
- Added the iPrereqBroadAlignment attribute to Civ4EventTriggerInfos.xml.
- Added the iAlignmentModifier attribute to Civ4EventInfos.xml.
- Added the iAlignmentModTowardsNeutral attribute to Civ4EventInfos.xml. I think it's self explanatory.
___________________________________________________________________
Version 0.1 - Started 04/01/2008
Notes:
- Since I forgot to download 031 SDK, I manually updated 03 to 031
based on what was changed in the XMLs and the few cpp files from
the Alignment Option mod made by Sto
Balance Changes:
- LEADER_ALEXIS is now Philosophical/Expansive
- LEADER_FAERYL now has no traits
- LEADER_OS-GABELLA is now Spiritual
- LEADER_HYBOREM is now Barbarian/Fallow
- LEADER_AURIC is now Agnostic/Spiritual
- LEADER_VARN is now Creative/Financial
- LEADER_CARDITH is now Expansive/Philosophical/Sprawling
- LEADER_CASSIEL is now Agnostic/Industrious/Philosophical
- LEADER_FALAMAR is now Expansive
- LEADER_HANNAH is now Financial
Cosmetic:
- Made a leaderhead image for Orthus.
- Added a Commander section to the Civilopedia.
- Redesigned the Civilization page in the Civilopedia.
- Changed the name of the Raiders trait to Raider, to fit more in with the other
traits, which descripe a leader personality trait not a people trait.
Changes:
- Commented out all calls to CyGame().getWBMapScript(), since I am not
sure how that function is constructed. The game won't need these calls
anyways, since they are just preparations for the Ice scenarios And I
will remake this mod with 031 or the most recent version as soon as I can.
- Removed Amelanchier as playable leader
- Removed Capria as playable leader
- Removed Dain as playable leader
- Removed Einion as playable leader
- Removed Jonas as playable leader
- Removed Tasunke as playable leader
- Removed Tebryn as playable leader
- Removed Thessa as playable leader
Additions:
- Added the Alignment Option mod, made by Sto
- Added new Trait; Horde - adds March promotion to all Melee units
- Added the file CIV4CommanderInfos.xml
- Added the file CIV4GameText_Commanders.xml
- Added the file CIV4ArtDefines_Commander.xml
- Added the Alexis Commander as Aggressive
- Added the Amelanchier Commander as Defender/Raiders
- Added the Auric Commander as Charismatic
- Added the Basium Commander as Aggressive/Raiders
- Added the Capria Commander as Combat Engineer/Industrious
- Added the Cardith Commander as Adaptive
- Added the Cassiel Commander as Adaptive
- Added the Charadon Commander as Aggressive
- Added the Dain Commander as Arcane/Philosphical
- Added the Einon Commander as Defender/Philosophical
- Added the Faeryl Commander as Arcane/Raiders
- Added the Hyborem Commander as Summoner
- Added the Jonas Commander as Expansive/Spiritual/Horde
- Added the Mahala Commander as Raiders
- Added the Orthus Commander as Aggressive/Horde
- Added the Tasunke Commander as Aggressive/Raiders
- Added the Tebryn Commander as Arcane/Summoner
- Added the Thessa Commander as Arcane/Expansive
- Added the Varn Commander as Adaptive
- Added the file CIV4ArtDefines_Commander.xml
- Added the Luchuirp Commander (placeholder)
- Added the Khazad Commander (placeholder)
- Added the Sidar Commander (placeholder)
- Added the Falamar Commander as Charismatic
- Added the Hannah Commander as Raiders
- Added the Balseraphs Commander (placeholder)
- Started adding a Commander screen, not yet functional