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#1 |
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Deity
Join Date: Jul 2004
Location: Earth
Posts: 2,386
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Planar Gate Mechanics
I found some information in this thread, http://forums.civfanatics.com/showth...ht=Planar+Gate
But I'm not sure I understand exactly how it works. Is there a limit on total units built? By type? If I have more than one structure that allows units in, is the choice decided randomly; in my current game, it appears that the more powerful units are being built more often. Specifically, I built a catacomb liberalis, and got all mobius witches; later, I don't think I got any mobius witches; is this occurring because mobius witches are maxed out, or because once the later buildings are made, these new units are produced more often; or neither? Does anyone know the entire formula? Thanks for any help, Breunor Last edited by Breunor; Jun 14, 2009 at 08:26 PM. |
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#2 |
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Warlord
Join Date: Apr 2009
Posts: 271
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The number of units you can get of each type depends on the Armageddon counter. It's just one per Planar Gate until AC 50, but goes up to a maximum of 4 (I believe, from memory).
To get different units, you need different buildings in the Planar Gate cities. Mage Guilds give Mobius Witches, which is why you were getting so many after building the Catacomb Libralus. There's a list of buildings you can combine with a Planar Gate in the Civilopedia (again, I think, from memory). |
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#3 | |
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Deity
Join Date: Jul 2004
Location: Earth
Posts: 2,386
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Quote:
Furthermore, I'm interested in the formula for what you get if you have more than one type of unit; say you have both a planar gate and a mage guild; Do you have a 50% chance of a Minotaur and a 50% chance of a mobius witch, or are the odds higher for a minotaur? Do the odds depend on how many of each type is on the board? Best wishes, Breunor |
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#4 |
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Lord of the Dance
Join Date: Jun 2008
Location: Fane of Lessers
Posts: 1,033
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Here is the code for planar gates:
Code:
if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_PLANAR_GATE')) > 0:
iMax = 1
iMult = 1
if CyGame().getGlobalCounter() >= 50:
iMax = 2
iMult = 1.5
if CyGame().getGlobalCounter() >= 75:
iMax = 3
iMult = 2
if CyGame().getGlobalCounter() == 100:
iMax = 4
iMult = 2.5
if CyGame().getSorenRandNum(10000, "Planar Gate") <= gc.getDefineINT('PLANAR_GATE_CHANCE') * iMult:
listUnits = []
iMax = iMax * pPlayer.countNumBuildings(gc.getInfoTypeForString('BUILDING_PLANAR_GATE'))
if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_GAMBLING_HOUSE')) > 0:
if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_REVELERS')) < iMax:
listUnits.append(gc.getInfoTypeForString('UNIT_REVELERS'))
if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_MAGE_GUILD')) > 0:
if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_MOBIUS_WITCH')) < iMax:
listUnits.append(gc.getInfoTypeForString('UNIT_MOBIUS_WITCH'))
if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_CARNIVAL')) > 0:
if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_CHAOS_MARAUDER')) < iMax:
listUnits.append(gc.getInfoTypeForString('UNIT_CHAOS_MARAUDER'))
if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_GROVE')) > 0:
if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_MANTICORE')) < iMax:
listUnits.append(gc.getInfoTypeForString('UNIT_MANTICORE'))
if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_PUBLIC_BATHS')) > 0:
if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_SUCCUBUS')) < iMax:
listUnits.append(gc.getInfoTypeForString('UNIT_SUCCUBUS'))
if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_OBSIDIAN_GATE')) > 0:
if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_MINOTAUR')) < iMax:
listUnits.append(gc.getInfoTypeForString('UNIT_MINOTAUR'))
if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_TEMPLE_OF_THE_VEIL')) > 0:
if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_TAR_DEMON')) < iMax:
listUnits.append(gc.getInfoTypeForString('UNIT_TAR_DEMON'))
if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_PROPHECY_OF_RAGNAROK')) > 0:
if pPlayer.getUnitClassCount(gc.getInfoTypeForString('EQUIPMENTCLASS_BLADE_OF_RAGNAROK')) < iMax:
listUnits.append(gc.getInfoTypeForString('EQUIPMENT_BLADE_OF_RAGNAROK'))
if len(listUnits) > 0:
iUnit = listUnits[CyGame().getSorenRandNum(len(listUnits), "Planar Gate")]
newUnit = pPlayer.initUnit(iUnit, pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_NORTH)
CyInterface().addMessage(iPlayer,True,25,CyTranslator().getText("TXT_KEY_MESSAGE_PLANAR_GATE",()),'AS2D_DISCOVERBONUS',1,gc.getUnitInfo(newUnit.getUnitType()).getButton(),ColorTypes(8),pCity.getX(),pCity.getY(),True,True)
if iUnit == gc.getInfoTypeForString('UNIT_MOBIUS_WITCH'):
promotions = [ 'PROMOTION_AIR1','PROMOTION_BODY1','PROMOTION_CHAOS1','PROMOTION_DEATH1','PROMOTION_EARTH1','PROMOTION_ENCHANTMENT1','PROMOTION_ENTROPY1','PROMOTION_FIRE1','PROMOTION_LAW1','PROMOTION_LIFE1','PROMOTION_MIND1','PROMOTION_NATURE1','PROMOTION_SHADOW1','PROMOTION_SPIRIT1','PROMOTION_SUN1','PROMOTION_WATER1' ]
newUnit.setLevel(4)
newUnit.setExperience(14, -1)
for i in promotions:
if CyGame().getSorenRandNum(10, "Bob") == 1:
newUnit.setHasPromotion(gc.getInfoTypeForString(i), True)
It appears to be equal odds for each unit so you should be careful what your built in your cities.
__________________
Rise of Darkness Plus Ruins of Amur: A Dungeon AdventureMember: Fallen Ages - A Journey through the Ages FFH (Download) (Forum) (Wiki) "*Applause.* Aye, there you go! The floor is yours! Please, don't hurt anyone. Too much. Unless it'd be funny."-KillerClowns |
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#5 |
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Emperor
Join Date: Jan 2006
Location: Allentown, PA
Posts: 1,034
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Additional note: Moebius Witches come with Channeling II and some random spell spheres, but they are very hard to level up because they start with a decent number of XP already pre-spent.
If you have multiple nodes of the same mana type, however, they are guaranteed to start with that sphere. 2 Death nodes = Death I for free on all Moebius Witches. 3 Death Nodes = Death II free on all Moebius Witches. Same deal with 3 Fire nodes. I'd suggest deleting or suiciding any non-Moebius Witch units you get through a Planar Gate because Death II Moebius Witches with a few Pyre Zombies to back them up = take any cities you want with very few losses at that stage of the game. Now, if only the Sheim had a Summoner leader... ohwait! |
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#6 | |
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[]
Join Date: Jan 2009
Posts: 1,886
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Quote:
If you avoid having any other summoning-related buildings then you can decrease the average time it will take for a new MW to appear when one dies, but you'll be giving up other summoned units to do it - which is a bad thing. Once you reach your current cap for Mobius Witches the only way to get more is to get more cities with a Planar Gate + Mage Guild, or to raise the AC above the next threshold increase. Deleting non-MW units won't give you more Mobius Witches. You can, however, delete a Mobius Witch that comes through with a spell combination that you don't like. A deleted MW will be replaced shortly because new ones will continue to appear periodically until the cap is reached. I recommend that Mobius Witches with sub-par or unsatisfactory spell combinations be rejected in this way.
__________________
FfH2 Bug Thread - FfH2 Cosmetic Issues Thread - FfH2 Game Balance Thread - FfH2 AI Issues Thread How to Install FfH2 Don't feed the bears. |
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#7 | |
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Emperor
Join Date: Nov 2003
Posts: 1,114
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Quote:
Mage guilds affect only the rate at which you get creatures.
__________________
You look like you need a monkey. |
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#8 | |
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Deity
Join Date: Jul 2004
Location: Earth
Posts: 2,386
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Quote:
Can I impose further on you do go through the formula on exactly how the maximum number, say of Mobius witches, is determined? Btw, I have PLENTY of Xp's for my mobius witches. I did this by accident, but since I got the catacomb liberalis and the planar gates, I got a bunch of them early and the experienced up quite a lot. I think it is a very good strategy PROVIDED that the AI or opponents give you time to build up and not attack you early. Best wishes, Breunor |
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#9 | |
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[]
Join Date: Jan 2009
Posts: 1,886
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Quote:
odalrick just did. Divide the AC by 25, round down to the nearest integer. If the result is 0, increase to 1. Multiply that number by the number of Planar Gates you control. That is the cap for each type of unit. In order for a unit to appear you have to have at least one city that has a Planar Gate and the building associated with the unit in question. The more such cities you have, the faster the unit is question is likely to appear, and the faster you are likely to reach the cap for that unit.
__________________
FfH2 Bug Thread - FfH2 Cosmetic Issues Thread - FfH2 Game Balance Thread - FfH2 AI Issues Thread How to Install FfH2 Don't feed the bears. |
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#10 | |
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Emperor
Join Date: Oct 2007
Posts: 1,133
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Quote:
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#11 | |
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Deity
Join Date: Jul 2004
Location: Earth
Posts: 2,386
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Quote:
Best wishes, Breunor |
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#12 |
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King
Join Date: Oct 2008
Posts: 909
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Hence I have been going into my world builder each time one is created and resetting it's beginning level to 1 but leaving the xp as is. Letting me pick a few promos.
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#13 | |
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Deity
Join Date: Jul 2004
Location: Earth
Posts: 2,386
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Quote:
Best wishes, Breunor |
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#14 | |
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Emperor
Join Date: Jan 2006
Location: Allentown, PA
Posts: 1,034
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Quote:
I reccomend bringing along some horses with a high retreat value to knock down the hitpoints of any unit that you're attacking so that the Moebius Witch can get her XP with less risk. Also, you get more XP than you "deserve" when you attack wounded units, so that's even better for the Witches. If you're going to drop their level down, why not do that with all of your other units too? Wait until you get 10 XP and Combat III on your Pyre Zombies and then reset their level back to 1 so that you can grab three more promotions. Watch Rosier the Fallen migrate up through Drill IV + Blitz and then reset his level so that you can add Combat V to him as well. Moebius Witches start at a higher level as a balancing factor to keep them from being overpowered. |
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#15 | |
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Prince
Join Date: Aug 2008
Location: Canada
Posts: 524
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Quote:
[insert filler here]
__________________
"I've been living for so long, many seasons have passed me by. I've seen kingdoms, through ages, rise and fall; I've seen it all. I've seen the horror, I've seen the wonders; happening just in front of my eyes. Will I ever, will I never, free myself by making it right?" |
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#16 |
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Emperor
Join Date: Jan 2006
Location: Allentown, PA
Posts: 1,034
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If you are fighting a unit that has 100 HP and you have 100 HP and you both have 5 strength, your odds are 50-50. You get the "correct" amount of XP for that fight. When I say "correct", I just mean the number of XP that you would expect based on the combat odds.
The thing is, though, combat odds aren't what actually determine XP from a fight. The XP that you get from a fight comes from the strength ratio. That means fighting a 10 strength unit with 50 HP (resulting in 5 effective strength) would get you the same XP as fighting a 5 strength unit with 100 HP even though the wounded unit is much easier to defeat. Drill also gives you better combat odds without changing the strength ratio and that results in more XP than you would get for those combat odds without the extra first strikes. |
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#17 | |
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[]
Join Date: Jan 2009
Posts: 1,886
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Quote:
popejubal's main point, though, is spot-on. Resetting a Witch to Level 1 in Worldbuilder isn't correcting a weakness of the unit, it's just giving yourself free promotions.
__________________
FfH2 Bug Thread - FfH2 Cosmetic Issues Thread - FfH2 Game Balance Thread - FfH2 AI Issues Thread How to Install FfH2 Don't feed the bears. |
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#18 |
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King
Join Date: Oct 2008
Posts: 909
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hmmm... I have not been seeing enough promotions (spells) on them to justify level 4. I will have to relook but typically I THOUGHT I was getting 1-3 level 1 spells. Not 4 as I should have been.
It looked more to me that they were supposed to get a couple bonus level 1 spells when they started since they were not even always from mana types I had. |
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#19 |
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Emperor
Join Date: Nov 2003
Posts: 1,114
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There is a one in ten chance to get each(*) level 1 spell, regardless of mana considerations.
Since there are twentyish spells, on average you should get two spells for each Moebius Witch, plus whatever you get from hoarded mana. I figure the ones you get with more than three promotions or spells you need but don't have the mana for balance the the ones with less. Especially since you can always delete the bad ones for a new chance to get a good one. In the beginning when they come through so slow that you don't want to delete them, the super early Channeling II mage makes up for it. (*) I'm not actually sure it's every possible spell sphere. Most though.
__________________
You look like you need a monkey. |
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