[MODULE]-Luchuirp Fort Commander UU

Swinkscalibur

Prince
Joined
Apr 15, 2009
Messages
332
Location
Oshawa, ON, CA
Current UU's
  • Sculptor (Luchuirp) - Status: Finished - May make cosmetic changes
  • Scorpion Clan Fort Commander (Clan of Embers) - Status: Finished - May make cosmetic changes
  • Gypsy Clan (Balseraphs) - Status: Finished - May make cosmetic changes

Installation Instructions - Unzip folder under Assets/Modules/Normal Modules

Luchuirp Sculptor unit (Fort Commander UU) Module version 1.51.
  • View attachment Sculptor.zip
  • v1.51 Changelog
    Spoiler :
    - fixed a bug that allowed mud golems to build forts
    - fixed all text bugs (none of the text was working properly)
    - fixed a bug that may have prevented the capable, experienced and master promotions from being gained.
    - fixed all xml load errors
    - fixed art problems
    - changed minimum distance for studios to 2.
    - added culture to workshops equivalent to a fort
    - added culture to factories equivalent to a castle
    - added a build order for sculptors studio
    - fixed art so the proper art defines are referenced
  • Here are the details...
    Spoiler :

    Units:

    Sculptor - 0/2 :strength: (Fort Commander UU)
    - weak unit, requires being defended by summons or other units.
    - starts with "Apprentice Sculptor"
    - blocked from commander I and II
    - can use ability "Build Wood Golem" (9 turns)
    - melee unit combat (not seige)
    - can gain "Capable Sculptor" at level 3, with Iron Working, requires tier II Improvement (ie. sculptor's workshop).
    - can gain "Experienced Sculptor" at level 5, with mithril working, requires tier II Improvement (ie. sculptor's workshop).
    - can gain "Master Sculptor" at level 8, requires tier III Improvement(ie. golem factory).
    - can gain Extension I and II.

    Improvements

    - Mud Golems can no longer build forts (though the Luchuirp can still use them), instead they can build the following Unique Improvements.

    Sculptor's Studio
    - replaces fort
    - does not spread :culture:
    - minimum distance = 2
    - minor defense bonus
    - 1 :hammers: and 1 :commerce:, gains 1 :hammers: each with guilds and machinery
    - becomes sculptor's workshop in 40 turns

    Sculptor's Workshop
    - replaces castle
    - spreads :culture: as a fort
    - increased defense bonus from studio
    - 2 :hammers: and 2 :commerce:, gains 1 :hammers: each with guilds and machinery
    - becomes golem factory in 80 turns

    Golem Factory
    - replaces citadel
    - spreads :culture: as a castle
    - increased defense bonus
    - 3 :hammers: and 3 :commerce:, gains 1 :hammers: each with guilds and machinery

    Promotions

    Apprentice Sculptor
    - +10% combat strength
    - allows the sculptor to use "Build Wood Golem"

    Capable Sculptor
    - overwrites/replaces "Apprentice"
    - +20% combat strength
    - allows the sculptor to use "Build Iron Golem"
    - decreased turn delay for "Build Wood Golem"

    Experienced Sculptor
    - overwrites/replaces "Capable"
    - +30% combat strength
    - allows the sculptor to use "Build Nullstone Golem"
    - decreased turn delay for "Build Wood Golem" and "Build Iron Golem"

    Master Sculptor
    - overwrites/replaces "Experienced"
    - +40% combat strength
    - allows the sculptor to use "Build Bone Golem" and "Build Clockwork Golem"
    - decreased turn delay for "Build Wood Golem", "Build Iron Golem", "Build Nullstone Golem"

    Abilities

    - each ability requires a turn delay (which decreases with promotions) and creates a permanent summon - (the summon is lost if the sculptor is lost)

Clan of Embers Scorpion Clan Fort Commander unit (Fort Commander UU) - v1.51
  • View attachment ClanCommander.zip
  • v1.51 Changelog
    Spoiler :
    - fixed a bug that allowed gretchins to build forts
    - changed art to actually be the goblin archer
    - allowed equip abilities to show as soon as they are unlocked.
    - fixed a bug that prevented the natural progression from Goblin Commander I to II
    - enfolded the traditional commander promotions into Goblin Commander I and II
    - added a new Field Fortification Spell to Clan Great Commanders which allows them to build a Clan Fort
    - removed autoaquire promotion and added a unique unit
    - changed art for unit to goblin archer art
    - changed the UU's unitcombat to archer
    - added "Equip with Poison" Ability to "Goblin Commander II"
    - added promotions
    - added clan fort build order for gretchin unit (blocked fort build order)
    - added equip scorpion clan unit abilities
    - added clan fort and established clan fort improvements
  • Here are the details ...
    Spoiler :

    Units

    Scorpion Clan Fort Commander - 3/3 :strength: (Fort Commander UU)
    - starts with Goblin Race
    - archer unit combat (not seige)
    - can gain "Goblin Commander I" at level 3, with "Clan Fort", "Established Clan Fort", or "Goblin Fort (Cleared)"
    - can gain "Goblin Commander II" at level 6, with "Established Clan Fort"

    Promotions

    Goblin Commander I
    - +1 air combat
    - +10% air combat damage limit.
    - +1 poison strength
    - Allows "Equip Archer", "Equip Chariot", "Equip Goblin" and "Equip Wolf Rider" abilities. (Archer, Chariot, and Wolf Rider require appropriate techs)

    Goblin Commander II
    - overwrites Goblin Commander I
    - +2 air combat
    - +20% air combat damage limit.
    - +3 poison strength
    - "Equip Archer", "Equip Chariot", "Equip Goblin" and "Equip Wolf Rider" cost 50% less.
    - Can cast "Equip with Poison" (applies Poisoned Blade, costs 200 :gold:)

    Improvements

    - Gretchins can no longer build forts (though the Clan of Embers can still use them), instead they can build the following Unique Improvements.

    - Clan Great Commanders can use an ability to build a Clan Fort in the field.

    Clan Fort
    - replaces fort
    - same effect as fort
    - minimum distance = 2
    - cannot be claimed by enemies
    - Goblin fort Art
    - evolves to "Established Goblin Fort" in 40 turns

    Established Clan Fort
    - replaces castle
    - same effect as castle
    - cannot be claimed by enemies
    - Goblin fort Art
    - does not evolve to citadel

Balseraph Gypsy Clan unit (Fort Commander UU) - v1.0
  • View attachment GypsyClan.zip
  • v1.0 Changelog
    Spoiler :

    - fixed the error that caused the Caravan to disappear off the Clans tile. Had to do with the copy caster promotions tag. Removed the tag and used the slave promotions tag. Duplicated all the helpful and annoying promotions and made half master promotions and the others slave promotions. Now if the Gypsy clan has the helpful I master promotion and uses Mobilize Camp the Caravan will be granted helpful I the promotion listed below. Also the master promotions no longer carry useless effects since a Clan will never be in a city.
    - Fixed the error that cause the Gypsy Camp and Gypsy Remnant promotions to not function properly. Now both the Mobilize and Re-unite camp abilities remove their corresponding promos and the promotions degrade to one another. For example if you use Mobilize Camp it removes the Gypsy Camp promotion and causes the promotion to degrade to Gypsy Remnant. Removing Gypsy Remnant grants Gypsy Camp.
    - fixed xml load errors.
    - added all features
  • Here are the details ...
 
Wow, that looks interesting! One problem I can see is the fact that they don't spread culture, which is one of the main reasons for building forts anyway.

Why can't they spread culture? can't you just lower the amount of culture that they spread instead?

I'm so glad I'm building Fallen Ages around FFPlus, you lot are so creative with your modules, and with the new system, they will all be compatable xD
 
They could have spread culture, but I removed that feature out of a sense of balance. It could go back in if I get the sense people aren't fond of the situation as of now. Also just for the record, the Luchuirp can still claim goblin forts, other forts, castles and citadels (which would still spread culture) they just can't build them.

Also as a side note, no other civilization should be able to claim the Luchuirp's unique improvements as forts, though they should still give the :hammers: and :gold: benefit.
 
This looks very interesting indeed; I'll post a link to it in the download thread, and take a look at it myself.

The only thing I'd change from the changelog, is the culture. How about having the first stage give none, the second give just the fort's tile, and the third give one tier around the fort?
 
^ I'm fine with this, changed as of version 1.2

Also I am working on a Clan Fort Commander UU.

Here's what I'm thinking (basing it off previously mentioned ideas)...

Spoiler :

Units

Scorpion Clan Fort Commander (Name and art changed via autoaquire promotion)
- starts with "Goblin Commander I" promotion
- can gain "Goblin Commander II" at level 6 with the "Established Clan Fort" improvement.

Promotions

Goblin Commander I
- base :strength: decrease by 1
- +1 poison strength
- can use "Hire Archer", "Hire Chariot", "Hire Goblin" and "Hire Wolf Rider"

Goblin Commander II
- base :strength: decrease by 1
- +1 poison strength
- "Hire Archer", "Hire Chariot", "Hire Goblin" and "Hire Wolf Rider" cost 25% less.
- Can cast version of "Poisoned Blade"

Improvements

Clan Fort
- replaces fort
- same effect as fort
- minimum distance = 2
- cannot be claimed by enemies, must be razed
- Goblin fort Art
- evolves to "Established Goblin Fort" in 30 turns

Established Clan Fort
- replaces castle
- same effect as castle
- cannot be claimed by enemies, must be razed
- Goblin fort Art
- does not evolve to citadel

 
So my computer is not great for testing things and I think I have a few errors in the xml. If someone has the ability to help me test my Luchuirp module I would be very appreciative.

ps. I think there are few small errors (nothing huge). I tried running it on my computer, but it is just too slow to effectively test.
 
So I was wrong about the minor errors, the previous version was pretty rough. But the latest version is definitely a working version. All errors are fixed, the only thing I might still change is the improvement art. (Only minor cosmetics)

I should be able to put out the Clan Commander this week.
 
Clan Commander is released. Still debating whether to put in the poisoned blade spell for Goblin Commander III. Should work as is without errors.
 
Another new unit in the works. A Balseraph Fort Commander UU.

Here are the details.
  • Units
    Spoiler :

    • Gypsy Camp - 5/5 strength (Fort Commander UU)
      • starts with Gypsy Camp promotion
      • only 3 air combat strength
      • melee unit combat (not seige)
      • can gain "Larger Clan" at level 4, with improvement "Castle" (equivalent or greater)
      • can gain "Huge Clan" at level 8, with "Citadel" (equivalent or greater)
      • has access to the Helpful I - V chain as well as the Annoying I - V chain of promotions
      • has access to the "Mobilize Camp" ability
    • Gypsy Caravan - 4/4 strength, 2 moves
      • created with the "Mobilize Camp" ability
      • inherits promotions from the Gypsy Camp which summons it.
      • no unit combat , does not gain promotions
      • is mobile and invisible, can explore rival territory
      • has access to the "Re-unite Camp" ability
  • Promotions
    Spoiler :

    • Gypsy Camp
      • requires Gypsy Clan unit
      • gives access to "Mobilize Camp"
      • given by the ability "Re-unite Camp"
      • overwrites "Gypsy Remnant"
    • Gypsy Remnant
      • requires the Gypsy Clan unit
      • gained after using "Mobilize Camp"
      • overwrites Gypsy camp
      • lowers :strength: by 3
      • lowers air combat strength by 1
      • lowers air combat max damage by 20%
    • Helpful I
      • City Bonus for own cities.
      • +1 culture
      • +1 happy
    • Helpful II
      • +1 :culture:
      • +1 :food:
      • +1 :commerce:
    • Helpful III
      • requires castle (equivalent or greater)
      • +1 :culture:
      • +1 :commerce:
      • +1 happy
      • +1 :hammers:
    • Helpful IV
      • requires castle (equivalent or greater)
      • +1 :culture:
      • +1 :food:
      • +1 :gold:
      • +1 :hammers:
    • Helpful V
      • requires citadel (equivalent or greater)
      • +1 :culture:
      • +1 :food:
      • +1 :gold:
      • +1 happy
      • +1 :hammers:
      • +1 trade route
    • Annoying I
      • City Bonus for rival cities.
      • -1 culture
      • -1 happy
    • Annoying II
      • -1 :culture:
      • -1 :food:
      • -1 :commerce:
    • Annoying III
      • requires castle (equivalent or greater)
      • -1 :culture:
      • -1 :commerce:
      • -1 happy
      • -1 :hammers:
    • Annoying IV
      • requires castle (equivalent or greater)
      • -1 :culture:
      • -1 :food:
      • -1 :gold:
      • -1 :hammers:
    • Annoying V
      • requires citadel (equivalent or greater)
      • -1 :culture:
      • -1 :food:
      • -1 :gold:
      • -1 happy
      • -1 :hammers:
    • Larger Clan
      • same effect as commander1
      • requires castle (equivalent or greater)
      • requires level 4
      • autoacquire
    • Huge Clan
      • same effect as commander2
      • requires citadel (equivalent or greater)
      • requires level 8
      • autoacquire
  • Abilities
    Spoiler :


    • Mobilize Camp
      • requires the "Gypsy Camp" promotion.
      • summons permanent "Gypsy Caravan" unit and copies over its own promotions.
      • applies the Gypsy Remnant promotion to self.
    • Re-unite Camp
      • requires the "Gypsy Remnant" promotion in stack
      • requires the "Gypsy Caravan" unit
      • applies the "Gypsy Camp" promotion to stack (since the promotion requires the Gypsy Clan promotion and is mustmaintain, no other units will receive it by accident)
      • kills caster
  • Other Notes
    Spoiler :

    • If the Gypsy Caravan is lost, the only ways to remove the Gypsy Remnant promotion from the Gypsy Clan are
      • Kill the Gypsy Clan and reclaim the fort
      • Use a different Clan's Caravan and Re-unite the Caravan to that clan (this shifts the weakness from one fort to another)
      • Build a new fort claim it and immediately create a caravan. Then do whatever you like with the fort.
    • If the Gypsy Clan unit is lost the caravan will also be lost. It is important to defend the weakened Gypsy Clan remnant.
 
the sculptor and the goblin is working fine i think , but i did get a lot of errors when i tried to load the gypsy.
 
yeah sculptor and goblin are both fully modular. Should work fine for a long time. The Gypsy is not in full release yet. I worked out some bugs internally. I have it loading but there are still a couple of functionality bugs so far that I am working out. Posted an updated version of the gypsy clan with the load errors fixed still a couple of bugs to work out.
 
Updated the Gypsy Clan module. Fixed the bugs. All modules should now work as intended, bug free. They should continue to work with further patches as they are fully modular. Just to be clear. All my modules work fully as of patch 1.12.
 
When i´m playing with the scupltor and the other fort commanders.
In the game i can´t see units from luchuirp and the clan.
But in the main menu it working fine. And playing with luchuirp i can´t produce a mud golem.
 
i have all of yours and that one with mana flares and imperials roads.
I also tried with a clean install and only sculptor and i didn´t could build a mudgolem.
 
I will have to double check this, but I won't have a chance yet until later today.

Edit: My bad, it appears the <bForceOverwrite> tag did not work quite as advertised in the CIV4UnitInfos file. I will post a fix when I can make one (the tag was supposed to help set the build fort option to the default 0), but to remove the error for now...

1. Open sculptor_CIV4UnitInfos
2. Scroll down to the entry on Mud Golems
3. Delete the line of code containing the <bForceOverwrite> tag
4. Save
5. Repeat #1-4 for clancommander_CIV4UnitInfos
 
Could you pleace update your download with this quickfix? There are some people who dont whant to do the edit them self and even for the people knowing what to do its a bit anoying.

with my last 1.20 game I have installed this mod and Golem Workshops what gives a nice exploit because as soon the golem was added to a Workshop the Sculptor could summon a new one.


About the Gypsy Clan there are some problems with the methode you used for the "summon" first of all the summon could merge with a other Gypsy Fort Commander. Sadly this merge dont meens the other Fort Commander can then summon a new one because the summon its blocked as long his own summon is still there. If it was me I would prefer a plain 1 time Summon here because you already have to spend Promotions to get the effects so that the negative promo one get for summoning probably overdid it.
 
Could you pleace update your download with this quickfix? There are some people who dont whant to do the edit them self and even for the people knowing what to do its a bit anoying.

with my last 1.20 game I have installed this mod and Golem Workshops what gives a nice exploit because as soon the golem was added to a Workshop the Sculptor could summon a new one.


About the Gypsy Clan there are some problems with the methode you used for the "summon" first of all the summon could merge with a other Gypsy Fort Commander. Sadly this merge dont meens the other Fort Commander can then summon a new one because the summon its blocked as long his own summon is still there. If it was me I would prefer a plain 1 time Summon here because you already have to spend Promotions to get the effects so that the negative promo one get for summoning probably overdid it.

I'm not sure what you meant by "as soon as the golem was added to the workshop." If you mean when the Sculptor levels up to gain a new level, then yes another golem of the first level can be sculpted. Therefore at the end you could have 4 wood, 3 iron ,2 nullstone, 1 bone and 1 clockwork golem per sculptor, if none of your original golems were killed. If they are killed and you are leveled up, you will not be able to get the number of golems back, as that particular summon spell is gone. If you are refering to something else, could you elaborate so that I can address the exploit.

As for the gypsy clan, this was a really tricky bit of coding to do, so as to keep everything modular. I believe what you are refering to is that if the mobile camp is killed the Gypsy Remnant is permanently weaker. This is how I intended it to function. You can simply kill off the unit and create a new one by re-claiming the fort. Or you can build a new fort and have the new mobile camp join up with the old (more promoted remnant). As for the strength knock on the remnant. It may be a bit harsh, but the potential effects of both the boost/harassment the camps can unlease needs to be balanced. It requires a bit of strategy to protect the camp remnants but it is worth the potential damage an army of the invisible gypsy camp units can unleash on an unsuspecting ally, or the dramatic boost said army could give to one of your cities. Essentially you can choose to use them as a negative spy-like unit or you can use them to make otherwise useless tiles (or tiles outside workable radii) give great yields.

Edit: Ahh, I see now you said you also had the Golem Workshops module added. They are a bit exploity together. Although, the create golem abilities take a few turns anyway, but they don't take up your city queue.

Also reading the bit about the gypsies again I believe everything you described is working as designed. I wanted the Caravan units to be able to migrate from Camp to camp. This actually has a great benefit. It means you can use your caravans aggressively and even if they manage to be killed, the Camp remnant can be joined up with a newer caravan and the strength as well as dividability of the older camp is renewed. (Of course the new camp is now weakened, but if it is brand new, who cares. Sacrifice it once the caravan has been settled elsewhere and then re-settle the camp.

Edit#2: Just to be clear, I am planning on creating a package of mods and modules for the next release including these units (will be packaged together), my D'tesh Water flavor module (perhaps with a bit of a tweak based on an old D'tesh thread), and two mods (not modular). The first will add a unique exploration mechanic to Ancient Ruins, the second will be a small addition of a great Statesman a Grigori specialist, that will be formed by settling an adventurer.
 
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