[BtS][WoC] Rapture

Well there is a lot of things that have been fictionalized so pretty easy to get away with anything on the older religions.

I made and added a bunch of units in the WoC Lite Rapture version. I would like to have some responses in the project area in anyone wants to give input.

So anyway 18 more shaman units. 6 sets with 3 reskins in each set. I just wish I could get any opinions on them. Going to try to finish the shamans then look at promotions thinking.

After I am done with all of them I guess I will post some super duper screenshot with them all. Half way there at this point.
 
Updated WoC Lite Rapture to 3.19. Included the 3.17 dll as well if you are still on 3.17.
 
Just thought I would drop these in for the heck of it. This is all in the WoC Lite Rapture.

108 units made by me.
Spoiler :




 
Hey Johnny. I'm planning on starting work on an SDK version of the old "True_Prophets" mod, which I plan to release as a stand-alone mod, but was wondering if you'd like me to keep you in the loop for your Rapture mod?

Aussie.
 
Hey Johnny. I'm planning on starting work on an SDK version of the old "True_Prophets" mod, which I plan to release as a stand-alone mod, but was wondering if you'd like me to keep you in the loop for your Rapture mod?

Aussie.

Ya I am interested. Although I have the great prophet performing schisms in a similar way already. I would like to have some AI for the prophets to do it. I don't know if there was AI in the original "True Prophets" or not.

Basically my prophets check what is the parent religion which might be an added bonus to a True Prophet mod. Just ideas anyway. Both being possible would be good.
 
Figure I should add this here in case.

Well not really that much to say about them. I plan to clear up more though.

I already listed most but I can try to make a full list here.

Code:
<!-- Building Schema -->

<!--  PAGAN_RELIGIONS      05/07/08            Faichele   -->
	<ElementType name="SpreadsReligion" content="textOnly"/>
	<ElementType name="FoundsReligion" content="textOnly"/>
	<ElementType name="PrereqOrReligion" content="textOnly"/>
	<ElementType name="PrereqOrReligions" content="eltOnly">
		<element type="PrereqOrReligion" minOccurs="0" maxOccurs="*"/>
	</ElementType>
<!--  PAGAN_RELIGIONS      END                            -->
<!--  PAGAN_RELIGIONS      05/07/08            Faichele   -->
		<element type="SpreadsReligion" minOccurs="0"/>
		<element type="FoundsReligion" minOccurs="0"/>
		<element type="PrereqOrReligions" minOccurs="0"/>
<!--  PAGAN_RELIGIONS      END                            -->

This adds the ability for buildings to found a religion with a requirement of another first.

Code:
<!-- Civilizations Schema -->

<!-- PAGAN_RELIGIONS_AND_SCHISMS	10/12/2007	Faichele	-->
	<ElementType name="PaganReligion" content="textOnly"/>
<!-- PAGAN_RELIGIONS_AND_SCHISMS	END						-->
<!-- PAGAN_RELIGIONS_AND_SCHISMS	10/12/2007	Faichele	-->
		<element type="PaganReligion" minOccurs="0"/>
<!-- PAGAN_RELIGIONS_AND_SCHISMS	END						-->

This adds a religion to a civ everytime a city is built.

Code:
<!-- Game Info Schema -->

<!-- PAGAN_RELIGIONS_AND_SCHISMS	03/08/2008	Faichele	-->
	<ElementType name="bIsPagan" content="textOnly" dt:type="boolean"/>
	<ElementType name="ParentReligion" content="textOnly"/>
	<ElementType name="SpreadEra" content="textOnly"/>
	<ElementType name="SpreadEras" content="eltOnly">
		<element type="SpreadEra" maxOccurs="*"/>
	</ElementType>
	<ElementType name="KeepEra" content="textOnly"/>
	<ElementType name="KeepEras" content="eltOnly">
		<element type="KeepEra" maxOccurs="*"/>
	</ElementType>
	<ElementType name="DecayEra" content="textOnly"/>
	<ElementType name="DecayEras" content="eltOnly">
		<element type="DecayEra" maxOccurs="*"/>
	</ElementType>
	<ElementType name="SpreadCivic" content="textOnly"/>
	<ElementType name="SpreadCivics" content="eltOnly">
		<element type="SpreadCivic" maxOccurs="*"/>
	</ElementType>
	<ElementType name="KeepCivic" content="textOnly"/>
	<ElementType name="KeepCivics" content="eltOnly">
		<element type="KeepCivic" maxOccurs="*"/>
	</ElementType>
	<ElementType name="DecayCivic" content="textOnly"/>
	<ElementType name="DecayCivics" content="eltOnly">
		<element type="DecayCivic" maxOccurs="*"/>
	</ElementType>
	<ElementType name="SchismYearEarliest" content="textOnly" dt:type="int"/>
	<ElementType name="SchismYearLatest" content="textOnly" dt:type="int"/>
	<ElementType name="GroupName" content="textOnly"/>
	<ElementType name="bCanSacrifice" content="textOnly" dt:type="boolean"/>
	<ElementType name="SacrificeType" content="textOnly"/>
	<ElementType name="SacrificeTypes" content="eltOnly">
		<element type="SacrificeType" maxOccurs="*"/>
	</ElementType>
	<ElementType name="iSpiritualityDiscoverCost" content="textOnly" dt:type="int"/>
	<ElementType name="iSpiritualityConvertCost" content="textOnly" dt:type="int"/>
<!-- PAGAN_RELIGIONS_AND_SCHISMS	END						-->
<!-- PAGAN_RELIGIONS_AND_SCHISMS	03/08/2008	Faichele	-->
		<element type="bIsPagan" minOccurs="0"/>
		<element type="ParentReligion" minOccurs="0"/>
		<element type="SpreadEras" minOccurs="0"/>
		<element type="KeepEras" minOccurs="0"/>
		<element type="DecayEras" minOccurs="0"/>
		<element type="SpreadCivics" minOccurs="0"/>
		<element type="KeepCivics" minOccurs="0"/>
		<element type="DecayCivics" minOccurs="0"/>
		<element type="SchismYearEarliest" minOccurs="0"/>
		<element type="SchismYearLatest" minOccurs="0"/>
		<element type="GroupName" minOccurs="0"/>
		<element type="bCanSacrifice" minOccurs="0"/>
		<element type="SacrificeTypes" minOccurs="0"/>
		<element type="iSpiritualityDiscoverCost" minOccurs="0"/>
		<element type="iSpiritualityConvertCost"  minOccurs="0"/>
<!-- PAGAN_RELIGIONS_AND_SCHISMS	END						-->
<!-- YET_MORE_COMMERCETYPES		08/01/08		FAICHELE	-->
	<ElementType name="bStockPilePerCity" content="textOnly" dt:type="boolean"/>
	<ElementType name="bStockPilePerPlayer" content="textOnly" dt:type="boolean"/>
<!-- YET_MORE_COMMERCETYPES		END				FAICHELE	-->
<!-- YET_MORE_COMMERCETYPES		08/01/08		FAICHELE	-->
		<element type="bStockPilePerCity" minOccurs="0"/>
		<element type="bStockPilePerPlayer" minOccurs="0"/>
<!-- YET_MORE_COMMERCETYPES		END				FAICHELE	-->
<!-- YET_MORE_COMMERCETYPES			10/26/08			FAICHELE -->
	<ElementType name="iPhilosophyDiscoverCost" content="textOnly" dt:type="int"/>
	<ElementType name="iPhilosophySwitchCost" content="textOnly" dt:type="int"/>
	<ElementType name="iSpiritualitySwitchCost" content="textOnly" dt:type="int"/>
<!-- YET_MORE_COMMERCETYPES			10/26/08			FAICHELE -->
	<!-- YET_MORE_COMMERCETYPES			10/26/08			FAICHELE -->
		<element type="iPhilosophyDiscoverCost" minOccurs="0"/>
		<element type="iPhilosophySwitchCost" minOccurs="0"/>
		<element type="iSpiritualitySwitchCost" minOccurs="0"/>
<!-- YET_MORE_COMMERCETYPES			10/26/08			FAICHELE -->
"bIsPagan" makes a religion non spreadable by normal means, and "ParentReligion" gives a religion a parent for schisms. "GroupName" is the name for text in the schism mission popup.

"iSpiritualityDiscoverCost" and "iSpiritualityConvertCost" is planned to be implemented. Basically was going to require a certain amount of spiritual commerce to do either discover a religion or to convert.

The sacrifices are not in this one. The adds the tags for effects from civics on the spread and decay. Add also what range of years an automatic schism can take place for a religion.

The more commerces adds the new commerces to the game but I don't think I used in this one. All you have to do is add more commerces line to any section already using commerce to add them though.

Code:
<!-- Unit Schema -->

<!-- INQUISITION			10/12/2007			MRGENIE		-->
	<ElementType name="PrereqCivic" content="textOnly"/>
<!-- INQUISITION			END					MRGENIE		-->
<!-- INQUISITION			10/12/2007			MRGENIE		-->
	<ElementType name="bRemoveNonStateReligion" content="textOnly" dt:type="boolean"/>
<!-- INQUISITION			END					MRGENIE		-->
<!-- SCHISMS				03/12/2008			faichele	-->
	<ElementType name="bReligiousSchism" content="textOnly" dt:type="boolean"/>
<!-- SCHISMS				END					faichele	-->
<!-- INQUISITION			10/12/2007			MRGENIE		-->
		<element type="PrereqCivic" minOccurs="0"/>
<!-- INQUISITION			END					MRGENIE		-->
<!-- INQUISITION			10/12/2007			MRGENIE		-->
		<element type="bRemoveNonStateReligion" minOccurs="0"/>
<!-- INQUISITION			END					MRGENIE		-->
<!-- SCHISMS				03/12/2008			faichele	-->
		<element type="bReligiousSchism" minOccurs="0"/>
<!-- SCHISMS				END					faichele	-->

Adds a tag to give a unit the possibility to remove a religion. The other is for it to perform a schism. There is inquisitor AI in the SDK for them. No AI for the prophet schism mission.

There is an automatic schism mission without the prophet based on the years. That is what I want to tweak or either give the prophet some AI to do a schism.

Most of the changes are in the automatic schism mechanism and recognizing parent religions for example.

I hope that helps anyway. I need this anyway to post to others.
 
Hey Johnny. I'm planning on starting work on an SDK version of the old "True_Prophets" mod, which I plan to release as a stand-alone mod, but was wondering if you'd like me to keep you in the loop for your Rapture mod?

Aussie.

Hi Aussie,

I'm curious. Why would you need to go to the SDK to do True Prophets? That would seem to make it less modular than sticking to python.

Eusebius
 
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