Iceciro
Special Ability: Decimate
Log Random Numbers didn't do it, I assure you. All it does is output numbers to a log, not change any ingame settings that might cause an OOS. What mapscript were you playing on?
Log Random Numbers didn't do it, I assure you. All it does is output numbers to a log, not change any ingame settings that might cause an OOS. What mapscript were you playing on?
<PromotionInfo> <!-- Spider - Textus Greater (Web Spider) -->
<Type>PROMOTION_SPIDER_TEXTUS_GREATER</Type>
<UnitArtStyleType>UNIT_ARTSTYLE_SPIDER_YELLOW</UnitArtStyleType>
</PromotionInfo>
Adaptive trait, when changing traits, removes a civ's civilization trait from units. Test this by playing as Deidra of the Austrian, change to aggressive, and now trackers get combat 1 but not adventurer.
-Colin
<BuildingInfo> <!-- School Of Cernunnos --><!-- Must be after School of Theology in XML -->
<BuildingClass>BUILDINGCLASS_SCHOOL_OF_CERNUNNOS</BuildingClass>
<Type>BUILDING_SCHOOL_OF_CERNUNNOS</Type>
<Description>TXT_KEY_BUILDING_SCHOOL_OF_CERNUNNOS</Description>
<Civilopedia></Civilopedia>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_MONUMENT</ArtDefineTag>
<ReligionType>RELIGION_FELLOWSHIP_OF_LEAVES</ReligionType>
<PrereqReligion>RELIGION_FELLOWSHIP_OF_LEAVES</PrereqReligion>
<bNeverCapture>1</bNeverCapture>
<iCost>30</iCost>
<iHurryCostModifier>50</iHurryCostModifier>
<iConquestProb>0</iConquestProb>
<iHealth>3</iHealth>
<iAsset>2</iAsset>
<iPower>4</iPower>
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChangeDoubleTimes>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>15</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_COLLEGE_OF_THEOLOGY</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<bGraphicalOnly>1</bGraphicalOnly>
</BuildingInfo>
<BuildingInfo> <!-- School Of The Fallen One --><!-- Must be after School of Theology in XML -->
<BuildingClass>BUILDINGCLASS_SCHOOL_OF_THE_FALLEN_ONE</BuildingClass>
<Type>BUILDING_SCHOOL_OF_THE_FALLEN_ONE</Type>
<Description>TXT_KEY_BUILDING_SCHOOL_OF_THE_FALLEN_ONE</Description>
<Civilopedia></Civilopedia>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_MONUMENT</ArtDefineTag>
<ReligionType>RELIGION_THE_ASHEN_VEIL</ReligionType>
<PrereqReligion>RELIGION_THE_ASHEN_VEIL</PrereqReligion>
<bNeverCapture>1</bNeverCapture>
<iCost>30</iCost>
<iHurryCostModifier>50</iHurryCostModifier>
<iConquestProb>0</iConquestProb>
<iWarWearinessModifier>50</iWarWearinessModifier>
<iEnemyWarWearinessModifier>20</iEnemyWarWearinessModifier>
<iAsset>2</iAsset>
<iPower>4</iPower>
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChangeDoubleTimes>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>15</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
<FreeSpecialistCounts>
<SpecialistCount>
<SpecialistType>SPECIALIST_SCIENTIST</SpecialistType>
<iSpecialistCount>1</iSpecialistCount>
</SpecialistCount>
</FreeSpecialistCounts>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_COLLEGE_OF_THEOLOGY</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<bGraphicalOnly>1</bGraphicalOnly>
</BuildingInfo>
Hope it helps!
Thanks,
jrandrew.
bPrerqReligion is a base Civ tag that actually requires the city to have 0 religions present.
Thanks for taking the time to find the cause of these issues
<Building>
<BuildingClassType>BUILDINGCLASS_PAGAN_TEMPLE</BuildingClassType>
<BuildingType>BUILDING_MUSEUM</BuildingType>
</Building>
<Unit>
<UnitClassType>UNITCLASS_STYGIAN_GUARD</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_PARAMANDER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CRUSADER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_BEAST_OF_AGARES</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Building>
<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_TEMPORENCE</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_TOWER_OF_COMPLACENCY</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_PROPHECY_OF_RAGNAROK</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_THE_NECRONOMICON</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_TABLETS_OF_BAMBUR</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_STIGMATA_ON_THE_UNBORN</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SONG_OF_AUTUMN</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_CODE_OF_JUNIL</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_DIES_DIEI</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_NOX_NOCTIS</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_DEMONS_ALTAR</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
So, been looking at them a bit more. First of all, they should be able to build museums but are not able to. This is because they have two entries in CIV4CivilizationInfos.xml for BUILDINGCLASS_PAGAN_TEMPLE, but the second is marked with a BuildingType of NONE. I deleted the second entry, and left the first one, which reads:
Code:<Building> <BuildingClassType>BUILDINGCLASS_PAGAN_TEMPLE</BuildingClassType> <BuildingType>BUILDING_MUSEUM</BuildingType> </Building>
As I mentioned before, I think they should be restricted from even building any of the units which require temples (Stygian Guards, Paramanders, Crusaders, and Beasts of Agares.) I know that this starts to get out of the realm of a "bug" and is more into design decisions, but it seems the simplest and most straightforward fix for now. More modifications for the Dural in CIV4CivilizationInfos.xml:
Code:<Unit> <UnitClassType>UNITCLASS_STYGIAN_GUARD</UnitClassType> <UnitType>NONE</UnitType> </Unit> <Unit> <UnitClassType>UNITCLASS_PARAMANDER</UnitClassType> <UnitType>NONE</UnitType> </Unit> <Unit> <UnitClassType>UNITCLASS_CRUSADER</UnitClassType> <UnitType>NONE</UnitType> </Unit> <Unit> <UnitClassType>UNITCLASS_BEAST_OF_AGARES</UnitClassType> <UnitType>NONE</UnitType> </Unit>
I might also eliminate Rathas even though they don't require Empyrean temples because they are the equivalent of "Tier 2" units like Paramanders. I didn't eliminate the Nightwatch because they're less religious and more, well, pragmatic. I can see the Dural adopting a religion for a pragmatic motivation.
Now, to get even more aggressive, it's pretty clear from the Civilopedia that the Dural don't build temples. Some may worship gods, but all of them are definitely on the reserved side about it. If they can't build temples, why can they build any of the Holy City buildings? In my most recent game I still was incentivized to go for the religions to try to build the Holy Cities because I had an early tech lead. I think the Dural should be somewhat discouraged from doing this. Also, why would they build the Temple of Temporance, the Prophecy of Ragnarok, or the Tower of Complacency?
Yet more edits to CIV4CivilizationInfos.xml:
Code:<Building> <BuildingClassType>BUILDINGCLASS_TEMPLE_OF_TEMPORENCE</BuildingClassType> <BuildingType>NONE</BuildingType> </Building> <Building> <BuildingClassType>BUILDINGCLASS_TOWER_OF_COMPLACENCY</BuildingClassType> <BuildingType>NONE</BuildingType> </Building> <Building> <BuildingClassType>BUILDINGCLASS_PROPHECY_OF_RAGNAROK</BuildingClassType> <BuildingType>NONE</BuildingType> </Building> <Building> <BuildingClassType>BUILDINGCLASS_THE_NECRONOMICON</BuildingClassType> <BuildingType>NONE</BuildingType> </Building> <Building> <BuildingClassType>BUILDINGCLASS_TABLETS_OF_BAMBUR</BuildingClassType> <BuildingType>NONE</BuildingType> </Building> <Building> <BuildingClassType>BUILDINGCLASS_STIGMATA_ON_THE_UNBORN</BuildingClassType> <BuildingType>NONE</BuildingType> </Building> <Building> <BuildingClassType>BUILDINGCLASS_SONG_OF_AUTUMN</BuildingClassType> <BuildingType>NONE</BuildingType> </Building> <Building> <BuildingClassType>BUILDINGCLASS_CODE_OF_JUNIL</BuildingClassType> <BuildingType>NONE</BuildingType> </Building> <Building> <BuildingClassType>BUILDINGCLASS_DIES_DIEI</BuildingClassType> <BuildingType>NONE</BuildingType> </Building> <Building> <BuildingClassType>BUILDINGCLASS_NOX_NOCTIS</BuildingClassType> <BuildingType>NONE</BuildingType> </Building> <Building> <BuildingClassType>BUILDINGCLASS_DEMONS_ALTAR</BuildingClassType> <BuildingType>NONE</BuildingType> </Building>
I thought about restricting them from building the Altar of the Luonnotar, but the Grigori can build it, so that seemed both inconsistent and overly restrictive on playstyle.
Hope this isn't too much. Take what's useful, leave the rest.
Thanks!
EDIT: Similar things for Grigori. They can't build temples, so the units requiring temples should probably be blocked. Also, if the Dural are explicitly blocked from building the priest and high priest units, shouldn't the Grigori be as well?
EDIT2: Temple of the Veil is required for a Demons' Altar, so both Grigori and Dural should probably be blocked from that too... Added above...
if (pPlot.getTerrainType() == gc.getInfoTypeForString('TERRAIN_MARSH')) and (iCiv == iLizCiv1 or iCiv == iLizCiv2) :
pPlot.setImprovementType(gc.getInfoTypeForString('IMPROVEMENT_SWAMP'))
if pPlot.isOwned():
cf.startWar(caster.getOwner(), pPlot.getOwner())
def startWar(self, iPlayer, i2Player, iWarPlan):
iTeam = gc.getPlayer(iPlayer).getTeam()
i2Team = gc.getPlayer(i2Player).getTeam()
eTeam = gc.getTeam(iTeam)
e2Team = gc.getTeam(i2Team)
if eTeam.isAlive():
if e2Team.isAlive():
if not eTeam.isAtWar(i2Team):
if iTeam != i2Team:
if eTeam.isHasMet(i2Team):
if not eTeam.isPermanentWarPeace(i2Team):
eTeam.declareWar(i2Team, false, iWarPlan)