I did have some issues related to trading mechanized units though. I'd strongly prefer it if you added a new tag to control what units can be traded rather than using bMechanized.
What mechanized units do you have that you dont want to be tradeable? I'm probably not going to add a new XML tag just for this, but I might try and set up a CannotTradeUnit python callback that will give you more control. Though I haven't done anything like that before, so it may not be in the next release.
It would also be great if you could make a new promotion tag that blocks the ability to cast spells and remove that aspect from the bHeld tag.
Looks like the code is causing Held units to also be flagged as Immobile for 999 turns. I'll see what I can do to make that work better.
I also wish that units had a tag to determine whether they took the default racial promotion, rather than basing this on whether they are living, mechanized, or world units.
Not a priority for me. You can always add some code to onUnitBuilt function in python that strips out the racial promos.
I have seen Standing Stones appear on peaks in two different games.
That's a new one. I'll take a look at it.
In a recent game, we had Gargoyles entering our culture.
In 2.1 I still had the problem where gargoyles spawned by that unique mountain annihilated AI first city. Gargoyles possibly spawned within city border.
Arg! Damn Gargoyles. I'll look into this again.
If the AI uses the same rules as the governors then there could be problems here.
I'm pretty sure that the AI does not use the Governor code. I haven't done anything to the Governor code myself. I'll add it to the list.
I'm also at the point where I'll end the turn, the AI's slowly cycle through, just as everything finishes and the game prepares to begin my turn (recenter the map), CTD
Any chance you can send me this savegame?
Is there anything in the code that tells the AI to upgrade their defending units?
There is, but defending units rarely leave the city they are in, so if that city doesn't have the proper training buildings, the chance of them upgrading is rather slim.
If an opposing army is threatening your towns, some number of troops should be breaking off to form defensive stacks. Instead, they will often divert their entire army, ignoring my weakly defended towns and being picked off by cultists/stygian guards hanging out off the coast.
In my recent game I was able to defeat a drastically numerically superior opponent using similar tactics. I picked off cities behind the stack of doom, causing it to march back and forth, getting near my cities before turning back to re-take its own. I was able to wear the SoD down over the course of 15 turns or so (Nox Noctis was helpful, of course) and crushed him once the SoD was gone. If he had split the stack into three and defended with one while the other two razed my cities, he could have destroyed me.
I can try futzing around with the code a bit, but this sort of Unit AI is difficult to code.
But allowing items to be dropped would be a nicer workaround.
There are some exploitation issues with being able to drop items at will, but the main hindrance is that it would require a new spell for every single item in the game (manipulating items is a 'spell'), which is a major pain in the ass.
I've noticed lately in my modmod that priests no longer seem capable of upgrading to anything
My bad. Will be fixed in the next release.
Speaking of upgrades, could you make it so that upgrading a unit that is the avatar of a leader does not leave the player without traits, but instead causes the upgraded unit to be the new avatar? While you are at it, could you do the same for avatars that are converted to other units through xml spells or the python pNewUnit.convert(pOldUnit) call?
Seems like that should be possible. I'll look into it.
Is there some way to prevent the def onUnitLost(self, argsList): call from being activated when a unit is actually being upgraded rather than destroyed?
Its definitely possible. I'll have to make sure that it doesn't result in any other issues.
(Also, in what order are unit upgrades handled? Is the new unit given the info of the old, including its custom name, before or after the old unit is lost?
Before.
Do we really want all buildings and units to be displayed in the Sevopedia?
Yes, otherwise there are a large number of buildings and units that a player would not be able to get any information about. Though it does result in some strange entries, I would prefer to have the information available to players so they can find answers in-game rather than trying to dig through outdated manuals or comb through forums.
What is the point of having the bGraphicalOnly tag if it is ignored?
You are free to change it in your mod. It's handled in python.
SevoPediaMain.py - look for
and not getInfo(iItemID).isGraphicalOnly()) . That's the line that I changed.
In my last real game I ran into this error:
Code:
Traceback (most recent call last):
File "BugEventManager", line 361, in _handleDefaultEvent
File "Revolution", line 635, in onEndPlayerTurn
File "Revolution", line 1075, in updatePlayerRevolution
File "Revolution", line 2118, in checkForBribes
File "RevUtils", line 1007, in computeBribeCosts
ZeroDivisionError: integer division or modulo by zero
OK. The revolutions code has lots of confusing formulas in it. Looks like you've hit one that wasn't properly coded. I'll have to try and figure out what that section of code is trying to do.
I also found it quite annoying to repeatedly get revolution events where a city I had conquered from the Calabim asks to be given back to Alexis and says that Alexis may declare war on me if I refuse, when I was already at war with Alexis the entire time.
OK. I'll look into this as well.
I don't think that it should be possible to get a revolution a city asked to be made independent under a new leader while it is your only city.
Was it the event where you cede power for 10 turns? If so, having only a single city shouldnt necessarily prevent it from happening.
I also tend to think that puppet states should not be so willing to liberate their only cities, as doing so is suicide and makes the event where they ask to give up independence pretty pointless.
Not entirely sure what you're referring to. Can you give me a more detailed example?
In the last game where I summoned Basium I noticed that I was unable to have diplomacy with him until he gained his first city. (I'm pretty sure that was never the case before v2.2.)
I blocked civs without cities from engaging in diplomacy because it was resulting in lots of strange diplomatic occurrences with rebels and also just made sense from a gameplay perspective.
I really think that we should be able to gift cities to vassals, not only liberate them.
I can look into that.
I decided to go ahead and attach (a zip archive containing) an edited version of GameFont.tga that will make your modmod use the obsidian gate icon for which you were hoping.
Awesome! Thanks!
The "Toggle manabar display" text is not using the defined txt. At Assets/python/Screens/CvMainInterface.py:
Should be:
Code:
szText = "<font=2>" + localText.getText("TXT_KEY_MANA_TOGGLE_HELP", ()) + "</font=2>"
Otherwise, the text will not work with translations.
And thanks to Terkhen as well!
AI - IMO still overuses mages/adepts. Melee line is used rarely. even ljofo AI rarely uses archers....prefers mages, etc.
OK.
Basium proceeded to charge solo into the middle of enemy territory
Kuriotate hero, a centaur charger, committed suicide charging (solo) towards Acheron who was closeby.
Damn Heroes! I've tried before to make Heroes stay in groups, but for some reason they seem to often end up out on their own. I'll look into it again.