Paradeigma

okay... but I still like that priests stays... losing units you built is ... sad
It is not a problem, because in my mod you cannot build those units without the state religion. So, you loose anything only if you change your religion. That's why in Paradeigma your aim is to focus on only one religion.

Calavente said:
(at least, even if you remove the spells, leave the priests.. the insta-temple is very useful and important)
Why is it so important ?
I mean, what is your interest on building temples of other religions ? Get free happiness ? I've been verry strict about happiness in my mod (for example the changes for the Guardian of Nature civic), so you have to deal with it. What else ?

Lplate said:
You can always spoiler large quotes.

I appreciate the idea of what your trying to achieve with the religions. You might consider tweaking your rules for Empyrean, to allow more of the units of other religions, as they're supposed to be the most tolerant.
Thanks.
I thought to reduce the abandon mechanic for the Tolerant Trait but for the moment I want to think about it, and keep the rule "one religion" until I have a good reason to make an exception. It is the same thing for Empyrean.
 
well... why... because changing religion might be necessary under constraints from the exterior... it is already a pain in the *ss when it happens. making it harder....well.

Further, I'm not sure it is "cannon" to have the religion being so intolerant with each other.
Especially the neutral religions (RoK, FoL and OO) and Empy (which pride themselves to be tolerant).
further this advantages the grigori... now, instead of being banned from multiple priests spells, they only lose 1 priest type... and they don't lose the ability to match religion to their need...as nobody has this possibility anymore.

one of the AIM of FFH is that every-body converts to either Order or AV when the armagedon counter rises...either to push the hell terrain back..or to go sacrifice the weak to cope with hell terrain.
your way it makes it very harsh to make this change : you lose all your religious units...

well... that is to say : I find this change not interesting and damaging. (but you may do as you want).
If you want to limit the "religion whoring" on may imagine some soft ways to do it. Here it is a hard way.
 
Canonically, Bannor under The Order tolerate the Empyrean, The Runes, and even the Fellowship, but only so long as they support the government. Their view of other religions in kind of like that of Red China today. They do not allow the free exercise of religion, but censor speech that opposes the state's goals (particularly their military goals) or criticizes their decisions. There are many Temples of the Empyrean that receive substantial funding from the Bannor government, but the same government also persecutes those who dare to speak truth to power. Priests of other religions are certainly required to support The Order's crusades. They frequently enlist as army medics, so that they won't be drafted as common combat soldiers.


The Empyrean does pride itself on openness and tolerance, but they do not tolerate true evil. They are typically slower to act only because they take more time to understand how to address the causes of evil and to reform those who have sinned. Canonically, The Empyrean actually seem to have done much more to combat the spread of the Ashen Veil and save the world from hell. The Empyrean founded the Overcouncil primarily to deal with this threat, and launched the first missions to try to stop Tebryn Arbandi from destroying the world. The Order was too busy trying to exterminate the cult of the Octopus Overlords to focus on the more existential threats. The Overcouncil spread the knowledge of the Mercurian Gate (after Ethne shared it with them), and Empyrean troops built multiple Mercurian Gates to summon angels to fight the demons. The Order did not trust Basium.


We don't know that much about how tolerant the Fellowship or Runes are. We know that they are mostly focused in rather insular and often xenophobic communities of Elves and Dwarves though. The Khazad considered it a great national shame when Maros converted to The Order.
 
At this point I need help for :
1) How to add art for resources that appears in the city screen ?
2) How to link a leader to his/her diplomatic texts ?
3) How a building can trigger a victory ?

Any idea ?
 
1)The resource icons (like religion icons, corporation icons, happy faces, etc) must be added to the GameFont.tga and GameFont_75.tga files (found under \Assets\res\Fonts), which is very hard to do properly unless you use this utility program. It allows you to import .tga, .dds, and .png files, and to re-size and align them to fit the grid perfectly. (It also has handy features like easily adding gold starts for holy cities).

Associated those icons to a resource requires editing the resource's art define in Assets\XML\Art\CIV4ArtDefines_Bonus.xml.
Code:
		<BonusArtInfo>
			<Type>ART_DEF_BONUS_MANA_AIR</Type>
			<fScale>1.0</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<NIF>Art/Terrain/Resources/mana_air/Uranium.nif</NIF>
			<KFM>Art/Terrain/Resources/mana_air/Uranium.kfm</KFM>
			<Button>Art/Interface/Buttons/WorldBuilder/Air.dds</Button>
			<FontButtonIndex>36</FontButtonIndex>
		</BonusArtInfo>

<fScale> controls how big the resource will appear on the map.
<fInterfaceScale> controls how big it will appear in the pedia.
<NIF> defines the model art itself.
<KFM> defines the model's animations (many resource are not animated and have nothing set here).
<Button> defines the button that shows up in the pedia.
<FontButtonIndex> tells the game where in GameFont.tga and GameFont_75.tga to look for the icons used in diplomacy, the city screen, the mana bar, etc. I'm not exactly sure how the game determined what index refers to what cell of the grid but if you add a new resource right after an old one you can just add 1 to the index that uses.

Associating a particular resource with its art define involves editing the <ArtDefineTag> of the resource in Assets\XML\Terrain\CIV4BonusInfos.xml

2) I've never tried to do this, but I think it involves editing Assets\XML\Gameinfo\CIV4DiplomacyInfos.xml

Code:
        <DiplomacyInfo>
            <Type>AI_DIPLOCOMMENT_DECLARE_WAR</Type>
            <Responses>
                <Response>
                    <Civilizations/>
                    <Leaders>
                        <Leader>
                            <LeaderType>LEADER_ALEXIS</LeaderType>
                            <bLeaderType>1</bLeaderType>
                        </Leader>
                    </Leaders>
                    <Attitudes>
                    </Attitudes>
                    <DiplomacyPowers>
                    </DiplomacyPowers>
                    <DiplomacyText>
                        <Text>AI_DIPLO_DECLARE_WAR_LEADER_CALABIM</Text>
                    </DiplomacyText>
                </Response>
......

It seems that each response can be set for specific leaders as well as for specific civilizations. If both are used I'm not sure if that would apply only when said leader is of said civilization or for any leader of that civ plus any civ of that leader.


3) I'm not sure. I was thinking that it would be set in Assets\XML\Gameinfo/CIV4VictoryInfo.xml, but I don't see any tag for it there.

Assets\XML\Buildings\CIV4BuildingInfos.xml includes the <VictoryPrereq> tag which make you unable to build the building when that victory type is disabled, but I don't think that is actually required in order to make constructing it result in victory.

I just realized that there are some related tags in Assets\XML\Buildings\CIV4BuildingClassInfos.xml which might control it.

Code:
		<BuildingClassInfo>
			<Type>BUILDINGCLASS_TOWER_OF_MASTERY</Type>
			<Description>TXT_KEY_BUILDING_TOWER_OF_MASTERY</Description>
			<iMaxGlobalInstances>1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>-1</iMaxPlayerInstances>
			<iExtraPlayerInstances>0</iExtraPlayerInstances>
			<bNoLimit>0</bNoLimit>
			<bMonument>0</bMonument>
			<DefaultBuilding>BUILDING_TOWER_OF_MASTERY</DefaultBuilding>
[B]			<VictoryThresholds>
				<VictoryThreshold>
					<VictoryType>VICTORY_TOWER_OF_MASTERY</VictoryType>
					<iThreshold>1</iThreshold>
				</VictoryThreshold>
			</VictoryThresholds>[/B]
		</BuildingClassInfo>
Note that the 4 towers which are prerequisites to he Tower of Mastery also have that victory set, although only the final Altar of the Luonnotar does. This may mean that the Tower of Mastery victory actually requires all 5 buildings, and if you give yourself the Tower of Mastery in worldbuilder before you get the Tower of Alteration than building that lesser tower might trigger your victory. The lesser Altars of the Luonnotar however are always removed when the next version is added, so you would only have one when you win.
 
Note that the 4 towers which are prerequisites to he Tower of Mastery also have that victory set, although only the final Altar of the Luonnotar does. This may mean that the Tower of Mastery victory actually requires all 5 buildings, and if you give yourself the Tower of Mastery in worldbuilder before you get the Tower of Alteration than building that lesser tower might trigger your victory. The lesser Altars of the Luonnotar however are always removed when the next version is added, so you would only have one when you win.
That's explain when I tried to win with Mechanos only with the Tower of Steel (a change for Tower of Mastery) without the other towers the victory didn't trigger.

Thank you for your advices, I will try all of this after converting my mod from FFH2 to Tholal's one.
 
An other question :

I want the Mechanos to appear as emergent leader, like Basium or Hyborem. Each time a player search the engineering tech I want a pop-up appears like "Do you want to make your industrial revolution ?" and if the player answers "yes" all his/her cities and units become mechanos (and the ancient civilization disappears because it has no more cities or units). If not, the next player who searched that tech has the choice, until someone says "yes" (the mechanos can only appear once). How can I do that ?

I think the AI should refuse automaticaly or accept with a random chance depending of the civ (for example a khazad or grigori player could accept), and to make sure the mechanos gets all techs and diplomatic statutes the more simple way is to make Verocchio appears as a team member of the player.
Obviously, if I can do that the Mechanos will become optionnal, like Basium and Hyborem, with a "No Industrial Revolution" option.

But the point where I need help is how to make that pop-up and depending of the choice how to make a new player can appear and get the cities and units.
 
An other question : the game sends a message when a global wonder is built. How to force the game to make a message for national wonders too ? Or for some wonders, for example the steps of the luonnatar or the magic towers ?
 
I want the Mechanos to appear as emergent leader, like Basium or Hyborem.

Look in onTechAcquired in CvEventManager.py to see how its done with the Infernals and Mercurians. I imagine you could just copy that code and alter it to fit your needs.

An other question : the game sends a message when a global wonder is built. How to force the game to make a message for national wonders too ? Or for some wonders, for example the steps of the luonnatar or the magic towers ?

That would be in onBuildingBuilt. I dont know the exact code offhand to send messages to all the other players, but I imagine if you poke around through the python a bit you can find somewhere that messages are being sent and also copy and edit that code for your needs.
 
Grigori: Adventurers replace great commanders.

I think this might have done something to the GC counter mechanic as my counter popped one GC and now reads 52/45. Shouldn't it be bumped to the next level?
 
Illian: No access to arcane magic. The priests of winter are buildable and can make ice nodes.

I like this idea, and I'm trying to do something similar. Have you noticed the AI building Ice Nodes with the PoW without any problem? Did you add any python code to get the AI to do this? Thanks!
 
New ! Paradeigma 1.5b

(see first post)

- the sanctuary increases magic resistance of all units in the city by 20
- Found the Temple needs the technology to build it
- the mage guild doesn't provide +2 science anymore, but instead gets +1 specialist for each mana node (except ice)
- correction of the skin of the Igor
- the steamtank gets -1 move
- you cannot sacrifice the technist to hurry production
- Faeryl is Summoner/Raider instead of Arcane/Raider
- Thessa is Arcane/Spiritual instead of Arcane/Expansive
- Cassiel is Charismatic/Philosophical/Tolerant instead of Industrious/Philosophical/Adaptative
- supplies updated (for mechanos factory and calabim breeding pit)
- Illians : no more Cult of the Dragon units
- Ice elemental is 2 strenght, 0 ice strenght and +1 ice mana affinity
- sundered gives half of the global Counter (instead of 100% previously)
- Consume Souls for Eater of Dreams only
- elegy of the sheaim increase the Counter by 3 (instead of 5), hallowing of the elohim by -3 (instead of -5)
- planar gate : +1 Counter, reliquary : -1
- planar gates spread hell if someone has the tech Infernal Pact
- hell spread on barbarian tiles as if the tile is neutral
- Sheaim can build the ritual "Chosen by Agares" wich needs a Counter of 100 and allows the Armagueddon victory
- Experimentation Camp (mage guild for Sheaim) : +2 science -1 health, +1 Counter, 1 free specialist for each Snake pillar
- Councils can be joined with the Deception and Honor techs
- Agnostic civilizations get happiness from Theocracy and Religion with their special pagan temples (Pantheon for Grigoris, Temple of the Hand for Illians and Clock Tower for Mechanos)
- Military state provides only 10 free units (not depending of the population) and the free units of Crusade have been reduced by half
- thanks : Stoik the Bard (Artist), Magister Cultuum (Sage, already in FFH) and Tholal the Sailor (Merchant)
 
I want the malakim to get +1 food and gold on desert tiles but not on flooded plains, so I want to mimic the CivilizationYieldType and CivilizationYieldChange but for features (to get negative values). How can I do that ?
 
I want the malakim to get +1 food and gold on desert tiles but not on flooded plains, so I want to mimic the CivilizationYieldType and CivilizationYieldChange but for features (to get negative values). How can I do that ?

EDIT: I remembered that your mod is not based on More Naval AI. I don't think it is possible to do what you want with FFH2.

The next version of More Naval AI will include this change to how civilization specific yield types are defined.

I only ported the TerrainYieldChange part of the complete ModComp that is included in Rise from Erebus. The complete ModComp also includes additional XML tags that allows to define feature specific yield changes via an FeatureYieldChanges tag, but I did not port it. I could port it in the future, but right now I have too much in my todo list already :)
 
Top Bottom