.

Ploeperpengel said:
As you will notice in my sig I'm trying to get some programmers to help you a bit;)
We have so much ideas but not enough manpower to realize them imo.

Well As you will realize in my sig I am triing to get people to join our project and be part of the team... but i see it from thge good side, as long no stats or python codes existiert which have to be writen in, i can optimize the graphics :eek: and as longer i can test and implement new units, redo textures and have great fun seeing my work comes to live, the less we have to go bug hunting:sniper:

hell stop me from writing
g056.gif
:suicide:
 
Ploeperpengel said:
Just in case you missed post 27 and 28 of Lopez' thread. Kael posted the code for some promotions we planned to include there. Can you put that on your list too?

I pm'ed Lord Olleus the entire FfH Source code with documentation so if there is anything that saves him time or he can use he will have easy access to it.
 
thanks kael !
 
take your time olleus, hope you can get the best out of keals source later ;)
 
@Olleus
You still didn't respond to the promotionscodings in post 27-28 of the Lopez thread!! I asked you earlier to put that to the list(since this shouldn't need much work you could also create a small patch for that in the construction site, the xml part is already done for them!).

Also the firtstrikefix by Lunar Moongoose is vital now!! Our combat system relies heavily on firtstrikes so could you make this toppriority? Shouldn't be much work either.
 
Lord Olleus said:
To do list

[*] Add XML taggs allowing buildings to speed up specific UNITCOMBATs [on hold]

As in... Produce UNITCOMBAT_RECON units 25% faster? If so, easily done.

Lord Olleus said:
[*] Add magic spell system [ 70% complete ]

Not enough information, but it sounds like work here is already started and ongoing.

Lord Olleus said:
[*] Add magic item system [need more info on what this should do]

Ditto. Need more information.

Lord Olleus said:
[*] Add psychology (see thread entitled 'Panic!') [not started]

This requires SDK modification. Not sure how difficult it is, honestly, but it sounds straightforward.

Lord Olleus said:
[*] Change golden ages for chaos so that it gets +20% strengh to all units and is more aggressive [not started]

Easy, assuming "more aggressive" means reducing attitude towards other players. Really requires some sort of description of the equation you want to use as well (i.e. how much attitude loss, how quickly (and with whom)).

Lord Olleus said:
[*] Give Orcs & Goblins peaceweariness [not started]

Easy in theory, but needs a specific equation. I.e. how much weariness per turn by game speed, how much unhappiness at what threshold.

Lord Olleus said:
[*] Add code for spawning Characters/Heroes. [not started]

Need a description of the appearance/spawn criterion.

Lord Olleus said:
[*] Add 'support fire' for archers. [not started]

Requires SDK mod. Theoretically not too difficult.

Lord Olleus said:
[*] Add civ specific improvements. [not started]

Easy.

Lord Olleus said:
[*] Limit wonder production to certain groups of civ. [not started]

Easy.

Ploeperpengel said:
I was thinking about JPs old concept of upgradeable citizenworkers and indeed I think this will be quite a good option for most of the more civilized races.
I'm planning to use JPs techtree of the reduxe as a base to work on. Workers will autoupgrade to citizen workers with the tech civil service.
We need an SDK tweak that will prevent the AI from upgrading all available citizenworkers to military units afterwards otherwise it won't have workers available. Can you put that on the list? Maybe ask Kael about that for hints. He had a similar problem with his apprentices in FFH1. Or maybe you know an easy workaround?

I'm not sure I understand what you are talking about here. I seem to recall talking about this issue when Kael was doing it originally. You want to prevent manual access to an upgrade?

I wrote code for programmatic upgrades long ago.

Lord Olleus said:
The way to do this seems to be to be to add a new UNIT_AI. This should be easy. Make it behave like a normal worker, but have it upgrade if an enemy unit is within 2 or 3 squares.

This can be done manually quite easily.

Ploeperpengel said:
For the less civilized races like orcs we will include bridge techs to get around this feature if necessary and making advanced units for them available. (instead of civil service they get slavery in example)

This sounds like an XML issue.

Ploeperpengel said:
Edit: Keal mentioned it would be possibly maybe to put a control in place so that the AI would only be able to upgrade in emergencies.

Not sure about this, I'd have to look into it.

Ploeperpengel said:
Edit 2: post 27-30 of theLopez' thread contains the details for the traits: Friendsofthewood, Barbarian_Raiders and scorched earth(this one is for chaosspawn barbarians, the old chaospawn idea should be implemented too but this has time-you can put it on the list as last). For the trait Hidden sadly we'll have to wait until it's done in FFH.

Not sure what you're referring to.

Duke van Frost said:
Another request by me:

Add XML tags that allow Resources to directly produce income (Gold).

I need that for the new "BloodBowl Tickets" they are supposed to give +1 Happiness and +? Gold.

It´s a resouce that Players get from the Wonder "Bloodweiser Stadium"

As an XML tag it would require more work, but via a Python config or ini file, it's easy.
 
I meant post 27-30 of this thread:
http://forums.civfanatics.com/showthread.php?t=174257
Kael posted the code and I just need some one to patch it in. The xml part is already in the mod and will be tweaked later by me I just can't do the python and SDK.
Originally Posted by Duke van Frost
Another request by me:

Add XML tags that allow Resources to directly produce income (Gold).

I need that for the new "BloodBowl Tickets" they are supposed to give +1 Happiness and +? Gold.

It´s a resouce that Players get from the Wonder "Bloodweiser Stadium"
This idea as far as I know was dumped since there would be no reason to trade the tickets anymore.

About the citizens I'm not sure I get what you don't understand. The idea is to have citizens(workers effectivly) upgrading to MilitiaUnits if and only if enemies are close by putting a city in danger. This is meant as a feature for the more civilized races developing their cities and being able to resist aggression at the same time.
As soon a Civ discovers Tech_Militia all of it's workers autoupgrade to Citizen Workers which can upgrade under the above mentioned conditions to a Military unit depending on the choice of the player, his resources and the techs he has already discovered(available Militia units are Militia-Spearman, -Archer and Swordsman; each with different prereqs in techs and resources).
This should of course be understood by the AI otherwise it wouln't make much sense.

Peacewearyness for Orcs should have the same ratio like warwearyness for other civs imo. But better wait for Olleus to respond.
 
Ploeperpengel said:
I meant post 27-30 of this thread:
http://forums.civfanatics.com/showthread.php?t=174257
Kael posted the code and I just need some one to patch it in. The xml part is already in the mod and will be tweaked later by me I just can't do the python and SDK.

Merging tasks are easy, and probably best left to Lord Olleus.

Ploeperpengel said:
About the citizens I'm not sure I get what you don't understand. The idea is to have citizens(workers effectivly) upgrading to MilitiaUnits if and only if enemies are close by putting a city in danger. This is meant as a feature for the more civilized races developing their cities and being able to resist aggression at the same time.
As soon a Civ discovers Tech_Militia all of it's workers autoupgrade to Citizen Workers which can upgrade under the above mentioned conditions to a Military unit depending on the choice of the player, his resources and the techs he has already discovered(available Militia units are Militia-Spearman, -Archer and Swordsman; each with different prereqs in techs and resources).
This should of course be understood by the AI otherwise it wouln't make much sense.

Well, it is an simple thing to do a sweep of all the AI units at the beginning of its turn, check their surrounding fro enemies and execute some decision tree taking into account available upgrades, current cash, and nearby military units to decide whether to upgrade (and possibly some randomness). If that's sufficient, then this can be done, albeit some thought should be put into the actual weightings for the above. Also, can militia be upgraded back to workers?

Ploeperpengel said:
Peacewearyness for Orcs should have the same ratio like warwearyness for other civs imo. But better wait for Olleus to respond.

I don't happen to know the numbers in that relationship offhand. Ironically figuring those numbers out is probably more work then writing the code for peace weariness.
 
1.Since Olleus mentioned he won't have access to civ for a couple of week I guess you could go for merging right away but I won't force you:p

2.I don't think it's needed to downgrade those units back again. It also shouldn't cost too much gold to upgrade them. But the AI should consider if the upgrade is needed or if it has enough manpower nearby to counter an attack. It would be ridiculous if it would upgrade all it's workers just because a little goblin try to get some easy money by pillaging improvements. The AI should only upgrade if a city is truly in Danger-like the combined str of the attacking units is more than 1,5 times stronger within three tiles around the city than the defenders.

3.Heh. In this case leave it to Olleus I guess he likes to do that by himself anyway since it's his idea;)

If you start your own thread I might come up with my own idea about chaosspawn again. Currently nobody's working on that I'm quite sure but it's definitly something I want to have in the mod but don't want to put it here since there's quite enough on the shedule.
But first of all I recommend you dl the current version in the connstruction site to get an idea about the current status aof the mod and hopefully get some fun outa it.
And btw welcome!
 
I have a request as well, I need a code so that whenever a unit dies there is a 50% chance that FEATURE_CORPSE is created in that plot. I tried it myself but for some reason it doesn't work? Maybe I did some tiny thing wrong, anyway if someone could quickly do it, I think it's simple to do.
 
Belizan said:
As in... Produce UNITCOMBAT_RECON units 25% faster? If so, easily done.

Yes, that´s exactly what I need :D
And If you´re at it, you could add another tag for UNIT_BlahBlahBlah, to speed up the production of certain units (don´t know if this is really needed, but it could be a nice feature.
And make sure that we are able to apply the above mentioned things to more than one UNITCOMBAT_ and UNIT_ per building.
 
Lord Olleus said:
Finaly, another programmer to help me!

I'm mostly just here to pick the low hanging fruit. I don't have a lot of spare time atm :/.

Lord Olleus said:
As a general note, try to add XML tags whenever possible, it is a lot easier for the non-programming members of this mod to use.

I don't know how to do that from Python, per se, and I don't have my SDK environment with me here (I'm on an extended business trip). What method do you all use?
 
Civmansam said:
I have a request as well, I need a code so that whenever a unit dies there is a 50% chance that FEATURE_CORPSE is created in that plot. I tried it myself but for some reason it doesn't work? Maybe I did some tiny thing wrong, anyway if Belizan or Olleus could quickly do it, I think it's simple to do.

As I recall, Features are tricksy, having special rules. This would take some experimentation.
 
Belizan said:
As I recall, Features are tricksy, having special rules. This would take some experimentation.

Probably the reason that my code isn't working, but then again I'm still a noob at Python;) :p The reason I made it a feature because then a worker could build bury without resorting to extra code. It would be like scrub fallout.
 
Ploeperpengel said:
If I give missionaries combat abilities but no tech as prereq they will replace warrriors at the start of the game allthough they require a religion or building normally. I could use a script that fixes that.

The way we handle this is we removed the units entirely from the Handicap file and we grant units instead in the free unit classes in the civilization file. That way I can have the elves start with 2 scouts, the dwarves with 2 warriors, etc.

Im not a fan of letting the game pick my starting units.
 
Hey. I was just hoping to get some info on what some of these things were, just in case any of them seemed fun to do.

Add XML taggs allowing buildings to speed up specific UNITCOMBATs [on hold]

I could probably do this. On hold?

Add code for spawning Characters/Heroes. [not started]

Can you give examples of events that happen that spawn Characters/Hereos? Is it a random event, something where the user knows it will happen when they attain a goal, etc?

Add psychology (see thread entitled 'Panic!')

Sounds a bit too rich for my code blood :P

Change golden ages for chaos so that it gets +20% strengh to all units and is more aggressive.

To be clear, Chaos gets +20% to all units that are alive for the duration of the GA? Or does the bonus only get put on newly built units? Also, what is implied by "more aggressive"? Will they be more wiling to start a war, or just be more aggressive in wars they're already in?


Give Orcs & Goblins peaceweariness [not started]

I could probably work on this. If someone could provide just a bit of info on exactly what the effects of "peaceweariness" are. Is it exactly the same as the effects of Warweariness (only backwards) such that you just get more unhappy citizens? Also, how does it get accumulated? I'm not sure on this, but doesn't Warweariness accumulate due to losing units? Should Peaceweariness occur when the Civ is not at war, or do they also need to be losing units at the same time?

Add 'support fire' for archers. [not started]

Any links to how "support fire" would work?

Add civ specific improvements. [not started]

Is it possible to just make all the improvements, and replace the worker unit's list of available builds for each Race to build that improvement rather than the normal? That should just be XML, right?


Limit wonder production to certain groups of civ. [not started]

What consists of a "group of civs". Is this something that is Civ-related ("only these three civs can build this wonder") or in-game defined (This Civ made wonder X, now only it and it's allies can build wonder Y)?
 
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