Brainstorming Grigori Module

The thing that I dislike about the current Adventurer system (based on GP growth rate) is that it really wrecks havoc with Team games.
I think I am going to disable the whole mechanic that GP's get more expensive by actions from team members, don't really see a point why mercurians or their allies should be penalized by this.
You can tweak it by changing GREAT_PEOPLE_THRESHOLD_INCREASE_TEAM
in GlobaldefinesAlt.xml
 
Imagine that; well that's just about exactly what I was thinking of. Hopefully Sephi will consider it using that system rather than re-inventing the wheel.

Problem with it is it's done in python atm, aside from the actual storage of the points (Needs to be in the DLL or it won't be preserved when you save/reload. Or rather, save/exit/reload). I want it in the DLL as a general system (can be used for Grigori, Doviello, Jotnar, Archos, Sheaim... Possibly AI Scions, but I like the randomness for them), but keep putting it off. Maybe after the coming release I can work on it... :lol:

Edit: Also, the same system is in place in Orbis. Ahwaric merged my code, with some small tweaks in the python to make it fit his changes. ;)
 
After MUCH searching, I found an old post of Opera's.... Could be applied here. ;)

Here's a theoretical premise:

Ardor



requires Trade
can only be used by a {unit OR Adventurer} of level 12+
don't need to be in a city to cast it
will trigger a code checking for...
  • ... handicap level;
  • ... each city...
    • ... if there's a Cross-Roads Inn (new unique building to come!);
    • ... if the city's population is 4+;
    • ... if the city is connected to the capital (skipped if running City-States);
    • ... city's number of :traderoute:;
The handicap level will determine how many Adventurers' you're assured to get from the spell. If a city is valid, it will have a raw chance to pop an adventurer based on both its pop and its number of traderoutes. At the very least, you're assured to pop one out of the capital (but not if you're running City-States).

I think I should check for a limit of Adventurers' popped... and I also want it to decrease the spawn rate for each adventurer if possible.

About the unit required to cast the spell, it depends. An adventurer would be best because reaching level 12 is hard without Hero but I would need to create a new promotion, as Adventurers don't stay Adventurers long (because of the upgrading).

Anyway, why this? Because I see "Ardor" as a call for women and men to help their cities. A tavern is required to somehow store the call (like a flyer: "Adventurers needed!") and traderoutes and pops are valuable because it would allow more people to see the ad and to respond to it.

Also, I'll still add their "random civ-promotion on unit creation". More on this later :)
 
I think I am going to disable the whole mechanic that GP's get more expensive by actions from team members, don't really see a point why mercurians or their allies should be penalized by this.
You can tweak it by changing GREAT_PEOPLE_THRESHOLD_INCREASE_TEAM
in GlobaldefinesAlt.xml

That's the same conclusion we (my LAN group I play with) came to. Setting GREAT_PEOPLE_THRESHOLD_INCREASE_TEAM to 0 is the first thing we do after installing a new patch. I'm unsure why that is even there, since it's not like Cottage spamming penalizes other team members :)
 
The display is nice too, IMO...
Spoiler :
AdventurerDisplayOriginal.jpg
yeah, very nice indeed.
 
is IDW's "emergency auto-draft" feature part of WM? that could be nice for the Grigori. also Homesteads from MC mod are pretty awesome ( as most stuff in that mod, steal steal :lol: ) . I'd wait for him to work with the Lsystem file to have functioning graphics though :lol:
 
shouldn't it show me where it is then, like the "buy a map to a dungeon" event? otherwise it's kinda useless :lol:

also it should probably be visible only to the Grigori ( not sure if it's possible... maybe add a "fake unit" like the treasure chest, which when "defeated" places a dungeon on the tile with python? )
 
[to_xp]Gekko;8941959 said:
shouldn't it show me where it is then, like the "buy a map to a dungeon" event? otherwise it's kinda useless :lol:

also it should probably be visible only to the Grigori ( not sure if it's possible... maybe add a "fake unit" like the treasure chest, which when "defeated" places a dungeon on the tile with python? )
Yes, I agree.

I love the additions to the Grigori.

It's a little annoying though with group selection and all the different races.
 
I always thought that the Grigori adventures would be best if they worked more like the great generals in that you got them through xp rather than though Gpp. Perhaps giving a bonus to that counter if the xp is gained by other heroes.
 
grigors could use an other civilisation trait that reaveals all dungeon on the map, similiar to the elohim one that reveals all unique features
 
I've been a member of these forums for quite some time, but I've only ever browsed them. After seeing this thread I thought I'd jump in with some ideas for the Grigori - the are one of my two favorit civs (the other being the Bannor).

First things first, I absolutely love this mod. FFH2 was the best mod I've ever played and WM is the best modmod for it in my opinion.

1. Adventurers - Definitely need to do away with the great person mechanic and go with something similar to the system in RIFE. I've tried it and it seems to work really well. It sucks starting with the Industrious trait but not wanting to build wonders because most of them pollute your GP pool.

2. The Religion Line - Needs more reason to tech these trees than just for the Altar stages. Needing Religious Law for the Luonnotar is a good step in this direction. Possibly make the Luonnotars require Theology (making it their high priests) while adding a lesser version available at priesthood.

3. Adventurer Medics - I think these would make interesting adventurers but you can't upgrade an adventurer to one. Not sure what the best approach to this idea would be.

4. Reason to be Agnostic - This idea isn't so much for the Grigori as much as it's for everyone. There should be a strategic reason to go without a religion. Maybe requiring some civics force you to have no state religion or punish you for having a religion. For instance, God-King should be weaker for someone who has a state religion. You could also require that the stages of the Altar require you to have no state religion when they are built.

5. Diverse Adventurers - Perhaps making their starting race dependent on their name. Would make them even more interesting.

I love the changes you have made so far - especially the equipment, really adds flavor to them. Well, pretty much all I can think of at the moment. If anything else comes to mind I'll be sure drop it on you guys.
 
if you do 1) then imho the worldspell need a rework, since it is particulary crafted towards the grigori adventurer mechanic.
 
the only thing i really dislike about grigori is that they dont have a single unique unit in the early stages of the game.

usually its fun to go rampage with bambur or any special unit but those adventurers are "just" normal units with improved stats. maybe one unit at philosophy that is similar to the freak of the balseraphs (meaning coming at a tech where you usually dont get units and a rather special one in addition but not "special" as "overpowered" but instead as "different" to all others. maybe a unit with boni depending on which race it gets or something like that.
 
changed it so Grigori can upgrade their adventureres to their special units (medic/luonnotar).

Added a UU Hunter, the Treasure Hunter. Has better results from Dungeons and a Reveal Dungeon ability that reveals all dungeons/ruins/barrows in a wide area around him.
 
sweet! will he keep those special abilities when upgrading to higher tier units as well? otherwise we'll have an issue similar to the Sidar with Divided Souls, nobody wants to lose cool stuff :lol:
 
changed it so Grigori can upgrade their adventureres to their special units (medic/luonnotar).

Added a UU Hunter, the Treasure Hunter. Has better results from Dungeons and a Reveal Dungeon ability that reveals all dungeons/ruins/barrows in a wide area around him.

Awesome! I love the UU idea, plus it's cool to know that my adventurers can be medics now. I love what your doing Sephi
 
Say, could the first post of this Grigori thread be updated to summarize the couple of new ideas that have come into play? Like the UU human Treasure Hunter (which sometimes due to Diverse Trait ends up being a boring Lizardman Hunter), and what the heck "Discover a New Adventure Opportunity" does? I gather it reveals dungeons by tying up a full fledged adventurer for 5 turns, but possibly on a wider scale than the Treasure Hunter can do in two turns.
 
Back
Top Bottom