Circle of Gaelan help

thomas.berubeg

Wandering the World
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Aug 21, 2006
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I tied posting this in the main FFH2 thread, but was never answered
So, never having gotten the circle, i went into the XML, and changed the wieghts to <iWeight>10000</iWeight> for all three events, but am still not getting it. anyidea what is wrong?

I am selecting the second choice for the first event, but not getting any of the other events in the chain.
 
This has been my pet project for awhile:

  1. If all other events are removed, these work flawlessly
  2. If any other event is possible, High Weight can make the second event still occur rarely
  3. If any other event is possible, no weight value will make third event ever happen

So, the only guarantee to make it happen was to assign -1 weights to 2&3. To prevent finishing in 3 turns, I tried to add more requirements:

  1. Making event 2 require a certain minimum population worked once for me, but never did again. Not sure what made it work the one time.
  2. Requiring more mage guilds in you empire never worked. Any value entered was ignored
  3. Requiring resources (tried cattle & chaos mana seperately) was ignored

One more idea I just had was to create a new building as a result of proper event 1 & 2 choices, then remove the event pre-req and change it to require the unique buildings.

For now, I have a module to let you get all 3 back-to-back
 
thanks. I'll try to work on that, using the weight as -1, and addin mroe requirments. i'll get back to you on that.
 
is it possible to make a requiremnt be a specific unit in the city? as in it will only happen if you have an adept sitting in the city?
 
Well, I created 2 new buildings to handle the event and so far they work halfway.

If you select the proper choice on event 1, instead of +2 :science: from the Mage Guild you get Gaelan's Study, which provides 2 :science:. Second event if you choose #2 you get Gaelan's Workshop, which provides 1 :science:.

What works: Having events 2 & 3 trigger based off having the 2 new buildings.

What doesn't work: Removing the buildings if you make the "wrong" selection. I have it set so that you should, the tooltip says you will.... it just doesn't do it.

I am pretty happy with this so far though, because honestly: Who won't go for the Guild? :P
 
can you post a version here? (just that, without the other changes you made?)

thanks.
thomas
 
Attached a zip with just the fix for the Willful Adept series. You can either just put all the contents into your FfH folder (overwrite the .ini and Assets folders), or you can move everything from my XML into yours. If you move the XML into the main mod then make certain you overwrite the pre-existing Gaelan events, don't put those in as completely new lines. Almost everything else will be new if I recall correctly though.

BTW: One nice thing about this fix is that if someone takes over the city before you get event 2 or 3, the chain will continue with THEM now having the chance to found the Circle of Gaelan. So the guild cannot be removed from the game unless someone makes the wrong choices on the events :)


Edit 2: I also changed the AI value for each event so that if the AI beats you to this series they WILL make the proper choices.
 
Have you tried linking the 2nd and 3rd events to a technology prereq? That might be a way to delay them, and yet ensure that they happen with the right weight (probably -1). Requiring later techs down the magic line makes sense.
 
I thought of it, but decided I hate the idea. The main thing I enjoy about them is getting Gaelan, a T3 caster, early in the game. Though unless you tweak the settings for event frequency that won't happen.

The main reason I am trying to delay them happening though is that Circle of Gaelan doesn't seem to ever spread. So if it happens too quickly, you only have it in that one city (it automatically spreads to all cities with a mage guild in your Civ, but apparently only when it is founded. Actually not sure if I tested that it even spreads then...)
 
There should be a mechanic that ensures that it spreads to all of your lands, and possibly into other lands.

Maybe a Guild of Hammers type event?
 
Well, I haven't tested a ton, and I know it is easy to miss the fact that a guild is present in a city. So hopefully I am wrong about it not spreading. But if I am right, it shouldn't matter too much since most people build all their Adepts in a single city anyway ;)
 
It is set up to spread the guild to a city whenever the owner of the Guild's Headquarters builds a new mage guild. Not sure how well it would work with the Catacomb Libralus though.
 
Any feedback on how well my temporary fix with the buildings is working?

I managed to play a bit of a game last night and I got the first event to happen normally, but wasn't able to play long enough to decide if the second event was or was not going to happen (and was getting annoyed by smuggler's port "out of tuple" errors).
 
I can confirm that this does indeed work. All three events happened, and with a reasonable amount of delay in between them.

Thanks, and nice work!
 
THANK YOU!


I saw the thread bumped and expected exactly the OPPOSITE feedback since in the one playtest I had time for the event cycle never did finish :)


I am pretty stoked to hear it worked out. I'll be putting some unique art in for the 2 new buildings once I figure out all the details of doing such things :)
 
How about throwing me a Spoiler? Is this the event with the Apprentice who becomes the head of the mage guild?
 
i'm probably terrible at reading, because no matter what i do i can't seem to get this fix working, game crashes when it tries to load the mod... pretty much follow your instructions above... i think
 
If you are using Vista reports so far are that Modular XML doesn't work with Vista at all.

What you need to do instead if you want this fix is to delete all the files that end with "Schema.xml", and then copy the parts of all the other files into the main mod XML. But if you don't understand how the XML is formatted then you can mess it up pretty easily. Basically you want to copy everything that is indented at least twice to the main XML, right above the next to last line (so at the end of everything else which is indented twice).

That works for all the files except the one in the Text folder, there you want to copy everything from the first <TEXT> tag to the last </TEXT> tag and put it all in the main mod just above the </Civ4GameText> tag.
 
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