Common Event Design

I added a huge slew of common events over the holidays and pasted in the set from the Greenskin thread (will post in team forum for incorporation into the next patch). Maybe it's already gone too far toward crowding out uprising events (I got only 2 uprising-type events in my empire in the first 200 turns), I think it should be ok though.
 
I added a huge slew of common events over the holidays and pasted in the set from the Greenskin thread (will post in team forum for incorporation into the next patch). Maybe it's already gone too far toward crowding out uprising events (I got only 2 uprising-type events in my empire in the first 200 turns), I think it should be ok though.

Brilliant :D ive been secretly working on some khemri stuff so i might release patch b soon :p
 
im not working on units, but civ mechanics (want to get khemri to have a usable fallow mechanic.) they now are able to get good ammounts of hammers and their lands have no food.

already added:

Tomb improvement replaces the cottage (+1 commerce) (buildable on desert tiles only)
mastaba replaces hamlet (+1 hammer +1 Commerce)
pyramid complex replaces village (+1 hammer +2 Commerce)
necropolis replaces town (+1 hammer +3 Commerce)

Shifting Sands feature (+1 hammer) spawns as per lizardman jungle spawn mechanic (not hell)

Necropolisation Civic (economy) requires Khemri and Immortality religion. does:
- +10% faster improvement upgrade speed
- no unhealthy from population (should be irrelivent when Fallow Trait is applied, just temporary)
- No non state religion spread
- +15% building production speed in cities with state religion
- Shifting Sands give +1 :)
- +1 commerce from tomb and mastaba, +1 hammer +1 commerce from pyramid complex and Necropolis
- triggers low compassion in diplomacy.

-----------------------------

Still to do:

- Have Necropolis improvements have a small chance each turn to spawn Awakened (new name perhaps?) which can be sacrificed to raise city population.
- Have Lich priests and High Lich Priests spawn Awakened from combat.
- Have captured cities always be reduced to 1 population and spawn awakened equal to (half?) the cities population
-Give Khemri Units 'Desert Hardened' promotion (counter penalties from desert and shifting sands tiles)
-give the lich priests their 4 Incantations.
 
That sounds cool. Were you able to find anything out about incorporating updated Fall Further, I would think that would make it alot easier to quickly adopt the Fallow trait and Scions of Patria stuff.
 
I think it's probably good to get the tech tree rework done with first; but if the combat overhaul will basically require editing most/all of the existing units, it might be a good idea to have a stable FF base in place before that (then there would be more xml tags available to work with, and we wouldn't have to deal with changing all the units again later for the new tags.) I'm not sure either of the details of what's involved; maybe someone involved in FF could be willing to help? :please:
 
i was thinking the same thing. and unfortunately Vehem and Xeinwolf dont have the time to help us out :( so its up to us to try to merge it... but without SDK skills im pretty uselss. im tempted to back up the whole mod and run blind copying and pasting files like a madman... see if it runs or not lol

EDIT: mind you FfH is almost finished, so i could try my luck with asking Kael for help...
 
This sounds way too strong....
So, a Town with shifting sands and the civic gives +3 hammers +4 commerce? Thats a pretty huge tile yield! Plus another +1 hammer from industrious civ.... these guys are going to be out-producing any other civ by a factor of 2 or more.

Also, fixing it so that these can only be built on desert tiles is all well and good for scenarios, but leaves them screwed on regular random map generations.

Wouldn't it be easier for them to just build normal cottages, and then have an inherent non-tradable tech that gave small bonuses/penalties from cottages?

That way we can also have Mastabas, Pyramids, Necropolises etc. free to use as UBs built in the cities.

I have no useful thoughts on adapting FF code-base, except that I can imagine that finishing the tech tree and combat systems changes first is probably the way to go. Most of the core units won't need any of the extra xml tags offered by the updated codebase.

This way, some people (eg humakty, AH) can continue to work on expanding the factions by adding new units while you're trying to figure out the codebase changes.
But I know nothing about such things, and how inter-related these issues are.
 
So, a Town with shifting sands and the civic gives +3 hammers +4 commerce? Thats a pretty huge tile yield! Plus another +1 hammer from industrious civ.... these guys are going to be out-producing any other civ by a factor of 2 or more.

and thats where balancing comes into play :p remember they dont get food, and have slow population growth.

Also, fixing it so that these can only be built on desert tiles is all well and good for scenarios, but leaves them screwed on regular random map generations.

there is no problem with this. in my trial games Khemri never has a problem getting desert due to the terrain changing mechanic ive implemented (grassland-> plains ->desert -> shifiting sands)
 
and thats where balancing comes into play remember they dont get food, and have slow population growth.

The slow population growth is a factor, but the lack of food works the other way; a normal civ of size 10 might have to have 4 citizens working farm plots, leaving only 6 citizens free to work cottages and mines. Whereas a Fallow civ can put all of its citizens on cottages and mines; so fallow cities are really ~1/3 larger in equivalent power than they actually appear.

I've played several games as the Scions of Patria. They get no special terrain bonus (other than the +2 commerce from haunted lands - which comes very late game. Only with druids do you get it in more than a handful of tiles) and they are definitely not underpowered.
in my trial games Khemri never has a problem getting desert due to the terrain changing mechanic ive implemented (grassland-> plains ->desert -> shifiting sands)

Ok, we can test it and see. Though I'm wary of creating too many civs whose home terrain is useless if you invade it - lizard/jungle/swamp terrain is already pretty useless to outsiders; just something to keep in mind.
 
Ok, we can test it and see. Though I'm wary of creating too many civs whose home terrain is useless if you invade it - lizard/jungle/swamp terrain is already pretty useless to outsiders; just something to keep in mind.

yeh, i think lizards amazon and khemri are the only ones i want to have terrain spread like this. i wonder if it is possible to have Khemri desert revert to plains or something when out of thier borders for a while?

I've played several games as the Scions of Patria. They get no special terrain bonus (other than the +2 commerce from haunted lands - which comes very late game. Only with druids do you get it in more than a handful of tiles) and they are definitely not underpowered.

my scions games have all been epic fail. i never spawn awakened so i want to make it simple to get them for khemri, no complex equations pls! :p i could increase the industriaous hammer yeild from +1 hammer on tiles with 3 hammers and make it +1 hammer on tiles with 4 hammers, or i could remove a hammer from each tomb tier or from the civic. its all pretty flexible.
 
yeh, i think lizards amazon and khemri are the only ones i want to have terrain spread like this. i wonder if it is possible to have Khemri desert revert to plains or something when out of thier borders for a while?

That should probably be doable - maybe check out the plotCounter stuff from def doHellTerrain(self) in CustomFunctions.py .
 
That should probably be doable - maybe check out the plotCounter stuff from def doHellTerrain(self) in CustomFunctions.py .

*hmm* i thought that was related to the armageddon counter? ill have to take a closer look tomorrow.
 
i wonder if it is possible to have Khemri desert revert to plains or something when out of thier borders for a while?

I would support this. And maybe swamp could revert to wetland when outside jungle-dweller lands?

i never spawn awakened so i want to make it simple to get them for khemri, no complex equations pls!

I dunno... I really like the "complex equations".
Take a look at my post in the tomb kings thread, I give suggestions of how to adapt the spawn rate to this mod.
In particular, I like having some incentive to get various bonus resources, as these increase the spawn rate, and a feedback effect where the free rate slows and stops as your empire expands.
They're really not *that* complex.

i could increase the industriaous hammer yeild from +1 hammer on tiles with 3 hammers and make it +1 hammer on tiles with 4 hammers, or i could remove a hammer from each tomb tier or from the civic. its all pretty flexible.

Industrious trait will definitely need a look - as will Clansmanship civic I think.
Part of why its so easy to beat the AI civs is because its so easy as a player to abuse the Clansmanship civic and get massive hammer production to create a much bigger army than them.
 
And maybe swamp could revert to wetland when outside jungle-dweller lands?
Hear hear. Come to think of it, it could be simpler to just add a python check for
if pPlayer.getCivilizationType() =! iLizCiv1 and pPlayer.getCivilizationType() =! iLizCiv2:
in doCivTerrainTurn in CustomFunctions.py with a chance to revert to Wetland, could do something similar with Sands.
 
Of course, we have the same issues of what happens when eg one of your cities goes into revolt...
We don't want a lizard civ to instantly lose all its swamps (which are only created slowly over time) when you get an event that puts your city into revolt for a turn.

So any return needs to be gradual (maybe 5% chance per turn per tile), in the same way that roads decay to trails.
 
Ok, so we want:

Desert tiles that are in khemri lands to revert to plains if they: are out of their borders for a period of time; and if the desert tile was previously plains (we dont want natural deserts to all turn into plains, only the deserts that were previously plains (confusing much? lol)

wetlands that are outside of lizardman or amazonian boarders for a period of time to turn into Marsh, and for swamps to turn into Bogs. we can try make it so that if lizardman territory expands back over Marsh and bogs they turn back into wetlands and swamp?
 
That sounds fine, but would be hard to check what Terrain type a tile had been previously unless you can figure out some way to store it. One easier way out might be to spread a Shifting Sands Feature that subtracts food from the tile and leave the underlying Terrain unchanged.

Maybe we can have a Ritual or Wonder that affects the terrain spread chances (iSwampChance etc), and turn down the base rates a bit so it's not always so easy/automatic.
 
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