Disabling Rage for Elves

Snarks

Chieftain
Joined
Jun 20, 2008
Messages
30
I'm pretty sure Rage offers nothing for either of the Elven civilizations so why not disable it for them? It seems to be an undersight as Elves cannot build Berserkers.
 
I'm pretty sure that the Svartalfar used to have Banshees as Berserker UUs and needed Rage for that, but those don't exist now for some off reason. They were gone by the time of version 0.23 and I lost everything on my hardrive the winter before last so I have no access to a version they were in to be sure. They are still mentioned in the 'pedia as being among the Svartalfar troops though, in Alazkan's entry. (I may end up bringing them back in my version, as an undead unit as Kael's new Bestiary indicates that Banshees are the ghosts of elven women who suffered traumatic deaths.)


It would be easy to block them from researching it, by adding this
Code:
		if eTech == gc.getInfoTypeForString('TECH_RAGE'):
			if pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_LJOSALFAR'):
				return True
			if pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_SVARTALFAR'):
				return True
			if pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_LUCHUIRP'):
				return True
			if pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_SHEAIM'):
				return True
to def cannotResearch(self,argsList): in CvGameUtils.py

(I included all civs for which the tech is useless, not just the elves.)


I really tend to think that the Elohim should not be able to build Berserkers, as Rage goes against all of Sirona's teaches. I've yet to decide whether I want to just ban the unit in my version, or give them a UU that serves the very different function of calming enraged units, requiring you understand Rage so as to help others overcome it rather than feed it.





I won't be disabling Rage in my version, as I require Rage in order to free Odio from his prison. Rage is quite useful to any civ wanting to ass this very powerful (but Crazed) archangel to its army. (Well, non Good ones anyway. I made Good civs unable to free Odio, Evil civs unable to free Brigit, and made freeing Odio or Brigit move a Neutral civ to Evil or Good, respectively.)
 
I'm pretty sure that the Svartalfar used to have Banshees as Berserker UUs and needed Rage for that, but those don't exist now for some off reason. They were gone by the time of version 0.23 and I lost everything on my hardrive the winter before last so I have no access to a version they were in to be sure. They are still mentioned in the 'pedia as being among the Svartalfar troops though, in Alazkan's entry. (I may end up bringing them back in my version, as an undead unit as Kael's new Bestiary indicates that Banshees are the ghosts of elven women who suffered traumatic deaths.)

I really tend to think that the Elohim should not be able to build Berserkers, as Rage goes against all of Sirona's teaches. I've yet to decide whether I want to just ban the unit in my version, or give them a UU that serves the very different function of calming enraged units, requiring you understand Rage so as to help others overcome it rather than feed it.

I won't be disabling Rage in my version, as I require Rage in order to free Odio from his prison. Rage is quite useful to any civ wanting to ass this very powerful (but Crazed) archangel to its army. (Well, non Good ones anyway. I made Good civs unable to free Odio, Evil civs unable to free Brigit, and made freeing Odio or Brigit move a Neutral civ to Evil or Good, respectively.)

MC have you ever released your version as a modmod before? If not I hope you will consider it as I tend to agree with your design decisions, many of which are similar to my own.
 
I released a version in January 2008, but it doesn't have a whole lot in common with the versions on my computer now. I keep meaning to release another version, but before I can there always seems to be a new FfH or BtS patch I want to update to (and often have problems merging), or I get too busy with school, or most commonly I run into some major bug I can't explain and so end up starting over pretty much from scratch.

For a while I've been planning to use the FF dll/schema instead of the normal FfH kind, but while I like the extra functionality in FF I don't care for a whole lot of the actual content it introduces (a lot of it seems needlessly complex, and it lacks the respect for the canonical lore I'd want my mod to have) and so face the daunting task of first creating an FF modmod that plays pretty much just like normal FfH. I'm kind of hoping I can convince someone else to make that base modmod for me.


I haven't really been modding in earnest with the intent to release in a while, but I have still been playing around. About a month ago I got my first dll to actually change the xml schema working, but my next version where I tried to add more feats caused the game to randomly crash without any error messages. I wasn't able to get even an unaltered FF 0.50 dll to compile, so those changes were of course just FfH based. I haven't tried any FF 0.51 modding yet.

There were a few other modmods I'd been asking Xienwolf to include for a while which are beyond my ability to merge in which the FF+ people have also taken a liking to and may soon add to that modmodmod. I may end up using their DLL/schema instead, possibly with some things from Leaders Enhanced as well as my own humble changes.


I finish up my finals on Tuesday and start the fall semester on August 17th. Hopefully I'll have time to get back to modding during that break, and maybe even release something. I'm afraid that my mom is expecting me to do a lot of housework in that time though, to get the house clean enough for her not to be too embarrassed to get people to come fix the downstairs bathroom which badly needs renovating.
 
I really tend to think that the Elohim should not be able to build Berserkers, as Rage goes against all of Sirona's teaches. I've yet to decide whether I want to just ban the unit in my version, or give them a UU that serves the very different function of calming enraged units, requiring you understand Rage so as to help others overcome it rather than feed it.
Good idea, but it may cause some unknown problems. In my last game I saw a Elohim Devout with the Aeron's Chosen promotion, which doesn't make sense at all. They only reason it had it was because technically a devout is an assassin, even though they don't function like one.
 
I finish up my finals on Tuesday and start the fall semester on August 17th. Hopefully I'll have time to get back to modding during that break, and maybe even release something. I'm afraid that my mom is expecting me to do a lot of housework in that time though, to get the house clean enough for her not to be too embarrassed to get people to come fix the downstairs bathroom which badly needs renovating.

You find time to make and I'll make time to play it :D

Sounds like it would be lore-centered yet well grounded and restrained feature wise.
 
Include Birchlore Rangers, Elvish Pioneers, and a Timberwolf Elf and we Ljosalfars will be there! Elvish Rage useless? Indeed.
 
So do I, since as far as I know there is no counter to crazed and enraged. Furthermore the healing of the minds of their's and their allies people would further complement the style of the Elohim.
 
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