Doviello+

Bah. My friends actually planned a going away party for me... going to Tallahassee on Thursday, going to the Hookah Bar, and then getting drunk. Of course, now they say I don't get another in a month when I'm actually leaving. :lol:

At the least, this gives me time to finish up everything I want to do, and work on some graphics...
 
Damnit, I'm so tired of getting jerked around by the military... I'm not even actually *IN* yet and I already can't stand any more. Once again, my ship date has been delayed, all the way back to June 10th.

It's the new acclimation program: Welcome to the world of "Hurry up and wait."

If you want to get a real jump on things go stand in the rain after skipping breakfast.

Actually I should have asked what branch you'll be joining. If it's the Navy, for example, you're entitled to an umbrella. (Unless you've signed on as a Marine - If so no umbrella and you have to yell.) Army is just the basic stand-in-the-rain package. If you've joined the Air Force of course you stay inside and eat breakfast. ;)
 
Right, I'm in need of names for the Kindred Spirit promotions. Atm, I'm using Mark of the 'x' and 'x' Kindred... I'm okay with the first, but need a better name for the advanced promotion.

Edit: Actually, for now I'm going to use the unit buttons for both promotions. I'll spend time making better buttons later on.

Edit: ugh. Turns out you can only have 1 prereqand, so the second Griffon promotion requires either Combat4 or Drill 4, instead of Combat2 and Drill2. Otherwise I can't tie it to Mark of the Griffon.
Edit: Woot. Turns out I CAN make it require Combat2, Drill2, AND Mark of the Griffon. :goodjob:
 
  • Bear - March - Strong (Requires Combat 4) - - - Done.
  • Wolf - 2 First Strikes - 1 Movement (Requires Drill 3) - - - Done. Mark of the Wolf also includes a 10% chance to do 5% damage to an attacking unit.
  • Lion - Courage - Mesmerize Animal (Requires Level 5) - - - Done.
  • Griffin - Extra Sight - Move Impassable (Requires Combat 2/Drill 2) - - - Done.
  • Stag - Magic Resistance/Double movement in Forest - Magic Immune (Requires Combat 5) - - - Done.
  • Mammoth - 20% more xp from combat - Can Ride Mammoths (Requires Level 4) - - - Done.

The Mammoth promotion has been changed, should be more interesting... Both the Mesmerize Animal spell for the Lion, and the Ride Mammoth spell for the Mammoth, are free once you meet the requirements. For the Mammoth, you must be on a tile with a Mammoth unit. Once cast, the spell checks for a Mammoth, makes sure you own it, creates a Doviello Mammoth Rider, converts the caster to the new unit, and kills the mammoth.


Edit: Civic is done. Went with the name 'Council of the Wilds'... Does nothing but double Animal spawn rate, so animals will spawn more often and in more cities, as it will take a pop of 21 to fully kill a city's spawn rate. Requires Feral Bond, is in the Membership category. The icon is from the Commune With Nature tech. :goodjob:

Woops. Forgot to mention... It does still grant animals Heroic Strength 1, does NOT grant Heroic Defense.

The civic is a double-edged sword for the Doviello... You get more, stronger animals, but you miss out on buying slave armies from the Undercouncil and upgrading them. The later animals will be strong enough that the choice between the two will be hard to make. You want an army of melee units, or an army of powerful Beasts? Up to you. :goodjob:
 
Planned Features:

New Animal Spawn system: Done


Kindred Spirits: Done.


Wild Animals:


Worldspell:

All sounds very interesting...

I am starting to worry about balance, when looked at as a package it looks to me potentially the most powerful race available. However now isn't really the time for balance considerations, that comes next.
 
Honestly, I'm a bit worried about it too, but things like a spawn rate can be toned down easily, promotion effects can be played with, etc... My primary concerns are actually the Duel System/XP share.... Tried just sitting Lucian in my capital, building warriors and then dueling them... ended up after sacrificing 6 or 7 with warriors starting at 20something xp. :eek: Yes, it may take more time than just using them for a warrior rush... But it's MUCH more effective. Not a whole lot can stand up to a shock2 warrior early game.
 
I have tried completely erasing and reinstalling FallFurther, then JUST doing the ff download and it's still not working. an error message saying something about Bonus_bison isn't showing up, and then it loads normally... But none of the changes are available. No Duin leader, nothing in the civpedia on any new canges... nothing.

Tag: Bonus_Bison in info class was incorrect Current xml file is xml\terrain/civ4improvementinfos.xml

That's it. Is there a quickfix I'm missing in the 13 pages of this thing? XD

Tried instlaling the Malakim+ then re-installing the malakim+version for this mod... Same error, same problem.

Got it on the second one. I found out that there are two files where you can change modular loading in for Malakim+... When i added true to the second it worked.
 
I have tried completely erasing and reinstalling FallFurther, then JUST doing the ff download and it's still not working. an error message saying something about Bonus_bison isn't showing up, and then it loads normally... But none of the changes are available. No Duin leader, nothing in the civpedia on any new canges... nothing.

Tag: Bonus_Bison in info class was incorrect Current xml file I xml\terrain/civ4improvementinfos.xml

That's it. Is there a quickfix I'm missing in the 13 pages of this thing? XD

Tried instlaling the Malakim+ then re-installing the malakim+version for this mod... Same error, same problem.

Got it on the second one. I found out that there are two files where you can change modular loading in for Malakim+... When i added true to the second it worked.


So you got it working, then? Glad to hear it... Yes, Malakim+ will copy the FallFurther050.ini if it exists. Have to use the malakimplus.ini.


o
 
That's what it was. I still can't figure out why I couldn't get the non-malakim version to work [before I dled the Malakim.. I was going to anyways eventually, just wanted to test to see how the Dov+ worked first] but it's not that important. Strange though, I went a normal length game, three hundred turns [not final age the amount of turns played], advanced start medieval, and the FIRST thing I did was SPAM gryphon and where those wouldn't build wolf pens in my lands. I had ~30 gryphon arries by turn thirty, and half that in wolf pens [LOTS of hills, yay!] The problem is though... I never got one animal unit the entire game. :eek: What did I do wrong? Or is it not implimented since you will be changing the mechanics next patch anyways? :confused:
 
Yeah, I think there may have been an issue with the standard download.. Not sure. I test on MalakimPlus, the standard one is generally thrown together last minute. :p

The issue with they animal dens is why I switched the system... At the moment, you're competing with the animals for spawns. If they spawn in your territory everything is good, but if not, you don't get one... and you don't cover but a small portion of the map when you actually want the animals. :lol:
 
Maybe, but I covered three-fourths of the main continent [not including water] by the end of the game, which was about half to two thirds of the entire map. Still nadda. XD

Can't wait to see how the new spawn system works... Flavor wise I LOVE the Dov. Mechanic wise........ Welll, I'd rather play the Scions unable to grow past city level 1. XD
 
Yeah, the spawn system has changed completely between what's actually released, and what I'm using. :lol: Will still need to be balanced, but needs to be playtested for that...


Decided on a change to the current worldspell, rather than a brand new worldspell... Xienwolf puts it best, as it's his idea. :lol:

You could keep the same idea, but modify the mechanism:

Since you should have a ton of animals roaming around as your main army, let the worldspell cause them to breed (all animals spawn a copy of themselves, instead of all units spawn a wolf).

If the combining mechanic of the wolves is extended in some manner to the other animals, this would certainly be a powerful late game worldspell, but not so late that fully combined animals aren't strong enough to be a threat, and an equally viable early-mid game worldspell, not exactly useful before turn 50 while you have scant few total animals, but potentially worthwhile if you have 5 wolves and one is VERY highly promoted, copy that guy and you can rush an extra Civ.

My party was fun, btw... Got absolutely wasted, and got to play the . .. .. .. .. .. .. . drunk AND be thanked for it, at the SAME TIME! :p One of my friends had a guy hitting on her that she didn't like, so of course I swoop in and rescue her anytime he tries something. Oh, you should have seen the evil looks. :mwaha:
 
So, the revised worldspell is in... going to be adding the 'pack' spells for the other Doviello animals, as well. I did find one issue, though I'm not sure how to fix it yet.

Currently, any animal you own spawns a new animal, which receives all the promotions of the original animal. Problem is, the experience and level are not cloned. I can pretty easily add that in, but I'm not sure it fits the idea of the animal breeding... Got three ways to deal with this, listed in the order that I prefer. :lol:


  1. In order to simulate the parent teaching the child, introduce a rand for the promotion copy. This way, the child can start with nothing, even from a powerful parent, or can start with Cannibalize and Combat 5, AND be level 1. :p
  2. Clone xp and level as well as promotions. Should be easy to do, but boring.
  3. Remove the promotion cloning. This removes quite a bit of the power of the spell, though, and kills any early utility it might have.

Edit: Got the first method working, playing around with a 20% chance per promotion... Very entertaining. Had one start combat2/4 and cannibalize... Got combat 1 and 3 rather rapidly. :p Most likely going to be renaming the worldspell "Call of the Wild" rather than "Wild Hunt" as that doesn't really fit now, but the AI should be able to use it semi-intelligently, or rather, same as it was... Got it checking number of animals, rather than number of units.
 
Got an idea for a unique ability for Varulv, to boost the Baron a bit. After all, he's ONLY lycanthropic/agnostic. He could use the boost...

The proposed effect:

  • Turns all Recon units within two tiles of Varulv to werewolves for ten turns, after which they revert. If they promote to Blooded Werewolves, they will remain. Castable every 25? 50? turns.


Also, I'm adding one final bonus to the spawn code... Right now, the Doviello really have no beneficial religion. The 'thematic' religion is FoL, in my opinion, so in order to reflect that I'm adding a 50% spawn boost while following the Fellowship. Might tie it to GoN, might tie it to just the religion.... Either way, it helps reflect the darker sides of the religion. The Fellowship can be followed by any alignment, after all.. The Ljos represent the good it can accomplish, while the Doviello represent what can happen if you revere animals over mankind's accomplishments. Yes, this will weaken the Baron... Making Varulv's new spell even more necessary. I'm fine with that, though.
 
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