I'd like to see the Doviello be able to use lots of animals as a sort of Beastmaster Civ. Either give the doviello animal based promotions to represent them as sort of ancillaries (call them Totem promotions) or as separate units. Both of these have been mentioned before.
Ok It's cool in fact because it means that the Ngomele won't have some of their uniqueness in another modmodIn the end, no. If I were to do it, I'd have to do it the way Xienwolf mentioned, and I don't think I have the time it would take to learn to mod the DLL.
[to_xp]Gekko;7994713 said:not sure about 2, but:
1) I think Bison Rider should require Bison and NOT horses. you could always give them both the bison rider and a regular knight so they can build those if they have horses but no bison, similar to how you handles camels and horses in malakim+ iirc.
[to_xp]Gekko;7994713 said:3) yep, more variety is always welcome. give them to the animal civ as well
[to_xp]Gekko;7994713 said:4) nature magic fits it nicely imho
A thought.
Given that the doviello like honorable duels, and hate backstabbing. I think they could do with an assasin UU, one that doesn't have marksman, but maybe higher base strengths and collateral damage instead.
Also, I think they should have a massive negative weighting against Coundil of Esus. like -99
Spoiler :Code:#Put this anywhere in CustomFunctions def inheritExperience(self, newUnit, fReturnRate): if not newUnit.isAlive() return py = PyPlayer(newUnit.getOwner()) iTotalXP = 0 iMatchingUnits = 0 if newUnit.getUnitCombatType() == -1: return for pUnit in py.getUnitList(): if pUnit.getUnitCombatType() == newUnit.getUnitCombatType() and pUnit != newUnit: iTotalXP += pUnit.getExperience() iTotalXP += pUnit.baseCombatStr() iMatchingUnits += 1 if iMatchingUnits == 0: return iAverage = int(iTotalXP / (iMatchingUnits ** fReturnRate)) newUnit.changeExperience(iAverage, -1, false, false, false) #Put this near the start of OnUnitBuilt in CvEventManager if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_DOVIELLO'): cf.inheritExperience(unit,1.8)
Main issue there is how do I make it fit? It would basically be an elephant clone, unable to attack... Don't want that.
Getting some crippling python errors with this... Put the first block at the end of CustomFunctions, the second right after the code granting Fair Winds to all Austrin Naval units. What am I doing wrong?
if not newUnit.isAlive()
if not newUnit.isAlive():
Scavenger:
Promotion expires in 5 turns.
Unit costs no maintenance.
Does not cause War Weariness.
Does not cost military support.
Can sacrifice to provide 10 to a city.
Heals an extra 5/10/15% in Friendly/Neutral/Enemy territory.
Heals +10% after combat.
What unitclasses should be able to get this? I'm thinking Melee and Recon.