Doviello+

Everything.

Literally, all units. Make the requirement only be Civilization == Doviello. Available to all unitcombats.

I'll put it in that way. If it needs to be toned down, then that can be done rather easily.

Edit: Actually, blocking Workers, Siege, and Naval. All others still have access... So basically, I removed the nonsense classes. :lol:

Scavenger sound VERY powerful to me, even at only 5 turns duration.

Personally I would like it just fine if it was just...

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%/5%/5% in Friendly/Neutral/Enemy territory.

Probably more balanced than what I have. :lol: I'll drop it down to what you suggested for now, though it'll probably be played with a bit later... This promotion is probably going to be one of the most major editions, gameplay-wise.
 
Hold on, why doesn't it make sense for naval units?

They have cargo holds, you know. Which can be used to store food. If anything I'd say it needs a longer duration for naval units.
 
Okay, as the function I need for the Scavenger promotion doesn't currently function I have to decide between leaving it out for now, or waiting to release after the next patch...

Edit: As far as what I wanted for the first real version, all that's left is upgradeable dens (5 minutes of cloning work), and an Arena building. Main reason I want to wait until the patch to release is the Scavenger promotion, along with MrUnderhill's experience sharing code, is the biggest change, gameplay wise.... Would feel incomplete without it.
 
I understand part of your reason is because you're shipping out soon.

If you'll finish up everything else, if the next patch doesn't come out before you ship out, and you PM me what needs to be changed, I'll make sure Doviello+ has the scavenger promotion regardless of your ship date.
 
I understand part of your reason is because you're shipping out soon.

If you'll finish up everything else, if the next patch doesn't come out before you ship out, and you PM me what needs to be changed, I'll make sure Doviello+ has the scavenger promotion regardless of your ship date.

That's part of it, yes... I've got till the 5th of May, so the patch SHOULD be out by then, seeing all of Vehem's tweaks. :lol: If it's not out sometime this weekend I'll release what I've got Sunday night, though.
 
Two questions for you people...


  1. How should I handle duels? I'd like it to be via a Building, like the arena, but want it to require two units... You'll ALWAYS lose one, and ALWAYS gain xp on another. Not sure if I can do this, though.... Could have a clone of the Arena, but don't want it to be THAT similar. Better would be allowing duels anytime, anywhere, so long as the two duelers are the same unitclass?
  2. I think I'm going to write a custom function to handle animal spawning for the Doviello. As it currently stands, spawns for the animal faction prevent the Doviello from getting any, and vice-versa... Plus, this way I can mess with the spawn chance. How should I set it up? 1% chance per turn?
 
1) not sure about that, but you should ask MC since the arena duels for doviello idea has been around for a while now and I'm sure he will be glad to help ;)

2) not sure about that either. I guess it's just a matter of trying 1% and later balancing it based on how it behaves in a test game.
 
I based it on the duel code, but changed it significantly. For one thing, mine required no building but rather required there be another melee unit in the stack (in xml) and that one such unit be stronger than the Challenger. Most of the time one unit killed the other, although there was a tiny chance that both could call off the fight and get less experience, or that both could kill each other. (I don't recall whether I ever eliminated the possibility for a unit to fight itself.)

I later tried to change the code to take into account actual combat odds, and broke it in the process. I don't think I have the working version anymore.
 
Bannor need serious help next
 
What would you think of having Valor or Courage as a Bannor racial trait?

How about making Forts/Castles/Citadels/Villages/Towns under Bannor control spawn defenders when enemies approach (at least under their civic)? allowing the Bannor to cast Recruit in Forts/Castles/Citadels/Villages/Towns instead of just cities? (Also, making these and normal Crusade spawns--assuming we don't get rid of those in favor of a system that give you more control or make them only spawn where needed--get weapons promotions without having to go to a city first.)


How about making Crusade give ~7 state religion xp instead of 2?

How about civ specific Order priest spells, like another version of Ring of Flames and Pillar of Fire (which thematically the Order should probably have)?
 
What would you think of having Valor or Courage as a Bannor racial trait?

Valor would likely be too powerful... Courage could work, they already get it with their first Adept anyway.

How about making Forts/Castles/Citadels/Villages/Towns under Bannor control spawn defenders when enemies approach (at least under their civic)? allowing the Bannor to cast Recruit in Forts/Castles/Citadels/Villages/Towns instead of just cities? (Also, making these and normal Crusade spawns--assuming we don't get rid of those in favor of a system that give you more control or make them only spawn where needed--get weapons promotions without having to go to a city first.)

That would be interesting. The weapon fix could be done easily if you didn't mind it applying to all others... Otherwise it would either be much more complex, or involve lots of unique improvements.

How about making Crusade give ~7 state religion xp instead of 2?

How about civ specific Order priest spells, like another version of Ring of Flames and Pillar of Fire (which thematically the Order should probably have)?

That much xp might be too much, but I would not mind giving them priest UUs.
The main change I'd like, is for Crusade to be moved to the 'Membership' category.


Having some issues with my duel spell. It's coming up saying syntax error, but I can't see why....
Code:
def spellDovielloDuel(caster):
	pPlot = caster.plot()
	for i in range(pPlot.getNumUnits()):
		pUnit = pPlot.getUnit(i)
		iRnd = CyGame().getSorenRandNum(100, "Doviello Duel")
		if pUnit.getID() != caster.getID() and pUnit.getUnitType() == caster.getUnitType() and pUnit.getOwner() == iOwner:					
			if iRnd < 43:
				caster.changeExperience(pUnit.getExperienceTimes100() / 4, -1, False, False, False)
				caster.setDamage(25, caster.getOwner())
				CyInterface().addMessage(caster.getOwner(),True,25,CyTranslator().getText("TXT_KEY_MESSAGE_DOVIELLO_DUEL_WIN", ()),'',1,'Art/Interface/Buttons/Buildings/Arena.dds',ColorTypes(8),caster.getX(),caster.getY(),True,True)
				pUnit.kill(True, PlayerTypes.NO_PLAYER)
			if (iRnd >=43 and iRnd < 86):
				pUnit.changeExperience(caster.getExperienceTimes100() / 4, -1, False, False, False)
				pUnit.setDamage(25, pUnit.getOwner())
				CyInterface().addMessage(caster.getOwner(),True,25,CyTranslator().getText("TXT_KEY_MESSAGE_DOVIELLO_DUEL_LOSS", ()),'',1,'Art/Interface/Buttons/Buildings/Arena.dds',ColorTypes(8),caster.getX(),caster.getY(),True,True)
				caster.kill(True, PlayerTypes.NO_PLAYER)
			if (iRnd >=86 and iRnd < 96):
				caster.changeExperience(pUnit.getExperienceTimes100() / 10, -1, False, False, False)
				caster.setDamage(75, caster.getOwner())
				pUnit.changeExperience(caster.getExperienceTimes100() / 10, -1, False, False, False)
				pUnit.setDamage(75, pUnit.getOwner())
				CyInterface().addMessage(caster.getOwner(),True,25,CyTranslator().getText("TXT_KEY_MESSAGE_DOVIELLO_DUEL_DRAW", ()),'',1,'Art/Interface/Buttons/Buildings/Arena.dds',ColorTypes(8),caster.getX(),caster.getY(),True,True)
			else:
				CyInterface().addMessage(caster.getOwner(),True,25,CyTranslator().getText("TXT_KEY_MESSAGE_ARENA_DEATH", ()),'',1,'Art/Interface/Buttons/Buildings/Arena.dds',ColorTypes(7),caster.getX(),caster.getY(),True,True)
				caster.kill(True, PlayerTypes.NO_PLAYER)
				pUnit.kill(True, PlayerTypes.NO_PLAYER)
 
Hmm, I'm not sure what the problem is either.

Do you really want the caster to fight every unit on its tile? That seems a bit much.
 
Going to basic for the Navy, the tech school for the Nuclear Power program. Going to try for the Officer program, which I should get... My ASVAB scores are high enough to get the head of recruiting for the South East on the phone with embassies in Washington to get me a waiver for the fact that my mother is german :crazyeye:, so I should be able to get into the program. Assuming I do, in about 2 or 3 months I'll actually be back in college... So it depends on what kind of workload I have.
 
Have a spell "Declare Challenge" which grants the unit an EffectPromotion which has a 100% chance to wear off. All Doviello can cast it. You could also make it NOT be available to cast if someone else in the tile currently has the EffectPromotion (so that you don't ever have to choose between units)

Have a spell "Accept Challenge" which requires someone with the EffectPromotion from "Declare Challenge" is on the same tile.


Place all your python to decide who lives/dies and what the final XP is in the result python for Accept Challenge.
 
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