westamastaflash
Lord Commander
- Joined
- Nov 1, 2007
- Messages
- 933
Added a patch B version (CvSpellInterface.py changed)
This might make it too easy to build the Grand Menagerie...
Though hiring one of those Giant Monkeys would be fun ;-)
Will you be able to graft one of these mercenaries onto a Flesh Golem? And would you still need to pay them after being grafted?
Ok, I've found the problem ...
I have installed only version alpha version for FfH patch B ... but it requires also alpha version for FfH patch A ... (You could write it on the first post)
- You forget add something
I'll add these to the list of suggestions up top.Unit ideas:
Sharpeye: living unit with Sentry 1+2, can see Invisible
Scare: non-demon unit with Fear
It could be nice, when anybody who get Currency get Guild of the Nine in one city, but only first one gets Headquarters. Headquarters should have some advantage.
I just tossed the arcane barge in there, forgot to give it its default promotions. I think I'm giving too many promotions to the base units right now anyway, I might make the formula a bit less aggressive. I also haven't set it to compute the correct amount of XP a unit should have. I will work on this.Hired arcane barge (or what) doesn't start with Channeling II & Fire II ... so no Fireballs ):
When I hire mercenary, he have Xth level, but you start exping from 0 ... so there is quite long time (usually about 40xp - depends on promotions counts) without getting promotion... Is it purpose?
And yes ... Guilds spreading is bugged (I cant spread it into new cities, but in some city I can spread it indefinitly)... (I love worldbuilder ...)
I want to add mages but I need to build special random tables for the promotions, and I don't want adepts > lvl 5 available if there is sorcery out there. As for archmages and other National Units, I'd like to keep them non-mercenary. Maybe a few "unique" mercenaries could be national units, but they are really powerful...Do you plan to add any mages(illusionist, wizards) and archmages(eater of dreams, lich)? ... It shouldn't be problem since game money cap is faaaar away. (Did anyone tryed where is money cap?)
I think so ... Longbowmen with Drill4 + CityGuard3 + Hillsman2 only for 180gold + 4gpt is quite overpowered...I just tossed the arcane barge in there, forgot to give it its default promotions. I think I'm giving too many promotions to the base units right now anyway, I might make the formula a bit less aggressive.
I have done this:I also haven't set it to compute the correct amount of XP a unit should have. I will work on this.
# self.iExperience = iExperience
lenPromotionList = len(self.promotionList)
if (lenPromotionList > 0):
self.iExperience = 2 #total: 2
if (lenPromotionList > 1):
self.iExperience = self.iExperience + 3 #total: 5
if (lenPromotionList > 2):
self.iExperience = self.iExperience + 5 #total: 10
if (lenPromotionList > 3):
self.iExperience = self.iExperience + 7 #total: 17
if (lenPromotionList > 4):
self.iExperience = self.iExperience + 9 #total: 26
if (lenPromotionList > 5):
self.iExperience = self.iExperience + 11 #total: 37
if (lenPromotionList > 6):
self.iExperience = self.iExperience + 13 #total: 50
if (lenPromotionList > 7):
self.iExperience = self.iExperience + 15 #total: 65
if (lenPromotionList > 8):
self.iExperience = self.iExperience + 17 #total: 82
if (lenPromotionList > 9):
self.iExperience = self.iExperience + 19 #total: 101
Special random tables?? I just add them as Tier3 UNITCOMBAT_ADEPT and give them Channeling III want to add mages but I need to build special random tables for the promotions, and I don't want adepts > lvl 5 available if there is sorcery out there.
# DEMON (All units start with Demon Race) - only MobiusWitch
PREFIXdemon = 'Demonic'
RACEdemon = 'PROMOTION_DEMON'
PROMOamuritemage = [gc.getInfoTypeForString('PROMOTION_CHANNELING1'), gc.getInfoTypeForString('PROMOTION_CHANNELING2'), gc.getInfoTypeForString('PROMOTION_BODY1'), gc.getInfoTypeForString('PROMOTION_METAMAGIC1'), gc.getInfoTypeForString('PROMOTION_METAMAGIC2')]
PROMOarcanebarge = [gc.getInfoTypeForString('PROMOTION_FIRE2'), gc.getInfoTypeForString('PROMOTION_CHANNELING2')]
PROMOadeptdefault = [gc.getInfoTypeForString('PROMOTION_CHANNELING1')]
PROMOmagedefault = [gc.getInfoTypeForString('PROMOTION_CHANNELING1'), gc.getInfoTypeForString('PROMOTION_CHANNELING2')]
'TIER3' : [
[gc.getInfoTypeForString('UNIT_MAGE'), 40, self.PROMOmagedefault, self.ASdefault, self.PREFIXdefault, self.RACEdefault],
[gc.getInfoTypeForString('UNIT_MAGE'), 5, self.PROMOmagedefault, self.ASnone, self.PREFIXorc, self.RACEorc],
[gc.getInfoTypeForString('UNIT_MAGE'), 1, self.PROMOmagedefault, self.ASnone, self.PREFIXdwarf, self.RACEdwarf],
[gc.getInfoTypeForString('UNIT_MAGE'), 7, self.PROMOmagedefault, self.ASnone, self.PREFIXelf, self.RACEelf],
[gc.getInfoTypeForString('UNIT_ILLUSIONIST'), 5, self.PROMOmagedefault, self.ASnone, self.PREFIXdarkelf, self.RACEdarkelf],
[gc.getInfoTypeForString('UNIT_WIZARD'), 5, self.PROMOamuritemage, self.ASamurite, self.PREFIXamurite, self.RACEdefault],
[gc.getInfoTypeForString('UNIT_MOBIUS_WITCH'),5, self.PROMOmagedefault, self.ASsheaim, self.PREFIXsheaim, self.RACEdemon]
]
if unit = unitClass_mage
{
for (i=1; i<totalManaSpheres; i++)
{
if unit have promotion [manasphere] 1 { give him promotion [manasphere] 2 }
}
}
Edit: btw, one mercenary has gained exps from Spirit Guide ... and I really don't like it![]()
)
Because of the experience counter not starting correctly? I'm working on a fix for that and a few other things. Also adding in the disciples and mages.
I'm still not sure about disciples. I think there need to be a few rules about what spheres mercenary adepts can have, as well as what disciples are welcome, based on Alignment:
Good Civs:
No Entropy, Death, Chaos, or Shadow adepts / mages will be for hire.
No Ashen Veil or Octopus Overlord Disciples / Priests.
Neutral Civs:
All spell spheres, all disciples.
Evil Civs:
No Spirit, Life, Law, Sun adepts / mages for hire.
No Order or Empy Disciples / Priests.
Maybe it is better to neutral not to allow "elite" mercs? Both evil/good are keenly interestid in reaching to maximum evil/good, so they are ready to invest more...
Any stats of these elite units? Also I haven't downloaded this lately due to all the updates, so is this compatible with version e?
Any stats of these elite units?
That way the guild would not be only in one civ the entire game.