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Explorable Lairs and other changes I'm trying

Heh - a bit of duplication doesn't hurt - quite a few of your's were considerably better than mine anyway, so I've used them instead :)

==

I did come across a bit of a balance issue when I was playing around with them though. The "Bitten" event allows you to get Vampiric units throughout your empire (through gift vampirism) - only the first of which is enraged. Enraged is also removed by combat now, which means it's not guaranteed to become barbarian if you can find something to fight quickly.

Same issue with "Possessed" - only a small chance that the unit will become barbarian.

==

I think I may drop the Bitten result (as the way I understand it from FfH lore, the process of gifting is a little more involved than a bite sustain in combat), and switch Possessed to grant "Enraged" and "Crazed" (Crazed reapplies Enraged at random intervals).

It should be possible to make Bitten apply "Crazed" too (Blood-crazed) and add a check to "Gift Vampirism" to stop Crazy Vampires using the ability if you keep that result...


===
EDIT: The ritual to create a vampire is mentioned in Alexis' 'pedia entry...

[spoiler='pedia entry]Adopted daughter of Os-Gabella and elder sister of Flauros, Alexis is the queen and first of the vampires. Raised by an immortal mother, she was faced with her own mortality and unwilling to accept that she would be the first in the Bair of Lacuna to die. To get her over her fear of death, Os-Gabella took her to the crude villages of early men and showed her how they lived and died. Wishing to examine this death more closely, Alexis came to the village at night and killed a shepherd.

The shepherd's death didn't answer her questions: she saw no spirit leaving his body and his body grew cool, but if his life went anywhere she couldn't see the change. Alexis had access to the teaching of Ceridwen, who had built the Bair of Lacuna and had surrounded it in runes that keep the unwelcome from entering it from other planes, and those imprisoned within it from leaving through the same means. These last runes Alexis used at the site of her 2nd killing, a young acolyte of Lugus named Lanthis.

Lanthis lay dying but unable to die within Alexis's ring of runes, his spirit unable to escape to the vault. Cut and battered within the circle, Lanthis writhed in agony while Alexis watched. When she tired of watching, Alexis stepped into the circle and allowed Lanthis's spirit an escape, into her. To transition the spirit she touched him, kissing him on his blood soaked forehead. At that moment, at that taste of blood, the first vampire was born. Alexis didn't become possessed by the spirit, she consumed it and her mortal life was extended because of it.

Over the next few centuries, she shared the secret with her brother and they parted from their immortal mother and began hunting men in a variety of guises. One life could extend their own for 20-30 years so they didn't hunt often but they were a legendary threat to men from creation.[/spoiler]
 
Yeah I agree about the Crazed thing, I actually meant to do that then forgot what my plan was when it came to the typing!

Actually for each of these I might put in:
  • chance that unit just goes Barbarian on the spot
  • Crazed so the unit is never completely safe to be around:crazyeye:
  • Enraged for that immediate "hit"

Good idea on the "gift", perhaps add Crazed to anyone gifted by a Crazed? Or a chance that Crazed vamps will just kill instead of imparting the Gift. I hadn't really looked into that.
Would be nice to track the "sires" so all descendants go barbarian at once when the ancestor goes... but I dunno if I can be bothered to work that out :confused:
 
Code:
def spellGiftVampirism(caster):
	pPlot = caster.plot()
	for i in range(pPlot.getNumUnits()):
		pUnit = pPlot.getUnit(i)
		if (pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DEMON')) == False and pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_UNDEAD')) == False):
			if not pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_VAMPIRE')):
				if pUnit.getLevel() >= 6:
					pUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_VAMPIRE'),True)
					# added Marnok to balance dungeon results 250408
					if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CRAZED')) == TRUE:
						pUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_CRAZED'),True)
					# end of Marnok adds	
				if (pUnit.getLevel() >= 4 and pUnit.getUnitType() == gc.getInfoTypeForString('UNIT_MOROI')):
					pUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_VAMPIRE'),True)
					# added Marnok to balance dungeon results 250408
					if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CRAZED')) == TRUE:
						pUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_CRAZED'),True)
					# end of Marnok adds

Ought to be fun.

I've put this in to my current working copy along with Vehem's changes and a combined text file once we have agreed on that.

I'll also put the items / adventurer promotion in with my file; I'll comment here when it is all updated and ready for download again.
 
I've put this in to my current working copy along with Vehem's changes and a combined text file once we have agreed on that.

You've got complete creative control on that one :) Use whichever ones you feel are best - I'm not going to worry even if you just use your own - I actually think there are quite a few of your's that stand out as being much better.

Pretty much anything I post here is "use it if you want it" - this is your mod after all, I've just nabbed the bits I liked (i.e. most of them) to go into Fall Further :)
 
You guys are killing me! These events are the perfect method to get some promotions using the new fields I am working on, but I don't want to mention any of them yet as I am doing 24 more at once right now and I don't know which ones I may have to drop because they are simply too difficult to get working properly! (But I really want to suggest some!)
 
You guys are killing me! These events are the perfect method to get some promotions using the new fields I am working on, but I don't want to mention any of them yet as I am doing 24 more at once right now and I don't know which ones I may have to drop because they are simply too difficult to get working properly! (But I really want to suggest some!)

Hurry up then :p

I want to see what you've come up with too - from what you've vaguely mentioned, it sounds like it could be quite excellent... :D
 
You guys are killing me! These events are the perfect method to get some promotions using the new fields I am working on, but I don't want to mention any of them yet as I am doing 24 more at once right now and I don't know which ones I may have to drop because they are simply too difficult to get working properly! (But I really want to suggest some!)

Go on, you can tell me. PM me. I'll hardly tell anyone.
 
Latest version - this is stand alone, includes Vehem's items and alterations but does not require Fall Further or other mods (broader alignment, etc) - unless I missed something. It seems to work for me!
If you would like to test this out for me, all you need to do is rename the files in your FfH mod folder (or even better, copy the folder) and replace the files with those in my rar. I'll make a proper installer or modmod or whatever when I''ve tested more.
Today, I saw a Hill Giant establish a special lair, so I am happy!
http://www.marnok.com/Civ4/CvMarnokStuff.rar
 
Hmm, one bug I`ve found- played Cassiel, big map, epic speed, Vista, I`ve got Adventurer promotion and it mark was pink.

Also I`ve got 5 XP so I decided put my warrior to next level. But when I choose one star promotion it didn`t appeared in left smal window, also one star was still in unit window and didnt change to two star promotion to choose. In next turn the two star promotion appeared, but when I clicked it, it didn`t gone, just the same as the one star in previous turn, also in left small window still wasn`t any star (should be mark of one or two), and my warrior didn`t have +20% nor +40% bonus. But in next turn everything was normal, options to choose promotions disappeared and two star appeared in left small window.

The Adventurer promotion was still pink square.
 
Thanks for posting that mahazel, I've been able to recreate it. I am investigating - obviously I did something silly with the definition of the Adventurer promo.
What seems to happen in, you get the pink square, then the unit stops feeding back properly. So you select the new promo and indeed it is selected, but the unit doesn't change state. Seems to happen every time Adventurer is granted.

I found another small problem - the Hauberk of Abjuration was on the floor, but I didn't get the spell to pick it up. Investigating this also.

EDIT :

OK, the promo uses adventurer.dds (line 39352 in CIV4PromotionInfo.xml) which is probably a problem because there isn't such a file - I copied Vehem's work without checking that I had included everything needed. I am going to try just copying ~\Fall from Heaven 2 031\Assets\Art\Interface\Buttons\promotions\arcane.dds as a temporary measure to adventurer.dds - I'll make a proper dds later or ask Vehem if I can "borrow" one.

EDIT 2:
Ack, I missed out all the "spell-takes" from the Civ4SpellInfos.xml. I must've reverted to fix something... anyway, no excuse. I will fix and re-upload in a moment or three, then we can pick up dropped equipment once more.

EDIT3:
Re-uploaded .rar file - changed reference for adventure propmo to arcane dds as temporary measure. Added spellinfo for the new equiment to be picked up from the ground. Ran these files and tried a few dungeons and it seems stable. Will now test and ensure Adventurer is working better.
 
OK, my few sugestions :)

You should add option to pillage/destroy dungeons- when you have 2 or 3 nears city, and only 1 warrior it is better sometimes not to enter in nor wait until lizardman or skelleton appeared but just collaps the entrance and entomb the danger. Also it should be helpful in situation, when you enter dungeon, but they don`t vanish and you don`t want to enter again.

I had event with found mana source in dungeon, but also this gave me technology, I think it is too powerfull.

One thing with adventurer promotion- when you fulfill your move with the same turn when you obtain this promotion, game don`t jump to another unit nor end of the turn.
I don`t know is it work the same in next turns, because all my units were kill by horde of monsters from dungeons:) So I have a question: how to decrease number of this kind of improvements? Yes, I know this is just for test, but I`m just curious:)

By the way, GREAT JOB!

EDIT1: Is it possible to change appearance of Hill Giant Jarl fortress to something like reskined Ice Giant Castle from Ice Age?

And I had event with something like: "Adrenaline! Explosion!... etc" but it only change graphic of my unit to single view. Maybe it schould add hero promotion or lots of XP?

Oh, one more thing, from 2 dungeons went out manticores (ther were 8 dungeons/barrow total), in previous game I had one from dungeon nearest my city, so I want to ask you for decrease chance of this monster appeared, because lots of dungeons are penetrated when you explores territory in firsts turns, and they are too powerfull at this point of game .
 
OK, my few sugestions :)

You should add option to pillage/destroy dungeons- when you have 2 or 3 nears city, and only 1 warrior it is better sometimes not to enter in nor wait until lizardman or skelleton appeared but just collaps the entrance and entomb the danger. Also it should be helpful in situation, when you enter dungeon, but they don`t vanish and you don`t want to enter again.
Each result from exploring the dungeon has a chance to collapse and close the dungeon. Very good events and very bad ones tend to close it 100%, if all you do is stir up some barbarians there is perhaps a 50% chance.
Even when there is no guardian on the dungeon's tile, there is still meant to be horrible monsters within. You can't really just close the entrance because the things would just tunnel out! You need to send a unit in to see if it can clear them out.

I had event with found mana source in dungeon, but also this gave me technology, I think it is too powerfull.
I thought I caught all of those. That is a mistake, I'll check the file again.

One thing with adventurer promotion- when you fulfill your move with the same turn when you obtain this promotion, game don`t jump to another unit nor end of the turn.
Must be related to the previous issue with the missing icon? I'll try to recreate and see what is causing it.
I don`t know is it work the same in next turns, because all my units were kill by horde of monsters from dungeons:) So I have a question: how to decrease number of this kind of improvements? Yes, I know this is just for test, but I`m just curious:)
Yes, in the Civ4ImprovmentInfos.xml, search for
<iAppearanceProbability>750</iAppearanceProbability>
This 750 is pretty high, if you would like fewer just lower it to 300, or whatever. The original game number was 75, which is too low for me!

By the way, GREAT JOB!
Thanks!
EDIT1: Is it possible to change appearance of Hill Giant Jarl fortress to something like reskined Ice Giant Castle from Ice Age?
Graphical changes will of course be possible. I am looking into this, as I would like more lair types. Village, cave, maybe some others.
And I had event with something like: "Adrenaline! Explosion!... etc" but it only change graphic of my unit to single view. Maybe it schould add hero promotion or lots of XP?
That is supposed to do something. I'll double check it.
Oh, one more thing, from 2 dungeons went out manticores (ther were 8 dungeons/barrow total), in previous game I had one from dungeon nearest my city, so I want to ask you for decrease chance of this monster appeared, because lots of dungeons are penetrated when you explores territory in firsts turns, and they are too powerfull at this point of game .
Well, the pit beasts ought to be pretty rare, I think you were unlucky. The thing is, don't go dungeon exploring until you are sure you can handle it!

Next time you play a RPG and the town authorities are not so keen to see adventurers, you will understand why!
 
Ok, one-two more things :)

Yes, in the Civ4ImprovmentInfos.xml, search for
<iAppearanceProbability>750</iAppearanceProbability>
This 750 is pretty high, if you would like fewer just lower it to 300, or whatever. The original game number was 75, which is too low for me!

Thanks for that.

This high number imply some of my observations:
First of all, Clan can`t build improvements on the tile with barrow/dungeon, so with too many tile with them they can lost lots of terrains. Especially when you have 5 barrow in 3x3 square :( Maybe there should be options for them to change dungeon to vilage or citadel for lot of money? I`m asking about it because all the time I send my units to this places I can just pay 50 gold for enter, and they are still there, they don`t vanish or collapse. Hmm, now I realize that I didn`t check if it is possible to build city on them.

Even when there is no guardian on the dungeon's tile, there is still meant to be horrible monsters within. You can't really just close the entrance because the things would just tunnel out! You need to send a unit in to see if it can clear them out.

I know it is all for RPG reallity, but in the game lots of barrow/dungeon spawn horde of lizardman/skelleton, and they can smash any young civilization without barbarian trait. Especialy lizardmans can do lots of damage, because they are speed and stronger than warriors or scouts. It`s why I mentioned about options to collapse/destroy this improvements. It could be even a suicidal action, but should destroy dungeon at 100%.

Well, the pit beasts ought to be pretty rare, I think you were unlucky. The thing is, don't go dungeon exploring until you are sure you can handle it!

Ech, I allways have this kind of luck:)

Like I said, in game with normal number of dungeons all this things aren`t problem, they are just in right place!

I am looking into this, as I would like more lair types. Village, cave, maybe some others.

I really want to see some haunted castle:) Or something like dragon nest insted of build Acheron in barbarian city (something like broken sepulach for Barbatos), but i don`t know if it is possible.

And maybe add option to create new dungeons by barbarian lizardman?

EDIT:

<iAppearanceProbability>750</iAppearanceProbability>

I change 750 to 100 and there are still too many lairs. AI players are surrounded by lizardsmans and skeletons (I`m playing as Clan) and can`t go out from cities.
Also I have question: how is working giant fortress? I`m asking because I create it by worldbuilder and in 50 turn there are lots of ogres, stoneskin ogres and ogre warchiefs, but any one giant :)
 
The general balance is out for barbarian-ally civs. Basically we need different results for barb-ally exploring lair within their cultural boundary. I hope to address this when I get around to changing the way Goody Huts work. I want them to act more like villages, which can be conquered or negotiated with. I would redirect all barb-ally lair exploration to this script.
 
The general balance is out for barbarian-ally civs. Basically we need different results for barb-ally exploring lair within their cultural boundary. I hope to address this when I get around to changing the way Goody Huts work. I want them to act more like villages, which can be conquered or negotiated with. I would redirect all barb-ally lair exploration to this script.

Hmm - how about reversing the logic for the use of the Explore abilities? Making it so that Barbarians can choose whether to assault the dungeon or stir up trouble before war, and only assault after?

Makes sense that during peace a Barbarian-friendly leader could parley with the beasties inside, but equally they're not going to "respect their borders" if they get in the way - they'd probably be quite happy to swat the dungeon if it suited them.

It also makes Barbarian friendliness a nice bonus, as you can still assault the ones you like, but can equally go and pay those near the enemy borders to cause more trouble...
 
Prototype random name generator.
I plan to use this initially for when a unit first gains adventurer promo.
Also, when a powerful monster is spawned by the dungeon, it can be named. I am thinking it will be more fun if the hill giant lair is founded by "Gorgrug the Bloody" rather than "hill giant".

Note, some parts are not used yet (the "words" part) I plan to have extra "schemas" so "PreMidEnd the Word1". I want to make sure I have good categories here - "THE" words (the bloody, the great, the smelly) and just descriptive words (Skullbreaker, Heartblood, Lightsword) made up of 2 word parts.

Extra stuff could be added in, like extra options based on unit type, if the system gets used enough.

Once in place it could be used for Great People names - ignore the unique names list and produce something more in keeping with the civ they are born into. Also extra prefix/suffix could be added to make place names so we don't need uniquenames for cities either.

In future I will arrange the "schemas" as 2D arrays (list of lists) so different arrangements can be added for each civ/religion/whatever. Some civs will use a lof of ' symbols, for example. Others might stick to shorter names, or insist on two names, or whatever.

Anyway, this is "first draft" - certainly the content needs testing to make sure it is in theme with the civs involved.

Use something like this to check the unit has not already been renamed:
Code:
	sName = caster.getName()
	sDefault = gc.getUnitInfo(caster.getUnitType()).getDescription()
	if sName == sDefault:
		caster.setName(MarnokNameGenerator(caster))
need to add something in about heroes... will test that soon.

Code:
def MarnokNameGenerator(unit):
	# generates a random name and assigns it to the unit
	# MARNOK NOTE use Python lists
	
	pPlayer = gc.getPlayer(unit.getOwner())	
	pCiv = pPlayer.getCivilizationType() 
	pReligion = pPlayer.getStateReligion() 
	
	# # NOTE; does not actually apply the name to the unit,  just generates name based on it.
	
	# GENERIC NAME COMPONENTS
	lPre=["Mi","Kon","Kar","Mar","Wal","He", "Ha", "Re"]
	lMid=["the","and","tha","ent","ion","tio","for","tis","oft","che"]
	lEnd=["th", "er","on","an","re","in","ed","nd","at","en","lle","man","ck","ton","nok"]
	lWords1=["Great", "Mighty", "Strong"]
	lWords2=["heart", "blood", "blade", "hand"]

	
	# RELIGIONS
	# additional name parts for each religion if any
#	if pReligion == gc.getInfoTypeForString('RELIGION_THE_ASHEN_VEIL'):
#		lPre = lPre + ["G"]
	
	#CIVILIZATIONS
	#additional name parts for each civ, if any
	#if requred, a civ can obliterate the default/generic entries by just doing say lPre=[] in stead of  +=
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_BANNOR'):
		lPre = lPre + ["Ban","Sab", "Cap","Tor","Val","Tri","Ten","Yv","El","Ach","Leh","Cen","Ay","Lan","Aar","In","Ea","Bar","Man","Ath","Mar","Ith","Cha"]
		lMid = lMid + ["ath","rol","er","nit","tat","on","ith","ar","sur","as","ouse","ia","ay","mar"]
		lEnd = lEnd + ["nor", "or", "iel", "ria","iel","us","io","is","ress","yr","an","a","din","ad","ith","hn","ack","aul""el","a","iar","end"]
		lWords1 = lWords1 + ["Light"]
	
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_MALAKIM'):
		lPre = lPre + ["Mal", "Gos", "Le", "Bal","Lod","Fro","Br","Bel","Tir","Ur","Gri","Min","Chi","Ad","Sho"]
		lMid = lMid + ["a","en","i","er","o","han","ta"]
		lEnd = lEnd + ["kim", "am", "ne","der","te","hk","yn","en","gul","os","son","low","sh","iel","ka"]	
		lWords1 = lWords1 + ["Golden", "Storm"]
		
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_ELOHIM'):
		lPre = lPre + ["El","Eth","Ein", "Log", "Im","Sir","Fin","Cah","In","Sla","Gar","Caf","War","Ven","Dro","Or","Ros","Val","Ach","Sap"]
		lMid = lMid + ["oh","man", "on","ish","boff","ry","gh", "ed","gu","en","ma"]
		lEnd = lEnd + ["im", "os", "ne", "ion","uel","a","ner","hir","in","ne","voe","es","ren","try","an","iel","ill","tia"]
		lWords1 = lWords1 + ["White","Pure"]	
	
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_MERCURIANS'):
			lPre = lPre + ["G"]
	
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_LUCHUIRP'):
		lPre = lPre + ["Luch","Gar","Gy","Bee", "Baw", "Im","Sir","Fin","Ith","Mut","Ti","Morr","Val","Nub"]
		lMid = lMid + ["u","r","man", "on","ral","an","a","teb","r","na","il"]
		lEnd = lEnd + ["im", "i", "l", "irp","uel","a","ner","ia","bo","an","io","dom","ar"]
		lWords1 = lWords1 + ["Delver"]	
		lWords2 = lWords2 + ["crafter"]	
		# schema often involves ' between syllables
	
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_KURIOTATES'):
		lPre = lPre + ["Kur","Car","Kwy","Nag","Av","Kar","Cal","Kal","Pa","Gan","Gar","Gra"]
		lMid = lMid + ["io","ta","d","the","gar","el","e","le","re"]
		lEnd = lEnd + ["te", "da", "ith","llar","ond","x","ef","ythe","asc"]
		lWords1 = lWords1 + ["Dragon", "Legend"]	
		
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_LJOSALFAR'):
		lPre = lPre + ["Ljo","Fyr","Am","Ar", "Pha", "The","Sir","Fin","Bru","Yon","Den","Ea","E","Ber","Kha","I","El","Al","Ti","Ma","Or","Ka"]
		lMid = lMid + ["sal","d","el", "anch","en","ed","ss","n","di","rol","j","gan","h","men","tur"]
		lEnd = lEnd + ["far", "well", "ier", "dal","uel","ra","a","ti","na","rom","ca","odd","k","dar","ull","we","ix","s"]
		lWords2 = lWords2 + ["leaf", "tree"]	
		
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_KHAZAD'):
		lPre = lPre + ["Kha", "Art","Kan","Fir","Hal","Ka","Ark"]
		lMid = lMid + ["sal","tur","d","z","rad","rok","k"]
		lEnd = lEnd + ["zad","us","rod","zak","ar","ok","ock","od","ang","an"]

	if pCiv == gc.getInfoTypeForString('CIVILIZATION_SIDAR'):
		lPre = lPre + ["San","Ce","Ve","Ska","Sta"]
		lMid = lMid + ["dal","lect","ti","t","ta","arl","isc"]
		lEnd = lEnd + ["phon","lo","ra","as","us","on","iv"]	
		lWords1 = lWords1 + ["Shadow", "Dark", "Mist", "Grey"]
		lWords2 = lWords2 + ["shade", "wane"]	

	if pCiv == gc.getInfoTypeForString('CIVILIZATION_LANUN'):
		lPre = lPre + ["Lan","Fal","Han", "Guy", "Thre","In","Dun","Ay","Sand","Haw","But","Mid","Ax","Sam","Wil","Crom","Luc","Mor","Spar"]
		lMid = lMid + ["am","man", "ep","wi","dl","li","r"]
		lEnd = lEnd + ["un", "ar", "nah", "in","kin","kins","ler","e","am","well","as","ss","ow"]
		lWords1 = lWords1 + ["Sea", "Red", "Blue", "Drift","Le Grande"]
		lWords1 = lWords1 + ["brush","wood","hand","deck", "beard"]	

	if pCiv == gc.getInfoTypeForString('CIVILIZATION_GRIGORI'):
		lPre = lPre + ["Gri", "Cas","Lu","Mid","Co","Pet","Bos","Lee","Li","Ju","Gon","Mid","Bi"]
		lMid = lMid + ["gor","si","on","at","g","n","ga","ee","st","reg","rej"]
		lEnd = lEnd + ["el","ar","on","ga","l","a","ji","gi"]	
		lWords1 = lWords1 + ["Dragon", "Brave"]
		lWords2 = lWords2 + ["slayer"]		
		
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_HIPPUS'):
		lPre = lPre + ["Hip", "Tas","Rho","Al","Me","Con","Fe","Kas","Glor","Dra","Roh","Eo" ,"Cal","Theo","The"]
		lMid = lMid + ["un","an","the","alth","r","t","air","ast","irr","ih","hi","ling","van","en","ard"]
		lEnd = lEnd + ["pus","na","ond","iss","ar","il","ad","im","as","ling","l","ed","ion","on","den","od","mer"]	
		lWords2 = lWords2 + ["rider"]		
			
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_AMURITES'):
		lPre = lPre + ["Am","Val", "Da", "Cas", "Ky","Ev","Cev","Ud","Ci","Glo","Cor","Ang"]
		lMid = lMid + ["ur", "led", "wall", "lor","en","mar","ri","en","ten","ti"]
		lEnd = lEnd + ["ia", "awn", "in","en","il", "el"]
		lWords1 = lWords1 + ["Even","Chanter"]

	if pCiv == gc.getInfoTypeForString('CIVILIZATION_DOVIELLO'):
		lPre = lPre + ["Dov","Cha", "Ma", "Cas", "Ky","Ev","Bja","Fji", "Bjo","Fja","Thor","Grot"]
		lMid = lMid + ["iel", "ran", "hal", "lor","orn","ist","del","var"]
		lEnd = lEnd + ["lo", "don", "a","en","ster","oy","orn","ver","sson","ter"]
		lWords1 = lWords1 + ["Hunter", "Wild"]
		lWords2 = lWords2 + ["wolf", "heim"]	

	if pCiv == gc.getInfoTypeForString('CIVILIZATION_BALSERAPHS'):
		lPre = lPre + ["Bal", "Jub", "Hex", "Gau", "Ar", "Um", "Mi","Gi", "Gu", "Ta"]
		lMid = lMid + ["ser","th", "ass","rac", "rack", "ack"]
		lEnd = lEnd + ["aph","ell","ells", "kin","io","ing"]
		lWords1 = lWords1 + ["Crazy", "Wild", "Crazed", "Moon", "Mind"]			
		lWords2 = lWords2 + ["touched", "broken"]			
		
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_CLAN_OF_EMBERS'):
		lPre = lPre + ["Jon","End","She","Sha","Nez","Ba","Tu" ]
		lMid = lMid + ["el","z","ick","v","al","k"]
		lEnd = lEnd + ["as","ain","ba","ak","ul","al","eth"]
	
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_SVARTALFAR'):
		lPre = lPre + ["Fae","Vic", "Nyx","Shar","Mal","Loth","Tar","Fey","Ter","Do"]
		lMid = lMid + ["alf","r","on","em","fir", "sha","dr","k","l"]
		lEnd = lEnd + ["ar","yl","ia","kin","iss","ess","kah"]
		lWords1 = lWords1 + ["Dark", "Night"]
		
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_CALABIM'):
		lPre = lPre + ["Cal","Al","Fla","Mor","Pre","Ac","Ad","Kri","It","Am","An","Ka","Pe"]
		lMid = lMid + ["a","ex","ur","s","o","v","d","ner"]
		lEnd = lEnd + ["bim","is","oi","os", "ar", "a","ia"]
		lWords1 = lWords1 + ["Blood", "Dark", "Night"]		
		lWords2 = lWords2 + ["moon", "drinker", "lord"]	
		
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_SHEAIM'):
		lPre = lPre + ["She","Te","Ar","Os", "Gab","Gal","Gro","Fro","Kul","Ske","Lad"]
		lMid = lMid + ["a","bry","ban","el","ling","kur","dek","gur"]
		lEnd = lEnd + ["im","n","di","la","ig"]
		lWords1 = lWords1 + ["Chaos"]		
		lWords2 = lWords2 + ["breaker", "end"]

	if pCiv == gc.getInfoTypeForString('CIVILIZATION_ILLIANS'):
		lPre = lPre + ["Ill","Au","Ul","Gar","Dra","Ror","Lat","Tar","Cal","Ret","Tel","Tan","Gos"]
		lMid = lMid + ["r","v","d"]
		lEnd = lEnd + ["ian","in","ic","an","uk","lor","kor", "ka","kar","on","ar"]

	if pCiv == gc.getInfoTypeForString('CIVILIZATION_BARBARIAN'):
		lPre = lPre + ["Gru","Bra","No","Os","Dir","Ka","Z"]
		lMid = lMid + ["g","ck","gg","sh","-","b","bh","aa"]
		lEnd = lEnd + ["al","e","ek","esh","ol","olg","alg"]
		lWords1 = lWords1 + ["Bone","Skull","Death", "Hate", "Old", "Scar"]		
		lWords2 = lWords2 + ["smasher", "breaker", "mangle","monger"]
		
	if pCiv == gc.getInfoTypeForString('CIVILIZATION_INFERNAL'):
		lPre = lPre + ["G"]

	if pCiv == gc.getInfoTypeForString('CIVILIZATION_MERCURIANS'):
		lPre = lPre + ["G"]
		
	
	iSchema = CyGame().getSorenRandNum(4, "Name Gen")
	if iSchema == 1:
		sPre = lPre[CyGame().getSorenRandNum(len(lPre), "Name Gen")-1]
		sMid = lMid[CyGame().getSorenRandNum(len(lMid), "Name Gen")-1]
		sEnd = lEnd[CyGame().getSorenRandNum(len(lEnd), "Name Gen")-1]
		sFull = sPre+sMid+sEnd
	if iSchema == 2:
		sPre = lPre[CyGame().getSorenRandNum(len(lPre), "Name Gen")-1]
		sMid_a = lMid[CyGame().getSorenRandNum(len(lMid), "Name Gen")-1]
		sMid_b = lMid[CyGame().getSorenRandNum(len(lMid), "Name Gen")-1]
		sEnd = lEnd[CyGame().getSorenRandNum(len(lEnd), "Name Gen")-1]
		sFull = sPre+sMid_a+sMid_b+sEnd
	if iSchema == 3:
		sPre = lPre[CyGame().getSorenRandNum(len(lPre), "Name Gen")-1]
		sEnd = lEnd[CyGame().getSorenRandNum(len(lEnd), "Name Gen")-1]
		sFull = sPre+sEnd	
	if iSchema >3:
		sPre = lPre[CyGame().getSorenRandNum(len(lPre), "Name Gen")-1]
		sMid = lMid[CyGame().getSorenRandNum(len(lMid), "Name Gen")-1]
		sEnd = lEnd[CyGame().getSorenRandNum(len(lEnd), "Name Gen")-1]
		sFull = sPre+sMid+sEnd
		sPre = lPre[CyGame().getSorenRandNum(len(lPre), "Name Gen")-1]
		sEnd = lEnd[CyGame().getSorenRandNum(len(lEnd), "Name Gen")-1]
		sFull = sFull+" "+sPre+sEnd
		
	if len(sFull) > 25:
		sFull = sFull[:25]	
	return sFull
 
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