[to_xp]Gekko;12708672 said:you don't need all that stuff for blinding light, and the other blocking spells are much less of an issue since they can only be used by national units. therefore all you really need is this is civ4spellinfos.xml:
As we already discussed, I won't include any solution that does not solve the "units can be held indefinitely" problem. The only solution I know of which solves both problems was mentioned by Tasunke earlier in this thread:
1)Also, one little detail I had in one of my modmod incarnations was a little promo called 'Cataracts' ... blinding light gave a 20% chance of getting Cataracts, and Cataracts makes you immune to blind. Of course, you get a 10% chance for Cataracts to wear off ... but the important thing is that this avoids the problem of the infinite loop.
Example:
you get Blinded (50% wear off) ... and oddly enough it lasts for 4 turns instead of 1 or 2 >_< ... but WAIT! Some good news. You got Cataracts! (maybe some penalty like -1 vision ... but not so bad if you are in your own territory). Now you are immune to future blinds for an average of 10 turns!
When I mentioned the amount of promotions needed I was talking about this solution, not about the solution for the MP problem only. Even if I consider it somewhat hackish, I'll code it for the next version because it is the only one that solves both issues. I'll try it with [to_xp]Gekko's values for spell resistance and such. I'm also considering giving the new "temporary immunity to blindness" promotion inconditionally after a unit stops being blind. This would make blinding light as powerful as it used to be (block nearly the whole stack) but it will prevent a big enough group of casters from keeping them forever in that state.
[to_xp]Gekko;12708672 said:what I meant about demagogs is them starting with metal weapons when they pop from towns ( crusade/rally ) if metals are available in the nearby city. in python/CustomFunctions.py :
Thanks for the code. Shouldn't that be included in MNAI too?
[to_xp]Gekko;12708672 said:its actually strange that only Rally applies religions to them, I think Crusade should do that as well.
I consider that a bug. Has it been reported to Tholal?
[to_xp]Gekko;12708672 said:I'm also attaching an edited erebuscontinent with the changes mentioned above for clan
Thanks for the code!
[to_xp]Gekko;12708672 said:this is the beastman->battlemaster code for civ4spellinfos.xml:
Thanks, I've added a link to its issue.
[to_xp]Gekko;12708672 said:and this is Entangle for Clan druid UU, civ4spellinfos.xml again :
I'm going to wait until Tholal answers about this in the MNAI bugs thread.
[to_xp]Gekko;12708672 said:Malakim worldspell gives assassins if you're Esus, this made sense when they didn't have access to assassins but now they do. therefore imo it should give nigthwatches instead.
It makes sense, but both units feel weird for the Malakim worldspell... neither of them are disciples.
[to_xp]Gekko;12708672 said:I'd recommend changing cure disease spell to only remove diseased rather than also plagued and withered ( it makes those rare abilities too weak ) . instead, I think the aquae sucellus should cure all three, likewise the pool of tears ( withered instead of poison ) . Herbalists could remove poison, infirmaries disease and Asylums enraged.
Why do you feel that this change is needed? It seems to make things quite complicated.
[to_xp]Gekko;12708672 said:Odio's prison could become a super fort since it gives strength to nearby units ( you could remove that so it only benefits the owner )
Given how it looks and its form, I don't think that it should give the benefits of a super fort. I reckon that it would also cause many coding problems (I'm not sure if you can have a super fort without culture, for example).
By the Spirit3 buff, there was a separate spell in addition to 'Trust' (which is useless in MP) which increased a City's GPP rate by 50% (and possibly removes/blocks enraged from units within the city).
Already included.
I only thought that by tying the original UO to Law3 (and giving Priors Law3) we could avoid having to make two versions of the same spell (unyielding order). But ... it may be worth it in order to keep Priors from having the Valor spell. Priors having UO upon creation and Pillar of Fire when Righteousness is researched is the accepted v10 approach.
[to_xp]Gekko;12709692 said:I think it could work similar to illumination instead ( unyielding order effect that grants valor to units in the city.
Edit:
Keep Priors in their v10 incarnation (UO, with PoF at Righteousness)
and add a UO effect to the Valor spell WHEN its cast in cities (but allow it to be cast outside cities, if possible, for just the promotion effect)
I like this solution (keep priors as they are in EitB v10, add UO to Law 3, add UO effect to Valor when cast in cities) from a mechanics point of view, I don't think that the effects of UO should be created by a spell called "Valor" (being brave does not make you less unhappy). I think that I'll just give Law 3 the possibility of casting UO too even if it means having two versions of the same spell.
[to_xp]Gekko;12709692 said:you could also give make Valor the bannor race like MC does, I like that change a lot )
I'll consider it.
Hey guys,
If someone hypothetically wanted to remove the new magic spheres, where would he find the code for the mana bar? Or would be removing the xml references be enough?
In Assets\XML\Units\Civ4UnitInfos.xml, remove all XML sections like the following one that include BUILD_MANA_CREATION, BUILD_MANA_DIMENSIONAL or BUILD_MANA_FORCE:
Code:
<Build>
<BuildType>BUILD_MANA_CREATION</BuildType>
<bBuild>1</bBuild>
</Build>
That will prevent arcane units from building nodes of the missing spheres.
In Assets\XML\Buildings\CIV4BuildingInfos.xml you will have to find all appearances of BONUS_MANA_CREATION, BONUS_MANA_DIMENSIONAL and BONUS_MANA_FORCE from the civilization palaces and substitute them by their original mana types in FFH2. This will remove the missing mana types from civilizations that have them in ExtraModMod.
In python\Screents\CvMainInterface.py, look for the following piece of code and remove BONUS_MANA_CREATION, BONUS_MANA_DIMENSIONAL and BONUS_MANA_FORCE from it. That will avoid showing the missing mana types in the mana bar:
Code:
manaTypes1 = [ 'BONUS_MANA_AIR','BONUS_MANA_BODY','BONUS_MANA_CHAOS','BONUS_MANA_CREATION','BONUS_MANA_DEATH','BONUS_MANA_DIMENSIONAL','BONUS_MANA_EARTH','BONUS_MANA_ENCHANTMENT','BONUS_MANA_ENTROPY','BONUS_MANA_FIRE','BONUS_MANA_FORCE','BONUS_MANA_ICE','BONUS_MANA_LAW','BONUS_MANA_LIFE','BONUS_MANA_METAMAGIC','BONUS_MANA_MIND','BONUS_MANA_NATURE','BONUS_MANA_SHADOW','BONUS_MANA_SPIRIT','BONUS_MANA_SUN','BONUS_MANA_WATER' ]
Doing these three things will keep the missing spheres along with their mana types and spells defined in the game (and will appear in the civilopedia) but they will never make an appearance in the game. If you want to remove them completely you will also have to remove the sphere promotions, all of their spells, summoned units and promotions added by spells from the XML. Are you disabling them because you prefer to play with only the original types or because you feel that the spells for the new spheres are wrong? I'd appreciate feedback on the new spells