If you are talking about what I think you're talking about (traits like summoner) then I believe you're wrong.Also, I believe that just because a trait cannot be 'selected' by adaptive leaders doesn't mean it can't be their FIRST temporary trait ... just that they inevitably lose it at the time of the first swap and can't get it back.
[to_xp]Gekko;12693489 said:I don't think that religious behaviour is intended, just a byproduct of the current AI. a bit more variety definitely wouldn't hurt
[to_xp]Gekko;12693489 said:there would be no abilities unlocked with tech with my latest Chalid proposal, just crown of brilliance removed and he gets moved to Honor. Empyrean loses most of its appeal otherwise. I agree he needed a nerf in vanilla but don't forget he's THE reason for going Empyrean and sun2 got nerfed already. Sareln noticed this, in fact he's at Honor for v10. or you could just put him back at religious law if you think Honor is too early.
[to_xp]Gekko;12693489 said:for the Luchuirp worldspell, it's just a way to make it a bit more attractive after the nerf. since you can no longer stack hammers in the same city, the best course of action is now always to cast it asap for the gpp engineer point. this would make it a bit more powerful ( it went from very good to pretty lame ) and make the decision of when to cast it more interesting.
[to_xp]Gekko;12694416 said:I think Qgqqqqq is right about Favored and Potency: Favored is supposed to be 20 instead of 30. arcane units needed a buff, divine units didn't. they can gain xp in combat a lot easier.
[to_xp]Gekko;12694416 said:Lightbringer could get freeXP tag so they get passive xp like disciples.
[to_xp]Gekko;12695303 said:Reliquaries and Citizen forums are lacking the 50% faster with stone.
I think Varn at Spi/Cultural
Sandalphon at Phi/Ind
and
Cassiel at Phi/Cha
Spoiler :(not as good as Phi/Cultural, but still marginally useful, as opposed to Ind and Org)
[to_xp]Gekko;12696416 said:shouldn't Citizen's Forums get built faster with ORG rather than PHI since they're a courthouse UB ? it would make ORG more useful and better balance Koun and Cassiel.
If you are talking about what I think you're talking about (traits like summoner) then I believe you're wrong.
[to_xp]Gekko;12697573 said:sun affinity 1 at Religious Law for Chalid seems right
[to_xp]Gekko;12697573 said:A tech I really believe needs a beaker cost boost is Hidden Paths, it was great before and it got Kythra and Satyrs added to it. pretty damn cheap for all it gives now.
Speaking of mardero vs sphener - at the time of arriving to the scene:especially mardero via well known trick( rushing malevolent designs) - mardero as a combat unit is not only useful but can lead armies, so to speak, sphener - one of late game heroes - usually has to attack or defend versus late game units and in this situation he is only marginally useful even if promoted from AoL wonder XP. sure, sphener waists no time vs demons and undeads but against of others .... mardero on the other hand, is useful in many ways...
So there is a bug or error if you try to put ingenuity in the changeable slot for an Adaptive leader?
[to_xp]Gekko;12706653 said:Illians get a golden age when they cast Stasis. I'm not sure if this is a MNAI bug or comes from the Eitb merge.
[to_xp]Gekko;12707928 said:any eta on your next release?
[to_xp]Gekko;12707928 said:Tholal has put out a couple new DLL changes it'd be nice to have lately ( although he didn't fix Clan druids lacking Entangle yet )
btw there's another bugfix Tholal didn't include yet which is having enclaves not spawn demagogs with rally worldspell.
[to_xp]Gekko;12707928 said:I really hope you'll change Blinding Light to a promotion so it does something in singleplayer. Btw, I've tested it and that 60% resist modify already makes it almost useless, very hard for it to trigger since I think enemy strength and XP also lower the chance of triggering. I think 45 would work better there.
[to_xp]Gekko;12707928 said:you can probably remove Savage from Doviello, they are already nicely buffed in eitb ( although I like the tundra/ice bonus for flavour starts )
[to_xp]Gekko;12707928 said:I heartily recommend changing the clan flavour values in erebuscontinents to be the way they are in worldofererebus instead, it means they will have a lot less jungle around their start. they're actually unplayable in default erebuscontinent due to that.
why does Erebuscontinent not allow to change settings like cohesion etc?
[to_xp]Gekko;12707928 said:I also hope you're going to include beastman->battlemaster direct upgrade and metal weapons for demagogs, less downtime is always nice
Chalid is currently 2 affinity Sun @ Righteousness correct?
I feel that Chalid at Religous Law with 1 affinity Sun and 1 affinity Fire (both giving Fire Strength), WITHOUT Crown of Brilliance, and then can use Crown of Brilliance at Theology (the spell simply having an additional tech requirement), and Pillar of Fire at Righteousness.
CoB uses holy damage (only way for Chalid to hurt Avatar of Wrath btw), while PoF uses fire damage (obviously). The spell damage types are already that way, I'm just reiterating it.
Pillar of Fire could also be used by Order priors at Righteousness if that is determined to be fair ... will be included in EitB v10, and is also Lore appropriate.
Unyielding Order could always be a secondary Law3 spell for those that research Theology (would require UO requiring both Theology and Law3, meaning that Priors should start with Law3, which means that Priors would be able to cast Valor as well ... probably not the most gamebreaking of things). ---> UO at Theology means that Priors would require no further tech investment to use their innate spell. Valor would remain the Law3 spell for Archmages of nations that have not yet researched UO ... and Priors of a nation with Righteousness would allow them to use Pillar of Fire (as was intended by Order Inquisitors in the original version).
Are liches at Malevolent Designs? Seems a good spot tbh (Death3 and Malevolent Designs) Either Malevolent Designs, or perhaps Divine Essence ... especially if you make Liches <bimmortal>. Imho liches should be either <bimmortal> or just start with the immortality promotion (which I like to call pheonix blood or pheonix down to prevent confusion, since its really a 'one shot second life'. I personally prefer that Liches start with the pheonix down promotion, because it makes it less OP (as an immortal t4 caster may well be OP) yet it at least gives them some sense of immortality, such as how it is used with Hyborem.
<SpellInfo>
<Type>SPELL_BLINDING_LIGHT</Type>
<Description>TXT_KEY_SPELL_BLINDING_LIGHT</Description>
<Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
<PromotionPrereq1>PROMOTION_SUN2</PromotionPrereq1>
<bAllowAI>1</bAllowAI>
<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
<bHasCasted>1</bHasCasted>
<bResistable>1</bResistable>
<iRange>1</iRange>
<iResistModify>45</iResistModify>
<AddPromotionType1>PROMOTION_BLINDED</AddPromotionType1>
<bImmuneTeam>1</bImmuneTeam>
<bImmuneNeutral>1</bImmuneNeutral>
<Effect>EFFECT_SPELL1</Effect>
<Sound>AS3D_SPELL_CHARM_PERSON</Sound>
<Button>Art/Interface/Buttons/Spells/Blinding Light.dds</Button>
</SpellInfo>
<PromotionInfo>
<Type>PROMOTION_BLINDED</Type>
<Description>Blinded</Description>
<Sound>AS2D_IF_LEVELUP</Sound>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_BEAST</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
<Button>Art/Interface/Buttons/Spells/Blinding Light.dds</Button>
<bHeld>1</bHeld>
<iAIWeight>-100</iAIWeight>
<iExpireChance>50</iExpireChance>
<iMinLevel>-1</iMinLevel>
</PromotionInfo>
def doCrusade(self, iPlayer):
iCrusadeChance = gc.getDefineINT('CRUSADE_SPAWN_CHANCE')
iDemagog = gc.getInfoTypeForString('UNIT_DEMAGOG')
iTown = gc.getInfoTypeForString('IMPROVEMENT_TOWN')
iVillage = gc.getInfoTypeForString('IMPROVEMENT_VILLAGE')
pPlayer = gc.getPlayer(iPlayer)
for i in range (CyMap().numPlots()):
pPlot = CyMap().plotByIndex(i)
if pPlot.getImprovementType() == iTown:
if pPlot.getOwner() == iPlayer :
##-------- Unofficial Bug Fix: Added by Denev --------##
# To prevent spawning demagog in the same tile with his enemy unit.
if not pPlot.isVisibleEnemyUnit(iPlayer):
##-------- Unofficial Bug Fix: End Add --------##
if CyGame().getSorenRandNum(100, "Crusade") < iCrusadeChance:
pCity = pPlot.getWorkingCity()
newUnit = pPlayer.initUnit(iDemagog, pPlot.getX(), pPlot.getY(), UnitAITypes.UNITAI_ATTACK, DirectionTypes.DIRECTION_SOUTH)
if pCity.hasBonus(gc.getInfoTypeForString('BONUS_MITHRIL')):
newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_MITHRIL_WEAPONS'), True)
elif pCity.hasBonus(gc.getInfoTypeForString('BONUS_IRON')):
newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_IRON_WEAPONS'), True)
elif pCity.hasBonus(gc.getInfoTypeForString('BONUS_COPPER')):
newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_BRONZE_WEAPONS'), True)
pPlot.setImprovementType(iVillage)
def spellRally(caster):
iOwner = caster.getOwner()
pPlayer = gc.getPlayer(iOwner)
iDemagog = gc.getInfoTypeForString('UNIT_DEMAGOG')
iTown = gc.getInfoTypeForString('IMPROVEMENT_TOWN')
iVillage = gc.getInfoTypeForString('IMPROVEMENT_VILLAGE')
iCount = 0
for i in range (CyMap().numPlots()):
pPlot = CyMap().plotByIndex(i)
if pPlot.getOwner() == iOwner:
if pPlot.isCity():
newUnit = pPlayer.initUnit(iDemagog, pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
if pPlayer.getStateReligion() == gc.getInfoTypeForString ('RELIGION_THE_ASHEN_VEIL'):
newUnit.setReligion (gc.getInfoTypeForString ('RELIGION_THE_ASHEN_VEIL'));
if pPlayer.getStateReligion() == gc.getInfoTypeForString ('RELIGION_THE_ORDER'):
newUnit.setReligion (gc.getInfoTypeForString ('RELIGION_THE_ORDER'));
if pPlayer.getStateReligion() == gc.getInfoTypeForString ('RELIGION_FELLOWSHIP_OF_LEAVES'):
newUnit.setReligion (gc.getInfoTypeForString ('RELIGION_FELLOWSHIP_OF_LEAVES'));
if pPlayer.getStateReligion() == gc.getInfoTypeForString ('RELIGION_RUNES_OF_KILMORPH'):
newUnit.setReligion (gc.getInfoTypeForString ('RELIGION_RUNES_OF_KILMORPH'));
if pPlayer.getStateReligion() == gc.getInfoTypeForString ('RELIGION_OCTOPUS_OVERLORDS'):
newUnit.setReligion (gc.getInfoTypeForString ('RELIGION_OCTOPUS_OVERLORDS'));
if pPlayer.getStateReligion() == gc.getInfoTypeForString ('RELIGION_THE_EMPYREAN'):
newUnit.setReligion (gc.getInfoTypeForString ('RELIGION_THE_EMPYREAN'));
if pPlayer.getStateReligion() == gc.getInfoTypeForString ('RELIGION_COUNCIL_OF_ESUS'):
newUnit.setReligion (gc.getInfoTypeForString ('RELIGION_COUNCIL_OF_ESUS'));
if pPlot.getImprovementType() == iTown:
pCity = pPlot.getWorkingCity()
newUnit = pPlayer.initUnit(iDemagog, pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
if pPlayer.getStateReligion() == gc.getInfoTypeForString ('RELIGION_THE_ASHEN_VEIL'):
newUnit.setReligion (gc.getInfoTypeForString ('RELIGION_THE_ASHEN_VEIL'));
if pPlayer.getStateReligion() == gc.getInfoTypeForString ('RELIGION_THE_ORDER'):
newUnit.setReligion (gc.getInfoTypeForString ('RELIGION_THE_ORDER'));
if pPlayer.getStateReligion() == gc.getInfoTypeForString ('RELIGION_FELLOWSHIP_OF_LEAVES'):
newUnit.setReligion (gc.getInfoTypeForString ('RELIGION_FELLOWSHIP_OF_LEAVES'));
if pPlayer.getStateReligion() == gc.getInfoTypeForString ('RELIGION_RUNES_OF_KILMORPH'):
newUnit.setReligion (gc.getInfoTypeForString ('RELIGION_RUNES_OF_KILMORPH'));
if pPlayer.getStateReligion() == gc.getInfoTypeForString ('RELIGION_OCTOPUS_OVERLORDS'):
newUnit.setReligion (gc.getInfoTypeForString ('RELIGION_OCTOPUS_OVERLORDS'));
if pPlayer.getStateReligion() == gc.getInfoTypeForString ('RELIGION_THE_EMPYREAN'):
newUnit.setReligion (gc.getInfoTypeForString ('RELIGION_THE_EMPYREAN'));
if pPlayer.getStateReligion() == gc.getInfoTypeForString ('RELIGION_COUNCIL_OF_ESUS'):
newUnit.setReligion (gc.getInfoTypeForString ('RELIGION_COUNCIL_OF_ESUS'));
if pCity.hasBonus(gc.getInfoTypeForString ('BONUS_MITHRIL')):
newUnit.setHasPromotion(gc.getInfoTypeForString ('PROMOTION_MITHRIL_WEAPONS'), True)
elif pCity.hasBonus(gc.getInfoTypeForString ('BONUS_IRON')):
newUnit.setHasPromotion(gc.getInfoTypeForString ('PROMOTION_IRON_WEAPONS'), True)
elif pCity.hasBonus(gc.getInfoTypeForString ('BONUS_COPPER')):
newUnit.setHasPromotion(gc.getInfoTypeForString ('PROMOTION_BRONZE_WEAPONS'), True)
pPlot.setImprovementType(iVillage)
<SpellInfo>
<Type>SPELL_UPGRADE_DOVIELLO_BATTLEMASTER</Type>
<Description>TXT_KEY_SPELL_UPGRADE_DOVIELLO_CHAMPION</Description>
<Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
<UnitClassPrereq>UNITCLASS_WARRIOR</UnitClassPrereq>
<CivilizationPrereq>CIVILIZATION_DOVIELLO</CivilizationPrereq>
<TechPrereq>TECH_IRON_WORKING</TechPrereq>
<bAllowAI>1</bAllowAI>
<iAIWeight>150</iAIWeight>
<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
<bHasCasted>1</bHasCasted>
<ConvertUnitType>UNIT_BATTLEMASTER</ConvertUnitType>
<bAbility>1</bAbility>
<iCost>120</iCost>
<Effect>EFFECT_SPELL1</Effect>
<Sound>AS3D_SPELL_TRAIN</Sound>
<bGraphicalOnly>1</bGraphicalOnly>
<Button>Art/Interface/Buttons/Units/Battlemaster.dds</Button>
</SpellInfo>
<SpellInfo>
<Type>SPELL_ENTANGLE_LIZARD</Type>
<Description>TXT_KEY_SPELL_ENTANGLE</Description>
<Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
<Help>TXT_KEY_SPELL_ENTANGLE_HELP</Help>
<UnitPrereq>UNIT_LIZARDMAN_DRUID</UnitPrereq>
<bAllowAI>1</bAllowAI>
<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
<bHasCasted>1</bHasCasted>
<bResistable>1</bResistable>
<iRange>1</iRange>
<bImmuneTeam>1</bImmuneTeam>
<bImmuneNeutral>1</bImmuneNeutral>
<bImmuneFlying>1</bImmuneFlying>
<iImmobileTurns>2</iImmobileTurns>
<Effect>EFFECT_SPELL2</Effect>
<Sound>AS3D_SPELL_BLOOM</Sound>
<Button>Art/Interface/Buttons/Spells/Entangle.dds</Button>
</SpellInfo>