Could you expose canDoReligion to python?
canDoReligion() is already exposed to python
Could you expose canDoReligion to python?
Could you make a tag (maybe called <bOwnBordersPassable>) that allows units with <TerrainImpassables> andFeatureImpassables> to still be able to pass through those normally impassable features and terrains so long as they are within the owner's (teams') cultural borders?
Could you add a tag to allow a building to make a city immune to blockades?
Could spells be given an <inCityRadius> tag, which when combined with the <BuildingPrereq> tag would make the spell available only if the unit is within the radius of a city with that building?
Could you make <BuildingClassOwnedPrereq> (or a new tag if you prefer) count at the team level rather than the player level?
Of course, I would then still have to use the callback for my Ring of Warding to function, unless you also went ahead and made a tag for buildings that would make a city's tile impassable to any non-magic immune hostile summons. (In my latest version I also make the Sidar Shrine of Arawn UB prevent undead units from entering the city, but I am not sure I want to keep it that way.) I don't know if that would be worth your effort.
I love the improvements to worldbuilder in MNAI v2.5. I would have requested them myself if I had known they were possible.
Could you improve the Unit Data part by allowing us to use worldbuilder to change a unit's religion too?
I long ago added dummy promotions which use a <PyPerTurn> to change the unit's religion, but I'd rather be able to get rid of those.
Edit: Also, it would be nice if we could easily use world builder to set as unit as having casted or not, similar to how we can now use it to set whether it has already attacked. Since there are no units capable of interception at least in base FfH2, it would make sense to simply re-purpose that toggle. Edit2: I just figured out how it works and made that change myself.
Could you add the ability to change a player's Alignment in the World Builder Edit Control Player Data?
I would prefer if checking the "unrestricted leaders" option still made the AI choose its traditional leaders unless I force it otherwise.
EDIT: Alternatively, there could be two different options: "unrestricted leaders" which defaults to one of the normal ones but allows you to pick a different one, and "random leaders" that works the way unrestricted leaders is working in 2.5.
Thanks.OK. Added these to the request list.
Yeah, I figured it wasThats a bit too specific.
I don't know that I'd want to bother him with things that are not applicable outside of FfH2 modmods.Good ideas! Please direct requests to Platyping in his thread. I just copied his code. It's all done in python, so you could take a stab at these changes yourself.
Not worth adding another option IMO. You can always manually set the leaders and civs you want to play with.
Ugh. Not only is that a real pain to set up (AFAIK, there's no way to make the pulldown faction/leader selections stick from game to game) but that means I know which leader for those civs is in each game.I would prefer if checking the "unrestricted leaders" option still made the AI choose its traditional leaders unless I force it otherwise.
EDIT: Alternatively, there could be two different options: "unrestricted leaders" which defaults to one of the normal ones but allows you to pick a different one, and "random leaders" that works the way unrestricted leaders is working in 2.5.
Not worth adding another option IMO. You can always manually set the leaders and civs you want to play with.
well, if you want random ennemy leaders you cannot SET them manually... that wouldn't be random.If you don't want to make another option, why not change it back? What was the rationale for this change? (FWIW the same argument you make here works in reverse - players who want fully random leaders can set them manually.)
Do I even have to state the obvious?well, if you want random ennemy leaders you cannot SET them manually... that wouldn't be random.
Thank you. If some people want the full random, then there's no real reason to not have both that option and the original FF2 version of unrestricted leaders.Changing it back requires changes in the DLL and compiling it. Your best bet IMO is making a feature request to have a new setting in the next version of MNAI. If Tholal wants it, and since it should be simple and I rewrote the part of the code that chooses leaders as part of a bug fix, I'll try to code this feature if I get the time.
I went ahead and updated Platy World Builder to include practically all of the new functions that Kael added.