Chalid
Black Dragon
Mercenaries:
Ah ok i thought an AI hat actually used in in the game i was playing as there were several guys who had a name and in (Scout) or something after the name. Even one guy had a rudiculous amount of Promotions and 106 Xp and it was not a hero i thought (or do the grigori have an Scout hero?- and as i was the only one on the continent who made war he could not have gotten the xp via combat) so i thought they were hired Mercenaries.
About the Missionaries. You can change everythin in the SDK and most is in my opinion even more simple than in Phython and i feel the solutions you can create in C++ will be often faster than Phython equivalents (for example you can store often used data on the object so that it has not to be calculated each time and by the numbers of things we do calculationtime will get an increasinly important issue). Now we could change the Missionary code so that he askes your phyton code if the unit can spread religion. That should be doable, but i would prefer handing it back to the old code and doing the changes there. That will make it much easier with the AI. That thing about Veil and Order can be implemented within the can spread function in Unit.cpp easily. The percentage could be linked to a variable in global defines if you like. Thats not much to do. I might come with a solution as soon as this mesh is ready:
Ah ok i thought an AI hat actually used in in the game i was playing as there were several guys who had a name and in (Scout) or something after the name. Even one guy had a rudiculous amount of Promotions and 106 Xp and it was not a hero i thought (or do the grigori have an Scout hero?- and as i was the only one on the continent who made war he could not have gotten the xp via combat) so i thought they were hired Mercenaries.
About the Missionaries. You can change everythin in the SDK and most is in my opinion even more simple than in Phython and i feel the solutions you can create in C++ will be often faster than Phython equivalents (for example you can store often used data on the object so that it has not to be calculated each time and by the numbers of things we do calculationtime will get an increasinly important issue). Now we could change the Missionary code so that he askes your phyton code if the unit can spread religion. That should be doable, but i would prefer handing it back to the old code and doing the changes there. That will make it much easier with the AI. That thing about Veil and Order can be implemented within the can spread function in Unit.cpp easily. The percentage could be linked to a variable in global defines if you like. Thats not much to do. I might come with a solution as soon as this mesh is ready: