Kael
Deity
Sureshot said:they can't make forested mines, quarry's, or windmills he means![]()
Oops, yeap, corrected.
Sureshot said:they can't make forested mines, quarry's, or windmills he means![]()
if (iLastPlayer != -1 and gc.getPlayer(iLastPlayer).isAlive()):
pyl = PyPlayer(iLastPlayer)
for pUnit in pyl.getUnitList():
# if (pUnit.getSpecialUnitType() == iSpell and pUnit.isHasPromotion(iSummoned)):
if (pUnit.getSpecialUnitType() == iSpell):
pUnit.kill([color="blue"]False[/color],0)
if pUnit.isHasPromotion(iRoot):
pUnit.finishMoves()
for pUnit in py.getUnitList():
[color="blue"]if (pUnit.getSpecialUnitType() == iSpell):
pUnit.kill(False, -1)
continue[/color]
if pUnit.isHasPromotion(iRoot):
pUnit.finishMoves()
if pUnit.isHasPromotion(iCrazed):
if pUnit.isHasPromotion(iEnraged):
Maian said:In my tests, fireballs and company can still be attacked by enemies. Fix:
In onBeginPlayerTurn:
Code:if (iLastPlayer != -1 and gc.getPlayer(iLastPlayer).isAlive()): pyl = PyPlayer(iLastPlayer) for pUnit in pyl.getUnitList(): # if (pUnit.getSpecialUnitType() == iSpell and pUnit.isHasPromotion(iSummoned)): if (pUnit.getSpecialUnitType() == iSpell): pUnit.kill([color="blue"]False[/color],0)
AFAIK, this solution doesn't have any side effects.
EDIT:
I've been looking into exactly when onBeginPlayerTurn fires. Here's a log of recorded events:
Spoiler :PY:Meteor moves to (37, 9)
PY:Barbarians->Grigori
PY:Scout moves to (45, 19)
PY:Scout moves to (45, 18)
PY:Scout moves to (0, 20)
PY:Warrior moves to (48, 22)
PY:Grigori->Lanun
PY:Tuurngait moves to (25, 20)
PY:Tuurngait moves to (21, 20)
PY:Tuurngait moves to (20, 21)
PY:Beastman moves to (17, 20)
PY:Lanun->Doviello
As you can see, Doviello's units (Tuurngait and Beastman) move before onBeginPlayerTurn ("Lanun->Doviello"). That means onBeginPlayerTurn actually fires when the player finishes his/her/its turn, regardless of whether the player is AI or human. I don't know if this is case for modes other than simultaneous turns, but I'll assume that it is.
I've noticed this line in onBeginPlayerTurn:
Code:if pUnit.isHasPromotion(iRoot): pUnit.finishMoves()
I presume that this is obselete code since root already adds a huge MP penalty. But I suspect the reason for making root give that MP penalty, rather than relying on finishMoves(), is because those two lines didn't work, because onBeginPlayerTurn fires too late.
So with this knowledge, here's an alternate and much simpler fix that can do away with the iLastPlayer code. Cut the spell unit removal code under the iLastPlayer code, and paste it under the main unit loop as follows:
Code:for pUnit in py.getUnitList(): [color="blue"]if (pUnit.getSpecialUnitType() == iSpell): pUnit.kill(False, -1) continue[/color] if pUnit.isHasPromotion(iRoot): pUnit.finishMoves() if pUnit.isHasPromotion(iCrazed): if pUnit.isHasPromotion(iEnraged):
The False argument to kill() and the continue statement are key here. kill(False) kills the unit spell immediately before the AI gets to do its stuff (delayed deaths apparently can span multiple turns). The continue ensures that the killed unit isn't used any more.
Sareln said:Hey, was playing with the OO religion today. Seems as if "The Drown" are not alleviating garrison unhappiness ("We fear for our safety...") is this intentional?
Halancar said:Animals and undead do not ake people feel safer (and therefore do not alleviate unhappiness). Unless I am mistaken, the Drown are undead ?
Sandro said:Great mud guys - I'm looking forward to see what you have in store for the next phases of development.
I have one issue in a current game - I think it is a bug so I post it here. I am playing a monarch game as the Hippus civilization and have two cities with -4/1 Culture, and even though the cities generate 3+ culture each, this number never changes meaning they are practically useless. There is the Dragon Cult religion in both though and I know how it provides negative culture, but I thought the Idea was that the city should either be destroyed at negative culture or at least be able to counter the loss of culture by culture producing buildings and civics.
Keep up the good work!
Fader55 said:Not sure if this is a bug or if it's already been reported, but Monks (Elohim) don't get the Homeland Promotion, & on a personal note I think they should upgrade to something
Fader
Chandrasekhar said:I've had a strange issue with elven adepts. I've had one in a big stack of swordsmen in the middle of enemy territory, and it doesn't recieve the "casted" promotion after using the wither spell.
Also, I think that the Kuriotates' ability to work tiles that are three tiles away from their cities is causing seafood resources to spawn farther out to sea than they normally do. This might need to be fixed.
Fader55 said:Looked for this in the changelog, & didn't see it. Reposting in case it was missed.
Fader
Chandrasekhar said:I think this got lost in the bustle, so let me repost it:
Sandro said:Another question (I know how to search the forum, but didn't find an answer even though I am sure it is there somewhere).
I am getting familiar with the adept -> conjurer/mage -> summoner/arch-mage upgrade path, but I am confused about the corresponding priest -> high priest/inquisitor upgrade. I had a lvl 5 priest (stone warden) that I wanted to upgrade to an inquisitor after researching the corresponding tech, but could not upgrade. What are the civ/lvl/unit/build/tech requirements for high priest and inquisitor respectively?
(I may be posting this in the wrong thread, but since I don't know if this is a bug or just missing documentation I post it here)