I've tried to substitute and add songs to my soundtracks, but it only plays the ones that normally play, unless you've removed it from the folder, in which case it just gives an error message and moves on to the next song. You can manually switch tracks, but it lacks the feeling of that moment when you see the era (or religion) pop up and you're suddenly hearing different music.
I guess it will. Shoot, I hadn't thought of that. The Insanity trait is going to break saves. Thanks for the heads up Nimbus, I'll include a warning about that.
Okay it looks like the bug applies to ranged spells (IE, select a tile).
it could be fixed by giving each of these spells a separate req (eg, reqPillarofFire and reqTsunami) which checks to make sure that the unit attempting to cast the spell has the proper promotions, and then calls AIBlock.
If I could see the FFH dll code, I might be able to get around the need for any SDK change by fiddling with python's eval
For the moment, I've managed to successfully fix PillarofFire and Tsunami so that they will only be cast by selected members that actually know the spell.
And even so the spell sound/visual effect only happens the number of times it's actually cast, also, but it's kind of a dirty hack, and I would feel better if reqPillarofFire was called before spellPillarOfFire, instead of from inside.
For reference
reqPillarofFire
Spoiler:
Code:
def reqPillarofFire(caster):
if not canCast(caster):
return False
if not isDivine(caster):
return False
if(castLevel(caster) < 3):
return False
if(firLevel(caster) < 3):
return False
return True
isDivine
Spoiler:
Code:
def isDivine(caster):
if not(caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DIVINE'))):
return False
return True
castLevel
Spoiler:
Code:
def castLevel(caster):
if (caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING3'))):
return 3
if (caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING2'))):
return 2
if (caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING1'))):
return 1
return 0
firLevel
Spoiler:
Code:
def firLevel(caster):
if (caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_FIRE3'))):
return 3
if (caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_FIRE2'))):
return 2
if (caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_FIRE1'))):
return 1
return 0
This is fantastic work and I really appreciate it. But there is no way im hardcoding all those prereqs.
I sent the request to Talchas to ask if he would check it out. I did some testing casting targeted spells with groups selected and I see what you mean.
If you would like to take a look at the source code just send me a PM and i'll send it to.
When I see the combat ods for a unit with orthus' axe, He always has +125% strength. However I can't see any mention of the +% from combat I-V. Is it not cumulative or......?
+100% is from combat V, +25% is from Orthus's axe. Any straight up strength increases (Orthus's axe, enchanted weapons, blessed) are listed cumulatively. Traits applying to terrain defense or unit-type specific are listed separately.
Speaking of unit specific traits. Can we get some anti-recon promotions?? In regular civ, where the recon line ends at explorer, it doesn't much matter. When you have beastmasters and Druids, on the other hand, you need to have some sort of counterbalance. This seems to be the only unit type to have immunity to the +40% promotions.
+100% is from combat V, +25% is from Orthus's axe. Any straight up strength increases (Orthus's axe, enchanted weapons, blessed) are listed cumulatively. Traits applying to terrain defense or unit-type specific are listed separately.
Speaking of unit specific traits. Can we get some anti-recon promotions?? In regular civ, where the recon line ends at explorer, it doesn't much matter. When you have beastmasters and Druids, on the other hand, you need to have some sort of counterbalance. This seems to be the only unit type to have immunity to the +40% promotions.
I'm not sure if this is a G issue or not, but I've never had this overlay problem unit you added the Plot List enhancement. Basically my scout isn't active, but his vitals (stats) are overlayed over active units and plots.
now that elohim monks start with 2 base move, they become 3 move 6 str units with the elohim spiritual trait?
(it also makes any possible ashen veil bonus lame)
wheres the evil disciple slayer unit
can they get commando/pillage? lol
monks were just fine relying on the elohim spiritual movement bonus...
This is fantastic work and I really appreciate it. But there is no way im hardcoding all those prereqs.
I sent the request to Talchas to ask if he would check it out. I did some testing casting targeted spells with groups selected and I see what you mean.
If you would like to take a look at the source code just send me a PM and i'll send it to.
In retrospect, this could probably be handled by the following functions
Spoiler:
castReqs
Code:
def castReqs(caster,spelltype,element,level):
if (castLevel(caster) < level):
return false
if typeMismatch(caster,spelltype):
return false
return (elemLevel(caster,element) >= level)
castLevel
Spoiler:
Code:
def castLevel(caster):
if (caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING3'))):
return 3
if (caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING2'))):
return 2
if (caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING1'))):
return 1
return 0
elemLevel
Spoiler:
Code:
def elemLevel(caster,element):
if (caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_' + element + '3'))):
return 3
if (caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_' + element + '2'))):
return 2
if (caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_' + element + '1'))):
return 1
return 0
typeMismatch
Spoiler:
Code:
def typeMismatch(caster,type):
if (caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_' + type))):
return false
return true
then you'd probably also want to make some constant variables to hold strings, like
def reqPillarofFire(caster):
if not castReqs(caster,tDiv,eFir,3):
return False
return True
prevents pillar of fire from being cast by any unit which does not have Divine, Channeling3, and Fire3
Incidentally, if "elemLevel" were globally accessible (or at least accessible from the function which abilities buttons to display for units), it could remove the need for units to keep, say, fire1, when gaining the promotion fire2
I downloaded the current Mod as well as the current patch, g, and am getting major errors upon loading the game. The first is: Failed to load python module CvEventInterface. Then from there I am getting XML errors for almost every xml file that is loading. For example: Tag: TECH_NEVER in Info class was incorrect Current XML file is Units/CIV4PromotionInfos.xml. After hitting ok through all of them the game continued trying to load and crashed before the first splash screen. Any help would be greatly appreciated. sorry if this has been addressed in the forum but after a few pages I decided to just post for the sake of speed. Thanks in advance.
I downloaded the current Mod as well as the current patch, g, and am getting major errors upon loading the game. The first is: Failed to load python module CvEventInterface. Then from there I am getting XML errors for almost every xml file that is loading. For example: Tag: TECH_NEVER in Info class was incorrect Current XML file is Units/CIV4PromotionInfos.xml. After hitting ok through all of them the game continued trying to load and crashed before the first splash screen. Any help would be greatly appreciated. sorry if this has been addressed in the forum but after a few pages I decided to just post for the sake of speed. Thanks in advance.
Not sure if this is intentional, but I found a bit of an imbalance when comparing the Order and Ashen Veil. When you look at their two initial hero's, everything looks fairly identical (since Rosier is a fallen Order knight, it makes sense) except Rosier gets anti-disciple (which btw STACKS with scourge) where Valen gets demon slaying I. Considering the fact that disciples can be good or evil, and are far more numerous than demons are, it makes Rosier the stronger hero (everything else is pretty much a wash). IMO, the anti-disciple needs to at least be changed to Scourge.
perfect day for a patch Kael... I will be playing with 2 of my friends all weekend, so you are almost sure to get some feedback on the changes from here.
I almost have to try out that insane trait (even thoug I hardly ever play as perpentach).
Not sure if this is intentional, but I found a bit of an imbalance when comparing the Order and Ashen Veil. When you look at their two initial hero's, everything looks fairly identical (since Rosier is a fallen Order knight, it makes sense) except Rosier gets anti-disciple (which btw STACKS with scourge) where Valen gets demon slaying I. Considering the fact that disciples can be good or evil, and are far more numerous than demons are, it makes Rosier the stronger hero (everything else is pretty much a wash). IMO, the anti-disciple needs to at least be changed to Scourge.
woodelf, i've used the PLE before and gotten that bug. It's listed on 12monkeys' to-do list in the PLE thread in mod components, but he hasn't updated for a while. it's kinda annoying though, but I would say having the PLE in FfH is worth it.
I don't think you need to alt-tab, try selecting a unit, getting the litle pop-up and then unselecting, my memory may be wrong though.
PS. Kael, how many more releases do you think there will be in 0.1x before 0.2? thanks...
edit: don't worry, just saw the changelog thread
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