xienwolf
Deity
Drown should have the Unitclass, Building and State Religion requirements moved to XML so that they are properly displayed in Tooltips & Pedia.
Flesh Golems block Channeling 1, 2 & 3 + Divine from going to the Golem. But in the new system you do not need Channeling 2 or 3 to cast spells. That should mean that currently a Flesh Golem is quite capable of casting every spell EXCEPT for the Adept level spells... I'll have to test sometime later when I have a chance I guess.
For the Horde: This one ought to have the AI allowed to use it based on Map Size instead of a flat 60. I am not sure that 60 will ever happen on Duel size maps, and I am reasonably certain it is better to wait longer on Huge size.
Gift Vampirism will allow you to cast it if there is a Level > 6 unit with the Vampire, Demon or Undead promotion on the tile, but will then do nothing since it cannot give those units Vapirism.
Heal still has an entry to kill Lifesparks who cast it.
Hellfire should have the Infernal Civilization Pre-req moved from Python to XML so that it is displayed in the Civlopedia and Tooltips.
The way that Kidnap is written, in a city with multiple types of Great Specialists you will always choose a specific type first. Scientist > Engineer > Merchant > Artist > Priest. Thus if a Priest and anything else are both settled, you cannot get the Priest. Or if a Scientist and anything else are settled you can ONLY get the scientist. Is it possible to instead set up a list of the Great Specialists that they have and select one randomly from among that list (Similar to how a random unit is selected from a tile for Spirit Guide)?
In Mask, the following doesn't make sense:
Does that say that if the caster IS in a group, but that group is more than JUST HIMSELF, then send a false? How do you group with yourself? Why not just send a False if they are in a group at all?
Mezmerize Animal: You must be at war with the other team to use this ability. Why not check for if the Animal is Hostile instead? 90% of the animals you run into will probably belong to someone you are not at war with, but will attack you anyways because they are Hidden Nationality.
It seems odd that Malakim cannot build Assassins, but if they are following Esus when they cast their World Spell they are given Assassins in every city...
There is code for each spell in the check to see if you are allowed to cast it which essentially controls when the AI will cast it. For the Worldspells especially the AI tends to cast it as soon as it is allowed to. Could you maybe add in a random function to prevent this from being predictable?
For example: In "For the Horde" the AI is not allowed to cast the spell until there are 60 Barbarian Units. Thus far, the AI will cast the spell as soon as this is achieved. But if you add in a random 0-99 check which must be greater than 100 - (#Barbarian Units / 5), then you wind up with the AI possibly holding back for a rather long time, but overall being much less predictable (not that this particular example is one which can be predicted by the player, Raging Seas already calculates an iCount value, so if that was checked against a random instead of a flat 10, it would be perfect).
Flesh Golems block Channeling 1, 2 & 3 + Divine from going to the Golem. But in the new system you do not need Channeling 2 or 3 to cast spells. That should mean that currently a Flesh Golem is quite capable of casting every spell EXCEPT for the Adept level spells... I'll have to test sometime later when I have a chance I guess.
For the Horde: This one ought to have the AI allowed to use it based on Map Size instead of a flat 60. I am not sure that 60 will ever happen on Duel size maps, and I am reasonably certain it is better to wait longer on Huge size.
Gift Vampirism will allow you to cast it if there is a Level > 6 unit with the Vampire, Demon or Undead promotion on the tile, but will then do nothing since it cannot give those units Vapirism.
Heal still has an entry to kill Lifesparks who cast it.
Hellfire should have the Infernal Civilization Pre-req moved from Python to XML so that it is displayed in the Civlopedia and Tooltips.
The way that Kidnap is written, in a city with multiple types of Great Specialists you will always choose a specific type first. Scientist > Engineer > Merchant > Artist > Priest. Thus if a Priest and anything else are both settled, you cannot get the Priest. Or if a Scientist and anything else are settled you can ONLY get the scientist. Is it possible to instead set up a list of the Great Specialists that they have and select one randomly from among that list (Similar to how a random unit is selected from a tile for Spirit Guide)?
In Mask, the following doesn't make sense:
Code:
if pGroup.isNone() == False:
if pGroup.getNumUnits() > 1:
return False
Mezmerize Animal: You must be at war with the other team to use this ability. Why not check for if the Animal is Hostile instead? 90% of the animals you run into will probably belong to someone you are not at war with, but will attack you anyways because they are Hidden Nationality.
It seems odd that Malakim cannot build Assassins, but if they are following Esus when they cast their World Spell they are given Assassins in every city...
There is code for each spell in the check to see if you are allowed to cast it which essentially controls when the AI will cast it. For the Worldspells especially the AI tends to cast it as soon as it is allowed to. Could you maybe add in a random function to prevent this from being predictable?
For example: In "For the Horde" the AI is not allowed to cast the spell until there are 60 Barbarian Units. Thus far, the AI will cast the spell as soon as this is achieved. But if you add in a random 0-99 check which must be greater than 100 - (#Barbarian Units / 5), then you wind up with the AI possibly holding back for a rather long time, but overall being much less predictable (not that this particular example is one which can be predicted by the player, Raging Seas already calculates an iCount value, so if that was checked against a random instead of a flat 10, it would be perfect).