Final Fixes Reborn

I did test it, and resurrection is "working", but messy; it does indeed revive a civs hero (with the right choice of spell), but does appear to give all of the caster's promotions to the hero (not to the resurrected champion though). In the hero case, it also does not require nor remove a graveyard. In this, it's pretty broken.
I confirm.
 
Graktar's Skull Smasher can't be picked up by your units when you kill him. I found the problem about 2 weeks ago and fixed it in my game. I'm pretty sure it was in the SpellInfos.xml, under "Take Graktar's Skullsmasher". I believe the problem was in the lines:

<PyResult>spellTakeEquipmentPromotion(pCaster,'GRAKTARS_SKULLSMASHER')</PyResult>
<PyRequirement>reqTakeEquipmentPromotion(pCaster,'GRAKTARS_SKULLSMASHER')</PyRequirement>

And they should read:

<PyResult>spellTakeEquipmentPromotion(pCaster,'PROMOTION_GRAKTARS_SKULLSMASHER')</PyResult>
<PyRequirement>reqTakeEquipmentPromotion(pCaster,'PROMOTION_GRAKTARS_SKULLSMASHER')</PyRequirement>

Sorry if this is something you've already addressed in the upcoming release. I have to admit I was too lazy to delve around looking for it.

EDIT: On the post there's a space between PRO and MOTION that should be there, but I can't change it here for some reason. Just didn't want anyone to copy and paste the line in and break anything.
 
Graktar's Skull Smasher can't be picked up by your units when you kill him. I found the problem about 2 weeks ago and fixed it in my game. I'm pretty sure it was in the SpellInfos.xml, under "Take Graktar's Skullsmasher". I believe the problem was in the lines:

<PyResult>spellTakeEquipmentPromotion(pCaster,'GRAKTARS_SKULLSMASHER')</PyResult>
<PyRequirement>reqTakeEquipmentPromotion(pCaster,'GRAKTARS_SKULLSMASHER')</PyRequirement>

And they should read:

<PyResult>spellTakeEquipmentPromotion(pCaster,'PROMOTION_GRAKTARS_SKULLSMASHER')</PyResult>
<PyRequirement>reqTakeEquipmentPromotion(pCaster,'PROMOTION_GRAKTARS_SKULLSMASHER')</PyRequirement>

Sorry if this is something you've already addressed in the upcoming release. I have to admit I was too lazy to delve around looking for it.

EDIT: On the post there's a space between PRO and MOTION that should be there, but I can't change it here for some reason. Just didn't want anyone to copy and paste the line in and break anything.

Thanks for the help :goodjob: It's now renamed and ready for next release.

And yeah, the artifical space thing is annoying :rolleyes:
 
Will you add compatibility for other modules, such as Myu, Maogata, etc,.?
 
I was talking with a friend, and we came up with a fairly short list of easily-implemented changes that either provide some sort of "balance" (as much as it can exist in RiFE/Ashes); what do people think about these? Yay or nay?

  • Hawks should definitely not be able to spread CoE, and probably not explore dungeons (Loki/puppet should also be prevented from exploring dungeons; maybe unique only?)
  • Mechanos should have access to the overproduction mechanic from Bannor- lategame, they live around production.
  • Master outfitter promotions should be increased to match level of others. Even playing as a recon-heavy line, I still get the master smith or Master Rancher because they're way better at their respective roles.
  • Does anyone ever found guilds? I find engineers way too valuable to found the stonefire guild, for instance. Occasionally farmers or fishmongers if civ matches it, but rarely. Increase their effectiveness, perhaps?
  • With the exception of Hero units, arcane units must require a source of the manatype for casting spells. This would hopefully allow the higher tier arcane promotions to be easier to get without making them way too overpowered.
  • RoK should incur (significantly?) higher maintenance in cities, either through their temple or otherwise. Kilmorph holds perfection as ideal -> more cost to run cities at a higher level, not just an immediate go-to for nearly any civ.
  • CoE 'balance' ideas:
    1. Make the Guilds tech CoE only; Shadows especially (and Eyes/Ears?) should not be built by non-CoE civs. I'm trying to make a reason that a civ would actually want to convert to CoE (besides a religious victory, which doesn't make sense for CoE anyway).
    2. Initial promotions (fade away, racketeering, etc) should be bought; they're practically useless as xp promos.
    3. Give steal item a higher chance of success depending on unit level, similar to kidnap GP that the Svartalfar have, instead of just a flat 80% chance, or have fail be a large diplomatic penalty, not immediate war.

Any thoughts, or other ideas?

EDIT: And on a bugfixing note, I just came across a bug where if a recon unit attacks out of a foreign city (open borders) and captures an animal with hidden nationality, you capture the city without declaring war. R64 Savefile attached, just move the selected Shadow 1 sq to the right.
 

Attachments

Possibly similar cause to the above:
Attempting to move Rooted Creepers (0 movement, +1 movement in Haunted Lands) more than two tiles at once along a path that exits Haunted Lands causes a crash. Probably due to pathfinding suddenly breaking as the unit drops to 0 move on exiting the Haunted Lands.

Korinna the Protector, if upgraded to Korinna the Black Lady or Korinna the Red Lady can move before actually breaking the wards (at Knowledge of the Ether), because the promotion that limits her to the Capital is only -1 movement, and her upgrades both have 2 base movement. Not sure if this is intended from a balance standpoint, but appears to break lore.

Scions Berserkers with the Headless promotion revert to the default (Viking) Berserker model. Presumably due to lack of headless model (unlike Principes, which have both a version with and without a head).

Luchiurp AI doesn't pick up or otherwise use Golden Hammers created by their world spell (Gifts of Nantosuelta) until the following turn. Thus, if you happen to have units in their cities on the turn they cast their world spell, you can swipe their hammers.
 
Korinna the Protector, if upgraded to Korinna the Black Lady or Korinna the Red Lady can move before actually breaking the wards (at Knowledge of the Ether), because the promotion that limits her to the Capital is only -1 movement, and her upgrades both have 2 base movement. Not sure if this is intended from a balance standpoint, but appears to break lore.

She can't leave Scion territory without Knowledge of the Ether.
 
I was talking with a friend, and we came up with a fairly short list of easily-implemented changes that either provide some sort of "balance" (as much as it can exist in RiFE/Ashes); what do people think about these? Yay or nay?


[*]Hawks should definitely not be able to spread CoE, and probably not explore dungeons
Yay to that. Why should an animal unit be spreading a religion? Although, not sure if this is possible, from the programming side...
(Loki/puppet should also be prevented from exploring dungeons; maybe unique only?)
Nay. Why shouldn't, thematically, an important hero being able to explore dungeons? And why shouldn't summons be able to be sent into dungeons?
[*]Mechanos should have access to the overproduction mechanic from Bannor- lategame, they live around production.
Are you referring the Bannor civic "Crusade"?
[*]Master outfitter promotions should be increased to match level of others. Even playing as a recon-heavy line, I still get the master smith or Master Rancher because they're way better at their respective roles.
Yay. I almost never even bother with Master Outfitter, for that reason.
[*]Does anyone ever found guilds? I find engineers way too valuable to found the stonefire guild, for instance. Occasionally farmers or fishmongers if civ matches it, but rarely. Increase their effectiveness, perhaps?
Guilds do need some beefing up. It would be nice to be able to hire mercenaries other than the stock mercenary unit. I really think some of the guild ideas from Orbis should be brought in.
[*]With the exception of Hero units, arcane units must require a source of the manatype for casting spells. This would hopefully allow the higher tier arcane promotions to be easier to get without making them way too overpowered.
Pretty sure that requiring you to have a developed fire node, for instance, before you can even get the Fire I promotion prevents this. The sole exception would be special arcane units and heroes that start off with Fire I (or whatever other arcane promotion). Why do you feel that arcane units, which are physically weak (and therefore suspectable to assassins), are OP?
[*]RoK should incur (significantly?) higher maintenance in cities, either through their temple or otherwise. Kilmorph holds perfection as ideal -> more cost to run cities at a higher level, not just an immediate go-to for nearly any civ.
RoK is ridiculously OP. We had a discussion on this a while back, and (after some thought) I agree with the rest of them. I think your idea is a solid way to keep RoK from being the go-to religion at higher game difficulties.
[*]CoE 'balance' ideas:
[*]Make the Guilds tech CoE only; Shadows especially (and Eyes/Ears?) should not be built by non-CoE civs. I'm trying to make a reason that a civ would actually want to convert to CoE (besides a religious victory, which doesn't make sense for CoE anyway).
CoE is the weakest religion, but I don't think making Shadows and Guild Tech CoE only would fix that.
[*]Initial promotions (fade away, racketeering, etc) should be bought; they're practically useless as xp promos.
The ability to buy CoE promotions would fit thematically with the concept of CoE.
[*]Give steal item a higher chance of success depending on unit level, similar to kidnap GP that the Svartalfar have, instead of just a flat 80% chance, or have fail be a large diplomatic penalty, not immediate war.
Hmm...that would also be thematically in line with CoE.
 
Yay to that. Why should an animal unit be spreading a religion? Although, not sure if this is possible, from the programming side...
I know there is work in the code done to prevent hawks from exploring dungeons, but it's obviously not working properly. Hawks are prevented in Magister's Modmod, so I can probably gleam the solution from there.
Nay. Why shouldn't, thematically, an important hero being able to explore dungeons? And why shouldn't summons be able to be sent into dungeons?
The problem is when the Balersaphs build Loki immediately, and then just run around popping every dungeon in and around peoples territory before archers, even. I had two civs get destroyed by spawned Wraiths in a recent game I played, but you are correct in that it doesn't make sense that Loki should be prevented from doing so. Perhaps instead, unlock Loki with a little later tech, say Festivals? That would give other civs a little time to build up defenses.
Are you referring the Bannor civic "Crusade"?
Sorry, I meant multiple production, so Mechanos can build multiple items like the Clan or Bannor, instead of getting ridiculous coin from overflow.
Yay. I almost never even bother with Master Outfitter, for that reason.
Precisely. Spending 50 gold or so for a 10% strength bonus limited to hills or something is rather underwhelming, but easily enough changed to be much more powerful (50%, say).
Guilds do need some beefing up. It would be nice to be able to hire mercenaries other than the stock mercenary unit. I really think some of the guild ideas from Orbis should be brought in.
I'm not familiar with Orbis' guild mechanics (other than they're more fleshed out). While it would be cool, it wouldn't be so simple of something to import I'm assuming. For the time being, the values of what a guild provides could use some beefing.
Pretty sure that requiring you to have a developed fire node, for instance, before you can even get the Fire I promotion prevents this. The sole exception would be special arcane units and heroes that start off with Fire I (or whatever other arcane promotion). Why do you feel that arcane units, which are physically weak (and therefore suspectable to assassins), are OP?
The problem is that I want to make more of the "Master of ___" promotions for spell casters feasible to get, but without making the initial one far too easy (which is already accomplished by changing around mana nodes to take advantage of the free promos based on owned manas when upgrading a unit - relevant post by Calavente).
RoK is ridiculously OP. We had a discussion on this a while back, and (after some thought) I agree with the rest of them. I think your idea is a solid way to keep RoK from being the go-to religion at higher game difficulties./QUOTE]
Yeah, that discussion is what made me start really observing the "balance" in the game. RoK would still have all sorts of other benefits, but it's a step toward making it tower way above the other religions.
CoE is the weakest religion, but I don't think making Shadows and Guild Tech CoE only would fix that.
It would give a reason to switch to it. For instance, as it is now it's much better to follow another religion than CoE, even if you don't have the holy city or heroes for it. Would you really give up the terraforming effects of FoL or OOs Lunatics for cruddy promos and Gibbeon? As it is, no way.

Woah, long post. Perhaps there should be another thread specifically for 'balance' changes, do you think? We can more easily keep track of things that way, and easily show Ronkhar what values in XML or whatnot need changing.
 
do you think it's possible to have healers 'cure' ie get rid of the crazy promotion? i really hate it when a high xp scout goes loopy :(

That would be easy enough but I don't think it's the right option. Crazed is one of the factors in the balance of units like Lunatics. If its too easy to remove, it makes units that should be Crazed more valuable.
For other units that become Crazed through exploration, the frequency of Crazed results could be reduced if it is seen as too common an occurrence.

MC's modmod uses the Committed promo in cities with Asylums to block the Enraged promo. That would be easy to implement in RifE using autoacquire/mustmaintain.
I've used minion promotions to block Enraged in my modmods. That makes Crazed units more reliable in war provided you've an appropriately promoted commander to babysit them.
 
One bug I noticed. When started on "Classical" start, the "Steam Power" tech is given to all players. The AI is building a bunch of refined mana nodes. No railroads at least, not yet...

I think I corrected it by setting the <Era> tag to ERA_END.
 
this is one that's been around a while, units that cannot gain xp and promos through combat ( eg. healers, golems) still get an xp increase and the promotion 'aura' if they survive a combat.
 
Back
Top Bottom