Final Fixes Reborn

i tested the shard of courage today and i see no such issue appear. can you replicate it ?

also, the Jotnar module that is inside the inactive modules folder works ok for me, no apparent crash

I see. Maybe the problem really did came from those old modules like you said, i'll disable all of them and try again. Thanks for looking into it for me.
 
Code:
    if (GC.getProjectInfo(eProject).getHideUnits() > 0 && !GET_PLAYER(getOwner()).isHideUnits())
    {
        iValue += GET_TEAM(getTeam()).getAtWarCount(true) * GC.getProjectInfo(eProject).getHideUnits() /  std::max(1, GET_TEAM((TeamTypes)iI).getHideUnits());
    }

    if (GC.getProjectInfo(eProject).getSeeInvisible() > 0 && !GET_PLAYER(getOwner()).isSeeInvisible())
    {
        iValue += GET_TEAM(getTeam()).getAtWarCount(true) * GC.getProjectInfo(eProject).getSeeInvisible() /  std::max(1, GET_TEAM((TeamTypes)iI).getSeeInvisible());
    }

Search for these lines in CvCityAi.cpp
std::max(1, GET_TEAM((TeamTypes)iI) doesn't seem to make any sense.
In fact, if you remove the declaration if il at the top and replace all for loop with declaration of il, iI is undefined here.

Similarly in CvUnit.cpp
Code:
                if (isHasPromotion((PromotionTypes)iJ))
                {
                    iNumApplications = countHasPromotion((PromotionTypes)iJ);

                    if (GC.getPromotionInfo((PromotionTypes)iJ).getMutationMaxApplications() >= iNumApplications)
                    {
                        iNumApplied = 1;
                    }
                    else if ((iNumApplied + countHasPromotion((PromotionTypes)iJ)) > GC.getPromotionInfo((PromotionTypes)iJ).getMutationMaxApplications())
                    {
                        iNumApplied = GC.getPromotionInfo((PromotionTypes)iJ).getMutationMaxApplications() - countHasPromotion((PromotionTypes)iJ);
                    }
                }
 
Last edited:
That's an issue we have too ?

Code:
    if (GC.getProjectInfo(eProject).getHideUnits() > 0 && !GET_PLAYER(getOwner()).isHideUnits())
    {
        iValue += GET_TEAM(getTeam()).getAtWarCount(true) * GC.getProjectInfo(eProject).getHideUnits() /  std::max(1, GET_TEAM((TeamTypes)iI).getHideUnits());
    }

    if (GC.getProjectInfo(eProject).getSeeInvisible() > 0 && !GET_PLAYER(getOwner()).isSeeInvisible())
    {
        iValue += GET_TEAM(getTeam()).getAtWarCount(true) * GC.getProjectInfo(eProject).getSeeInvisible() /  std::max(1, GET_TEAM((TeamTypes)iI).getSeeInvisible());
    }

Search for these lines in CvCityAi.cpp
std::max(1, GET_TEAM((TeamTypes)iI) doesn't seem to make any sense.
In fact, if you remove the declaration if il at the top and replace all for loop with declaration of il, iI is undefined here.

Similarly in CvUnit.cpp
Code:
                if (isHasPromotion((PromotionTypes)iJ))
                {
                    iNumApplications = countHasPromotion((PromotionTypes)iJ);

                    if (GC.getPromotionInfo((PromotionTypes)iJ).getMutationMaxApplications() >= iNumApplications)
                    {
                        iNumApplied = 1;
                    }
                    else if ((iNumApplied + countHasPromotion((PromotionTypes)iJ)) > GC.getPromotionInfo((PromotionTypes)iJ).getMutationMaxApplications())
                    {
                        iNumApplied = GC.getPromotionInfo((PromotionTypes)iJ).getMutationMaxApplications() - countHasPromotion((PromotionTypes)iJ);
                    }
                }
good point, i'll fix that.
 
not exactly, crafting and agriculture are still here, they're just a bit too high in the tree to appear in the screen ^^ and i did fix somethign with the arrows but that's not the main point of it. I'll give an an additional clue, it was a grigori game ^^.

in other news, i'm gonna finish Duin's emergent trait this week, and i still need some help from people for diplomacy lines or additional events and exploration results. (for events, mostly for implementation, as we have a good list of old suggestions to go through). (for event, there's also a need for some rework of the existing ones, balancing and changing the alignment prereqs into alignment effects)
 
Last edited:
and also finish Hafgan, since i've just noticed it was still missing some stuff.

which reminds me, here is a summary of the current emergent leaders, i need to get some feedback on balance, they all have the default required trait xp to level up:

Naxus


Necromancer 1 :
Gives DeathWielder to Arcane Units (+1Death Str, immune to Fear, chance to gain Undead)
Free Death Mana from the Palace
Gives Dark Strength to Skeletons and Spectres after Necromancy Tech (+1Str)

Necromancer 2 :
Gives Implacable to Undead (Can Heal While Moving, +20Heal rate, +2Death Str)

Necromancer 3 :
Doubles the max number of liches
Arcane units with Death 3 gain the Deathmark spell ( for three turns, Units within two tiles are blocked from resurrection, and will join their opponent as undead when killed. Caster is unable to cast another spell in that time)



Lorelei Coral


Hydromancer 1 :
Free Water Mana from the Palace
Gains access to the City Spell Defensive Wave ( damages enemy units on water or coast tiles or flat tiles next to rivers with cold damage based on number of water mana)

Hydromancer 2 :
Strengthens Defensive Wave ( also targets units on hill tiles next to rivers and increases strength)
Gives Water Mastery to Arcane units (Can Walk on Water, +50% on water and coast tiles, No Penalty from crossing Rivers or attacking from Sea, +1Move, Gives Water Mastery to Summons)

Hydromancer 3 :
Can build Water Elementals in cities
Strengthens Defensive Wave ( also targets units on peak tiles next to rivers and increases strength)
Gives +1Water Mana Affinity to Arcane units
Gives Water Stealth to Arcane Units ( automatically Hidden on Water Tiles)



Corane


Spiderkin 1 :
Spiders and Scorpions spawn with the Spiderkin promotion once the Nest gets to 10 pop
Spiders spawning is increased by 30%
All built units get the Spiderkin promotion once the Nest gets to 15 pop
+20%Maintenance
-10% GP Rate

Spiderkin 2 :
Spiders can get the Racial promotions for free

Spiderkin 3 :
All units can get the Racial promotions for free



Gaius Octavius


Theocratic 1 :
-10% Xp cost for unit promotions
Gives Mobility 1(+1Move) and Potency(Increase xp gain, decreases target magic resistance) to Disciple units
One free priest in cities following the State Religion

Theocratic 2 :
Disciple Units with Master Sergeant and Inquisitor can take the Templar promotion (+2command limit, +1 command range, gives Intolerant promotion to Minions) (+30% against units following another religion, gains Crusader after combat victory)
A Templar with 3 crusaders as minions gain access to the Divine Purge Spell : removes all diverging nationality from a city

Theocratic 3 :
One free priest in cities following the State Religion
One free slave per non-state religion in cities following the State Religion
A templar with 5 crusaders as minions gain + 3 Holy Str and gives + 1 Holy Str and Immunity to Fear to all allies units within two tiles.
It also gains access to the Holy Cleansing spell ( powerful 2-range targeted fire spell)



Hafgan the Purger


Scorched Earth 1 :
Automatically razes conquered cities
The Blaze Spell makes Flames appear.
Flames Spread more easily and are less likely to disappear
All units gain Immune to Fire, and Raider

Scorched Earth 2 :
Flames Spread more easily and are less likely to disappear
All units gain Looter and City Raider

Scorched Earth 3 :
Flames Spread more easily and are less likely to disappear
(needs something more here)



Reorx Veinhunter


Veinhunter 1 :
Iron and Mithril are revealed from the start

Veinhunter 2 :
+1Prod on tiles with 2 or more Prod

Veinhunter 3 :
Increase chance to discover resource
+0.25 Def Mithril Affinity for all units
+ 5% collateral Gunpowder Affinity for all units



Yakut


Egalitarian 1 :
+3 Happiness
+1Food on tiles with 3 or more Food
-10% Gold

Egalitarian 2 :
Mounted Units gain Strong and Mobility promotions

Egalitarian 3 :
All specialists give +1 Happiness, +1Gold and +1Culture



Mordmorgan


Virtuous Pirate 1 :
Naval Units gain Hidden Nationality and Virtuous Pirate Promotions (+2 Def Str, and +20% withdrawal)

Virtuous Pirate 2 :
Naval Units gain Bodge (15% heal after combat) and Trade Defender Promotions (killing barbarian units give diplomatic bonus with trade partners)

Virtuous Pirate 3 :
Gain access to the Trader Enclave (+2 Trade Routes, +50% yield and commerce from trade routes)
Naval Units gain Navigation 1 and Boarding Promotions
 
For Hafgan the Purger, would it be possible for their units to receive a bonus if fighting from burning terrain? Such as a spell giving a combat bonus, but is only usable if standing in flames?

In this list, I notice that there's a few other leaders unmentioned there -- the D'tesh guy with Treacherous trait and Duin Halfmorn come to mind, or was that on purpose?
In addition to this, what are some of the actions that raise exp for each leader? I remember seeing this in the google doc, but it'd be nice to see it here.
 
those are the eight that are mostly finished in the current build. As for the actions that raise xp, they are mostly actions that are thematic for the leader ( building improvements, casting spells, connecting resources, building units or buildings, spread religions, convert to a religion, change alignment, control a plot, gain promotion, kill stuff, level up, pillage stuff, choose a civic, raze a city, do some trade, gaining a tech...)

For example, necromancer will gain points when building a death node, casting death spells, building adepts, building the tower of necromancy, controling the broken sepulchar,...)
 
Does levelable traits reserve only for emergent leaders? I would like to see vanilla leaders got this mechanic too.
 
at the moment, yes, only emergent leaders will get the leveling thing. Important leaders will get a slightly different version ( they can gain and lose normal traits based on their actions), and Historical leaders will keep the vanilla system. I do intend to use the dynamic traits for more ideas ( i'm working on a module which will have dynamic religion founding instead of it being tech-based, for example)
 
Hey There, may I ask some questions about the Austrin?
Whats the gain to build a new city with a scouting unit instead of a regular settler? If I want to found a city with a scout I ´ve always to build up a expedition first every time, right? Isn ´t it better to just build settlers , should be less needed hammers? Or does a city founded by scout has any special advantages? :confused: Thx in advance.
 
well, it is a bit more costly, but your exploring units move more easily and, as soon as you find a good spot, you can prepare the expedition and directly found the city, no need to have to move a settler there, since your unit already is at the spot.
 
Hey There, may I ask some questions about the Austrin?
Whats the gain to build a new city with a scouting unit instead of a regular settler? If I want to found a city with a scout I ´ve always to build up a expedition first every time, right? Isn ´t it better to just build settlers , should be less needed hammers? Or does a city founded by scout has any special advantages? :confused: Thx in advance.
Prepare Expedition costs fewer hammers than a Settler, but doesn't use food as well as hammers - so if you've got a low-food capital it doesn't delay growth as much, and frankly it works out to take around the same time in both cases.
 
Thanks for your reply ThelanOakley, I thought a expedition founded city would have more advantages. But I´ll give the Austrin a try,- due they might fit my playstyle :-).
 
Quick question: for the Emergent Leaders the Trait benefits are cumulative, yes? So at Level 2 you get both the Level 2 and Level 1 abilities, and similarly at Level 3 you get the abilities of Levels 1, 2, and 3?

Second, can't say I'm a fan of "Automatically razes conquered cities" for Scorched Earth 1, as I like to be able to choose whether to raze or keep a conquered city. (I always play all random civs, so the only effect on my gameplay would be that if I got Hafgan and the Clan I would start a new game to get a different leader.) I was going to suggest instead having Scorched Earth 1 give all units the Raider promotion, but you've already got that, so I'm afraid I don't really have an alternative suggestion here.

I do like what you've done with the Emergent Leaders in general, though, just wanted to make sure I said that.
 
Back
Top Bottom