Kill hunt

Joined
Jan 21, 2006
Messages
737
So, who gets the most kills with one unit?

My first contribution:

75 kills with Barnaxas; Heroes killed: Hemah



He certainly wasn't my best unit ever (base strength 5 is too low for Barnaxas to be a one-man-army), but he's the first I tracked.

Wanna try to beat me?

Download the merge here. (0.5 MB)

Some scores won't work since they are SDK-dependant. I partly fixed the automatic kill count so you won't have to count them yourself, but every battle will be treated as an offensive one. Also, the tracking won't work with unit upgrades, but you can't upgrade heroes anyway.
 
Hmm, I had a warrior get quite a few in a raging barbs/deity/no AI Civs match. Probably not quite 75, but Civs with early heroes might want to try that setup for a record.
 
While I don't have any kill-counter thingy, I'm sure this creature got more than 75. After taming it with Magnadine and shuffling the Axe of Orthrus onto it, it single-handedly rampaged across no less than five enemy civilizations (finally taking a boat to the last island stronghold of my closest allies <_<)

 
BCalchet said:
While I don't have any kill-counter thingy, I'm sure this creature got more than 75. After taming it with Magnadine and shuffling the Axe of Orthrus onto it, it single-handedly rampaged across no less than five enemy civilizations (finally taking a boat to the last island stronghold of my closest allies <_<)


:eek: .
 
BCalchet said:
While I don't have any kill-counter thingy, I'm sure this creature got more than 75. After taming it with Magnadine and shuffling the Axe of Orthrus onto it, it single-handedly rampaged across no less than five enemy civilizations (finally taking a boat to the last island stronghold of my closest allies <_<)


:D

I should play as the Hippus in some multiplayer game just to repeat that trick and see how my opponents react.
 
This thread gave me the incentive to return to a game that I recently abandoned to see how much damage I could do with Eurabatres. I must admit, though, that using Acheron has more style ;)

Well, I destroyed quite a few cities with my Uber Eurabatres and got him to 25th level before I succumbed to my first-ever 99.9% battle. Here is a shot of his 'profile' right before it happened:

I must say that it was great having the ability to kill 5 units per turn with him, regardless of their defensive bonuses.

- Niilo
 
vorshlumpf said:
This thread gave me the incentive to return to a game that I recently abandoned to see how much damage I could do with Eurabatres. I must admit, though, that using Acheron has more style ;)

Well, I destroyed quite a few cities with my Uber Eurabatres and got him to 25th level before I succumbed to my first-ever 99.9% battle. Here is a shot of his 'profile' right before it happened:

I must say that it was great having the ability to kill 5 units per turn with him, regardless of their defensive bonuses.

- Niilo


that 99.9% lost really hurts, especially with such a unit...
 
It's bound to happen eventually. Let just say you're probably good for another couple years of CIVVING, and if it happens again tomorrow... lets just say I want you to buy my lottery ticket.
 
Fortunately, I had already lost interest in the game and was only accepting the challenge given on this thread. Otherwise I would have been extremely pissed to lose Eurabatres.

It would be interesting to have an ongoing statistical count of all battle percentages, calculated and actual (e.g., 99.4% battles fought: 23, 99.4% battles won: 21, actual percentage of 99.4% battles: 91.3%).

- Niilo
 
Yep, that was me.

Code:
	def logBeginPlayerTurn(self, argsList):
		iGameTurn, iPlayer = argsList
		pyPlayer = PyPlayer(iPlayer)
		unitList = pyPlayer.getUnitList()
		playerturninformation = sdObjectGetVal("UnitStats", gc.getPlayer(iPlayer), TURNINFORMATION)
		for unit in unitList:
			unitturninformation = sdObjectGetVal("UnitStats", unit, TURNINFORMATION)
			if (unit.fortifyModifier() > 0):
				unitturninformation[0] = unitturninformation[0] + 1
				playerturninformation[0] = playerturninformation[0] + 1
				unitturninformation[1] = unitturninformation[1] + 1
				if (unitturninformation[1] > unitturninformation[2]):
					unitturninformation[2] = unitturninformation[1]
					if (unitturninformation[2] > playerturninformation[2]):
						playerturninformation[2] = unitturninformation[2]	
			else:
				unitturninformation[1] = 0
			objPlotOwner = gc.getPlayer(unit.plot().getOwner())
			objUnitOwner = gc.getPlayer(unit.getOwner())
			if (objPlotOwner != None and objUnitOwner != None):
				if gc.getTeam(objPlotOwner.getTeam()).isAtWar(objUnitOwner.getTeam()):
					unitturninformation[3] = unitturninformation[3] + 1
			sdObjectSetVal("UnitStats", unit, TURNINFORMATION, unitturninformation)
		sdObjectSetVal("UnitStats", gc.getPlayer(iPlayer), TURNINFORMATION, playerturninformation)

There is some stuff that you don't need, but basically, three numbers are stored in the script data of every unit (check my mod for the larger context, e.g. what sdObjectSetVal references to):

1. unitturninformation[0]: the total amount of turns fortified
2. unitturninformation[1]: the current amount of turns fortified
3. unitturninformation[2]: the longest fortification without interruption

if pyUnit.fortifyModifier() (which is a built-in function) is greater than 0 (which means that the unit has a fortifier bonus, i.e. is fortified):

1. and 2. are increased by one. If 2. is greater than 3., the number of 2. is copied to 3.

else:

2. is set to 0

The function doesn't work with units that get no fortification bonuses (tanks and mounted units), and usually it only starts to work after 1 turn fortification (when the bonus kicks in).
 
thanks tons, now i just need to find a way to trigger an event efficiently after a unit has been fortified 30 (or some other number) turns.. i could do a onbeginturn one, but that would involve checking every unit every turn with that function and that seems like a bad idea for what im doin, so far im favouring putting it in oncombat if i cant find something better
 
vorshlumpf said:
Fortunately, I had already lost interest in the game and was only accepting the challenge given on this thread. Otherwise I would have been extremely pissed to lose Eurabatres.

It would be interesting to have an ongoing statistical count of all battle percentages, calculated and actual (e.g., 99.4% battles fought: 23, 99.4% battles won: 21, actual percentage of 99.4% battles: 91.3%).

- Niilo

Somebody did that for vanilla - it's buried somewhere in the General Discussion thread. Unsurprisingly, he came to the conclusion that the odds are accurate, but that the PRNG can be a bit clumpy, as these things often are.
 
Does anyone think Pact of the Nilhorn is too weak?

Moe: 222 kills, 785 XP, 32 promotions

Heroes killed: Acheron, Donal Lugh, Valin Phanuel

He even managed to kill 6 Beastmasters (who have +75% against animals and 13 base strength)

(Ljosalfar, Pangaea, Monarch, the rest standard)

 
Teg_Navanis said:
Does anyone think Pact of the Nilhorn is too weak?

Moe: 222 kills, 785 XP, 32 promotions

Heroes killed: Acheron, Donal Lugh, Valin Phanuel

He even managed to kill 6 Beastmasters (who have +75% against animals and 13 base strength)

(Ljosalfar, Pangaea, Monarch, the rest standard)


nyuck nyuck nyuck
 
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