Few more suggestions:
How hard would it be to make Aqueducts provide fresh water to cities, in addition to health bonus, as in RifE? It is nice flavor and makes aqueducts more important to cities far away from rivers, while still keeping them worthwhile for cities with access to fresh water. Then you can make some buildings (public baths, or maybe sewers) require fresh water to be built.
Second thing from RifE, there is a cool thing about republic civic - it triggers election events, where you choose between two different 'factions', basically choosing extra trait. It really makes Republic interesting choice, and provides fun and flavor.
I did not realize that Aqueducts in RifE did that, and do not know how it is done. I don't see any hint towards it in the code of the old version of RifE I had on my computer.
I was about to say that I thought it would be impossible without an SDK change, but then I thought of a fairly simple workaround. Fresh water can be added by a feature (like Oasis), and python can be used to place such a dummy feature on the city's tile once the building is finished.
I'll consider this.
I'm not a big fan of the election events. It seems like a hassle to keep up with which traits should be kept or removed, particularly when you have to consider the loss and gain of traits due to the death and resurrection of Avatar units.
Magister, what exactly is it that makes Freya's CityStyle modmod incompatible with yours? Is it simply that all the info regarding the unique buildings you've added (Lizardmen Cages, the Wyrmholds, etc.) gets overwritten when one copies the CityStyle's files into your directory, or is there something more to it?
I'd offer a small suggestion in making Eurabartres an avatar unit for Cardith Lorda, along with Auric and the Seven Demon Lords. On a similar note, I've noticed that given how Eurabartres is so monstrously powerful compared to the other dragons, Sheaim / Illian / OO players have very little incentive to complete Stir From Slumber when Cardith is present.
I recall you mentioning that the Gold Dragon was designed as a brilliant lieutenant/commander for the Godswar, as opposed to a glorified weapon like so many other dragons were. Given this, I can't help but feel that it might be conducive to both game balance and thematic concerns to lower Eurabartres' base strength but give him other abilities to compensate. May I humbly suggest giving him Channeling III and Govannon's ability to pass on spells, or perhaps bonus traits for the Kuriotates Civ as long as he's alive, similar to how Orthus passively aids the Barbarian Civilization. Would something like this fit the Creation Sphere?
I was fiddling away with some of your Python and XML files, and to my great surprise I came across TXT_KEY_PROJECT_RISE_OF_LAROTH and TXT_KEY_UNIT_LAROTH
Is this a leftover from an abandoned project, or do you have something big planned in the days ahead?
I'm not familiar with Freya's CityStyle modmod so I cannot say for sure, but overwriting the references to the new buildings is likely the cause.
I guess I'll go ahead and make Eurabatres an Avatar of Cardith Lorda.
Eurabatres was still the greatest weapon of mass destruction, even if he was also a genius whose master did not like to have any personal involvement in the war.
I cannot say that I particularly like your ideas about changing Eurabatres. I just thought of one of my own that might be quite nice though: so long as the Golden Dragon is fighting on your side, it is always a Golden Age.
I added PROJECT_RISE_OF_LAROTH and UNIT_LAROTH a long time ago, but was not particularly pleased with the implementation and so soon removed them. I wasn't really planning to add it back, although I guess I could if there is a demand.
The project had Ascension as a prereq and could not be performed unless Auric Ascended had been killed with the Netherblade. It caused all of the units that had been killed by the Netherblade to be resurrected as Undead Barbarians. It would also create several Demons of Death, which are like Angels of Death but with the demon race and with the ability to take control of the undead rather than destroy them. Laroth Ascended would appear as an extremely powerful barbarian hero with the Avatar race, who was unable to die by any means but the Godslayer. (Since the barbarian state has no capital, he would instead be resurrected on a random tile through python.) Until he is vanquished, every single living unit that dies without meeting the criteria to return as Manes or Angels would instead return as an undead barbarian.
I've gone over the thread and haven't seen any mention of this, so I'm wondering if it's an oddity only I'm having:
Many buildings appear to have no build requirements, even when their tooltips and pedia descriptions state they should. For instance, on a newly started game in the Classical age, I can immediately build the Grand Menagerie on turn 1, despite my city having none of the captured cages it claims to require. Similarly, I can build the Shrine of the Champion, even though the description in the pedia says it can only be built after the civilization's hero is killed.
I've tested this with various options enabled and with none enabled (game options list 'no espionage' as the only enabled option, although I have no options checked; no idea if this is normal or related in any way). I've also completely deleted the mod and the base FFH mod, reinstalled them from their installers to ensure a clean install - still persists.
I believe this is also related to other oddities I've seen lately, such as non-illians using the White Hand ritual and other illian rituals - in my last game, Garrim Gyr completed the Deepening. I think I've seen non-Illians or Doviello do the White Hand, but I can't be certain. I am certain about Garrim Gyr completing the Deepening, though. Also, in two games I tried with the 'compact enforced' option, infernals were still being summoned into the game with no apparent explanation.
As an additional (probably unrelated?) note, even when playing with 'all unique features' enabled, I cannot find the Ring of Carcer anywhere, even when I've gone into worldbuilder and carefully looked over the entire map searching for it.
Edit: To confirm, while I am still not certain I have seen an AI use it thus far, I can say for certain that the White Hand ritual is available for me to build as the Kuriotates.
Edit again: In the same game I've been playing as the Kuriotates, Duke Sallos just completed the White Hand.
It sounds like your computer is not loading python files for some reason. Most of the things you mention should be dealt with in C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Magister Modmod for FfH2\Assets\python\CvGameUtils.py
I am not having those problems, and I think I would have heard if anyone else was.
Magister,
Have something that maybe causing an infinite loop. I have had to abandon two games due to this happening. I have been saving in increments the entire game so I have these last three save files for you.
On turn 586, I end my turn and it goes into the loop. I have reloaded this game three times with the same result.
I have also got a save at the end of turn 585 and 581. Not sure if this would help you find something, but it maybe worth a shot.
I'll hang onto all the saves I have in case you need earlier ones.
Good Luck and hope this helps.
As I've said before, the logs (for WoC issues, BBAI.log in particular) tend to be more useful than the saved games, but by now have almost certainly been overwritten.
I'm afraid I never really figure out the cause of most such issues.
I've made enough changes since the last release that I don't feel like rolling back just to see if I could solve this.
Ok, so I changed this
Ok, so if I understand correctly, I have changed the bold numbers in revolution.py and that increased effect that garrison has on quelling rebellions, depending on cultural and building defense city has. Also, on the bottom, this changed max. effect that garrison can possibly have on rebellion prevention (from -8 to -10 and -10->-15)
And here, changing 15 to 30 would double effect of unhappy citizens on revolution?
And here, changing this
happyIdx = -int( (1.2 + numHappy/pCity.getPopulation())*pow(numHappy, .6) + 0.5 )
to this
happyIdx = -int( (1.2 + 2*numHappy/pCity.getPopulation())*pow(numHappy, .6) + 0.5 )
would double effect of happy citizens?
Whenever you post code, I would appreciate it if you included some info on where the code is found, and also used the [code][/code] rather than the [quote][/quote] tags so that the proper indentation is not lost.