You can then again copy the new CvScreensInterface.py, CvWorldBuilderScreen.py, and Platy World Builder.xml in order to get the new worldbuilder working without problems.
Now works as intended. Thanks. Now...fun begins!

You can then again copy the new CvScreensInterface.py, CvWorldBuilderScreen.py, and Platy World Builder.xml in order to get the new worldbuilder working without problems.
[to_xp]Gekko;12562334 said:Magister could you please point me to the python code that governs the barbarian skeleton -> spectre -> wraith upgrading? sorry for the OT![]()
<SpellInfo>
<Type>SPELL_UPGRADE_SPECTRE</Type>
<Description>TXT_KEY_SPELL_UPGRADE_SPECTRE</Description>
<Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
<UnitPrereq>UNIT_SKELETON</UnitPrereq>
<CivilizationPrereq>CIVILIZATION_BARBARIAN</CivilizationPrereq>
<bAllowAI>1</bAllowAI>
<iAIWeight>300</iAIWeight>
<iCasterMinLevel>4</iCasterMinLevel>
<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
<bHasCasted>1</bHasCasted>
<ConvertUnitType>UNIT_SPECTRE</ConvertUnitType>
<bAbility>1</bAbility>
<Effect>EFFECT_SPELL1</Effect>
<Sound>AS3D_SPELL_TRAIN</Sound>
<bGraphicalOnly>1</bGraphicalOnly>
<Button>Art/Interface/Buttons/Units/Spectre.dds</Button>
</SpellInfo>
<SpellInfo>
<Type>SPELL_UPGRADE_WRAITH</Type>
<Description>TXT_KEY_SPELL_UPGRADE_WRAITH</Description>
<Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
<UnitPrereq>UNIT_SPECTRE</UnitPrereq>
<CivilizationPrereq>CIVILIZATION_BARBARIAN</CivilizationPrereq>
<bAllowAI>1</bAllowAI>
<iAIWeight>300</iAIWeight>
<iCasterMinLevel>6</iCasterMinLevel>
<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
<bHasCasted>1</bHasCasted>
<ConvertUnitType>UNIT_WRAITH</ConvertUnitType>
<bAbility>1</bAbility>
<Effect>EFFECT_SPELL1</Effect>
<Sound>AS3D_SPELL_TRAIN</Sound>
<bGraphicalOnly>1</bGraphicalOnly>
<Button>Art/Interface/Buttons/Units/Spectre.dds</Button>
</SpellInfo>
[to_xp]Gekko;12564162 said:sorry for the OT again
how would one add promotions to the scorpion goblin archers starting on goblin forts? I'm thinking of changing them to either an orc archer with weak or a scorpion goblin with strong, basically mirroring what Kael did to the starting orc archers in newborn barb cities after people noticed they were too hard to capture at 5 str. thanks in advance![]()
## if not CyGame().isOption(gc.getInfoTypeForString('GAMEOPTION_NO_BARBARIANS')):
## iGoblinFort = gc.getInfoTypeForString('IMPROVEMENT_GOBLIN_FORT')
## bPlayer = gc.getPlayer(gc.getBARBARIAN_PLAYER())
## for i in range (CyMap().numPlots()):
## pPlot = CyMap().plotByIndex(i)
## if pPlot.getImprovementType() == iGoblinFort:
## bPlayer.initUnit(gc.getInfoTypeForString('UNIT_GOBLIN_SCORPION_CLAN'), pPlot.getX(), pPlot.getY(), UnitAITypes.UNITAI_LAIRGUARDIAN, DirectionTypes.DIRECTION_SOUTH)
if not CyGame().isOption(gc.getInfoTypeForString('GAMEOPTION_NO_BARBARIANS')):
iGoblinFort = gc.getInfoTypeForString('IMPROVEMENT_GOBLIN_FORT')
bPlayer = gc.getPlayer(gc.getBARBARIAN_PLAYER())
eTeam = gc.getTeam(gc.getBARBARIAN_TEAM())
iUnit = gc.getInfoTypeForString('UNIT_GOBLIN_SCORPION_CLAN')
iPromotion = gc.getInfoTypeForString('PROMOTION_STRONG')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_ARCHERY')) or CyGame().getStartEra() > gc.getInfoTypeForString('ERA_ANCIENT'):
iUnit = gc.getInfoTypeForString('UNIT_ARCHER_SCORPION_CLAN')
iPromotion = gc.getInfoTypeForString('PROMOTION_WEAK')
for i in range (CyMap().numPlots()):
pPlot = CyMap().plotByIndex(i)
if pPlot.getImprovementType() == iGoblinFort:
newUnit = bPlayer.initUnit(iUnit, pPlot.getX(), pPlot.getY(), UnitAITypes.UNITAI_LAIRGUARDIAN, DirectionTypes.DIRECTION_SOUTH)
newUnit.setHasPromotion(iPromotion, True)
sunbeam : I'm not sure what is your problem with coves... coves are mega powerful. (esp if you can get 3 in the BFC
Sunbeam--I tried it in Magister Modmod and see what you are talking about. Not sure when this change happened or if it has always been there, but it says that for the pirate cove to upgrade to a pirate harbor or a port it has to be garrisoned.
FYI FFH2 base, MNAI and EitB pirate coves will automatically upgrade (like cottages) when you work them.
That being said, on noble difficulty I was still able to finish both OO in the capital and Heron Throne exactly on turn 50. This was despite not knowing about pirate coves not growing and therefore having a suboptimal build order. The equalizer for Lanun in Magister Modmod is that they start with fishing, and don't have to waste 20 turns researching it at the beginning.