I have had that happen to me when Nature's Revolt occurs past the first 50 turns of so. I am guessing the code inefficiently searches for all barbarian units and converts them to animals which may be resource intensive. Personally Ive had to make it so that the ritual occurs early enough that it doesn't crash my game, which is a bummer.
I think a change I introduced earlier in order to make it more efficient was actually much less efficient. I just rewrote it again, but don't feel like testing it tonight.
Is Kuriotates MP bug still around? :-(
I haven't done anything about it. Ask Tholal.
Hi,
Thanks for the new upgrade. Magistermodmod is running sooooo stable in multigamer mode now!
I have only one problem. I don´t know how I can upgrade the pirate coves.
As I only play mulitgamer, I have to reduce the power of Tsunami. That was easy in the CvSpellInterface.py
But I also would like to reduce the power of ranged attacks of catapults. Can someone tell me where I can do that. Or maybe you tell me your tactics against catapults or worse a ship coming loaded with catapults.
I would be very happy if you could integrate my balancing notes for multigamers in your next patch.
Thanks for the nice mod and your constant work!!!!!!
To change the power of a unit's ranged attacks you edit Assets/XML/Units/CIV4UniInfos.xml change the value of <iAirCombat> and/or <iAirCombatLimit>. The first value is the strength of the attack, while the second is the maximum damage the unit can do to another unit before becoming unable to hurt it any farther. For example, a catapult with <iAirCombatLimit>10</iAirCombatLimit> would not be able to injure a unit that it at 90% or less of its full strength. A catapult with <iAirCombatLimit>100</iAirCombatLimit> would be able to actually kill units from a distance.
My work really hasn't been so constant lately. It has been two and a half months since the last release, and I've hardly done a thing since. I've been discouraged by the difficulty in merging in Platyping's World Builder update, which looks a lot better but doesn't leave much space for we to add the widgets to change FfH2 specific things. It also eliminated the ability to just type in numerical values (in order to make the code more stable), which left me wondering how I could possibly set summoners now.
Magister - when a priest with Command is turned into a werewolf and attacks, it is possible to get both the defender as a werewolf and the defender as its original unit. Also, it is possible to turn summons (temporary units) into werewolves (permanent units). Perhaps make it so Command is automatically removed from any werewolves? Is there any way to check if a unit has a time limit on it, and if so keep it from becoming a werewolf?
I thought I'd taken care of that, but I guess not.
I just now changed it so that almost nothing under def onCombatResult(self, argsList): will trigger if the loosing unit has a limited duration.
I had blocked the case where the unit is like a worker and can be captured by just any unit, or where it is an animal/beast and could be captured by the normal Subdue promotions.
When it comes to command promotions things get more complicated, and even more so when we include promotions like the Crown of Command equipment.
Hi Magister.
I could manage my problems, I posted before.
Bug: The spell Wild Hunt of Dovielo doesn´t work anymore.
Is it possible to make a szenario where you can choose form different leaders of one civilization?
Is it possible to intergate a winning Gameoption in a szenario, where the player who builds his palast in a specific city wins the game?
Thanks
I'm thinking that a change I made to that worldspell which I thought might make it more efficient may have actually introduced a possible infinite loop, as it may add more wolves when it cycles through to wolves it has already added.
Scenarios are basically just world builder save games. You cannot select leaders the way you could when the leaders are being added to a random map.
You could have multiple leaders of the same civ on the map at the same time, and let the player choose which one to control. This is basically how the Splintered Court scenario works.
If you have a game option assigned to the scenario and don't mind using python, you could kill all the alternative leaders of the same civ and give their cities and units to the selected player as soon as the game starts.
You could use python to add players to the game after it starts, perhaps based on an event where the human player is given a choice.
You cannot easily add a new victory type, but is is not hard to use python to set a victory type as having been achieved. This is done in several scenarios.
You can use CyGame's function VOID setWinner (TeamType eNewWinner, VictoryType eNewVictory), which usually looks like gc.getGame().setWinner(gc.getPlayer(iPlayer).getTeam(), 2),
I just looked in the API, and found that the second parameter victory in BtS types are:
-1 = NO_VICTORY
0 = VICTORY_SCORE
1 = VICTORY_TIME
2 = VICTORY_CONQUEST
3 = VICTORY_DOMINATION
4 = VICTORY_CULTURAL
5 = VICTORY_SPACE_RACE
6 = VICTORY_DIPLOMATIC
I'm not sure if it makes much of a difference, but Kael always used 2 (Conquest).
Also, speaking of werewolves, do you think the werewolf promotion should have a (small) chance to be spread when a werewolf loses or retreats from combat?
I've seriously considered it, and not rules it out.
Unfortunately, I don't think that there is a python function exposed that runs when a unit retreats from combat, only with one unit actually kills another (although the loser might survive through immortality).
I just got a message that I could no longer build the Eyes and Ears Network, or Nightwatch units. And I don't understand why. I still have shadow mana. And I don't see any other events that might account for it. Any ideas?
Are you still a member of the Undercouncil? That is a requirement too.
The answer appears to be that my alignment changed. So the question becomes, why would my alignment change? I was neutral for 300 turns, and didn't change religions or civics.
Did you free Brigit from the Ring of Carcer? That turns you Good, and being Good makes you ineligible to remain a member of the Undercouncil. Similarly, freeing Odio from Odio's Prison turns you Evil. You can also turn Evil from the Feasting ability of Vampires or the Consume Soul ability of Eaters of Dreams. Turning Evil would kick you out of the Overcouncil, but that would not be relevant for building Nightwatches or the Eyes and Ears Network.