MagisterCultuum
Great Sage
I honestly don't really have a lot of plans for the mod at this point. (I'm hoping to get a real job soon and won't have so much free time for modding.) Things have largely stabilized. I can't think of much more I can do to make the game more fun and more in keeping with the lore of Erebus using feasible mechanics. The game is slow enough that I don't want to add too much more python, and I'm reluctant to bombard Tholal with SDK requests that would make him do more work and have little benefit to no outside this modmod.
I do intend to keep updating to incorporate new updates of MNAI and Platyping's WorldBuilder.
I probably will try to extend the functionality of WorldBuilder (especially its ability to save things to scenario files) somewhat more myself too, hopefully enough to make ScenarioFunctions.py almost obsolete and allow scenario builders to only have to edit one file.
I may look into tweaking the scenarios to improve them based on better worldbuilder functionality.
I may still look into trying to figure out Python "pickles," as some more experienced python coders have opined that it would make more sense for the resurrection spells to rely on these data saving mechanisms rather than dummy Sluagh units.
I may still tweak some minor things. Since the last release I decided that the Hunting tech should be a bit cheaper and Fishing a bit more expensive, as Octopus Overlords was too easy to found relative Fellowship of the Leaves. I edited a couple of the revolution files a little, mostly to make the code look a bit neater although I hope it makes it run more efficiently too in a few cases. During my last Elohim game I decided that the technology prerequisites of Reliquaries and Chancels of the Guardians would make more sense if switched. I just now figured out why Lightning Elementals seem to be immortal, and fixed it so that the postCombatHealSelf python function which they share with the Heirs of Taranis will only effect the immortality of units with the Avatar promotion.
I do intend to keep updating to incorporate new updates of MNAI and Platyping's WorldBuilder.
I probably will try to extend the functionality of WorldBuilder (especially its ability to save things to scenario files) somewhat more myself too, hopefully enough to make ScenarioFunctions.py almost obsolete and allow scenario builders to only have to edit one file.
I may look into tweaking the scenarios to improve them based on better worldbuilder functionality.
I may still look into trying to figure out Python "pickles," as some more experienced python coders have opined that it would make more sense for the resurrection spells to rely on these data saving mechanisms rather than dummy Sluagh units.
I may still tweak some minor things. Since the last release I decided that the Hunting tech should be a bit cheaper and Fishing a bit more expensive, as Octopus Overlords was too easy to found relative Fellowship of the Leaves. I edited a couple of the revolution files a little, mostly to make the code look a bit neater although I hope it makes it run more efficiently too in a few cases. During my last Elohim game I decided that the technology prerequisites of Reliquaries and Chancels of the Guardians would make more sense if switched. I just now figured out why Lightning Elementals seem to be immortal, and fixed it so that the postCombatHealSelf python function which they share with the Heirs of Taranis will only effect the immortality of units with the Avatar promotion.