Natch
Chieftain
- Joined
- Jun 20, 2015
- Messages
- 24
The problem with the Aquilan may be that it spawned not from Letum Frigus but from a nearby lair.
The BigBad spawns come with Lair Guardian which is fine when they're on a permanent unique feature, but if they spawn on non-permanent lairs and the lair goes away, Lair Guardian breaks and they're free to run amok.
The uniquely worst offender for this is the Wandering Castle. In one game I unthinkingly flooded the world with boss monsters because I had an invisible Shade exploring the castle over and over, with the monster spawns unable to do anything about it and being left behind every time the castle moved.
What if Aquilans were temporary and required a Blizzard to summon, and Create Blizzard was made exclusive to them instead of being a High Priest spell as well? They'd be easily accessible near Temples of the Hand where Blizzards form spontaneously, but using them offensively would require The Deepening and/or using Call Blizzard to drag them into position.
Code:
elif self.isNearImprovement(pPlot, gc.getInfoTypeForString('IMPROVEMENT_LETUM_FRIGUS')):
if not self.grace():
lList += [ 'UNIT_NIVE',
'UNIT_AQUILAN',
'UNIT_FROST_GIANT',
'UNIT_TAR_DEMON'
]
The uniquely worst offender for this is the Wandering Castle. In one game I unthinkingly flooded the world with boss monsters because I had an invisible Shade exploring the castle over and over, with the monster spawns unable to do anything about it and being left behind every time the castle moved.
I agree it doesn't make much sense on Channeling IV but I think it would be a good replacement for White Hand's current Divine II. Tar Demons are pretty useless for a singular defensive summon at that level; I'd consider them about par with a Longbowman and they're not remotely on the level of the updated Guardian Vines.To be honest I'm thinking of eliminating the Summon Aquilan spell. I made the units strogner when it was revealed that they are Aspects of Mulcarn, but it doesn't seem right for Aspects of a god to be able to be summoned like that. There should never be more than 7, but the summoning spell could let you have an unlimited number if you have enough Dimensional Affinity casters to keep casting Planar Binding to keep them around. I may make them late game heroes of the White Hand with a world limit (not national limit) of 7 instead of 1.
What if Aquilans were temporary and required a Blizzard to summon, and Create Blizzard was made exclusive to them instead of being a High Priest spell as well? They'd be easily accessible near Temples of the Hand where Blizzards form spontaneously, but using them offensively would require The Deepening and/or using Call Blizzard to drag them into position.
Might be simpler just to make the Nightmare promotion one that can be taken on level-up, requiring the resource just like Fear does? It could also require Way of the Wicked or Malevolent Designs perhaps; I wouldn't try to limit it to evil only, but it does feel weird that every civ and religion in the world will switch to hell-horses the moment they become available.Making Nightmares work more like the Bronze/Iron/Mithril Weapons promotions and applying them on move would require DLL changes. Applying weapons is basically hardcoded, relying on several XML defines and the weapons tier tags for units.
Buildings have a bApplyFreePromotionOnMove tag, but it is misnamed. Does not apply anything when a unit enters a city, but only to units in the city at the start of a turn. It applies the promotion to every unit with a valid unitcombat. It doesn't check for any resources like Nightmares, although I suppose I could work around this by making a dummy building that is added or removed in python based on whether the city has access to nightmares.