xienwolf
Deity
Nice setup I love it when initial programming proves versatile for future ideas
Not sure about the fog of war glitches, I've not touched that area, and the stuck at end of game I can't think that I did anything which ought to cause that breakage.
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I have to put my hands up to the Muris Goblins though.
Okay, I'm testing, and I don't know if this is intended behavior, but Acheron is holed up in Jubilee with 8 Scorpion clan archers, 6 warriors, 10 (!) Spectres, and Orthus. I think I'll just leave him alone this game...
Turn 168, normal speed, Erebus.
EDIT: Nevermind, 100 turns later they came to me couple other things, when staking a claim, sometimes you get one tile of your culture, and the other 8 are barbarian. Also, sometimes you lose the ability to stake a claim and there's just random barbarian culture on the map.
I'll check into the barb-culture thing, not sure why that would happen unless there was some "latent" barb culture points in the plot but without ownership (like when you lose a city, but regain it later and your culture is still there). In that case, the barb culture migh be sitting there waiting for the script to say "whoever is the highest culture gets the plot". This is one point where my script differs from normal culture; in the basic system, you could only get that plot turning to the culture if there was a current source of culture affecting the plot.
Wehn you say you lose the ability to claim, you mean there's a claimable improvement but you don't get the option up? If this is the case I can think of 1 of 2 things at the moment.
1. There is an invisible barb unit on the plot.
2. The plot is actually CLAIMED by you, but has more barb culture. This didn't ought to happen - the central plot is forced to your ownership when you claim, but I wonder if it could be converted later? I'll check. The in-game resolution to that would be, leave a unit in the plot for a few turns and it ought to generate more culture, making the claim stick.
If you don't like villages bein controllabel, just edit the settings.py in the python folder, ding the lControllable list and remove IMPROVEMENT_TRIBAL_VILLAGE. Always thinking of customer preference!Just a few minor comments on MarnokX.
I like the idea of being able to claim towers and forts, but this should not be extended to villages. Also it should be a requirement that a unit resides in that fort/tower, else within 5 turns it should revert to barb control, unless it is inside your city cultural border.
I had a problem with the Death Node World feature, I lost a unit to an event searching the tile, They were carrying an item "Heart Amulet", When I got another unit to that location the Heart Amulet was there and was claimed as my civ's when I entered the tile. But I was unable to pick it up. This was the case until I had cleared the events from that feature.
I'll say "bug"! I can definately stop the culture-spread to cities from these features. I'll also stop culture-spread to other controllable features, I think, or maybe only other controllables not owned by the same player.hahahaha....
I built a city next to a tower that had been barb claimed on and off over several turns, it was unclaimed when I built my city in the adjacent tile. I had 1 warrior in the newly built city and 1 in the adjacent tower. To expand the city border I attempted to claim the tower, this caused it to expand a barb culture border and my new city to revolt into barb control.
hahahaha...
Feature or bug?
Odd! I'll look into that.Another thing I should have mentioned is that when a tower is claimed it grows in to a castle without having the tech to allow it. This only occurs on towers that are claimed not the ones that are inside your cultural border unclaimed.
At the moment, it would take more processing to decay the claim than it takes to process them at present. What I am thinking is, perhaps keep a running total of the claim culture on the plot and remove it if the improvement is destroyed.I don't think the culture from a village that was converted to a mine or farm should remain.
I can't think of one at present. Maybe animals ought to be able to cross borders anyway? I'm not sure what the "keep out" policy is adding to the game to be honest. Messes up Hill Giants too.Also is there anyway to make animals ignore culture from claimed towers etc, and only obey the cultural city borders, else the animals deplete and get isolated really quick.
Bah, I thought I'd stopped that. What I'll do, I will put a specific check int eh spawn function to see if there is an improvement there and if not, clear the spawn. The problem is that the data is linked to the plot, not to the improvement. I had allowed spawning anyway in case I wanted to use the system to spawn animals but I don't think that is important now.Last one... I cleared a lizard den from within my city cultural border and lizards continued to spawn in the same plot, they never attacked, always fled in the other direction.
Yes, this last bit is in testing, but it will be AI only... the AI calls workers to them, players have to send them the normal way. It is just a way for me to gain control of the AI and make them built forts where I think they ought to want them. At present, the AI can still build forts using the build spell on the workers, but will only do so if it happens to wander into a spot where the "fort score" is high.EDIT: Luv the mod... haven't seen the spell to get workers to come and build towers, but I may have misunderstood that part and it is coming.