kenken244
Grammar Nazi
MAzatl seem to get 1 less food in jungles than the CUalli. Is that intended?
Maybe I did something wrong with the installation then, because the transformation rate first to grasslands and then to jungle is hardly noticeable at all. The only thing that goes relatively fast (every ten to twenty turns or so) is the swampimisation of riverside grassland.
@Valkrionn : I cannot turn grssland into marsh either, I can only spring swamp into marsh (or is it marsh into swamp? the slightly more green thingie)
In any case the transformation rate I experience does not justify the not improvement of the terrain. If by turn 400 my unimproved, mostly plains terrain, has not changed into a lush jungle, I have missed so much commerce and production that even if suddenly all becomes jungle I will not be able to match the AI.
Edit: At least the left forests in my territory should convert to jungles at the same rate forests become ancient forests in FoL territory.
Edit 2: If the Mazatl get archmages asap they can send those 4 national units to terraforming duty, theoretically you could build all the improvements until you have nature 3 archmages, as you can't get any druids, and then vitalize the terrain to grassland, then destroy all the improvements and hope a jungle will spawn. That's so not worth it imo...
Problem is that all the lizardmen are basically naked. Hianthrogh's leaderpicture conveys that it shouldn't be that way. So they could do with some armour on various units. Perhaps I'll see about getting to that, though I have a big list of other projects still.
I see, I got confused with the "old" overpowered Mazatl described in various posts and the new nerfed ones. That's okay, I thought I did something wrong but it seems they just need some re-balancing.
I looked into the spells .py and there is no spell for grass->marsh, just swamp to marsh for the lizard civs. So you need to wait for the natural conversion.
Edit: I think the art looks ok for them, at least the models are pretty nice (muscular bodies). I can only keep them apart in the selcetion section by checking the name though, that's all green and tiny there, but my eyes aren't the best either.
def reqSoak(caster):
pPlot = caster.plot()
pPlayer = gc.getPlayer(caster.getOwner())
bFlames = false
iX = pPlot.getX()
iY = pPlot.getY()
sValidTerrains = ['TUNDRA', 'GRASS', 'PLAINS', 'FIELDS_OF_PERDITION', 'DESERT']
iValidTerrains = [gc.getInfoTypeForString('TERRAIN_' + sTerrain) for sTerrain in sValidTerrains]
if bFlames == False:
if (pPlot.getTerrainType() in iValidTerrains):
return True
return False
def spellSoak(caster):
pPlot = caster.plot()
iTerrain = pPlot.getTerrainType()
if iTerrain == gc.getInfoTypeForString('TERRAIN_TUNDRA'):
pPlot.setTerrainType(gc.getInfoTypeForString('TERRAIN_MARSH'),True,True)
elif iTerrain == gc.getInfoTypeForString('TERRAIN_GRASS'):
pPlot.setTerrainType(gc.getInfoTypeForString('TERRAIN_MARSH'),True,True)
elif iTerrain == gc.getInfoTypeForString('TERRAIN_PLAINS'):
pPlot.setTerrainType(gc.getInfoTypeForString('TERRAIN_GRASS'),True,True)
elif iTerrain == gc.getInfoTypeForString('TERRAIN_FIELDS_OF_PERDITION'):
pPlot.setTerrainType(gc.getInfoTypeForString('TERRAIN_SHALLOWS'),True,True)
elif iTerrain == gc.getInfoTypeForString('TERRAIN_DESERT'):
pPlot.setTerrainType(gc.getInfoTypeForString('TERRAIN_PLAINS'),True,True)
for iiX in range(iX-1, iX+2, 1):
for iiY in range(iY-1, iY+2, 1):
pPlot2 = CyMap().plot(iiX,iiY)
if pPlot2.getFeatureType() == gc.getInfoTypeForString('FEATURE_FLAMES'):
pPlot2.setFeatureType(-1, -1)
if pPlot2.getImprovementType() == gc.getInfoTypeForString('IMPROVEMENT_SMOKE'):
pPlot2.setImprovementType(-1)
# declare war at plot owner
if pPlot.isOwned():
cf.startWar(caster.getOwner(), pPlot.getOwner(), WarPlanTypes.WARPLAN_TOTAL)
Hmm... Might want to actually check for flames in the req.![]()
You can cannibalize that from the original spring code... Have to check for an improvement, since that's technically what flames are.