Minor Leaders as Major Leaders in Fall From Heaven

Aggressive - kill another civ
Arcane - build the Catacomb Libralus
Charismatic - get a unit to level 12
Expansive - control 8 cities
Financial - have more than 5000 gold

Great ideas, thanks.
 
Expansive - Control 8 cities - Functional

Gaining the Expansive Trait and losing the Minor Trait is functional at 8 cities.

Financial is now working. Get 5000 gold, gain Financial Trait.
 
Is trait addition done yet? The download has only the Leaderhead and Civilizations files.

And how about:

Tolerant -- hold cities captured from three other civilizations
Philosophical -- generate 10,000 GPPs
Spiritual -- found two religions
Defensive -- construct 6 City Walls
 
No, I have 3 traits done. I am going to release the files when all the traits are done. I can release it now if you want, but then you are stuck with only 3 trait changes in mid game.

So currently:

Define criteria that works for all the traits we want to use.

Write the code to make the traits gain once the criteria is complete.

Make it so Duin's hero can only be built when by him if he's in the game.

3 Traits are done at the moment.

Financial / Expansive / Charismatic

So more criteria is good, since I don't think I can actually do some of the criteria listed. Like 5 razed cities. I don't know how to count them. There's no counter I can use to hold that information.

Your suggestion of 6 cities walls however I think I can do. It's a great idea.

I need more of those great ideas so I can code them up.
 
Organised - build the summer (possibly winter as well) palace.
 
I've updated the front page with your new ideas for criteria. Much easier to code than what I had, and makes more sense.

Great ideas guys. Thanks.
 
One way to make only Duin able to build himself would be to have him spawn in the capital once it's built, with the Held promotion. Probably want to make a unique promotion, so you can reduce his str and his chance to defend as well... Then once the correct tech has been researched, allow him to cast a spell to remove the promotion.
 
That's an excellent idea. I was thinking just have a check if he can be built, and if Duins in the game, only allow him to build it.
 
Summoner is completed for learning Sorcery.
Aggressive is completed for killing a civilization.
Philosophical is completed for gaining 5 Great People (could be more, up to gametesting)
 
Sweet more leaders! Just one question though: how do the other infernal leaders get in the game? The summoning infernal method might have to be changed to let them enter. I remember someone in another thread recomending changing it to a group of rituals unlocked by infernal pact that each summon one of the infernal leaders. Might want to limit how many can rituals be completed though or else you could end up with more infernal leaders than everyone else combined. :crazyeye:

Edit: I just looked at that other thread again and it you obviously saw it already.
 
Yeah, I plan on incorporating whatever they do into this. And editing it depending. :)

Right now, I just need to get all the Criteria working for learning Traits. Making progress. I have what, 5 down.
 
Actually, I'm the one who suggested (and implemented) making the Demon Lords be summoned by rituals. While I could have had one ritual per demon lord, I just made 1 that summons a random demon lord instead. I set the world limit to 7 (the total number of demon lords) and the team limit to 1. Of course, as the infernal civ is not on the same team as who summoned it you end up having each demon lord bring in another demon lord until they are all present. I had a block stopping demons from summoning other demons, but then someone pointed out how he thought it was more appropriate to allow it so I let it slide.


Technically, completing the ritual won't do anything if the map has reached the maximum number of allowed civs already.
 
Actually, I'm the one who suggested (and implemented) making the Demon Lords be summoned by rituals. While I could have had one ritual per demon lord, I just made 1 that summons a random demon lord instead. I set the world limit to 7 (the total number of demon lords) and the team limit to 1. Of course, as the infernal civ is not on the same team as who summoned it you end up having each demon lord bring in another demon lord until they are all present. I had a block stopping demons from summoning other demons, but then someone pointed out how he thought it was more appropriate to allow it so I let it slide.


Technically, completing the ritual won't do anything if the map has reached the maximum number of allowed civs already.

If you don't mind, I'd like to steal it. :)
 
Maybe Arcane could be controlling a certain number of mana resources
 
Playtest has the Butcher (has expansive) get Creative quickly (within 200 turns). At 230 turns so far, no one else has broken away from Minor.

So, Should expansive require a higher number of population points for Creative? The butcher already is double in points than anyone else!

Also, I think I have enough traits to release this for beta testing. I need to fill out the descriptions, and make a starting popup to explain things, but I think we're ready to go.

woohoo.
 
I wouldn't worry about one trait being too easy to get, especially if it is a weaker trait. Then you have the "opportunity cost" factor. Since you can only gain 2 traits in the course of the game, if you want to have Raiders and Summoner, you have to dodge gaining any others along the way. Having a few which are pretty easy to get unless you TRY not to get them just means more challenge with sculpting the "perfect leader" (and means the AI has a better shot at getting a new trait at all)
 
One option is at a certain date depending on game speed I could give everyone still with minor a random trait. That would help the AI out a bit if they haven't reached one.

Lots of options.

Thanks for all of your help Xienwolf.
 
Top Bottom