Minor requests and questions thread

Took a break from Civ 4 and tried out Elven Legacy. Not a bad TBS, with quite a lot of neat ideas, but sadly suffers from pretty dull level design. Makes me wish I could rip the sounds for use in Orbis though. :D

To the point then. There's a spell that scares unit and forces them to retreat one hex. Pretty handy. I wondered if such an effect could be introduced into Orbis? Forcing a unit to retreat, even without damaging it, sounds like an interesting tactical tool. Would be the equivalent of a lvl 3 spell though since a retreating unit can move huge distances. In my current game a hunter retreated from one continent to another, across an entire ocean. Now that's one seriously demoralized unit.
 
Been busy, but working on some addions and tweaks right now.

Did not know that 0.41 is ready...
I am going to update to it, too.
Probably a few more days before new version. Plus I hope to make Pythonpostcombat tags for promotions work.

So both pros and cons Opera :)
 
Been busy, but working on some addions and tweaks right now.

Did not know that 0.41 is ready...
I am going to update to it, too.
Probably a few more days before new version. Plus I hope to make Pythonpostcombat tags for promotions work.

So both pros and cons Opera :)
Indeed! This tag would be useful :goodjob:
 
Been busy, but working on some addions and tweaks right now.

Did not know that 0.41 is ready...

I noticed it this morning. Also, any time we might see an updated "What Ahwaric still needs?" I know a lot of us dump a lot of things on you so there is still a lot you may still have pending to be updated. I'm finishing up my US Census work so will have more time to work on GP and Civlopedia entries.
 
What's not working about them? Just a part of the import, or is the raw tag itself not working right? Played with it myself recently in my Dev version, and I am pretty sure it was working for me, but I didn't test extensively enough (so if there is an issue I'd love to know now before Fall Further's official release starts to actually use it)
 
Oh, quick note I just remembered: In the postcombat function I was writing I wanted to run a convert function on one of the units, it was a Capture type of routine, so I was using the standard approach of creating a copy unit under the new owner, then running pUnit1.convert(pUnit2) or whatnot, but I fortunately thought to check the DLL before attempting to run this. MANY pointers refer to each of the units after this python has run, so if you delete either unit with a .kill() or .convert() function, you'll cause a crash.


So, make sure you aren't doing something along those lines with the code causing the function to be broken for you. I imagine it would show up as a NULL POINTER crash which tends to lack much information and be overall annoying to track down.
 
I noticed it this morning. Also, any time we might see an updated "What Ahwaric still needs?" I know a lot of us dump a lot of things on you so there is still a lot you may still have pending to be updated. I'm finishing up my US Census work so will have more time to work on GP and Civlopedia entries.
Thanks for asking!
I want to have a new pak file in the new version, so it would be nice to include as much art as possible in it.
So, if you have any spare time, please check the great people for any pictures non-fitting in your opinion, plus for new great generals (you are creator after all). Or any other needed GP art listed in the GP thread - ie the ones that became minor leaders.
Pedia entries are still needed, and I am happy with any other things you provide.
Plus I need my own slave coder and art moddeler ;)

What's not working about them? Just a part of the import, or is the raw tag itself not working right? Played with it myself recently in my Dev version, and I am pretty sure it was working for me, but I didn't test extensively enough (so if there is an issue I'd love to know now before Fall Further's official release starts to actually use it)
Well, I have imported every line containing "PostCombat" from CvInfos.cpp, CvInfos.h, CvUnit.cpp and CyInfoInterface1.cpp. Also, I have added it to CIV4PromotionInfos.xml and CIV4UnitSchema.xml. Everything compiles fine, game starts ok but even if I add something simple as postcombatexplode (from pyre zombies) to to the tag (should the related python be in CvSpellInterface.py?) it does not run when I do simple combat between units and one of them has the right promo. No crash either.
It works in FF - I have tested it. No idea what is wrong, I am probably making some stupid mistake.... I just have no idea what is it.
 
Most everything should be set up for it since from what I can see Greyfox just linked in to the already existing PostCombat tags in UnitInfos. So all of the formatting would match exactly what is used there, and I would imagine that the PyreZombie code ought to work for you.

Ah, I see now, he has it set to have a different intermediate python function, so make sure you import def postPromotionCombatWon/Lost(argslist) in CvSpellInterface.py
 
OK minor noobish question here since I'm unused to dealing with the artwork in civ...

Ahwaric, I know you changed your quarry graphics to include the extra stone, but can't seem to find this graphic (if you dont mind me stealing it ;)).

I know you might need to unpack something. Is there any chance you could direct me on how to do this?

Also, did you do anything special with the bonuses that use the quarry so that they can be distinguished from un-resourced quarries?

Thanks dude :)

Al
 
Ah, I see now, he has it set to have a different intermediate python function, so make sure you import def postPromotionCombatWon/Lost(argslist) in CvSpellInterface.py
That was it! Works fine now :) Thanks :)
Ahwaric, I know you changed your quarry graphics to include the extra stone, but can't seem to find this graphic (if you dont mind me stealing it ;)).
I know you might need to unpack something. Is there any chance you could direct me on how to do this?
Sure, take anything you need. I added the "quarry" part as it is usually part of the bonus, only the crane comes from unmodded improvement.
You need the pakbuild to unpack pak files (:crazyeye:). Get it here. The xp version works on vista for me.
Also, did you do anything special with the bonuses that use the quarry so that they can be distinguished from un-resourced quarries?
Al
No, I have added quarry part only. The bonus art is from the bonus and it looks fine
 
Just a bit curious about the apparent lack of balancing of the minor leaders. Some get 3 traits and others just 1. Wouldn't it make more sense if each of them received just one trait? With perhaps another trait being tacked on only if they come with a "flaw" like Foolish?

I always go for a minor leader these days and the Minor disadvantage is very easy to negate. Having four, sometimes even five, traits makes the game pretty easy. I could understand if the point was to help the AI but as a player it almost feels like cheating.
 
Starting with one trait and gaining up to two (thus having three) would be enough I think. At first, I thought that starting with zero and gaining up to three would be cool but it would negate all the differences between those minor leaders. Besides, I think the minor leaders in the original modmod have all just one trait (bar the minor trait). Maybe the malus for this trait should be enhanced too. I also think that "Minor" should be changed; it's good for a gameplay thing but as a flavour thing, it means nothing. "Inexperienced" or "Young" could be great replacements (I'm not sure the first one is an actual word though).
 
That was it! Works fine now :) Thanks :)

Sure, take anything you need. I added the "quarry" part as it is usually part of the bonus, only the crane comes from unmodded improvement.
You need the pakbuild to unpack pak files (:crazyeye:). Get it here. The xp version works on vista for me.

No, I have added quarry part only. The bonus art is from the bonus and it looks fine

Ty muchas Ahwaric :D

Gonna play around later tonight :)

Al
 
Hey, does anyone know where it shows how the minor traits are gained/lost? I've only gotten one, ever, Spiritual... and I'm STILL not even sure how. XD Ironically it was on the guy who had magic resistance and something else....
 
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