MagisterCultuum
Great Sage
I noticed something in Advanced Start mode that does not seem right to me.
If you pay to add an improvement to a tile and then change your mind, you can remove the improvement and get a refund.
However, if you decide that you would rather have a different improvement on the tile and add it without first manually deleting the previous improvement, you pay the full cost for the new improvement without getting any refund for the improvement that gets deleted in the process even if you subsequently remove the improvement added to replace the first one.
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I also had an advanced start game as the Illians where there was only a single tile where it was possible to place a city. That is because the start position was near Letum Frigus, but I'd used python to disable city founding too close to the improvement that becomes a city of its own with the completion of the White Hand ritual.
It seems like the advanced start code could be tweaked to give a player a decent starting area of a lot of the default area is made unavailable do to pPlot.isFoundDisabled() or preexisting barbarian cities in the area.
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In my modmod I'm noticing a lot more dogpiles and declarations of war cased by one player bribing another. It seems like that should be scaled back, particularly in cases where the player paying the bribe to make another player declare war on a third is not at war with the third and doesn't not even have bad relations towards the third player.
It also really seems like a player (including human player) conducting trade or a peace negotiation with another player ought to be able to offer a declaration of war against a third player with whom the other player was already at war.
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It still seems like the AI ought to invest more in buildings, especially those that are unit prereqs, instead of lots of low level units.
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I'm sure I've mentioned this before, but I really wish that the <bPermanentUnitCreate>1 tag did not make the summoned unit start immobilized and limit the number to equal the number of units with the spell's prereq promotions. Those could be separate tags, but I would not normally want to use them for summons. Several of my permanent summons are for priests, so checking for promotions but not religion type is stupid. It seems like instead limiting the permanent summons to one (or two with twincast) with the same caster as the summoner would make more sense, which is why I do so using python. I'd like a couple of tier 4 spells summoning unlimited permanent units though.
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Would it be possible for def canBuild(self,argsList): to pass on the unit building an improvement so I could block or allow some build types based on the units promotions, race, religion, level, duration, etc?
If you pay to add an improvement to a tile and then change your mind, you can remove the improvement and get a refund.
However, if you decide that you would rather have a different improvement on the tile and add it without first manually deleting the previous improvement, you pay the full cost for the new improvement without getting any refund for the improvement that gets deleted in the process even if you subsequently remove the improvement added to replace the first one.
---
I also had an advanced start game as the Illians where there was only a single tile where it was possible to place a city. That is because the start position was near Letum Frigus, but I'd used python to disable city founding too close to the improvement that becomes a city of its own with the completion of the White Hand ritual.
It seems like the advanced start code could be tweaked to give a player a decent starting area of a lot of the default area is made unavailable do to pPlot.isFoundDisabled() or preexisting barbarian cities in the area.
---
In my modmod I'm noticing a lot more dogpiles and declarations of war cased by one player bribing another. It seems like that should be scaled back, particularly in cases where the player paying the bribe to make another player declare war on a third is not at war with the third and doesn't not even have bad relations towards the third player.
It also really seems like a player (including human player) conducting trade or a peace negotiation with another player ought to be able to offer a declaration of war against a third player with whom the other player was already at war.
----
It still seems like the AI ought to invest more in buildings, especially those that are unit prereqs, instead of lots of low level units.
---
I'm sure I've mentioned this before, but I really wish that the <bPermanentUnitCreate>1 tag did not make the summoned unit start immobilized and limit the number to equal the number of units with the spell's prereq promotions. Those could be separate tags, but I would not normally want to use them for summons. Several of my permanent summons are for priests, so checking for promotions but not religion type is stupid. It seems like instead limiting the permanent summons to one (or two with twincast) with the same caster as the summoner would make more sense, which is why I do so using python. I'd like a couple of tier 4 spells summoning unlimited permanent units though.
----
Would it be possible for def canBuild(self,argsList): to pass on the unit building an improvement so I could block or allow some build types based on the units promotions, race, religion, level, duration, etc?