Corlindale
Emperor
This is a post with no purpose whatsoever, except for gaining the 4000th reply in this thread. Hooray for me!
Corlindale said:This is a post with no purpose whatsoever, except for gaining the 4000th reply in this thread. Hooray for me!
Too bad you got 4001
elhoim said:Post 4004!
^
It is much cooler!
Anyway, any news on scenarios for this mod?
clut said:I played version 0.7 of this mod, and have just downloaded the latest, but before I play, I have to say I was a little overwhelmed in 0.7 with the vast amount of changes. Don't get me wrong, I love the fact that someone has put the time and effort into doing this, but I feel like I'm now playing a game with no instructions, and no doubt even more new features have been added since 0.7
I loved the idea of being able to tame the animals, but never found it in 0.7, so I still don't know how to do it. I'm not looking for an answer to that question however. Is there a manual somewhere that documents the new gameplay aspects??
Kael said:The computer selects 3 random endgame units, then builds as close to it as it can. So for your horsemen it may have picked knights, been unable to build then so it steps down to horse archers, been unable to build them so it steps down to horsemen. The progression is opposite the upgrade patchs since it works from the top down instead of the bottom up.
It also only uses the tech to decide what it can and cant build. It ignores buildings or resources needed.
You name is almost the name of one of the civs in phase 2 (elohim).
Kael said:I did use a lot of music from Eclipse and I think they may have remixed some of the HOMM tracks. Several people have recognized a lot of the music as HOMM music so there must be some link. I am just unaware of exactly what it is.
Let me see what I can do to get the flags closer to the civ color.
azzacanth said:Definitely something that sounds like a remixed HOMM track, maybe HOMM4 though.
Me, I like the sorceress city track from HOMM2
On to problem I have encountered. The ranger is supposed to be able to pass impassable terrain, however he doesn't seem to be able to do so, I try to send him onto a peak and no go, try to send him onto ice and no go.
Also, is the ancient temple supposed to be implemented yet? My ranger is supposedly also supposed to be able to explore said temple, however I found one and can do nothing with it. Does it need to be in my own territory? (it's in my ally's territory so maybe that is the problem, if it is a tile improvement to explore temple..)
Nice Would you be likely to change anything there that would patch .95, or just your later versions?
azzacanth said:On to problem I have encountered. The ranger is supposed to be able to pass impassable terrain, however he doesn't seem to be able to do so, I try to send him onto a peak and no go, try to send him onto ice and no go.
Also, is the ancient temple supposed to be implemented yet? My ranger is supposedly also supposed to be able to explore said temple, however I found one and can do nothing with it. Does it need to be in my own territory? (it's in my ally's territory so maybe that is the problem, if it is a tile improvement to explore temple..)
O.O. Howard said:i been thinking. kael has worked on this game alot. some others have helped. most of us have just enjoyed it.
Kael is refusing some of the high honors and such but i notice the polite request he has given over and over... "make your scenario map for when version 1.0 comes out, and make a nice scenario so i can play it."
that isnt asking for much, but i reckon its asking for the best thing. Its interesting that someone who creates and really loves a world wants more than anything to see what the creative spark in other beings would do to make that world interesting.
Isnt this really the best relationship that a Creator can have with the created? Not 'its mine and no one else can have any creativity within it', but instead 'its for you to make something good with it'.
Words fail me, my friends. i will only say that sometimes we glimpse the image of the Divine in each other from the most unexpected places...in new ways... and long after its supposedly been proven that there is no such thing.
But to the matter at hand. Us non-modding folks who for years played a fantasy game which also had our hand-made campaign maps should dig those out of the attic and get to work. Dont you all agree?
And kael, if you will help just a bit even i might try to take the old gameworld (from 20 years ago and we had played it for 8 years) and make a scenario.
Dragonlord said:Ranger works fine for me on mountains, haven't tried ice.
Exploring temples is a tile improvement, that's why it won't work for you here.
Edit: Kael is on the ball and beat me by a whisker..
Furin said:Dear Kael,
I checked this again. This time the commander recruited horsemen although chariots were researched and the appropriate building was build in the city the commander was used in. Horsemen are manually upgradeable to chariots so i think the commander is intended to build these instead. Has anyone else encountered this?
(edit for typos)
def FFHgetRecruit(self, pCity):
pPlayer = gc.getPlayer(pCity.getOwner())
eTeam = gc.getTeam(pPlayer.getTeam())
iRand = CyGame().getSorenRandNum(100, "Bob")
iUnit = -1
if iRand <= 10:
iUnit = gc.getInfoTypeForString('UNIT_SCOUT')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_HUNTING')):
iUnit = gc.getInfoTypeForString('UNIT_HUNTER')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_ANIMAL_HANDLING')):
iUnit = gc.getInfoTypeForString('UNIT_RANGER')
elif iRand <= 20:
iUnit = gc.getInfoTypeForString('UNIT_SCOUT')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_HUNTING')):
iUnit = gc.getInfoTypeForString('UNIT_HUNTER')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_POISONS')):
iUnit = gc.getInfoTypeForString('UNIT_ASSASSIN')
elif iRand <= 30:
iUnit = gc.getInfoTypeForString('UNIT_SCOUT')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_HORSEBACK_RIDING')):
iUnit = gc.getInfoTypeForString('UNIT_HORSEMAN')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_STIRRUPS')):
iUnit = gc.getInfoTypeForString('UNIT_HORSE_ARCHER')
elif iRand <= 40:
iUnit = gc.getInfoTypeForString('UNIT_SCOUT')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_HORSEBACK_RIDING')):
iUnit = gc.getInfoTypeForString('UNIT_HORSEMAN')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_TRADE')):
iUnit = gc.getInfoTypeForString('UNIT_HORSE_CHARIOT')
elif iRand <= 50:
iUnit = gc.getInfoTypeForString('UNIT_WARRIOR')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_BRONZE_WORKING')):
iUnit = gc.getInfoTypeForString('UNIT_AXEMAN')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_IRON_WORKING')):
iUnit = gc.getInfoTypeForString('UNIT_MACEMAN')
elif iRand <= 60:
iUnit = gc.getInfoTypeForString('UNIT_WARRIOR')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_BRONZE_WORKING')):
iUnit = gc.getInfoTypeForString('UNIT_AXEMAN')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_METAL_CASTING')):
iUnit = gc.getInfoTypeForString('UNIT_PIKEMAN')
elif iRand <= 70:
iUnit = gc.getInfoTypeForString('UNIT_WARRIOR')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_ARCHERY')):
iUnit = gc.getInfoTypeForString('UNIT_ARCHER')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_FEUDALISM')):
iUnit = gc.getInfoTypeForString('UNIT_LONGBOWMAN')
elif iRand <= 80:
iUnit = gc.getInfoTypeForString('UNIT_WARRIOR')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_ARCHERY')):
iUnit = gc.getInfoTypeForString('UNIT_ARCHER')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_MONARCHY')):
iUnit = gc.getInfoTypeForString('UNIT_CROSSBOWMAN')
elif iRand <= 90:
iUnit = gc.getInfoTypeForString('UNIT_PROPHET2')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_WRITING')):
iUnit = gc.getInfoTypeForString('UNIT_ADEPT')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_SORCERY')):
iUnit = gc.getInfoTypeForString('UNIT_MAGE')
elif iRand <= 100:
iUnit = gc.getInfoTypeForString('UNIT_PROPHET2')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_WRITING')):
iUnit = gc.getInfoTypeForString('UNIT_ADEPT')
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_SUMMONING')):
iUnit = gc.getInfoTypeForString('UNIT_CONJURER')
if iUnit != -1:
newUnit = pPlayer.initUnit(iUnit, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI)
TheJopa said:I saw Great Artist called Samawen The Ghost. That gave me thought- could you add ghost unit in phase 2? It would really nicely fit in this mod. Graphicaly, it isn't too hard to make. Use any human unit, add transparency effect like for shadow, reskin unit so that it looks white and with spooky face, and delete legs completely (It will look like it hovers over ground and also cool). Now for unit effects... I would make them unbuildable but that any unit of civ with certain state religion or with leader trait 'undead' (Later one is easier to program), if killed has 25% chance to respawn in capitol as a ghost (Or maybe give 10% chance + 5% per level). Ghosts should be weak but invisible, can travel rival territory, ignore movement costs, and have investigate city ability. So it is like ultimate scout/spy available to certain civs form the start (Saboteur is tier4 unit after all). You can also give other effects- haunt city (Constructs 'haunt' in rival city, unhappyines and lower production, can use inquisitor to get rid of this). Could have «Posses» ability, like inquisitors «command», but 100% effective and it deletes ghost if successful (Ghost takes body of defeated unit). Now since ghosts are weak, this wouldn't happen too often, but if you weaker unit with fireball before you attack, it makes sense. Kael, what do you think? AI wouldn't have problems with this unit, I suppose.
woodelf said:I second (or third) the desire to play some scenarios once 1.0 is out. Sometimes random maps get boring and I can't wait to see what other people do with the FfH universe.