[MOD] Fall from Heaven

Kael said:
WEREWOLF_BASE_CHANCE- base chance a werewolf is created on an attack (default 100)
WEREWOLF_MINUS_PER_WEREWOLF- negative applied to the base chance for every werewolf the player already controls (default 3)

Would there be a way of scripting this to tie it into world size? May I presume that the percentages are balanced for normal sized maps? I can say from experience that 33 werewolves on a duel sized map is incredible overkill (and can rapidly bankrupt the player). On a huge map, it may only be a drop in the bucket (not that I could say, since my computer can't run maps larger than normal-sized).

Might you consider similar tightening and easing of restrictions on national units based on world size? Then again, national units are typically grouped together in the "killer stack" as opposed to dispersed around the world, so they are probably pretty well-balanced as is.
 
Drogear said:
About all these promotions, does the AI handel them well? For example does it pick specific promotions to target specific enemies?

They arent brilliant about it, but ive played quite a few games and they do know how to use them. Not sure how specific they are with them. Ive never paid attention if they actually give their units more bonuses based on what kind of units im using. Then again i dont think the AI in the vanilla version does either. Some of the promotion and combat aspects are a bit tricky for the AI though. Most people agree to compensate you should play FfH one difficulty level higher than you normally would. It is quite fun and challenging then.
 
Kael said:
There are 2 concepts we will be testing in Light. One is the upgradeable units like I mentioned. The other is a series of buildings that cannot be built together, so players have to choose which way to specialize.

Right now these concepts are unrelated. But if they both test well it is possible that we would combine them. We won't have any way to directly slot units, but we could only allow one "chest" upgrade in a city at once.

So is this kind've just a placeholder until the SDK comes out then? Will it be possible with the SDK to do this?
I really like both the ideas on the golems, hope they both make it into phase 2, but how would you go about combining them? They seem like very different concepts to me.
 
kevjm said:
So is this kind've just a placeholder until the SDK comes out then? Will it be possible with the SDK to do this?
I really like both the ideas on the golems, hope they both make it into phase 2, but how would you go about combining them? They seem like very different concepts to me.

No its not a placeholder. The SDK is heavily required for phase 2. Phase 1 was supposed to be everything that could be done without the SDK.

The 2 concepts are:

1. "Modular units"- depending on the buildings in the city, the units start with significantly different attributes (applied via promotions).

2. Restricting Building Paths- Players have to choose which building they want as building one will keep another from being able to be built.

Combining the 2 would allow us to force player to decide what upgrades they want for golems built in that city. To use Zuul's promotions as an example we could have buildings that give "Light" (increased movement, decreased strength) and "Heavy" (decreased movement, increased strength) promotions but if the player builds on of the buildings he cant build the other.

The only reason we probably won't do this is because I want to test both of these concepts seperatly before we think about tying them together. Although I think they are "cool" ideas Im not sure they are fun yet. If playtesting turns out really positive for them then they may make it into the beta. Otherwise I will wait to hear what all you guys think after the beta and consider it then.
 
For the naval civic, could all their units start with amphibious? It seems appropriate. Sorry if it's already been suggested. could they have that bonus in phase 1?
 
kevjm said:
For the naval civic, could all their units start with amphibious? It seems appropriate. Sorry if it's already been suggested. could they have that bonus in phase 1?

I assume you mean for the seafaring trait. Yeah, I will add it in 1.0 for Melee units, its a good idea.

It won't be in phase 2 (seafaring has been completly changed in phase 2).
 
Here is the current change list for 1.0:

Spoiler :
Change List for 1.00

Fixes:

*1. Errors when selecting a tech on the tech screen.
*2. Errors when attempting to change your state religion on the religious screen.
*3. Sometimes size 0 cities are produced when you are using the Conquest civic.
*4. CTD caused by taking a city with the conquest civic.
*5. CTD caused by the Order spreading to a city and attempting to create a Disciple of the Order (which no longer exists).
*6. CTD caused by building a new building in a city that contains a Temple of the Veil (if the temple is displayed at 90 degrees).
*7. CTD caused by a barbarian unit with the Immortal promotion dying (he has no capital to return to).
*8. Buildings can now give negative commerce values.
*9. Rangers, Druids and Beastmasters can board ships. (reported by Furin, I had to take away their ability to cross peaks to fix this)
*10. Expansive and Philosophical traits now correctly pay upkeeps for their associated civic categories.
*11. Fixed an error with an incorrectly linked Order song. (reported by Kevjm)
*12. Spells are no longer selected automatically after they were cast, it was causing problems in multiplayer games.
*13. Removed any use of the random function, it was causing Out of Sync errors in multiplayer games.

Additions:

*1. Added the Arcane Barge (ship that can fireball and carry 1 land unit)


Balance Changes:

*1. The Drown can travel through Coast tiles.
*2. Fireballs and Meteors can now travel on Land and Sea.
*3. Animals aren't deleted when barbarians appear.
*4. Crusaders aren't generated when a city is lost to unrest.
*5. Spell combat ends instantly.
*6. Humanism civic reduced from High to Medium Upkeep.
*7. Great Lighthouse increased from 200 to 600 cost. (recommended by The Bramble)
*8. Apocalypse increased from 500 to 5000 cost. (recommended by Lunargent)
*9. Ancient Temple no longer gives a negative food amount.
*10. The Drown cost raised from 60 to 90.
*11. All Domain Sea units were made immune to disease. (since right now you can't cast cure disease on them)
*12. Captured Lion, Wolf, Tiger and Panther need a Carnival before they can build pens in a city. (reported by Webrider)
*13. Gate to the Abyss removed.
*14. Conjurers and Mages reduced from 4 to 3 strength.
*15. Archmages and Demon Summoners reduced from 7 to 4 strength.
*16. Only living units will recieve the Immortal promotion from Blood of the Phoenix.
*17. The AI will no longer use Mages and Adepts as collateral damage units.
*18. Galleon cargo increased from 3 to 4. (recommended by Miracle)
*19. Galleon speed decreased from 4 to 3. (recommended by Miracle)
*20. Galleon cost increased from 80 to 110. (recommended by Miracle)
*21. Privateer speed increased from 3 to 4. (recommended by Miracle)
*22. Privateer given a 25% withdrawal rate. (recommended by Miracle)
*23. Queen of the Line cargo decreased from 7 to 6. (recommended by Miracle)
*24. Lumbermill changed from +1 Gold to +2 Gold when beside a river. (recommended by Loki)
*25. The Great Commanders recruit ability now grants 4-6 recruits.
*26. Ravenous Werewolf strength lowered from 5 to 4 and given the Enraged promotion. (recommended by Aljayboy)
*27. Fireballs and Meteors are now Amphibious. (recommended by Belizan)
*28. Haste doesn't work on spells. (recommended by Belizan)
*29. Rosier the Fallen made immune to disease.
*30. Great Person Threshold Increase changed from 50 to 100.
*31. Added a chance to frist strike to the Commando promotion. (recommend by Loki)
*32. Replaced Kael Coalbane with Mardero. (Model created by White Rabbit)
*33. Replaced Maros with Sphener. (Model created by White Rabbit)
*34. Yggdrasil now gives +4 Culture instead of +4% culture. (recommended by TheJopa)
*35. Herbalist given a +10% to heal rate for units in that city. (recommended by TheJopa)
*36. Eidolon and Stygian Guard Medic1 promotions switched to March. (recommended by TheJopa)
*37. Arete gives 10% free units by population instead of 20% free military units by population. (recommended by naf4ever)
*38. Military State gives 20% free units by population instead of 20% free military units by population. (recommended by naf4ever)
*39. Republic Civic % Anger reduced from 400 to 100, culture boost increased from 10 to 20%.
*40. Military discipline now goves -25% War Weariness. (recommended by naf4ever)
*41. Dungeons War Weariness increased from -25% to -50%. (recommended by naf4ever)
*42. Liberty now gives +2 free specialists.
*43. Removed duplicate animals.
*44. Halved production costs on Carnivals for Creative leaders. (recommended by CurtisC)
*45. Blocked AI from building barracks if they dont have copper.
*46. Remove building hapiness interactions. (TheJopa reported they weren't working as intended)
*47. Stables now require Horses.
*48. It only costs 130 gold to upgrade a slave to a lunatic instead of 250. (recommended by naf4ever)
*49. The Seafaring trait now grants the amphibious promotion to melee units. (recommended by Kevjm)


Cosmetic:

*1. Horseman picture in the build bar is no longer an Immortal. (reported by AljayBoy)
*2. Cleaned up some tech quotes (recommended by erikg88)
*3. New Beast of Agares button icon.
*4. New building model for the Carnival. (created by C.Roland)
*5. New art for the Avatar of Wrath. (created by C.Roland)
*6. New building skin for Tower of Eyes and Archery Range. (created by C.Roland)
*7. Added the list of the allowed and disallowed objects for each religion on the religion pedia entry.
*8. Spell descriptions added for a lot of the promotions. (ability to put descriptions on promotions added by Talchas)
*9. T4 units now have the city name added to their name when built "Paladin of Thariss". (recommended by Chalid)
*10. New models for the Dwarven Soldier, Stygian Guard, Ravenous Werewolf, Blooded Werewolf and Greater Werewolf. (created by Rabbit, White)
*11. Seafaring tech is given as a free tech instead of as part of the Seafaring trait. (allowed me to simplify some code)
*12. FfH specific hints added. (written by Miracle)
*13. French translation provided by Jean Francois.
 
I wanted to note a very minor bug. There are two year "1"'s. Try this. Start a game. Save your game with the default name. Click "Turn Done". Save your game again. It'll have the same default name, year 1.

Brett
 
I have a conjuror who can cast fire elemental twice in one turn. Is that intended? Edit: I'm pretty sure I used him in battle and got some exp points for him. Also, he was upgraded from an Adept.


Also, its pretty restrictive to only be able to bless, cure disease, etc in your own territory. Is that also intended? Of those types of spells, entangle is the one that makes the most sense to me to be only castable in your own territory.
 
azzacanth said:
I have a conjuror who can cast fire elemental twice in one turn. Is that intended? Edit: I'm pretty sure I used him in battle and got some exp points for him. Also, he was upgraded from an Adept.

If its Kael Coalbane then yes, he is supposd to be able to conjure 2 fire elementals per turn.

Also, its pretty restrictive to only be able to bless, cure disease, etc in your own territory. Is that also intended? Of those types of spells, entangle is the one that makes the most sense to me to be only castable in your own territory.

Agreed. The phase 2 spell system is pretty restrictive. Basically units can either level or they have to cast spells only in their lands. I switched the arcane units to be able to cast in other lands but they cant level anymore and kept the priest caster so they can level (figuring their upgrades and fighting ability was more important than their spells).

In phase 2 a new spell system has been written and units can level and cast in other lands without problems.
 
Kael said:
If its Kael Coalbane then yes, he is supposd to be able to conjure 2 fire elementals per turn.
I've had this happen as well, though with a mage casting fireballs... and it was also a regular upgraded adept that had seen some melee combat.

bretta said:
I wanted to note a very minor bug. There are two year "1"'s. Try this. Start a game. Save your game with the default name. Click "Turn Done". Save your game again. It'll have the same default name, year 1.
Another minor thing I've noticed... I'm at work, so I don't remember the exact wording you've used, but the years you've used don't fit very well on the information screens with graphs, etc.
 
kevjm said:
Will the AI still build a barracks if they have iron or mithril?

Uhhh......... *cough* *cough* :blush:

Fixing it now... (thanks kevjm)
 
Now that that a Grim Reaper Unit has come out, are you going to make him a world unit? Also what about my black plague unit idea, would you make one if it just was able to cut a citie's population in half and leave it at that?
 
The new CannotConstruct function:

Code:
def cannotConstruct(argsList):
	pCity = argsList[0]
	eBuilding = argsList[1]
	bContinue = argsList[2]
	bTestVisible = argsList[3]
	bIgnoreCost = argsList[4]
	pPlayer = gc.getPlayer(pCity.getOwner())

	if eBuilding == gc.getInfoTypeForString('BUILDING_COMMAND_POST'):
		if not pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_ORGANIZED')):
			return True

	if pPlayer.isHuman() == False:
		if eBuilding == gc.getInfoTypeForString('BUILDING_BARRACKS'):
			if (pCity.hasBonus(gc.getInfoTypeForString('BONUS_COPPER')) == False and pCity.hasBonus(gc.getInfoTypeForString('BONUS_IRON')) == False and pCity.hasBonus(gc.getInfoTypeForString('BONUS_MITHRIL')) == False):
				return True

	return False
 
Mr.Earl said:
Now that that a Grim Reaper Unit has come out, are you going to make him a world unit? Also what about my black plague unit idea, would you make one if it just was able to cut a citie's population in half and leave it at that?

I love that grim reaper unit. Its been made into the Wraith (one of the summons) in phase 2 but it wont be in phase 1.

I dont know if the plague ability is fun. I think about it in the same way I do civil wars, I love the idea and it is fun from a design side, but im not sure it is fun from a player side. I would honestly be more likely to put in a reverse effect (a city to city spreading mechanism that had a positive benifit instead of a negative).

I may use a negative benifit in "Fire" when we introduce hell. Players attempting to build fortifications (they arent full cities) in Hell will have a hard time surviving there, having them have to deal with negative effects (even if we dont call it the plague) might be a good way to symbolize that.

And Im not ruling out an armageddon spell that introduces a plague effect, but it probably wont be in the first phase 2 beta.
 
Kael said:
If its Kael Coalbane then yes, he is supposd to be able to conjure 2 fire elementals per turn.

Negative, that would be a regular old conjuror. Like I said, he had been upgraded from an adept, and had seen a bit of combat action. Maybe having more exp points on account of combat allows him to cast more?

Anyway, if it is consistent, I wouldn't think its a problem: a mage with more experience being able to cast more spells makes sense to me.

On the other hand, if its not consistent, then it would have to be a bug :/

Agreed. The phase 2 spell system is pretty restrictive. Basically units can either level or they have to cast spells only in their lands. I switched the arcane units to be able to cast in other lands but they cant level anymore and kept the priest caster so they can level (figuring their upgrades and fighting ability was more important than their spells).

In phase 2 a new spell system has been written and units can level and cast in other lands without problems.


Makes sense. I assume you used the improvements thing (since it seems to destroy improvements when you do it). I take it whatever setting that allows workers to build roads and clear jungle outside of your territory isn't applicable?
 
Xuenay said:
No mention of kevjm's "Amphibious for Seafaring" idea.

And no credit to me for pointing out the fireball werewolves thing and having you change the code as a result, either. ;)

Im surprised the amphibious line didnt get in since I had it in my changelog. I suspect gremlins. :)

I know Im not the best about getting everything into the changelogs, I try to keep up on it but some stuff does get missed. You suggestion was missed because I replaced the system (werewolves, slaves, disease, etc etc) with the livingunits array instead of really fixing the problem. But still I should have mentioned that its resolved, if not only to assure those that have seen the issue that it is fixed in 1.0.
 
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