Kael
Deity
loki1232 said:The order is a bit more racist, but they are so fanatic that it works for them.
Ive been dealing with the Order for 17 years and thats the best Order quote I have ever seen.
loki1232 said:The order is a bit more racist, but they are so fanatic that it works for them.
loki1232 said:Picking is a nice idea if we can code it. I like how you quote yourself.
Also, would certain civs be predisposed towards certain religions?
Kael said:1. There may be some synergy's between certain civs and religions but nothing will be hard coded. You will be able to play any civ with any religion. There is an 'elven' civ but you don't have to worship the Fellowship with it if you don't want to.
2. But I don't think there will be many people playing Bannor (magic resistent, penalty to spells)/Veil combos or Amurite (spell bonus, unit strength penalty)/Order combos.
Webrider said:Are you planing on the usual compliment of magical creatures, unicorns, dragons, manticores, minitars, orcs, gobblins, pegasus, griffons?
I suppose finding the graphics for these type units would be the hardest part?
There seem to be elves, dwarves, giants that I have seen so far, how far fantasy are you going to take this mod?
A barbarian city made by dragons and spawning dragons would be cool if you could force it to be razzed if captured, for the added gold of course.
Might be cool to add a dungeon/ruins as a resource like wheat or copper that gives gold/science or +1 or 2 exp to units in a city and is only revealed after a certain type of magic is researched. Might also give - to culture.
As I have mentioned before, great mod keep up the good work.
Maybe they could "summon" a boat in city tiles? Make the boat Drown-only and have a script to delete the boat when a Drown disembarks.Kael said:Heck, I would just like the Drown to me able to travel through coast tiles but I haven't been able to do that yet either.
TheNewSaint said:Now... I have an idea so powerful and sinister for the veil that it would change the entire balance of play. A TEMPLE OF THE DAMNED!!!
It makes necromancers and wraiths (or just necromancers)
The necromancers cost much for upkeep, but can do some cool things (if necromancer no good try "dark magic lord" or something like that...)
Casts spells not spacific to one sphere:
Contract "(oooo.. its the name from morrowind that is for the vampire disease)" - gives a unit (friendly or not) the "special" diseased promotion. The unit becomes a vampire (or necersomethin) upon death? (hmm... perhaps lvl up, or maybe this is just for the one civ (a religion specific spell)...).
Unrest : gives a unit the unrest promotion (becomes skeleton upon death)
Death Coil : explained in some above post.
You could have an anti necromancer, im not sure what you want yet, for the order.
They have a chance to ressurect a unit upon its death within an area of two tiles.
some crappy power here : ( hmm... crappy...)
Holy Light : Also explained in same post as Death Coil...
Perhaps, if you... oh crap. in order for my idea to work you need one more power for each unit.
You could have a Isandalbi or whatever (the one with the vampire) have a necromancer with one power for the veil religion, say the vampirism one...
Each civ has a specific unit for their "most likely" religion. They can switch to other religions, but they wont have the units.
This could be applied for "Order" leaning civs and "Veil" leaning civs.
The Octopus Overlords.
A special promotion called mind control : upon defeating a unit, there is a one in three chance they will convert the defeated unit to Octopus Overlords.
Oh... and you should have a fish people civ... ... ...
When an octo unit dies... it leaves behind its field of vision for five turns, so you can see where the killing unit goes...
Or :
Coastal tiles produce +2 food +1 gold
Sea +2 food
The "fish people (if you do them)" are pure overlords civs (ive been thinking, and if you do 20 civs, thats four for each religion, so 15 could decide for themself what religion they want, where as the other 5 are always their religion... or not. I never really know if my ideas are worth posting, so please tell me if their not...
It really stinks when you have so many ideas but none of them are good...
Sashaddin said:Maybe they could "summon" a boat in city tiles? Make the boat Drown-only and have a script to delete the boat when a Drown disembarks.
Great mod! I know you spent close to 15 years on the storyline, but how many hours have you put on the Civ4 project?
Can you code an Airport that only works through coast-based commerce routes and have the Drown teleport through it? Or teleport directly to a coast tile? The AI should be able to calculate an Airport path. Or... can it?Kael said:Im just hoping I can find a more "AI friendly" way to do it.
tndp said:Whoah, this is a long train of comments. Sorry if I'm repeating one.
You need to over-ride the code that generates start locations - for one thing, it greatly over-values sea food, which you have severely nerfed.
In particular, fish are a great deal harder to work in this game than they are in normal play. If most starts can't work fish at all, and if fishing boats are going to require harbors to build, you should compensate by having them not self destruct when building improvements. Even with that fix in place, the post-processing function that balances start locations should never add sea food, it should always add land-based food resources.
Nice work on the mod overall.
Stidf said:is anyone else having problems viewing any other screen other then the demographics one in the info advisor. I am not sure what it is called but it is the set of screens you access when ever your civ gets to a certain pop size. you get a pop up saying that your civ has grow to x size and now has increased production and what not. You can either say ok carry on or show me more. Choosing the later of the 2 takes you to this screen.
Also Kael where did the idea of the drowned come from? There is something like this in George R.R. Martin's series A Game of Thrones
Kael said:And I really like the Unrest idea. I have this Armageddon spell planned called Knell of Darkness that causes all of the living units in your cultural borders to be raised as a skeletons when they die. But Im having trouble figuring out how to program it. Searching all the cities to see if it is built everytime a unit dies is easy to do, but will cause a lot of CPU util. Well... I know how to do it, I have to use a global variable, I just haven't played with Global variables yet so I have work to do. Your unrest promotion idea is actually an easier way to accomplish a similiar effect.
import cPickle as pickle
def sDataSet(object, varname, value):
try:
table = pickle.loads(object.getScriptData())
except:
table = {}
table[varname] = value
object.setScriptData(pickle.dumps(table))
def sDataGet(object, varname):
try:
table = pickle.loads(object.getScriptData())
except:
table = {}
object.setScriptData(pickle.dumps(table))
return table[varname]
import scriptdata
sDataSet = scriptdata.sDataSet
sDataGet = scriptdata.sDataGet
import cPickle as pickle
def sDataSet(object, varname, value):
try:
table = pickle.loads(object.getScriptData())
except:
table = {}
table[varname] = value
object.setScriptData(pickle.dumps(table))
def sDataGet(object, varname):
try:
table = pickle.loads(object.getScriptData())
except:
table = {}
object.setScriptData(pickle.dumps(table))
return None
return table[varname]
import scriptdata
sDataSet = scriptdata.sDataSet
sDataGet = scriptdata.sDataGet