Mod-Modders Guide to Fall Further

ok. Using python to remove a promotion which a unit may or may not have. Are there going to be any problems if it attempts to remove a promotion when the unit doesn't have it ? Is it necessary to check that ?
 
Also, is there a python method to check whether or not a unit is currently enraged. ie, out of the player's control.

I'm not actually wanting to check for the Enraged promotion, because there are multiple different promotions that have that effect. Rather, I want to check if the unit is under the effect that Enraged, Frenzy, Freelancer, etc, cause.

Looks like nobody answered this. Anyone know ?
 
Ok, getting some errors:
Spoiler :

Code:
---------------------------
XML Error
---------------------------
Tag: UNIT_DRUID_HAWK in Info class was incorrect 
 Current XML file is: modules\NormalModules\Druids\druid_CIV4SpellInfos.xml
---------------------------
OK   
---------------------------


I get this for my transforming spells.
The spell code:

Spoiler :
Code:
<SpellInfo>			<!-- Hawk Form -->
			<Type>SPELL_HAWK_FORM</Type>
			<Description>TXT_KEY_HAWK_FORM</Description>
			<Civilopedia>TXT_KEY_WILD_SHAPE_PEDIA</Civilopedia>
			<Help>TXT_KEY_BEAR_FORM_HELP</Help>
			<PromotionPrereq1>PROMOTION_WILD_SHAPE</PromotionPrereq1>
			<bAllowAI>1</bAllowAI>
			<iCasterMinLevel>4</iCasterMinLevel>
			<iAIWeight>50</iAIWeight>
			<bAbility>1</bAbility>
			<ConvertUnitType>UNIT_DRUID_HAWK</ConvertUnitType>
			<AddPromotionType1>PROMOTION_CLOUDED_MIND</AddPromotionType1>
			<PyRequirement>reqWildShape(pCaster)</PyRequirement>
			<Effect>EFFECT_SPELL1</Effect>
			<Sound>AS3D_SPELL_TRAIN</Sound>
			<Button>Art/Interface/Buttons/Units/Hawk.dds</Button>
		</SpellInfo>

The error it's complaining about is in ConvertUnitType.
And the appropriate unitinfos entry...

Spoiler :
Code:
<UnitInfo>		<!-- Druid - Hawk Form -->
			<Class>UNITCLASS_DRUID</Class>
			<Type>UNIT_DRUID_HAWK</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HAWK_FORM</Description>
			<Civilopedia>TXT_KEY_WILD_SHAPE_PEDIA</Civilopedia>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iMoves>1</iMoves>
			<iCombat>8</iCombat>
			<iCityAttack>-20</iCityAttack>
			<iAsset>0</iAsset>
			<iPower>32</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>10</fMaxSpeed>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HAWK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HAWK_FORM</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_POLYMORPHED</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
		</UnitInfo>

Any thoughts on what might be wrong?
 
Trawling though CvGameUtils I found a few functions that don't seem to do anything, since they are never called:

cannotGrow
cannotStarve
cannotSpreadReligionHere
cannotSpreadReligion


Are they part of some aborted extensions, or is the truth more sinister? Apart from cannotSpreadReligionHere they don't try to do anything.

cannotSpreadReligionHere looks like it tries to prevent spreading of religion in Khadi lands, but of course it is never asked for an opinion on the subject.
 
Does someone remember why sheut stone is kind of disabled at the moment (chance to appear = 0 ) ?
 
I was going to ask this in the overall forum but thought it may be different in Fall Further.

What is the difference between the AI's "limited" and normal war? And is a Dogpile war a "limited" or normal war?
Doing some mucking about with the AIs to try to make the game a tad bit more friendly to people who don't want war all the time.
 
Limited war they use the units they have. Normal war they crank units to crush you. Dogpile they are hitting you wi absolutely everything in conjunction with other players (force you into multi-front war)


odalrick: Could you compile a list of every callback you have found to be missing one side or the other and put it in the bug thread so I review them later?
 
I would like to use the tag PrereqPromotionsOnTile for promoton but it seems not to be working. Indeed it seems always true, even when the specified promotion is not on the tile.
Any idea whether it is a real tag or some abandonned project ? :)
 
Xien, how often are those warfare rands called? Every turn, every five turns, etc?
 
What tag do I need to use in the mlf to specify an xml file to load. The example one only has directories, and the schema seems to have several things which sound plausible.
 
As long as they're in the right folder with the right structure they'll load automatically.
 
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