Congratulations Tholal!
I've noticed lately in my modmod that priests no longer seem capable of upgrading to anything, even when I am able to build all their upgrades. I thought this was a bug I introduced myself, but I just used worldbuilder to do a quick test in your mod and it seems to happen there too.
Speaking of upgrades, could you make it so that upgrading a unit that is the avatar of a leader does not leave the player without traits, but instead causes the upgraded unit to be the new avatar? While you are at it, could you do the same for avatars that are converted to other units through xml spells or the python pNewUnit.convert(pOldUnit) call?
I jut checked again, and found that Priests actually can upgrade to High Priests just fine (the last time I tested it I forgot about the prerequisite Incense), but cannot upgrade to Paladins, Druids, or Eidola. I also found that Disciples of the Leaves cannot upgrade to Rangers, and Savants cannot upgrade to Mages. The problem is that the check you added to prevent religious units from upgrading to units of other religions (revision 1007 I believe) also prevents units that have religious prerequisites from upgrading to any unit that does not have any religious prerequisite.
Is there some way to prevent the def onUnitLost(self, argsList): call from being activated when a unit is actually being upgraded rather than destroyed? I recently noticed in my modmod that Adventurers are generating a Sluagh for each upgrade, which allows the Resurrection spell to duplicate Grigori heroes that never actually died. (
Oddly, the Sluagh does not seem to be generated when the Adventurer unit upgrades directly, only when an upgraded adventurer upgrades further. I just noticed that the Slaugh code ends early for units with a unitcombat of -1 or civilian. This would prevent unupgraded adventurers from ever being resurrected.)
(Also, in what order are unit upgrades handled? Is the new unit given the info of the old, including its custom name, before or after the old unit is lost? If it is before, I suppose I could deal with the issue by just adding a check to prevent the creation of an Adventurer Sluagh if there is another unit with the adventurer promotion and the same name present in the game already. I might need to increase the number of unique names listed in the xml defines though, or perhaps use the python unique name generator whenever an adventurer is born. Edit: I'm guessing the new unit must be given the info first, as it seems I've managed to fix the issue. I haven't tested enough to see what happens when I run out of unique names though.)
Do we really want all buildings and units to be displayed in the Sevopedia? What is the point of having the bGraphicalOnly tag if it is ignored?
In my last real game I ran into this error:
Code:
Traceback (most recent call last):
File "BugEventManager", line 361, in _handleDefaultEvent
File "Revolution", line 635, in onEndPlayerTurn
File "Revolution", line 1075, in updatePlayerRevolution
File "Revolution", line 2118, in checkForBribes
File "RevUtils", line 1007, in computeBribeCosts
ZeroDivisionError: integer division or modulo by zero
It should perhaps be noticed that this was just after reducing the stability penalties from civics and increasing the stability bonuses from palaces. Revolutions still seemed too common though.
I also found it quite annoying to repeatedly get revolution events where a city I had conquered from the Calabim asks to be given back to Alexis and says that Alexis may declare war on me if I refuse, when I was already at war with Alexis the entire time.
I don't think that it should be possible to get a revolution a city asked to be made independent under a new leader
while it is your only city.
I also tend to think that puppet states should not be so willing to liberate their only cities, as doing so is suicide and makes the event where they ask to give up independence pretty pointless.
The AI (barbarian and otherwise) seems much too willing to raze cities to the ground in my opinion. I recently saw Faeryl Viconia raze her own state religion's holy city (which already had its holy shrine and about 20 population) when she took it from me, even though she could have easily defended it with a stack of units several times larger than my entire army.
In the last game where I summoned Basium I noticed that I was unable to have diplomacy with him until he gained his first city. (I'm pretty sure that was never the case before v2.2.) This meant I was not able to gift him any cities but had to wait a long time to capture one on his own. I disabled Basium's Convert City spell in human owned cities on the grounds that a human would greatly prefer to choose which cities to give him, but this is a problem when I cannot gift him anything.
I really think that we should be able to gift cities to vassals, not only liberate them.
I found working with the icons a bit confusing.
It *looks* like the Airport icon is set to come right after the Great General icon. I dont have anything in that slot in my Gamefonts file and I'm not really sure how to tell it to look in another slot for the Airport icon. I was hoping to get some sort of Obsidian Gate icon at some point.
I decided to go ahead and attach (a zip archive containing) an edited version of GameFont.tga that will make your modmod use the obsidian gate icon for which you were hoping. I have not run into any issues with changing the happy face in the second identical row in my version, so I assume you won't have any problems with this either.