[MOD]: New Traits and Leaders for RiFE

So I've run into what I think is a bug with this modmod(mod?)(mod?). I tend to play with Advanced Start, Wild Mana and Mana Guardians (among other things also). This usually means that my starting city is right next to some type of barbarian/demon/animal unit that is held, but I still get the red text saying that something is near my city. I don't mind that. But, there is the event in this modmod(mod?)(mod?) where barbarians are at the gate and I have two options, conscript the populace or give up all of my food. Conscripting the populace does nothing and the event repeats the next turn. Giving up my food gives up my food, but the event still repeats the next turn. Even that I can live with. But, I was playing one game and even after I destroyed the wood golem sitting in my borders (and the rest of my borders were clear), I still was getting that event. Any ideas? I really like the ideas in this modmod(mod?)(mod?), (I especially want to play with the Kurio leader who can summon dragons) but this makes it a bit difficult to play. Thanks!

Same thing happened to me when playing this modmod. Except in my game there was no barb unit in my borders the event would just fire everyturn making it pretty much unplayable.

Hmm. I'm not sure that's a problem with the modmod; I didn't change anything in the random events file, which seems like where the bug would originate. I'll look into it, but in the meantime, would you mind telling me which leaders you both were playing? It may speed up the fix.
 
So I've run into what I think is a bug with this modmod(mod?)(mod?). I tend to play with Advanced Start, Wild Mana and Mana Guardians (among other things also). This usually means that my starting city is right next to some type of barbarian/demon/animal unit that is held, but I still get the red text saying that something is near my city. I don't mind that. But, there is the event in this modmod(mod?)(mod?) where barbarians are at the gate and I have two options, conscript the populace or give up all of my food. Conscripting the populace does nothing and the event repeats the next turn. Giving up my food gives up my food, but the event still repeats the next turn. Even that I can live with. But, I was playing one game and even after I destroyed the wood golem sitting in my borders (and the rest of my borders were clear), I still was getting that event. Any ideas? I really like the ideas in this modmod(mod?)(mod?), (I especially want to play with the Kurio leader who can summon dragons) but this makes it a bit difficult to play. Thanks!




hmmm , that event isn't in Rife yet ( i know that, i coded it in the first place) , so you must be playing with another modmodmod along with 25hour's one, probably Gir's one. Incompatibility between these two mods is probable.
 
hmmm , that event isn't in Rife yet ( i know that, i coded it in the first place) , so you must be playing with another modmodmod along with 25hour's one, probably Gir's one. Incompatibility between these two mods is probable.

Ahhhh, that's probably the case, then. The python in the two events are probably conflicting-- but! This shouldn't be a problem anymore when 1.3 comes out and modular python is supported (and I update the mod to take advantage of it.) Look forward to it, gents. :D
 
Yep, we have 4 files currently supporting modular python:

CvEventInterface.py
CvGameUtils.py
CvSpellInterface.py
CvRandomEventInterface.py

The first one needs to have a few functions opened up (anw only enabled some of them, going to enable them all), but otherwise it's all working. I don't think there is any other file that needs to be modular, either. Aside from maybe CustomFunctions.py.
 
Black would be correct I believe I had mana flares installed as well when I put this mod in. I had assumed incorrectly that this mod would simply override any conflicts.
 
Black would be correct I believe I had mana flares installed as well when I put this mod in. I had assumed incorrectly that this mod would simply override any conflicts.

Nah, it pretty much copies off the whole of the RiFE directory before installation-- the problem may be that I didn't tell it to copy off ALL the python, just the stuff I was modding. I'll fix that for the next patch (should be very soon, probably today or tomorrow.)
 
Time for... the new edition of the minor leaders mod! I've got pedia entries up for a few of the leaders in addition to Tempras (including Adelai and Jack Empty), so check that out. Also, as is my wont, I've added in several new leaders/traits. Even though I said I wouldn't. Hey, I was bored. XD Just download Patch 4.3, which I've put in the OP.

Anyway, first off! Yet another Amurite leader by the name of Cherie the Aeromancer. True to her name, she grants you the ability to equip all your cavalry/melee units with Aeromancer's Rods for 25 gold each after Knowledge of the Ether, which give your units holding one a 50% chance of spawning a Lightning Elemental after any victorious combat. I'm looking for feedback on the balance for this, since I'm not sure what appropriate costing for the Rod is.


1275841747708.jpg
Second! Itha of the Bannor and Olav of the Jotnar, who are Honorable/Spiritual and Honorable/Charismatic leaders, respectively. The gist with the Honorable trait is that, on the one hand, you start off with Way of the Wise, which is just fantastic for getting the Order holy city and temples. On the other hand, you are stopped from declaring war on players who are 80% your score or lower, which means your means of expanding become much more limited (since you can't devour your significantly weaker neighbors.) As such, I count it as being on net zero traits for purposes of balancing.
Honorable Charismatic Jotnar.jpg
Third! A leader for the Scions, oriented towards diplomacy more than anything else. Numaricus, the Magistrate leader, provides bonuses to his vassals and gets bonuses from them in turn based on how powerful the vassals are. To further this goal of gaining vassals in single-player, you gain a +2 to relations with all AI opponents. Good times!
Magistrate.jpg

Fourth! Iridius the Blackhand, a joint Hippus/Sheiam leader, with the traits Hellrider and Scorched Earth. (which I count as being close to 1/2 a trait each.) Hellrider makes it so that whenever you cast either the Hippus or Sheiam worldspell, you cast them both. So if you cast Worldbreak you effectively cast Warcry, and vice-versa. It adds a good bit more early/late game versatility for two civs that are generally oriented to one or the other; Warcry's early power for the Sheaim, and Worldbreak's late-game horror for the Hippus. The hard part will be choosing when to cast. :D
1275454539822.jpg.

Fifth! A Sidar leader, who (I imagine) will become much more interesting when multiplayer stabilizes for RiFE. She's a paragon, with all that entails, AND has the Gap Mage trait-- whenever she casts Into The Mist, she hides all the plots owned by her from all opponents, such that they become undiscovered tiles again. Which doesn't do much against the omniscient computer, but will no doubt be irritating as all hell to opponents in multiplayer.

Couldn't think of anything good for the Old Malakim leader-- I'll ruminate on that a bit more for the next patch. Also, note the teaser image for said next patch!
 

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Third! A leader for the Scions, oriented towards diplomacy more than anything else. Numaricus, the Magistrate leader, provides bonuses to his vassals and gets bonuses from them in turn based on how powerful the vassals are. To further this goal of gaining vassals in single-player, you gain a +2 to relations with all AI opponents. Good times!


Oooh.
 
Second! Itha of the Bannor and Olav of the Jotnar, who are Honorable/Spiritual and Honorable/Charismatic leaders, respectively. The gist with the Honorable trait is that, on the one hand, you start off with Way of the Wise, which is just fantastic for getting the Order holy city and temples. On the other hand, you are stopped from declaring war on players who are 80% your score or lower, which means your means of expanding become much more limited (since you can't devour your significantly weaker neighbors.) As such, I count it as being on net zero traits for purposes of balancing.

So.... Be honorable and gift your backwards enemy a bunch of techs so they are in the score range, that way they can put up a valiant fight. :D

Or, honorable slap them across the face with your gloves enough so that they declare on you
 
Whoops-- I just realized I left in a chunk of code used for testing that causes every player to become your vassal if you're a Magistrate leader. Juuuuuust lovely. :p

Anyway, I'm updating the first post with patch 4.35 as we speak so that doesn't happen anymore.
 
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