gianluca790
Chieftain
- Joined
- Jan 22, 2006
- Messages
- 89
Should't there be Assassin units included?
lordroy said:Dude.... fantastic work... do you ever sleep?
-=R=-
Kal-el said:Really cool idea. I have been contemplating making changes to the religious system myself, but I never thought of this. Really good stuff. Definitely thinking outside the box. Hope you don't mind if I utilize some of these concepts myself.
RED DIAMOND said:Ok, I will be honest. I am more than proficient with XML but python is a struggle. I am more than sure that I am not the only one that will want to be able to use this unit without the rest of the awesome game altering stuff. Maybe a little step by step guide on exactly how to implement this gem into our own game is in order.
Blasphemous said:Sevo, this looks absolutely awesome.
That said, I have some thoughts about the mod, even though I haven't played it yet. (I will try it out in a few days I hope.)
First of all, it looks like the Crusade wonder is grossly overpowered compared to its costs. I may be mistaken, seeing as I only read about the mod without playing it, but this is my impression.
Blasphemous said:Second of all, one thing I imagine would be a great addition is the integration of the Religious civics with this religious flavor system. Certain benefits should be on or off according to the Religious civics you're using, and perhaps some of the wonders should be destroyed if you ever select Free Religion (or even Free Speech or Emancipation or Universal Sufferage in some cases.) Surely the violent flavor wonders should not work without Organized Religion or Theocracy.
Blasphemous said:Another thing I was thinking was that there should be a certain focus on the way each flavor spreads its religion. Perhaps, for instance, the Crusade flavor should bring the state religion into whatever city you conquer and have a random chance to kick out each of the religions already there (except for ones founded there). And perhaps with the Archive flavor, whenever you trade a tech to a rival every city of their has a 1 in 5 (or 8) chance of receiving your state religion. Maybe the Garden could spread your religion in rival cities when you trade a rival one of the Garden's food resources? And then of course the Idols and the Monuments flavors should just outright increase your state religion's natural spread. There are a great many combinations of spread bonuses that can be added to the different flavors.
Blasphemous said:Lastly, a tiny nitpick - isn't 1 in 5 too much of a chance for revolts in martyr-struck cities?
Nadin Bytefelt said:a smal critc...
your Hall of Idols is nonsens for me.
150% max bonus production, in a citty whit 1 citisen(more not posible -75% foot), a citty whit 11 citisen have more production.
Mybe your give more in all citty bonus...
+1 production for prist ist not big to hold a citty down to 1 citisen.
No limitation Yes! city can grow to ony size No!! Whit wat food???Sevo said:There's no limitation to one citizen in the Hall of Idols, your city can grow to any size
biggamer132 said:Looks like a great mod, and I'll probably install it later. However, I do have one concern: Is there any way to defend against the martyrs and such? After all, in reality, nations have security forces to deal with problems like these; anything to that extent available in the mod?
I can be more specific, but some basic knowledge of python is going to help tremendously. I'm not saying you need to understand how to write your own classes and whatnot, but this thread has an introduction that's very helpful. The problem is that incorporating this into another game is more complicated that just copying the XML data and seeing it work--the python stuff has to be initiated and called correctly. I set it all up so that it would be easy to do, but it will still require some basic programming knowledge: specifically understanding how the event manger works. Nevertheless, I will try to post at least an explanation of the basics of using the FacesOfGod.py in another mod.
Sevo said:I think my first version included a piece of python code with test stuff in it! Hahaha. Figures. Anyway, if you notice a thunk and a bunch of digits popping up between turns, just ignore it, it's all in your head. Or download my new post with the upgraded martyrs and a fix.
Martyrs have been changed! I must be getting better at this python stuff because I coded this in a few hours after work today.
Now you build your martyrs per usual, then send them to an enemy city. Once in the city they'll wait 3 turns while they set up contacts and plan their op. After the 3 turn wait, they blow themselves up and cause anger in the target city (it'll basically add 1-3 unhappy faces for about the next 8 turns). Doesn't sound like much but it could be crippling if used right. There is about a 1 in 5 chance that the city actually revolts out of panic for a few turns, and there's around a 1 in 25 chance that enough people die to drop the population by one point (in addition to revolt and all that). (multiple uses are cumulative!) If used en masse, a group of martyrs could cause a pretty significant slowdown of production and progress in a neighboring civ.
Also, my playtesting tonight has demonstrated that the AI will use the martyrs correctly and effectively. They come straight at your biggest cities andbam!
Nadin Bytefelt said:No limitation Yes! city can grow to ony size No!! Whit wat food???
-75% food... 4 food prod ist 1 food in citty and minus 1 your need 2 per citensen....
BeefontheBone said:A thought, and I don't know how it would affect gameply, but wouldn't war weariness actually increase for Crusaders at war with a civ sharing their state religion? Admittedly, that might be awkward to implement and make switching ones state religion an effective defence against the crusading civ.