[MOD] Sevo's Faces of God

MrUnderhill said:
This looks to be a good mod, but I'm not sure I like the "Fist of God" unit.
I mean, it's just a tank; why should it get a religious bonus? Wouldn't it be better as a free promotion you get with the Crusade Wonder?

I'm going to defend my thinking on this one. Yes, it's just a tank. But it's operated by religious fanatics who are determined to convert or destroy the enemy. I suppose you could argue the bombardment, but added strength and city attack come from the determination of the men inside to finish the job.

Also, it's a game and I'm having fun with it. The unit was a neat concept and I liked the idea of a "modern" crusader inside a tank carrying the holy war to the enemy in the modern age.
 
Sevo, Anyway, Sevo my question is about the bandit. I've looked over your mod and I am curious. Is this an XML only thing or is python required to do the actual leech? Thx
 
ImperatorFenris said:
I'll admit I haven't tried this mod yet, but it looks promising.

I do have 1 surface impression, which I think would be worth noting: the graphic for the martyr, a worker, and the graphic for the sleeper cell, a settler, should be switched, at the very least.

Yeah...here's my thought there. The sleeper looks like "civilian" population as the settler unit, and it sits in the city, so there you have it. The martyr, well, I just wanted him to look like an average working guy, hence the modern worker unit. We'll have more fun with it when we can do modelling and whatnot.

RED DIAMOND said:
Oh no here it goes:rolleyes:

Anyway, Sevo my question is about the bandit. I've looked over your mod and I am curious. Is this an XML only thing or is python required to do the actual leech?:cool:

You *definitely* need Python to make the bandit work. That was my most complicated addition to this mod, especially since the python has to keep track of which plots belong to which bandit and save that info between games, keep track of whether improvements are lost, yadda yadda. To leech the unit you'd have to copy the sections from the FacesOfGod.py that deal with him (OnImprovementBuilt, onUnitMove, onEndGameTurn, and onUnitLost, if I'm not missing any) and incorporate them into your event manager.


alerum68 said:
:boggle: This is awesome Sevo! I can't wait to play a game with!
Question about the Martyr... can't you use spys as models for them attacking without war?

Thanks! You know, after thinking about how I might make a martyr work for weeks I think I've got an idea, naturally right after I posted my first release of this mod. But the current AI will naturally send "Spy" units to enemy cities to monitor production, at least based on what I've seen playing in the world builder. If I give the martyr the same AI settings as the Spy unit, the AI will automatically send it to cities. Then I could just code the martyr to blow himself up when he reaches a city and have any one of a number of things happen. I'm going to try this out tonight and see how it goes, but I suspect the AI will catch right on. The AI won't have any sort of coordinated efforts since it won't truly 'understand' what it's doing, but it does tend to select the largest cities for spying so my guess is that you'll find your largest cities being hit with suicide bombers. Man that would be aggrevating, especially if you didn't know who was sending them. My one concern was that if a martyr unit passed through a city on his way to another he might blow up, but I might have a workaround. We'll see.
 
:eek: 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 and [pissed] bam!
 
This is great Sevo. However, I enjoy some aspects of this mod like the Martyr. What parts of the .py code needs to be copied where to just intergrate the Marytr into an exsisting personal mod. I have my own religion setup that I want to keep, I just want the Martyr unit and its functions.:D
 
Sevo,

Awesome mod, it's the first I've downloaded and can't wait to try it out!!

Since I haven't done any mods as of yet, is it possible to use this mod in a lan multiplayer game? Do I just need to change info in the config file, or is it not possible? Thanks, look forward to playing!

-m.
 
rflagg said:
Sevo,

Awesome mod, it's the first I've downloaded and can't wait to try it out!!

Since I haven't done any mods as of yet, is it possible to use this mod in a lan multiplayer game? Do I just need to change info in the config file, or is it not possible? Thanks, look forward to playing!

-m.

Well, it hasn't been tested for multiplayer, so give it a try and let me know what happens! Theoretically it should work for MP and I was working with MP in mind...but like I said I did some funky stuff with python that might cause bumps. Please let me know the outcome of any MP games and if there are problems I can try to troubleshoot them. Some of these units would be fun for MP.

RED DIAMOND said:
This is great Sevo. What parts of the .py code needs to be copied where to just intergrate the Marytr into an exsisting personal mod. I have my own religion setup that I want to keep, I just want the Martyr unit and its functions.:D

Yeah...the martyr really only uses two sections in the FacesOfGod.py file: the "OnUnitMove()" section, specifically the "OnMartyrMove()" subsection, which you could cut and use seperately, and the "runMartyrList()". Also, you have to place calls to these functions in the appropriate places in whatever event manager you're using, and be sure to include the __init__() function, specifically the self.martyrWatch=[] line! I don't mean to make it sound hard--It's not really that complicated but some of these units took some trickery to make work...with a little trial and error you can figure it out.
 
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.
 
Sevo said:
Yeah...the martyr really only uses two sections in the FacesOfGod.py file: the "OnUnitMove()" section, specifically the "OnMartyrMove()" subsection, which you could cut and use seperately, and the "runMartyrList()". Also, you have to place calls to these functions in the appropriate places in whatever event manager you're using, and be sure to include the __init__() function, specifically the self.martyrWatch=[] line! I don't mean to make it sound hard--It's not really that complicated but some of these units took some trickery to make work...with a little trial and error you can figure it out.

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. For instance when you say "Also, you have to place calls to these functions in the appropriate places in whatever event manager you're using, and be sure to include the __init__() function, specifically the self.martyrWatch=[] line!"

This was helpful, but honestly I have no idea where to place the calls in the event manager etc..:lol: Now, I know you are busy and this is not a priority for you, but I think it is something to consider.:D
 
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.
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.
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.
Then of course there is the related issue of how each flavor combats the heathens at home and maybe abroad as well. Some flavors should simply have a natural tendency to kick out heathen religions in towns that share their faith. Some flavors should reduce the chance of another religion spreading to their religion's city. Some flavors should give you an inquisitor unit, like a reverse missionary, with a chance to kick one non-holy-city religion that is not their religion out of a city.
Lastly, a tiny nitpick - isn't 1 in 5 too much of a chance for revolts in martyr-struck cities? Just take a look at real-life Israel... We have "martyrs" blowing up here all over the place for decades now (though admittedly mostly in the last 15 years) and there hasn't been anything resembling a revolt yet. I know the scale is different, but still, 1 in 5? It should, imho, be at least 1 in 8, if not more than 1:12...
Anyhow, I hope my thoughts can help improve this already awesome-looking mod. Keep up the great work. :)
 
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?
 
Nace Mod, a new ideea.

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.

have a good day, and make more nace mod.
 
Necro Romancer said:
Why do I keep getting the following error:


Ouch. Okay...first bug. :cry: I've been trying to get rid of this one and I know what's generating it, but my attempts to fix it thus far have failed. (Stupid array just isn't initializing for some reason). Lemmie work on it.
 
Wow. This mod is just so damn cool. I've always thought religion should have mre of an effect on the game, and this just helps with that :D. The only other religion mod I know of though is the Realistic Religions by abbamouse, I think... is it abbamouse?
 
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