[MODMOD] Elohim, guardians of the holy places

I would say keep the spawning. I know it's not very original now with the Scions and the Grigori but it's efficient and really cool to play.

(But others may have a more argumented opinion... :lol:)
 
what about doing spawning of new UU for every civilization ?? :D ... than spawning wouldn't be copied from scions since it would be game-wide feature ... (( but then scions would need something after pop-limit is reached ((actually - it's easily exploitable, you just keep your pop under pop-limit and wait until 10 more awakeneds spawns and made them pop after that .. it's worth of turns of stagnation :D )) ))
 
New update 0.25 (will break saves)

Updates to Orbis 0.24C. I did some large code cleanup and optimization, incorporated Opera's Peacekeeper trait, and added new spawn adjustments (updated in first post).

1. Updated for Orbis 0.24 C
2. [py] Armageddon changes due to civ elimination are credited to active player (this is in addition to Orbis 0.24C AC credit fixes for spells).
3. [py] Spawn rate affected by Elohim contribution to AC (-1 contribution = +1% to target city number). This effect is negated if Elohim are evil.
4. [py] Big code cleanup and optimization: python check of every map tile for unique feature ownership only occurs once per turn, rather than every time screen updates (it's pretty fast but I think it was happening dozens of times per turn).
5. [py] Removed previous spawning cap based on available UFs. Spawning now stops if cities plus settlers > 14.
6. [py] Spawning can now occur near owned UFs (owned by anyone) if they are >3 tiles from any city (i.e., normal 100 culture radius). Allows spawning at fort-owned UFs and may allow cultural stealing of UFs.
7. [py] Spawning can occur on available land if < 4 tiles from water UF.
8. [XML] Added Opera's Peacekeeper trait (takes place of Tolarant civ trait). In addition to assimilation: +30/30/30 commerce modifier when at peace, city garrison 1 for archers, melee and disciples.
9. [py] Spawning rate adjusted for peace with all non-barb civs (+5% to target city number if at peace; -5% if at war).
10. [py] Spawning rate adjustment for difficulty. For human Elohim: +5%/-5% to target city number for each difficulty step below/above Prince. Converse for Elohim played by AI.
11. [py] Fixed base Orbis 0.24C error for AC adjustment for spellPeace and spellPeaceSevenPines
 
Hmm, I didn't test it out yest :(
But I'll certainly (sooner better) to then add it to LE's next version.

Btw, I discussed with xienwolf about the possibility to create unique improvements, àla unique buildings and such. So Elohim could have unique UFs (ahah) not changing much except that they would give Holy Relics instead of mana or similar.
 
What's going on with this? Last post was in July and since then 24D has come out. Will it work with 24D? Did it ever get incorporated into LeadersEnhanced? I really want to play this!
 
Well, last post was in August and it's compatible with the last Orbis version, 0.24c :p

As for LeadersEnhanced, it's hasn't been updated. However, I got report that the version you can find on my thread works well with 0.37 ;)
 
It's nice to be loved...

Orbis is still 0.24C, or am I missing something??? (at least it appears to be so in the Orbis bug post)

Opera, I fixed the problem with the UFs and Holy Relics a few versions back. For each owned UF, 1 Holy Relic will appear in the nearest city (it works even if the UF is fort-owned and very far from the nearest city). The current version seems to be very stable with Orbis 24C after playing through a few times.

I've made a couple minor changes without updating (while waiting for Orbis 24D). But I'd like to include these before it gets sucked up into LeadersEnhanced. Can't do it now but maybe I can update to new version tomorrow night. New changes affect how AI plays Elohim (they keep Guardian civic and do better at settling) and I've changed the monk promotion progression so it tops out at level 15 now. I did want this to be rare but level 18 is just too hard to achieve in most games. Monks now make awesome dungeon explorers because they get Still Mind at lvl 3 and Purity of Body at lvl 5.
 
Sure, go ahead. I'm waiting FFH patch e to release Orbis patch D (I won't wait for Ahwaric because of some critical fixes), so you have some room left to patch before the mod is out.

I knew you had fixed this but I thought I'd notify you nonetheless ;)

About sucking it into LE, I'm not sure I'll make it default. Personally, I think it's the perfect fit for the Elohim but it's so much a radical change than most people would throw things out of their window because of it :lol:

Looking forward to the next version then :goodjob:
 
Opera,

If you want to help me with one of my biggest headaches, could you make a city's original owner accessible to Python with something like pCity.setOriginalOwner(iNewOriginalOwner). Even better if you could talk Ahwaric into including that in base Orbis.

Currently, I use a total python kludge to do this (with a sort of ownership switcharoo). It work surprisingly well for the player, with the only weirdness being an option to raze a city right after it is built. However, I'm pretty sure that I've caught the AI using this option. So it will build a city at that distant UF, but then disband it (thinking it just got a too distant city through conquest or cultural switch, I guess).
 
It would be a real walk in the park to add ;)

If you want, I can do that in base Orbis for the next patch. Would that be okay?
 
With all of the new Elohim unit art in FFH 0.41e, I feel a little bad that my mod becomes so monk-centric, at least after Monasticism. In my last game, I had 4 paladins (promoted from high level monks), a couple priests, and then a gazillion monks and no other units. Maybe I was playing in a sub-optimal way, so I'm not really sure there is a problem (but why build anything else when you have a few levels of the Altar?).

One idea I had was to let monk novices (below a certain level) upgrade to non-disciple units. The idea is that some cultures sent young folks (even nobility I think) off to the monastery for a year or so before they started their real life (I'm not sure if this is real or I'm remembering from some fantasy book). It also fits with the old AD&D class switch (2nd ed. I think) where monks could train in new class but never again gain additional monk abilities. Perhaps a city with a monastery could make monk units that could then be promoted to archers, hunters, axemen, mages, or whatever (any T2, 3 or 4), taking one to several early monk promotions with them but gaining no more monk abilities. Higher level monks would be excluded from this (these can still upgrade to T4 disciple units). There are some problems with this idea but I'm just trying to think of a way to diversify out the Elohim army without taking away from the monk... (don't worry, there won't be anything like this in the next patch)
 
New version 0.26! (will break saves)

This is pretty close to feature complete now, but I'll try to keep up with Orbis updates. I'll try to make a version for the next Leaders Enhanced, if Opera doesn't do it for me ;).

  1. [XML, py] Changes to monk promotion progression:
    • Removed Flurry of Blows, Evasion and Advanced Evasion (so now Perfect Self is reached at level 15 rather than 18)
    • Moved Tongue of Moon and Sun to come after Wholeness of Body and before Diamond Body (now level 8).
    • Purity of Body gets +30% resistance to poison
    • +1 attack for Ki Strike
    • +1 defense for Diamond Body
    • +1 attack for Quivering Palm (removed +1 defense for this promo)
  2. [py] Added alternate outcomes to dungeon/lair exploration based on promotion (bad option may trigger, but no ill effect and alternate message appears):
    • Still Mind: can't be crazed, enraged or demon possessed.
    • Purity of Body: can't be diseased.
    • Wholeness of Body: can't be mutated.
    • Diamond Body: can't be poisoned.
    • Abundant Step: can't be caged.
    • Timeless Body: can't be withered.
  3. [XML] Additions to Guardians of Holy Places civic:
    • changed AI weight to 300 (this seems to keep AI in this civic)
    • +50% war wariness
    • +2 culture per specialist
    • unlimited priest specialists
    • +1 happy for monastery
    (This may be too much, but I'm trying to make it a viable choice. Otherwise, I find myself always taking Aristocracy in preference to the -100% distance cost.)
  4. [XML] Changed DefaultUnitAI for monk to UNITAI_CITY_DEFENSE (I'm not sure, but I think this helps AI use monk as settler escort when they spawn)
  5. [py] Fixed Tongue of Moon and Sun so it isn't castable in one's own city
  6. [XML] Fixed text key for Peacekeeper (Peacekeeper was in but text still indicated Tolerant)
  7. [XML] Reliquary buildings don't give prophet GP points or culture anymore. Now only gives Holy Relic bonus(es) and Spirit Guide promo. (I thought the priest and culture were redundant with Guardian civic and corp bonuses from Holy Relic)
  8. [py] Tweaked settler/monk spawning again -- changes are to encourage aggressive UF claiming. Can occur near UF if all of the following are true:
    • UF is >4 tile rings (500 culture radius) from any Elohim city
    • If UF is owned, owning civ's closest city is >2 tile rings (10 culture radius) away
    • If water UF, there must be passable, unowned land within 4 tile rings
 
I released the new patch of Orbis today and it has ::setOriginalOwner() exposed. I'll bring your mod in LENA when you'll have updated it again ;)
 
hmm ... so since Orbis is now unusable (( no offense Opy )) i decided to try this mod and it's amazing, only thing i'm missing is possibility to upgrade from warrior to monk ... /:
 
arctincnightwolf,

See Monastic Training in changelog 0.27. Might be sort of what you're looking for. (I was trying to provide some interest to Elohim non-monk units and also to boost monastery.)

Edit: I guess I could also make warriors upgrade to monk. Seems logical since monk has become their primary fighting unit.
 
Updated to 0.27 (will break saves)

Sorry for the small update that is still Orbis 0.24C. I had two new things that were working well, so I thought I'd get them out before converting to Orbis E (or is it F now?).
I'll probably wait a day or two until some of the kinks are worked out of the new FFHf/Orbis? update.

  1. [XML, py] Added Monastic Training: This ability can be used by any non-monk unit (with unitcombat: melee, archer, adept, recon, mounted or disciple) in any city with a monastery (or national versions of monastery). The unit will receive monk level promotions in accordance with the unit's level, but only up to level 3 (for non-disciple units) or level 7 (for disciple units).
  2. [XML] Warriors can upgrade to monks (with tech prereqs of course)
 
It's E. But it will soon become F when I'll find how I can make graphics show up. But other than graphics (which affects the civ you're modding unfortunately), patch E is good enough to play.

Edit: Yay, 1600th post!
 
Great! Should be a fast update when F comes out. I'll just need to incorporate your setOriginalOwner() into my code (thanks for doing that!) and get ride of my python kludge that allows razing newly built cities (so the AI won't do that anymore).
 
Looking forward to it so I could make it LENA compatible for the next version ;)
 
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