[Module]Elohim+

Sephi

Deity
Joined
Jan 25, 2009
Messages
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This module is included in Wildmana by Default (version 6.5). Since it uses Python it is not fully modular yet and can't be removed easily.

Goals:
Make Monks stronger
encourage Elohim to guard Unique Improvements

Civtrait: Monastic Life
  • Elohim have a Purity counter (values between 0 and 100)
  • Monks gain Strength and special Abilites (movement, magic resistance, etc.) from a high purity counter
  • A high purity counter decreases the Armageddon Counter
  • Purity Counter is increased by religios Buildings, access to good mana, Unique Features in Territory and Pacifism Civic
  • As game goes on, it gets harder to achieve a high purity counter

Leaders:
  • Einion (spiritual, philosophical)
  • Ethne (spiritual, creative, defender)
  • Thessalonica (organized, defender, tolerant)
  • Meelais (financial, Emergent)

Unique Buildings:
  • Reliquary: increases purity counter
  • Oracle of Sirona: (replaces Pagan Temple), increases purity counter, bonus XP to disciple units
  • Archives: (replaces library) +35% research
  • Abbey: (requires 4 Oracle of Sirona), increases purity counter
  • Minster: national wonder, increases purity counter, requires Righteousness, 2 Abbeys.

Unique Units:

  • Hospitalier: replaces Paladin, can cast Heal
  • Monk: gains Special Abilites and higher strength from high purity Counter
  • Devout: same as base FFH

Tweaks:
Corlindale starts with Force1

thanks to FF team, Rystic, Ahwaric , Opera, Valkrionn for ideas/code
 
Dredging up an old thread...

So, I've tried playing the Elohim - where, exactly, IS the purity counter? I can build the new buildings and all, but I can't see that it's really affecting anything.

Also, I noticed the XML file from FF that is linked to the Elohim getting traits and other benefits by owning unique features? Is that coming to Wildmana? :please:
 
Hospitaliers can use metal weapons, while the paladins can't. Is that intentional?
 
Dredging up an old thread...

So, I've tried playing the Elohim - where, exactly, IS the purity counter? I can build the new buildings and all, but I can't see that it's really affecting anything.

Also, I noticed the XML file from FF that is linked to the Elohim getting traits and other benefits by owning unique features? Is that coming to Wildmana? :please:

Just played my first game as the Elohim.

I noticed a % counter in the upper left near the list of mana. It has a shield Icon near it. I believe that is the Purity Counter.

As it has gone up I noticed my monks getting special promotions. Not choices when they level up, just new ones that appeared by themselves. Right now I have 2. they add +1 movement and bonus damage vs demons and protection from fear, things like that.

However since I play no settlers I have only 3 cities. so it is not easy for me to raise my purity counter very high. I assume the higher I get it the more promotions will appear.

Can the counter go down? or does it only get harder to raise?
 
However since I play no settlers I have only 3 cities. so it is not easy for me to raise my purity counter very high. I assume the higher I get it the more promotions will appear.

Can the counter go down? or does it only get harder to raise?

Yes you get more promos if the P-Counter goes up, one of the positiv passiv effects is that it is lowering the AC.

Lowering the P-counter is possible but i cant remember what exactly do that (raising the Armageddon counter is lowering it iirc)

But as i thougth about it, in my last elohim game; i upgradet my monks to paladins - they keep all the promos, very nice *G*
 
The purity counter and the Monastic Life trait don't appear to be present in my current Elohim game (v7.20 + hotfix).

The various buildings that add to the purity counter are there and can be built, but there is no sign of the actual counter on the main screen that I can see. The trait isn't listed as part of the Elohim civilization in the civilopedia.

Is the missing counter a bug or might a game setting (or something else) be preventing its appearance?

Was the Monastic Life trait removed or has it simply not been added to the documentation yet?
 
Jasper, no it works fine. I had the same problem as you at first, but it appeared later on in the game next to the mana on the top left of the screen. Just give it time, and make sure you are in pacifism. It definately worked in the latest version of wildmana for me anyway.
 
i have two questions:
first how do you raise the counter to 100?
i only got it to 85 with:
-all buildings build that raises the counter in every city i have
-pacifism
-4 law mana; 4 life mana; 3 mind mana (or was it spirit) ... some other good mana (what ever that is i got 1 enchantment 2 body 1 spirit)
-0 armageddon counter

and second, what are the boni for the monks in total?
i got: +1 movement; ki-strike; immune to enrage and similar mind controlling abilities; magic resitance


all in all i really enjoyed the game with the elohim i wish monks would have chanaling 1 so that they could slowly gain xp with spiritual leaders. they gain potency but this will not give them an advantage.
 
to get the counter to 100 you need more unique features. Every unique feature you protect increases the purity counter by a few points.
 
would it be possible to give a Elohim city no maintenance costs if it has a unique feature in the BFC? that way one could build far away cities to control unique features, without crippling costs.
 
you could add a courthouse like building and then add it to a city via a python doturn event.
 
Found a bug and all though it could have been me, since I did change some stuff I don't think so. If you look at CvFFHPLUS.py you see
Spoiler :
PHP:
#State Religion Modifier
		iRelMod=0
		if pPlayer.getStateReligion()==gc.getInfoTypeForString('RELIGION_THE_ORDER') or pPlayer.getStateReligion()==gc.getInfoTypeForString('RELIGION_THE_EMPYREAN'):
			iRelMod=100
		if pPlayer.getStateReligion()==gc.getInfoTypeForString('RELIGION_RUNES_OF_KILMORPH'):
			iRelMod=50

However if your religion is not any of these things listed above there is a slight issue.
if you look at
Spoiler :
PHP:
iPurity*=iRelMod
		iPurity/=100
you will probably notice your multiplying by zero, which as you can figure out keeps the purity counter at zero. I think iRelMod should be 100 like the other variables and religion should be += 100 and 50 respectively. Again this could be my fault I may have accidently changed it myself and not remember it, however I don't think so. Anyone want to look in to it please?
 
You have to follow one of the three "good" religions to have any purity counter at all. It seems logical and I'm sure it is intended that way.
 
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