[Module] Mekara Order

I've notices with the terraforming spells the Overseers have, you have to move the Overseer off the stack for the slugas to lose the held promotion. I think the problem is that they gain two promotions, both hold, and only one has a time limit.

That's the issue, though; they only gain one (or, at least, they are supposed to only get one), which fires the python script that creates the forest when it disappears.

Basically, the spell gives the Overseer a promotion, with a 2 turn time limit, that passes another promotion to the commanded Sluga. This promotion disappears when the Overseer's promotion does, and triggers the python script that creates the forest when it does.

I won't be able to test this until tomorrow, but from looking at the XML, I don't see why there would be a problem.
 
It's supposed to be just level 10 and Divine Essence. I'll check it out.

Edit: Confirmed; the only other requirements are that he must be in a city, and that he hasn't cast a spell that turn.

Huh? No, I have both requirements, he is level 14, Divine essence, he is in a city and he hasn't casted any spells.

The ascention is a spell? Or a normal upgrade button?

EDIT: Sorry, I've mistaken ascention with Spring. I think you should make it another button picture, since Korgayle can gain those spells, it can confuse you.

EDIT: !! Huh? Is he supposed to lose ALL his promotions and start from level 1 when you promote him?
 
It's a spell. Only way I could wipe him of promotions and XP when he upgrades.
 
Indeed. Basically, the reason I added that bit to the lore and mechanics, is that I wanted to make it possible to make any unit into an Ascendant. Letting them keep any and all promotions when they make the transition would make it much easier to make something ridiculously overpowered.

I suppose I did forget to include the equipment promotions as exceptions. I'll work on that; they should stay.
 
Huh, and that's where my Korgayle went: He had Phoenix Blood, after I ascended him I noticed that the original Korgayle was resurrected on my capital. Now I have another Korgayle that I can ascend.

EDIT: The same can happen with any unit with Phoenix Blood.
 
...

Ok, that's not supposed to happen. :p

I'll have that fixed, too.
 
I suppose I did forget to include the equipment promotions as exceptions. I'll work on that; they should stay.

Might also want to except Vampirism/Lifedrinker, given the way Lifedrinker works.
 
Might also want to except Vampirism/Lifedrinker, given the way Lifedrinker works.

Yeah, maybe. After all, not like you can't just reapply them once the Ascendant reaches level 6.
 
Ok, new version. Hope I didn't break anything. :p

Changelog - v1.03
  • Ascension now preserves Vampire, Lifedrinker (including the strength from kills) and all equipment promotions (artifacts, that is; not master building stuff)
  • Ascension now has a new icon
  • The Overseer's terraforming spells should now be removed after the duration is done; they should no longer be held forever
 
Oh. Pacifist needs those chamges. Seems like an interesting module.
 
What does Conduct Experiments (Shaper ability, requires Slave and a city) do? There's no 'pedia entry.

When Agents use their Shroud ability but don't leave the city until it wears off, they remain Hidden Nationality until they leave your cultural borders.

Possible I'm missing something, but Corgayle has both Channeling I and II and still can't learn any spells. Maybe because he's a Recon unit?

General tips: Do not rush Sluga. Build 2-4 Overseers ASAP, but use Familiars under them for development. When you get slaves from barbarians, turn them into Sluga and switch them out with the familiars. Sluga workrate is pretty much untouchable after a while - I believe two + Overseer can actually build two roads over flat terrain a turn - but they take a long time to build and you don't need that kind of workrate until you're expanding past your third city.

Don't start Recon until you're ready to go for Poisons. You can't get Subdue Animal, which is excruciatingly painful, and your Bounty Hunters are attack dogs rather then explorers - much better off using Adepts with Metamagic 1.

Best civic: Scholarship. Slaves are Specialists. I am strongly reconsidering my "Arcane past KOTE is optional" stance due to this. After burning through twenty slaves' worth of Khazad civilization with Corgayle and a Caretaker Matron (Corgayle had like -40% healing from a lair mutation, and Matrons are great for guarding between rounds) I was in love.

Look for cities that have good food resources and native commerce. If you let your neighbors grow for a while - you can actually just stomp with Corgayle, see below - you can farm them for slaves that will cover your production (and, in the lategame, research) needs quite adequately.

Consider your strategy when you pick your leader. Zaria picks up Agents alongside Corgayle, has a legitimate reason to go for Medicine (before which is Sanitation, a key component of useful cities), and has an extremely strong trait for you (your Overseers benefit from Charismatic way more then vanilla workers, and it's just as useful for your heroes and commanders as it is for everyone else's - also, mages). Mysticism, Crafting, KOTE, whatever resource techs you need, Poisons, Medicine is a good default path; once you get Corgayle, consider killing your nearest neighbors to get some breathing room until the lategame. Agents are hard to farm, but it's important to do so. Post-Medicine you can go for Slave Hunters, Adjuncts, or up the Arcane line as you choose, but nothing's in easy reach.

If you like challenges/masochism, Zaria is capable of an Altar victory if you pick up Philosophical and a religion. It's just not terribly functional (I like Order for her what with all the health I get access to from going Medicine, but that's after everything else) since nothing you want is on the religious path and you can get vampire candystripers anyway.

Jamal pairs the largely worthless Arcane trait with the very useful Philosophical trait; his strategy is identical to Zaria's except he pops Alteration with his second Sage and charges up the Arcane line. When you first get Karas and your worldspell, you can pop it (minimum of three Slave/Sluga to convert) and win right there. If you don't, you'll need to get access to metals for your Sluga and tons of mana for your Shapers. For the metals, you can cheat by using Dowsing + the absurd workrate of Sluga to get access just long enough for equipment promotions. Or, throw arcane techs at the AI for the metal line - be relatively sure you can get the arcane wonders first. You need one High Mage with Force III and Body III and as many Body nodes (+1 Force node) as you can get; I don't know if having these things improves your chances of GOOD mutation (IT SHOULD) but more effects is generally better, since you're already weighted for positive (so I hear). Now stack these things together - Karas + Behemoths + Mithril (Iron, more likely) + Aspect of the Berserker should be sufficient for whatever awaits you.

Mages are traditionally very hard to farm, and Corgayle doesn't make it easier (neither do Agents) since he kills the weaklings first. For this reason, and because it helps out Aspect of the Berserker anyway, consider going Force II - ranged attack XP is awful, but it's better then nothing and it's steady. In fact, if you're in no danger from a civ/barbarian city/goblin outpost, consider parking the mage and a defensive unit (like a GC with a fort) and just ranged attack/skip turn forever. A Great Commander with Arcane Student I & II is also nice. It's more of a concern for you then other civs since you want two spheres up to rank III very quickly, instead of being able to just cruise along with Spectres or Fireball.
 
What does Conduct Experiments (Shaper ability, requires Slave and a city) do? There's no 'pedia entry.

When Agents use their Shroud ability but don't leave the city until it wears off, they remain Hidden Nationality until they leave your cultural borders.
I'll look into the Shroud issue.

Conduct Experiments is supposed to give a temporary promotion that gives a high passive XP gain. Not sure if it works properly, though.
Best civic: Scholarship. Slaves are Specialists. I am strongly reconsidering my "Arcane past KOTE is optional" stance due to this. After burning through twenty slaves' worth of Khazad civilization with Corgayle and a Caretaker Matron (Corgayle had like -40% healing from a lair mutation, and Matrons are great for guarding between rounds) I was in love.
Unintended, actually, but if it's not too OP, I guess it's not that bad. (It will go away if I manage to add production to buildings directly, though)
You need one High Mage with Force III and Body III and as many Body nodes (+1 Force node) as you can get; I don't know if having these things improves your chances of GOOD mutation (IT SHOULD) but more effects is generally better, since you're already weighted for positive (so I hear). you.
You're not really weighted for positive, but each mana does decrease the chance of bad results as well as add another effect.
 
Slave specialist shouldn't be in anymore. If you still have them, delete the Mekara module and install the newest version instead.

This is the safest way of updating modules anyway.
 
Slave specialist shouldn't be in anymore. If you still have them, delete the Mekara module and install the newest version instead.

This is the safest way of updating modules anyway.

Ha! I think it is YOU who must delete YOUR module, good sir! They were taken out for either 1.01 or 1.02, but they're back now that he fixed the city interface.

(It will go away if I manage to add production to buildings directly, though)

Check out the code for the Monument and Elder Council events, which add properties directly to the building and can stack.


You're not really weighted for positive, but each mana does decrease the chance of bad results as well as add another effect.

Good to know. The 'pedia said it was safer then regular mutation but not how that works; this is helpful knowledge. Any chance we could get percentages? (Base positive/negative chance, modification per mana)
 
Ha! I think it is YOU who must delete YOUR module, good sir! They were taken out for either 1.01 or 1.02, but they're back now that he fixed the city interface.
No, i'm pretty sure the are not supposed to be there.

1) It is nowhere stated in any changelog that he added them back.
2) The file where you define specialist is not there in the latest version. There should be a Mekara_CIV4SpecialistInfos.xml file in Mekara/GameInfo, but the folder GameInfo doesn't even exist.
3)I'm pretty sure he can't add them back, because the problem is not something he can fix easily and depends on the rife team to do something about.
4) I chat with him almost daily. The specialist is not supposed to be there. He said so himself.
 
Ha! I think it is YOU who must delete YOUR module, good sir! They were taken out for either 1.01 or 1.02, but they're back now that he fixed the city interface.

Check out the code for the Monument and Elder Council events, which add properties directly to the building and can stack.

Good to know. The 'pedia said it was safer then regular mutation but not how that works; this is helpful knowledge. Any chance we could get percentages? (Base positive/negative chance, modification per mana)

They actually were taken out; I added them back as Citizens until I find a better way to add them.

The Monument and Elder Council are both done in Events, and in the DLL I think. I'm not really at home with either, so it's not really an option at this time.

And the percentages are fairly simple.
Spoiler :

Basically, effects are divided into five categories:
  • Aspected Bad effects
  • Generic Bad effects
  • Generic Good effects
  • Aspected Good effects
  • Aspected Special effects

It rolls a 1d100 (a number between 1 and 100, essentially), and adds the number of the relevant mana you have to it, and this number then determines what you get:

  • 1 -> 19 - No effects whatsoever
  • 20 -> 44 - Aspected Bad
  • 45 -> 59 - Generic Bad
  • 60 -> 74 - Generic Good
  • 75 -> 99 - Aspected Good
  • 100 and above - Aspected Special
So each mana makes good results more likely by moving up the scale; having 20 mana will ensure that you'll always get an effect, for instance. Note that the chance of getting the 'special' is the one that is increasing all the time (I might look this over; it's a fairly simplistic model, and might be too easy to game).
 
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