[Module] Mekara Order

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).

Actually, really wouldn't be that hard. You have the EventTrigger require a specific buildingclass (check the monument), though this part isn't too necessary as you fire the event from python.

The only part you really need is the event option, the important part of which is:
Code:
			<BuildingExtraYields>
				<BuildingExtraYield>
					<BuildingClass>BUILDINGCLASS_MONUMENT</BuildingClass>
					<YieldType>YIELD_FOOD</YieldType>
					<iExtraYield>2</iExtraYield>
				</BuildingExtraYield>
			</BuildingExtraYields>

Code:
iEvent = CvUtil.findInfoTypeNum(gc.getEventTriggerInfo, gc.getNumEventTriggerInfos(),'EVENTTRIGGER_MIRROR_OF_HEAVEN_ELOHIM')
			triggerData = pPlayer.initTriggeredData(iEvent, True, -1, pCaster.getX(), pCaster.getY(), -1, -1, -1, -1, -1, -1)



The main drawback is now you have to click the event popup every freaking time you use the spell. :lol:

I'll look at adding the capability to spells.
 
Actually, really wouldn't be that hard. You have the EventTrigger require a specific buildingclass (check the monument), though this part isn't too necessary as you fire the event from python.

The only part you really need is the event option, the important part of which is:

-snip-

The main drawback is now you have to click the event popup every freaking time you use the spell. :lol:

I'll look at adding the capability to spells.

Thanks, that would be a very useful thing to have available.

The popup might and might not be an issue; it could allow for slaves to be settled into different industries (and therefore giving different bonuses; wealth, production etc...), but it could be very annoying anyway.
 
If the code could be added to spells, it would be more useful, because there wouldn't be any pop-ups, but you could always give options on the pop-up, to give different yields if you wanted to :)
 
If the code could be added to spells, it would be more useful, because there wouldn't be any pop-ups, but you could always give options on the pop-up, to give different yields if you wanted to :)

Very true; but if events could be made to be triggered with spells, and fire without popups, it could probably make even more things available to us modders.
 
Very true; but if events could be made to be triggered with spells, and fire without popups, it could probably make even more things available to us modders.

Yeah, that would be incredible :)
I can't think of many uses at the moment though :(
 
I already tried that, actually; I had the Sluga commander as a Commander UU. It didn't really work out. Much too easy to get them, too many sitting idle, etc...

Plus, they essentially made the Combat Overseers useless (since you had enough of the better Sluga Commanders to never have to build a regular one), and that's really not a good thing.
 
cosmetic issue :
the mekaran healer lvl2 unit (well not healer but kinda medic, with vampiric if upgraded):
1st level has "mekaran order" as prereq. but the second one (upgrades form a lvl 4?6?) doesn't have "mekaran order" as prerequiste so, while the first one doesn't appear on the tech tree for other civs, the second one does.
 
cosmetic issue :
the mekaran healer lvl2 unit (well not healer but kinda medic, with vampiric if upgraded):
1st level has "mekaran order" as prereq. but the second one (upgrades form a lvl 4?6?) doesn't have "mekaran order" as prerequiste so, while the first one doesn't appear on the tech tree for other civs, the second one does.

Much like the Agent and Adjunct, that is caused by the method I had to use to make it exclusive to Zaria. The Caretaker is a general unit available to all Mekara leaders, but the Matron isn't.

And it's not quite that simple, Iskar Jarak. The Mekara have a fairly weak military as it is; without the Battle Sluga, which are essentially the backbone of their forces, they wouldn't be able to handle much.
 
Ok.
If you knew about it it's ok.
It's just that its a bit strange :D
But can't you add to these units "mekaran order" as an additional prerequiste ?
(my question is : would adding a prerequiste really blotch things up ?)
Well, maybe you can't. I suppose it is due to the way you made the thing.. And if you could, you'd had done differently :D
 
Ok.
If you knew about it it's ok.
It's just that its a bit strange :D
But can't you add to these units "mekaran order" as an additional prerequiste ?
(my question is : would adding a prerequiste really blotch things up ?)
Well, maybe you can't. I suppose it is due to the way you made the thing.. And if you could, you'd had done differently :D

Well, I probably could do it. I just didn't see it as that big a problem, since if I recall correctly the strategy/description text is pretty clear that it's a Zaria UU. <shrugs>

I'll have a look at it again, I guess.
 
Strategy maybe tell it.
On the other hand, when you surf on the tech tree... you see a strange unit ..
oh. cool ! I didn't knew about that one ! It may have been added in 1.3 !
and only when you try to see how you get the buildable unit in order to upgrade from it do you see that it's mekaran only.
If it can't be done it can't.
But if it can be done... It is always better to have units that aren't available to your civ to not be represented on the tech tree so as not to clutter it :)
 
Strategy maybe tell it.
On the other hand, when you surf on the tech tree... you see a strange unit ..
oh. cool ! I didn't knew about that one ! It may have been added in 1.3 !
and only when you try to see how you get the buildable unit in order to upgrade from it do you see that it's mekaran only.
If it can't be done it can't.
But if it can be done... It is always better to have units that aren't available to your civ to not be represented on the tech tree so as not to clutter it :)

It's done. Quick and easy fix due to some other changes I've made since I set that up. It'll be in the next version.
 
Playing as Xivan, i usurped a couple of Mekara cities and ran into issues with slaves:

* Captured slaves (by non Mekara units), don't seem to be usable for slugas/gladiators.
* Bought slaves (though the smuggler ring), don't seem to work, either.

I attached a save in case i did something wrong. Bought and captured slaves are named accordingly. ;)
 

Attachments

Playing as Xivan, i usurped a couple of Mekara cities and ran into issues with slaves:

* Captured slaves (by non Mekara units), don't seem to be usable for slugas/gladiators.
* Bought slaves (though the smuggler ring), don't seem to work, either.

I attached a save in case i did something wrong. Bought and captured slaves are named accordingly. ;)

Can't load saves, for some reason. Annoying, but irrelevant in this case. I know what the issue is: I've deliberately removed the ability to create Sluga units for anyone aside from the Mekara (that is, incidentally, why the Combat Overseers aren't available either). You can build regular Sluga, but any Battle Sluga is unavailable.

The Gladiators I didn't intend to block, but it seems I failed to take Tolerant/Warlord into account.

I'll see what I can do about it.
 
Does the cost for making a Behemoth scale with gamespeed? Because in a Marathon game, having an income of 30 (not hard) and 4 cities with decent production making slugas means a behemoth every 10 turns, which can be a frightening prospect if you're the other team.
 
Does the cost for making a Behemoth scale with gamespeed? Because in a Marathon game, having an income of 30 (not hard) and 4 cities with decent production making slugas means a behemoth every 10 turns, which can be a frightening prospect if you're the other team.

You know, I have no idea about that...

I'll have to investigate! Thanks for bringing it up. :p

Still, it shouldn't be a catastrophe; if you have four or more, you can't cast the spell (hmm, did I forget to add that piece of info?).
 
You know, I have no idea about that...

I'll have to investigate! Thanks for bringing it up. :p

Still, it shouldn't be a catastrophe; if you have four or more, you can't cast the spell (hmm, did I forget to add that piece of info?).

Behemoth wave tactics. They get no xp, so individually, they're worthless, and therefore expendable.
 
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