UPDATE: Smoke seems to block the forest munching and cause tears to be held for a lot longer than otherwise. Accidently had myself 3 get stuck in a smoke forest and they kept producing Digesting Tears for some 80 turns.
Downloading. It might be helpful to have instructions in the civilopedia on how to play them, and their basics.
What I did for my custom civilization was create a "Frozen Concepts" page. Mine is still a WIP as I create new features and then document them there. You could create a "Dagda's Tears Concepts" page as well. It would be easy to do- CIV4BasicInfos.xml contains all of the FFH 2 concepts.
I really like this civilization, both the idea and implementation. I especially like the unconventionality- having an entity represented by a civilization, having made an unconventional civ myself.
What I did for my custom civilization was create a "Frozen Concepts" page. Mine is still a WIP as I create new features and then document them there. You could create a "Dagda's Tears Concepts" page as well. It would be easy to do- CIV4BasicInfos.xml contains all of the FFH 2 concepts.
I really like this civilization, both the idea and implementation. I especially like the unconventionality- having an entity represented by a civilization, having made an unconventional civ myself.
You could read the first 3 posts of this thread to help you. I haven't written pedia yet. I'll trey to do it after bug fixing.
def onCultureExpansion(self, argsList):
'City Culture Expansion'
pCity = argsList[0]
pPlot = pCity.plot()
pPlayer = gc.getPlayer(pCity.getOwner())
if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_TEARS'):
finalI = pCity.getCultureLevel()
if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_YOUNG_ROOTED_TEAR')) > 0:
if finalI > 2:
pCity.setNumRealBuilding(gc.getInfoTypeForString('BUILDING_YOUNG_ROOTED_TEAR'), 0)
pCity.setNumRealBuilding(gc.getInfoTypeForString('BUILDING_ADULT_ROOTED_TEAR'), 1)
if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_ADULT_ROOTED_TEAR')) > 0:
if finalI > 3:
pCity.setNumRealBuilding(gc.getInfoTypeForString('BUILDING_ADULT_ROOTED_TEAR'), 0)
pCity.setNumRealBuilding(gc.getInfoTypeForString('BUILDING_MATURE_ROOTED_TEAR'), 1)
[COLOR="Red"]if City.getNumRealBuilding[/COLOR](gc.getInfoTypeForString('BUILDING_MATURE_ROOTED_TEAR')) > 0:
if finalI > 4:
pCity.setNumRealBuilding(gc.getInfoTypeForString('BUILDING_MATURE_ROOTED_TEAR'), 0)
pCity.setNumRealBuilding(gc.getInfoTypeForString('BUILDING_ANCIENT_ROOTED_TEAR'), 1)
Should be "pCity.getNumRealBuilding(...".
Does the mod have issues with lots of options checked?
def spellAnalyzeForest(caster,iNum):
pPlot = caster.plot()
pPlot.setFeatureType(-1, -1)
pPlayer = gc.getPlayer(caster.getOwner())
eTeam = gc.getTeam(pPlayer.getTeam())
iTech = pPlayer.getCurrentResearch()
[COLOR="Red"]eTeam.changeResearchProgress(iTech, iNum, caster.getOwner())[/COLOR]
Found another bug. Dagda's Tear was analyzing a New Forest. The spell finished the same time I finished researching a technology. Thus, a C++ exception was caused when you tried to change my research progress, as I had no research progress. You might need an if statement here to check if you are researching anything in the first place.
Code:def spellAnalyzeForest(caster,iNum): pPlot = caster.plot() pPlot.setFeatureType(-1, -1) pPlayer = gc.getPlayer(caster.getOwner()) eTeam = gc.getTeam(pPlayer.getTeam()) iTech = pPlayer.getCurrentResearch() [COLOR="Red"]eTeam.changeResearchProgress(iTech, iNum, caster.getOwner())[/COLOR]
Okay, I just had a slight tactical epiphany I'd like to share. From food bonuses: Shame Tears. Hunt forests with em for a fast army assembly. Not only does this award you even more Wild Tears for cleaning and combat, but they in turn give lots more Digesting. But thats not all, since they're summoned, they're also empowered by the Shame Tear (which I hope is intended).
Currently getting "feature absorb" spam in the event log, not pretty =(
EDIT*: Could we get some details on how research really works?
Update: I just got back to that "too much bareland" dilemma again, but unpillaged Bareland does have the Dry Tear's root. Could you make this count as Tear roads aswell, but perhaps limit it to halved instead of 1/6 movement cost?
Update: I just got Mind I on a Shame Tear from munching a lizard ruin. Now I have great person generation with Inspiration building.
UPDATE: 3 villains confirmed among options
Flavour Start
Aggressive AI
Combat Log
The Jealousy tear is spelt wrong, at least when upgraded from wild.