New civ : Dagda's Tears

Good! Multi-day silence creates impatient fans ^^
 
To tell the truth it's the so "exciting" work of pedia writting which refrains me from releasing the v0.2 :)

Making fans is good, I'll try to release before the end of WE.
 
Well, ultimately it's your work we're craving I suppose, but staying in touch is ever so appreciated. Good news to hear.
 
Ok, V0.2 released.
I haven't finished with the pedia entries but there are more than before :)
Also more "buildings", and a better system for Organized Tears, 2 new ways of boosting research (one building and the Wild sacrificial spell), well, check the changelog on the first post for details, and please tell me about it ! :)
 
WOOOOT! *devours patch*
 
6] Allows for FF with Modular Python to be source of Tears installaton. [NOT WORKING!]

All you should need to do is check for the presence of the modular_python_marker.txt file and if it is present, delete it and restore the CvGameInterface.py and CvEventInterface.py from their respective .bak .(in Assets\python\entrypoints)
 
WooT! I just got a Boredom Tear in my starting city, though in wiki it says "requires Archery". Please add the unit to the info list on page one :o .

A thought here. While water is extra munchpower as it gives generating tears, it always feels somewhat disheartening to waste the water resources. Anything you can do when resource water tiles change to land tiles?

Edit: The Boredom tear is slightly huge.

Request: Event notification of Organized Tears melding with their new roots. Less confusion if one knows which one actually died. Pretty please!

Update: I just tried Implorbtion to cut out my Dagda, but not only the mountain ridge and one water tile was mashed and turned into digesting tears. All 8 squares around the cast location turned digesting. Is that intended?

Happy Thoughts: Free Organized Tear upon expansion! =D

Update: If Implorbtion (not castable by minions) refer to Shame spawns, it doesnt work. I can cast it with a Shame Wild Tear aswell.
 
WooT! I just got a Boredom Tear in my starting city, though in wiki it says "requires Archery". Please add the unit to the info list on page one :o .

It actually requires archery, except for the one generated by the Palace.


A thought here. While water is extra munchpower as it gives generating tears, it always feels somewhat disheartening to waste the water resources. Anything you can do when resource water tiles change to land tiles?

I'll think about something as it annoys me also.


Edit: The Boredom tear is slightly huge.

Yep :p

Request: Event notification of Organized Tears melding with their new roots. Less confusion if one knows which one actually died. Pretty please!

I'll see to it master ! :)

Update: I just tried Implorbtion to cut out my Dagda, but not only the mountain ridge and one water tile was mashed and turned into digesting tears. All 8 squares around the cast location turned digesting. Is that intended?

Yep. You should see that the sacrifice will greatly reduce your firepower after some turns.

Happy Thoughts: Free Organized Tear upon expansion! =D

Good.

Update: If Implorbtion (not castable by minions) refer to Shame spawns, it doesnt work. I can cast it with a Shame Wild Tear aswell.


Known bug, because the Tears are not minion but summons actually I think.
 
All you should need to do is check for the presence of the modular_python_marker.txt file and if it is present, delete it and restore the CvGameInterface.py and CvEventInterface.py from their respective .bak .(in Assets\python\entrypoints)

I haven't found out yet how to delete a single file after the copy in the installer.
 
Water Tile resource conversion: Dead Seafood? Rotten Seafood?
I dont know how to best do this, keep it simple, weird or have one translation for every sea resource. IMO Pearls are not of a biomass interest.

Edit:
Update: I just tried Implorbtion to cut out my Dagda, but not only the mountain ridge and one water tile was mashed and turned into digesting tears. All 8 squares around the cast location turned digesting. Is that intended?
Yep. You should see that the sacrifice will greatly reduce your firepower after some turns.

Well naturally, since I lost the Wild, but what concerns me now is....whats the purpose of blowing up a Love when you can do this with a Wild? I can understand if Wilds are meant for fast bridging/flattening, so they even out mountains and sea, but for raw production "burn", as in, for all 8(9?) tiles around, the Love should keep that to itself to give it more purpose. Then again, if there's no need for Organized Tears for a while, one can still build Loves. Just feels a bit weak when Wilds can do the exact same thing, and they're not as valuable, however you can still strategically blow an area up for more space without being range (time) limited.

Update: Are Shames supposed to create new T2 units from absorbing feature+resource land? Or is that the "multi-absorption bug"?
 
Water Tile resource conversion: Dead Seafood? Rotten Seafood?
I dont know how to best do this, keep it simple, weird or have one translation for every sea resource. IMO Pearls are not of a biomass interest.

I think I'll try to go on to tier 3 units first.


Well naturally, since I lost the Wild, but what concerns me now is....whats the purpose of blowing up a Love when you can do this with a Wild? I can understand if Wilds are meant for fast bridging/flattening, so they even out mountains and sea, but for raw production "burn", as in, for all 8(9?) tiles around, the Love should keep that to itself to give it more purpose. Then again, if there's no need for Organized Tears for a while, one can still build Loves. Just feels a bit weak when Wilds can do the exact same thing, and they're not as valuable, however you can still strategically blow an area up for more space without being range (time) limited.

True. Actually I thjink I will improve the Love spell to make it better as it costs a lot more and as you say is range limited.

Update: Are Shames supposed to create new T2 units from absorbing feature+resource land? Or is that the "multi-absorption bug"?

No, that's the other bug which I thought solved and will check again. Not normal in any case.
 
I've tried this mod and it's fun and unique :). I felt like I'm playing a game of Go :D.

In what way does it feel like Go? I could understand if it felt like a game of goo...
 
Right, a few thinkers here. Given the versatile mobile troop production I think a nerf should be called for Shames. 6 defense mobile, 8 defense on roots and the ability to bring a long its own regiment of wilds is a tad too much for the starters.

Now there is another thing with the new Organized Tears that is also quite crazy. One can bring an O tear to enemy borders, plant a root, and zerg em with Lusts. As it stands, one can harass an enemy by munching up all their forests, and use Wilds which early on are quite decent with their 4 def to occupy enemy territor. With that in mind I dont think this civ should have a good offensive capacity far away from home. My proposal is to limit Cry to friendly territory.

Some could argue to requiring cities for offensive strategies early which more or less demands Lusts is too much, but as I said, the Tears are <VERY> well equipped on the defense side. The swap here is that one would require a heart near enemy territory, and even if they have a time limit, the new Organized Tears allow for much faster focused rooting and thus one can go for a "tentacle tactic". Building a directed root road to the enemy lines, and then just have the Love rush through and plant next to the enemy.

Another argument from my side is that with the new Organized Tear mechanic the Tears expand faster early on which could make the current available tactic stupidly easy. Take an O Tear and a few wilds, go harass the enemy, then just bombard with Lusts and move in with Wilds.
There is plenty of offensive capacity to go around in less wonky manners later in the game once a combat T2 unit has been unlocked aswell.

*Update of thought: On the topic of Shames Wilds and Implorbtion. As it goes now, the Shame Wilds are more powerful as a result of getting the extra strength depending on the Shames Combat promotion level. On a "relative realism" side, I'd like to think that the Shames have a bit more fighting intelligence, and thus they spawn more powerful Wilds. However, why would these Wilds not be able to use Implorbption? Do they lack the knowledge because they were not born connected to a heart and have that "intelligence" exchanged with greater fighting skills? Couldnt they learn Implorbption when they reconnect to a Hearts rooting?
I think the sum of this is that it would be simple to maybe just let them have Implorbption. This is of course if you meant summons in the term minions aswell O.o

Update: Peculiar event, I just had ice appear on bareland, rendering it impassible.
 
I've tried this mod and it's fun and unique :). I felt like I'm playing a game of Go :D.

Happy you like it.

Now there is another thing with the new Organized Tears that is also quite crazy. One can bring an O tear to enemy borders, plant a root, and zerg em with Lusts. As it stands, one can harass an enemy by munching up all their forests, and use Wilds which early on are quite decent with their 4 def to occupy enemy territor. With that in mind I dont think this civ should have a good offensive capacity far away from home. My proposal is to limit Cry to friendly territory.

Another argument from my side is that with the new Organized Tear mechanic the Tears expand faster early on which could make the current available tactic stupidly easy. Take an O Tear and a few wilds, go harass the enemy, then just bombard with Lusts and move in with Wilds.
There is plenty of offensive capacity to go around in less wonky manners later in the game once a combat T2 unit has been unlocked aswell.

Are you my mind-mirror :thumbsup:? I was thinking this exactly, and wondering how to set it (friendly territory only for Lust)

Right, a few thinkers here. Given the versatile mobile troop production I think a nerf should be called for Shames. 6 defense mobile, 8 defense on roots and the ability to bring a long its own regiment of wilds is a tad too much for the starters.

*Update of thought: On the topic of Shames Wilds and Implorbtion. As it goes now, the Shame Wilds are more powerful as a result of getting the extra strength depending on the Shames Combat promotion level. On a "relative realism" side, I'd like to think that the Shames have a bit more fighting intelligence, and thus they spawn more powerful Wilds. However, why would these Wilds not be able to use Implorbption? Do they lack the knowledge because they were not born connected to a heart and have that "intelligence" exchanged with greater fighting skills? Couldnt they learn Implorbption when they reconnect to a Hearts rooting?
I think the sum of this is that it would be simple to maybe just let them have Implorbption. This is of course if you meant summons in the term minions aswell O.o

ok, for Shame and Passion the current system is not what I planned, because I could not successfuly implement it yet. Here is what I would like:

Shame:
Can invoke 1 Wild per level
Shame would receive bonus (XP) and give str to minions.

Passion:
It could enslave other Tears (one per level), rendering them immobile and fragile, but granting Passion big bonus (str). This way one could weaken passion by killing its dependances.

Update: Peculiar event, I just had ice appear on bareland, rendering it impassible.

:faint:
 
Doesnt a promotion-link to the Cry ability work? I know that you're ranging alot of promos now but one that allows Cry, rather than Tear Symbiosis that requires both root and friendly territory can work?
 
Doesnt a promotion-link to the Cry ability work? I know that you're ranging alot of promos now but one that allows Cry, rather than Tear Symbiosis that requires both root and friendly territory can work?

Read the changelog :) It's working :D
 
I like those patch notes <3

Edit*: Cry isnt mentioned in the notes O.o
Im soooooo gonna munch sea with Loves!
 
The Immune System is missing a button, so when I try to build it in one of my cities, I get a CTD (as well as python exceptions when I look at it in the pedia).

That's the only error I found.
 
v0.2.1 released
(haven't corrected the button yet!)
 
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