Ngomele civilization, a modmodmod for Orbis

No, I don't think I must. Just do a BUILD_RANCH and check in the callback canBuild if another BUILD_RANCH is in the area. I think it's the way it's done now in Orbis pour pirate coves :)
 
Added the "carry food" mechanic. Using another callback, though...
I can see some dll changes that would be helpful:
Python on combat won, but for promotion. It is already in unitinfos, and I could use it a few time already. I doubt I can do it myslef though... Will see what can be done, or maytber someone else will code it (Xienwolf? :mischief:)
plot yeild change for specific terrains - basicaly adapting Jean Elcard code for terrains from civinfos. Same as above, and that would be the best solution for Ngomele, with some improvements for resources.
I am still not convinced for the no-improvement idea. Wonder how will it work for tolerant leaders and Decius...
Anyway, I will let you show it first, then test I will test it and only then say what do I think about it.

To do that, you have to resort to spells sadly. Which the AI doesn't understand.
Nope. Just canbuild callback in CvGameUtils. I already use it for forts and pirate coves - no spell for them in Orbis.

Edit: Opera was faster :)
And Valkrionn, it is disabled by default in PythonCallbackDefines.xml in FfH (but not in FF)
I forgot to enable it at first so decided to mention it just in case ;)
 
I can see some dll changes that would be helpful:
Python on combat won, but for promotion. It is already in unitinfos, and I could use it a few time already. I doubt I can do it myslef though... Will see what can be done, or maytber someone else will code it (Xienwolf? :mischief:)

Already in. Wasn't working right until the latest patch, but I've used it a few times already in Doviello+. The thing is useful as hell lol. <PythonPostCombatWon>

plot yeild change for specific terrains - basicaly adapting Jean Elcard code for terrains from civinfos. Same as above, and that would be the best solution for Ngomele, with some improvements for resources.
I am still not convinced for the no-improvement idea. Wonder how will it work for tolerant leaders and Decius...
Anyway, I will let you show it first, then test I will test it and only then say what do I think about it.


Nope. Just canbuild callback in CvGameUtils. I already use it for forts and pirate coves - no spell for them in Orbis.

Edit: Opera was faster :)
And Valkrionn, it is disabled by default in PythonCallbackDefines.xml in FfH (but not in FF)
I forgot to enable it at first so decided to mention it just in case ;)

So it is enabled in FF?
 
Already in. Wasn't working right until the latest patch, but I've used it a few times already in Doviello+. The thing is useful as hell lol. <PythonPostCombatWon>
Great! Guess the list in modder's guide was not updated recently. I will try to get it to Orbis, too.
So it is enabled in FF?
Yes, Scions use it for desert cottages
 
I can see some dll changes that would be helpful:
Python on combat won, but for promotion. It is already in unitinfos, and I could use it a few time already. I doubt I can do it myslef though... Will see what can be done, or maytber someone else will code it (Xienwolf? :mischief:)
plot yeild change for specific terrains - basicaly adapting Jean Elcard code for terrains from civinfos. Same as above, and that would be the best solution for Ngomele, with some improvements for resources.
I am still not convinced for the no-improvement idea. Wonder how will it work for tolerant leaders and Decius...
Anyway, I will let you show it first, then test I will test it and only then say what do I think about it.
Yes, PythonPostCombatWon would be useful for the Ngomele too. I would like to know if the safeRemove function is available in Orbis?

I didn't think about the Tolerant and Conqueror traits... Hm. This idea is definitely problematic :lol:
 
nice new picture Opera, whose is it?
BTW good to see more progress
any ETA?
 
I thought of a world spell that could be nice... a bit powerful perhaps.

Edge of Extinction

For 30 turns (scaled), everytime a unit of X race dies, all other units of same race within 3 tiles take 33 damage; 1 of them dies instantly.

I don't really know how to balance/prereq that.

--

I'm working on the spellcasters right now. I'm thinking about merging the arcane and divine lines together and about restricting usable mana to balance their unique spells. I've thought of some for now but not enough yet for what I plan.
 
?? Every time a unit of one race dies, all within range take damage, and one of them dies? Doesn't that mean that the one who was killed will then ALSO damage all units in range 33% and kill 1, which will then annihilate everything in mutual range of the previous 2? It just seems like the domino effect from hell if you hit a unit in a city or something...
 
?? Every time a unit of one race dies, all within range take damage, and one of them dies? Doesn't that mean that the one who was killed will then ALSO damage all units in range 33% and kill 1, which will then annihilate everything in mutual range of the previous 2? It just seems like the domino effect from hell if you hit a unit in a city or something...
Oops. Didn't think of that :lol:

Well, maybe only the damage then. With maybe a tiny chance of killing one unit, triggering effectively a domino effect which would most likely not be triggered again after that. But could the damages kill units? If so, that would cause even more deaths...
 
If I'm reading it right.. that would be a two-edged sword. What if a unit of YOUR race dies? Wouldn't it trigger it against his own people?

... Dude, actually, that would be a SWEET "No war" mechanism... They could fight but it would be DEADLY for a while and probably leave few survivors unless you used assassination warfare... and got really lucky.
 
If I'm reading it right.. that would be a two-edged sword. What if a unit of YOUR race dies? Wouldn't it trigger it against his own people?

... Dude, actually, that would be a SWEET "No war" mechanism... They could fight but it would be DEADLY for a while and probably leave few survivors unless you used assassination warfare... and got really lucky.
Yes, you're reading right. I think it would be a nice drawback.

However, I don't know how to implement it. I suppose I should use onUnitKilled but... I don't know how to link it to the worldspellcasting or to the time it should last.
 
.....If this were FF I'd say use an effect promotion with a postcombatwon tag, added to all Gnoll units by the worldspell, that will run the python.. Probably need a postcombatlost also, to run the dmg to Gnolls when a gnoll dies. Then again, I just love those tags. :lol: They're like magic, honestly... Allows you to do anything. :p
 
Yeah, too bad they aren't available in Orbis for the moment. However, for this spell, my idea was that any race unit dying anywhere in the world would trigger the effect. May be a bit too catastrophic, armageddonesque-whatever, though... :lol:
 
Well, not really that much harder to code... It'll be very harder to process for the game when casting the spell at turn 600 :lol:

I'm still progressing. Created the first Shur spell today :) I haven't yet decided how to meddle with the arcane/adept lines but I knew I would use this spell which just fit them. I won't say more about spells, keeping some surprises for the beta!

Anyway, I added quite a lot of promotions since the beginning... I think the Ngomele might turn off the players who don't like micromanagement. In the FF idea, I added some bits of equipment and to balance some useful abilities, I had to give them side effects. I hope it won't be to painful to play, especially late game when you'll have a bunch of units.
 
Anyway, I added quite a lot of promotions since the beginning... I think the Ngomele might turn off the players who don't like micromanagement. In the FF idea, I added some bits of equipment and to balance some useful abilities, I had to give them side effects. I hope it won't be to painful to play, especially late game when you'll have a bunch of units.

Slackers! Probably the same people that . .. .. .. .. .ed about the system in SM:AC! It's not like Civ is a real-time game! :p
 
Anyway, I added quite a lot of promotions since the beginning... I think the Ngomele might turn off the players who don't like micromanagement. In the FF idea, I added some bits of equipment and to balance some useful abilities, I had to give them side effects. I hope it won't be to painful to play, especially late game when you'll have a bunch of units.

Do not worry, I try to make Occam's Razor my second name, so you can count on me pointing out redundant features.
And cutting them ;) I like to cut, leaping from tree to tree! As they float down the mighty rivers of British Columbia!

:crazyeye:
 
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