I can see some dll changes that would be helpful:Added the "carry food" mechanic. Using another callback, though...
Nope. Just canbuild callback in CvGameUtils. I already use it for forts and pirate coves - no spell for them in Orbis.To do that, you have to resort to spells sadly. Which the AI doesn't understand.
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?)
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![]()
Great! Guess the list in modder's guide was not updated recently. I will try to get it to Orbis, too.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>
Yes, Scions use it for desert cottagesSo it is enabled in FF?
Yes, PythonPostCombatWon would be useful for the Ngomele too. I would like to know if the safeRemove function is available in Orbis?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?)
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.
It's a picture by Mingchuan Wang that I found on the CGSociety. It represents a certain Xiao Qiao, a Chinese lady from the Three Kingdoms period. I might create a great person with her artnice new picture Opera, whose is it?
BTW good to see more progress
any ETA?
Oops. Didn't think of that?? 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...
Yes, you're reading right. I think it would be a nice drawback.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.
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.