Ngomele civilization, a modmodmod for Orbis

:lol: It shouldn't reach this size. It's just the changelog that is larger every day.
 
Is it intended that Ngomele can only build pastures on grassland? It reely weakens their economy until they get vitalize.
 
Or if you spawn in grassland. The thing is that they really have commerce issue. I don't know about you but I had trouble making my research go up in my games... I used specialists but cottages are missing a lot I think. And I couldn't bring me to allow pasture on plains... the bonus would be so huge, on every tiles?
 
Spoiler CvEventManager / first line:2273 :
Code:
iBaseFood = 2
CvUtil.pyPrint('Base food is %d'
  %(iBaseFood))
iFood = iBaseFood + CyGame().getSorenRandNum(6, "Nga EyeEater")
CvUtil.pyPrint('\nFood is now %d'
  %(iFood))
pAttacker = pCity.getOwner()
eTeam = gc.getTeam(pAttacker)
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_ANIMAL_HUSBANDRY')):
  iFood += 2
  iFood += CyGame().getSorenRandNum(5, "Ngomele")
  CvUtil.pyPrint('\nThanks to Animal Husbandry, food is now %d'
    %(iFood))
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_TRACKING')):
  iFood += CyGame().getSorenRandNum(5, "Ngomele")
  CvUtil.pyPrint('\nThanks to Tracking, food is now %d'
    %(iFood))
#if iAttacker.isHasPromotion(gc.getInfoTypeForString('PROMOTION_NGOMELE_HUNTER')):
#  iFood = iFood * 1.2
if unit.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_BEAST'):
  iFood = iFood * 2
  CvUtil.pyPrint('\nThis thing is huge! Food is now %d'
    %(iFood))
if unit.getOwner() == pAttacker:
  if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_DEADGNOLLS_COPSE')) > 0:
    iFood = int(Food * 0.3)
    CvUtil.pyPrint('\nWe have to bury them, food is now %d'
      %(iFood))
  else:
    iFood = int(iFood * 0.6)
    CvUtil.pyPrint('\nThe copse awaits them! Food is now %d'
      %(iFood))

correct me, if i'm wrong - when unit dies near Ngomele city there's 50% chance to get food and
if player has Animal Husbandry - more food
if player has Tracking - more food
if defeated unit was beast - more food
if in city is Deadgnolls copse (Mages guild equivalent) - less food
so it's not good to build Deadgnolls copse in border cities or build Catacombs Libralus, right?
 
Or if you spawn in grassland. The thing is that they really have commerce issue. I don't know about you but I had trouble making my research go up in my games... I used specialists but cottages are missing a lot I think. And I couldn't bring me to allow pasture on plains... the bonus would be so huge, on every tiles?

They would get one more hammer...if it's thay much of a problem, then they should loose to +1:food: on plains. I had to restart 3 games, because every time, about half of the land tile in sight were plains or marshes or hill, none o which caould be used.
 
Spoiler CvEventManager / first line:2273 :
Code:
iBaseFood = 2
CvUtil.pyPrint('Base food is %d'
  %(iBaseFood))
iFood = iBaseFood + CyGame().getSorenRandNum(6, "Nga EyeEater")
CvUtil.pyPrint('\nFood is now %d'
  %(iFood))
pAttacker = pCity.getOwner()
eTeam = gc.getTeam(pAttacker)
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_ANIMAL_HUSBANDRY')):
  iFood += 2
  iFood += CyGame().getSorenRandNum(5, "Ngomele")
  CvUtil.pyPrint('\nThanks to Animal Husbandry, food is now %d'
    %(iFood))
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_TRACKING')):
  iFood += CyGame().getSorenRandNum(5, "Ngomele")
  CvUtil.pyPrint('\nThanks to Tracking, food is now %d'
    %(iFood))
#if iAttacker.isHasPromotion(gc.getInfoTypeForString('PROMOTION_NGOMELE_HUNTER')):
#  iFood = iFood * 1.2
if unit.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_BEAST'):
  iFood = iFood * 2
  CvUtil.pyPrint('\nThis thing is huge! Food is now %d'
    %(iFood))
if unit.getOwner() == pAttacker:
  if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_DEADGNOLLS_COPSE')) > 0:
    iFood = int(Food * 0.3)
    CvUtil.pyPrint('\nWe have to bury them, food is now %d'
      %(iFood))
  else:
    iFood = int(iFood * 0.6)
    CvUtil.pyPrint('\nThe copse awaits them! Food is now %d'
      %(iFood))

correct me, if i'm wrong - when unit dies near Ngomele city there's 50% chance to get food and
if player has Animal Husbandry - more food
if player has Tracking - more food
if defeated unit was beast - more food
if in city is Deadgnolls copse (Mages guild equivalent) - less food
so it's not good to build Deadgnolls copse in border cities or build Catacombs Libralus, right?
Hm, that's a mistake from me. This should be if Deadgnoll_Copse == 0, else. But this modifier is only if the dead unit is a Ngomele unit. Theoretically, it IS good to build the copse because it will increase food gain for the death of your own units. I'll fix it.

However, I think I will get rid of this mechanic. I don't like how it pushes you beyond the happiness cap.

@Darksaber: well, if you have some food resources nearby, it's playable. I'm not sure what to do about this, really.
 
- They can gather food after combat (promotion) and then take it back to a city and add it in. However, it may have its limits if a great number a combat is fought; it would need to add many level of the same promotion.

An easier way to handle this might be to give them a special ability that allows them to sacrifice slaves to add to the food supply in a city and give some of their units the inherent ability to create slaves after combat.
 
Yeah, I could have done that, but they don't generate slaves without slavery and/or undercouncil.
Anyway, I found a good way to do it, using the ScenarioCounter :)
 
That's why you would give them a special slaver promotion so they can always gather 'food'. Or possibly make it part of the Gnoll racial abilities.
Yes, I could but I won't. They don't enslave their enemies. They slice them in bits and store them. That's different :p
 
use a treasure thing from Warlords (I think the graphic is in FfH2 as supplies) and have a placeholder name be "Yumyum Cart"
 
I dont wanna promise to much, but I am playing with the thought of creating a new Model for the Baron and in that process a model for the "ferret-men" for Kurio recon line.
I think you might be able to find an artist who can use those models as a base to create you some Hyena units from that. (I think I could even provide you with a basic Hyena unit myself, others could extend on).

I´ll think about it when I am done with Elohim units.

cheers.
 
@Jabie: you think? Why?

@anyone: btw, don't hesitate to post feedback on the Ngomele. They're still under construction... I already know from cypher that the +4:food: per pop point is a bit much and that the gnoll worker not being able to work the land is annoying. What do you think of that?
 
I found the greatest weakness of the Ngomele is that a) They can't improve plains, b) they can't discover new resources. Maybe allow Ngomele pastures the resource discover ability of Yurt?
 
I found the greatest weakness of the Ngomele is that a) They can't improve plains, b) they can't discover new resources. Maybe allow Ngomele pastures the resource discover ability of Yurt?

yeah, also have nature mana boost the discovery chance
 
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