lemonjelly
Modding For Ethne
Yes, the holy cow queen! With her powerful singing skills. Gotta love #Erebus, the home of insanity 

Already did the barred one.first implement it,
then release it,
you have to wait for it,
and than get feedback from it ...
Yeah, it's odd. It does this for all DoubleTerrainMoves and such, not just the Ngomele.thanks. the double move in plains works odd for me. Workers can move 2 tiles on hill+plains, but not on normal plains.
Ha, yeah, so the AI will re-assign its worked plots? I'm not sure how to do this but I'll give it some triesAnd the city governour doesn't seem to understand the city can't grow mechanic. Maybe add to the "city shouldn't grow because it is at its happyness limit" also a check for city size?
if (getFood() >= growthThreshold())
{
/*************************************************************************************************/
/** GrowthControl 07/18/08 Vehem **/
/** Exposes City Growth to Python Blocking **/
/** Stops growth if growth control triggers. **/
/*************************************************************************************************/
/** ---- Start Original Code ---- **
if (AI_isEmphasizeAvoidGrowth())
/** ---- End Original Code ---- **/
CyCity* pyCity = new CyCity(this);
CyArgsList argsList;
argsList.add(gDLL->getPythonIFace()->makePythonObject(pyCity)); // pass in city class
long lResult=0;
gDLL->getPythonIFace()->callFunction(PYGameModule, "cannotGrow", argsList.makeFunctionArgs(), &lResult);
delete pyCity; // python fxn must not hold on to this pointer
if (lResult==1)
{
setFood(growthThreshold());
return;
}
if (AI_stopGrowth())
/*************************************************************************************************/
/** GrowthControl END **/
/*************************************************************************************************/
{
setFood(growthThreshold());
}
/*************************************************************************************************/
/** CityPopCap Opera 9.8.09 **/
/*************************************************************************************************/
else if (getCityPopulationCap() > 0) // Only triggers if the city is governed by a population cap
{
if (getPopulation() == getCityPopulationCap()) // If Population is equal to Cap, nothing is done, the city doesn't grow
{
setFood(growthThreshold());
}
else if (getPopulation() > getCityPopulationCap()) // If Population is superior to Cap, Population is reduced by 1
{
changePopulation(-1);
}
}
/*************************************************************************************************/
/** CityPopCap END **/
/*************************************************************************************************/
else
{
changeFood(-(std::max(0, (growthThreshold() - getFoodKept()))));
changePopulation(1);
// ONEVENT - City growth
CvEventReporter::getInstance().cityGrowth(this, getOwnerINLINE());
}
}
then ngomele couldn't use growth control since the first if would always trigger for themOr maybe I could put the lowering part above? So that it reduces the population if needed and then continue the code?
removing unused python callbacks might help with performanceAbout CannotGrow, I don't know, never used it.
Well, they don't use mana. Their current specializations are totally unrelated to any mana.are you planning specializations for anything more than those three mana types?
You may be right. Perhaps I should tone down their benefits on plains or those from buildings...I had the feeling that Ngomele have way too much food. It's hard to get a tile without 3food, even on plains. And then when you have the building, that gives up to 40% and 2 food per trade route it gets crazy. Or maybe that's the way they are supposed to be...