Ngomele civilization, a modmodmod for Orbis

Yes, the holy cow queen! With her powerful singing skills. Gotta love #Erebus, the home of insanity :D
 
Two new buildings:

Darahilo
replaces Forge
requires Mining and Festivals
+100% production with Industrious trait
+50% production with Creative trait
150:hammers:
+10%:hammers:
+10%:commerce:
+1:culture:
+1 Engineer slot
+1:) with Amber
+10%:commerce: with Gold, Gems and Silver
+20%:commerce: with Amber

Bangamduler
replaces Alchemy Lab
requires Alchemy
requires Iron resource
+100% production with Industrious trait
+1:gp: (Engineer)
300:hammers:
+20% maintenance
+3:yuck:
+20% military production
+10% defense (except against cannons)
+25%:hammers:
+2:science:
+1 Engineer slot
+1 free Engineer
 
first implement it,
then release it,
you have to wait for it,
and than get feedback from it ...
 
Oh, I forgot to say that you can play the latest version of the Ngomele with the latest version (.40) of LENA, linked in my signature :)
 
very nice civ concept.

I noticed that the worldspell is missing a help text. Is there a way to see the size limit of a ngomele city?
 
Oh, I forgot the Worldspell help text? I'll add it in the next patch! Thanks!

When you hover a city, the size limit is displayed under the crime rate :)
 
thanks. the double move in plains works odd for me. Workers can move 2 tiles on hill+plains, but not on normal plains.
And 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?
 
thanks. the double move in plains works odd for me. Workers can move 2 tiles on hill+plains, but not on normal plains.
Yeah, it's odd. It does this for all DoubleTerrainMoves and such, not just the Ngomele.

And 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?
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 tries ;)

I also should tell the AI that if it has a pop cap, techs and buildings increasing it are more valuable.
 
try to move the CityPopCap part in CvCity::doGrowth into the if (getFood() >= growthThreshold()) part. That way the governor should work
 
Do you think this will do the trick?
Code:
	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());
		}
	}
 
Be careful when you use else. If the city is above pop limit and happy limit, AI_stopGrowth() would return true and the city wouldn't be reduced under its size limit.

You could init a bool variable bvalid and then do

bool bvalid=true;
if (AI_stopGrowth())
{
setFood(growthThreshold());
bvalid=false;
}
if (getCityPopulationCap() > 0)
{
...
setFood(growthThreshold());
bvalid=false;
...
changePopulation(-1);
bvalid=false;
}
if (bvalid)
{
changeFood(-(std::max(0, (growthThreshold() - getFoodKept()))));
...
}

Btw, do you still need/use the python callback cannotgrow. I couldn't find it in cvGameinterface.py
 
Or maybe I could put the lowering part above? So that it reduces the population if needed and then continue the code?

About CannotGrow, I don't know, never used it.
 
Or maybe I could put the lowering part above? So that it reduces the population if needed and then continue the code?
then ngomele couldn't use growth control since the first if would always trigger for them

About CannotGrow, I don't know, never used it.
removing unused python callbacks might help with performance ;) though this one shouldn't trigger that often, so no big deal.
 
Thanks Sephi, I'll try what you proposed ;)

But for now, I want to move on the Shur line... They need more spells, methinks. I got two ideas for new spells right now and another idea about a rework of the Shur; first, the two spells:

Flow, Nature specialization I
-> removes Haunted Lands and Hell Terrain;

Glimmer of Light, Spirit specialization I
-> removes city ruins, haunted ruins (without exploring);
-> deals 10% physical (holy?) damage to undeads, demons and vampires (max. 40%);

----

The rework:

I could split the current specializations (Nature, Spirit and Body) into more, like "Sky", "Mountain", "Leaves"; "Dreams", "Temperance"; "Eyes", "Heart". They would each have three levels, one spell per level, a special effect at level two and/or three, and block some other specializations.
 
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...
 
are you planning specializations for anything more than those three mana types?
Well, they don't use mana. Their current specializations are totally unrelated to any mana.

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...
You may be right. Perhaps I should tone down their benefits on plains or those from buildings...
 
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