Nomadic Devourer Civilisation for Erebus - Panivo

I'll look into those issues after Christmas.

This is my planned solution to encourage more culling:
Slaughterer's Rock
Slaughterers are experts at butchering animals, efficiently despatching herds and carving up the remains for sale or distribution among the Panivo. Typically, the choicest cuts are reserved on a wide slab for those who defend the Panivo. Warriors trained in the vicinity of a Slaughterer's Rock tend to be more muscular due to their diet featuring a regular supply of the prime cuts of meat.

Melee units built in a city with a Slaughterer's Rock and which has a Culling Field within it's BFC, gain the Combat 1 promotion on creation.
Melee units based in a city with a Slaughterer's Rock and which has a Culling Field within it's BFC, quickly gain xp. Due to the limited time that the Slaughterer's Rock will operate, the rate of xp gain will be greater than other xp granting buildings.

Possibly, I'll give a low xp gain rate if there are active hunting Camps in the BFC.
 
Art
Leader art has been added. Gorta is from Fanart Conan King by kamyu and Ocrann is from The Puppet Master by AlishmcMalish. The originals are on deviantart.com.
Buttons added for Taunted (based on John Cleese taunting from Monty Python's Holy Grail) and Feeder/Controlled Rations.

xml
Civilizations
New emergent, ambitious, arcane leader Ocrann added. Gorta made Adaptive. Slitinn made Expansive.
Removed ability of Panivo to build siege buildings
Added missing wanderer to Panivo options
Added Slaughterer's Rock building

Buildings
Slaughterers Rock added. This should give some incentive to use the Culling Fields.
Taunting Pits added. This provides a way for the Starved to get xp.
Mammons Feast changed to a civ specific building.

Events
Edited the Sucellus Constellation event so that it isn't limited to when they Panivo are studying Astronomy.

Flavour
No change

GameInfo
Updated Aristocracy civic to allow for the Panivo specific improvements

Interface
No change

Technologies
No change

Terrain
Created the Senser Camp for the Panivo. Just like a normal camp but this isn't going to upgrade.

Text
Updated for additions.
Ceridwen's Chosen renamed as Waywarpers and pedia entry amended.

Units
Added Feeder and Controlled Rations promotions. Added Taunted promotion (autoacquired by Starved when there's a Taunting Pit in the city)
Devourer race promotion edited to exclude subdue animal and subdue beasts promotions (thought I did this before but it must have been lost during editing) and to increase the bonuses against animals and mounted units to 25% and 10% respectively.
2 turn delay added to the Relocate spell - this is to minimise the "Ceridwen made it happen" explanation for relocation by allowing time for the organisation of an entire city to move. It should hopefully make it simpler for player's who want to avoid too much micromanaging and tracking of degradation of terrain, as they can choose to cast relocate whenever they relocate into a city, to avoid excessive degradation of the surroundings.
Devour Slave spell added. If cannibals can heal by eating the people they kill in combat, then they should be able to heal by snacking on the nearest available slave.

BasicInfos
Module Concept information added for pedia

python
spellPanivo and eventPanivo amended so that new mobile trading camps do not upgrade following casting of OnSeason or Relocate. They must be worked so that they are no longer regarded as new before they can upgrade to the next tier.
Devour Slave added to spellPanivo
onCityAcquired amended and onCityBuilt added to remove food bonuses if acquired city has a food bonus on its tile
onBeginPlayerTurn updated to allow for Slaughterer's Rock to benefit from nearby Culling Fields
onBeginGameTurn updated so that the Culling Fields will upgrade even if not being actively worked by an On-Season city (They last longer if not actively worked but will still eventually become dormant).
 

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Art
Buttons for Feeder and Controlled rations changed so that border is consistent with other buttons in the module.
Panivo_CIV4ArtDefines_Unit, Panivo_CIV4ArtDefines_Improvement and Panivo_CIV4ArtDefines_Building updated so module specific buttons are used and appropriate building art is used. The Barracks from Walter Hawkwood's Fantasy Pack 9: Shadow is used for Ceridwen's Maze.

----

xml
Buildings
Panivo_BuildingInfos updated to use the artdefines.

Technologies
Exploitation repositioned on tech tree

Terrain
All returns for the Massive Trader's Camps reduced by 1 gold
Panivo_ImprovementInfos updated to use the artdefines.

Units
Panivo_UnitInfos updated to use the artdefines.
----

python
spellPanivo - Enter the Maze help now gives the % chance of a successful navigation (big thanks to embryodead, The_J and God-Emperor for helping me on this one). The base chance of success has also been reduced.
onBeginPlayerTurn and onBeginGameTurn edited so that degradation takes account of latitude, resulting in desert or tundra
onBeginGameTurn edited to allow for degradation of the terrain under Massive Trading camps

-----------------------
At the moment, the Starved unit animations is a gaudy version of the Drowned. I'll see if I can reskin this properly for the next update.
Does anyone know a good tutorial for amending the Improvement Art? I just want to use overlays to depict the various stages of exploitation. When I look for the Improvement Art, I tend to just find the improvement buildings.:dunno:
 
some random thoughts on pavino.. (as a lurker only, I haven't play-tested it)

I don't like any "ressources destruction" mechanism (but that is totally personnal) (+ see below). (desert and tundra are manageable as you can terraform back; for ressources you cannot)
Spoiler Here come my propositions for managing the "I'm destroying ressources" element :

here come some proposition so that the ressources management of the pavino does not lead to a bland terrain:
#maybe the culling field, as they decrease ultimatly leads to an unpillageable improvement that has a -4/-4/-4 yield and has a standard duration fixed duration (eg 40 turns)? thus, after 40 turns, the improvement disapears and one considers the herds as "reappeared" ?

#a variant for enabling the stealing of ressources from other people's land :
-the spell creates an improvement : +0/0/0, unpillageable, fixed turn, (or fixed turn decreases by 1 unexploited, by 2 if exploited by the city). (the spell doesnt work on existant culling fields)
(thus if a neighbor works actively on it he can "resurrect" his herd quicker: ie get access to it: indeed the pavino stealers normally can't steal all the herds... only enough animals that one cannot exploit the tile without killing the last remnants of the herd, normally, with waiting time, one may make the animal population recover).

further the spell gives the "ressource promotion" to the caster.
-on casting the "release spell" it creates a culling field class II : this one works the same as the culling field that you designed : it removes the cattle ressource when entering the last improvement of the series of improvement (and thus you don't have the 40 turns penalty, but need to get a new cattle from somewhere).
-after 14 turns on the unit, the "release spell" is auto casted, creating a culling filed in the middle of nowhere.

I propose 2 classes of culling fields so that : "natural" ressources doesn't really disappear, they only become un-usable for a long time, while "stolen" ressources can only be exploited to the last beast and you can't have the creation of many many food ressources on the tiles.

I propose also that grain/plantation ressources can not be exploited, but maybe allow a ressource improvement (gathering fields) that 1) does not give access to the ressource (no health/happy from that ressource as you don't know how to exploit it) + gives some more food/commerce at first (+3/+0/+3) unpillageable (5-10 turns of active exploitation) then degrades to +1/0/+1 unpillageable (10-20 turns automatic) and to -4/0/-4 unpillageable (20-40 turns automatic), then it disappear: you can again send gatherers to the field. (you won't abuse this to gain :health: bonus as it doesn't yield the ressource).
It would show that you know how to gather grain, banana, spice, but not how to manage it (ie: they do not keep enough to replant usefully the following year).

The same for the "druid's spell" :
please do not allow them to make the opponent's ressource disappear .... make it so it produces an unpillageable improvement with a 10/20/30/40/70 turns? -1/-1/-1 yield. it would be as damaging in the short term, but less damaging in the long term. (other civs cannot send pillager to other countries to get some new ressources so lost ressources are lost forever).
My reasonings before comes from the fact that I consider any irresversible mechanisme that yield to "less" features as "not good". The destruction of ressources you propose seems irreversible (and the other civs can't counter it).
However my reasonning might be different if there was a process to get some new ressources (for the other civs).
Spoiler ideas for ressource generating mechanics :
#spontaneous generation when "commune of nature" is discovered;
#sacrificing some Great Peoples (see MoM),

#A spell available to some units (druids / archmages / High priests):
- it may depend on type (dwarven druids may cast the spell to discover mining ressources/ other druids may cast to discover Plants/animals/fishes)
- it may depend on Mana promotion : with water III : one can find new fishes/pearls...ETs, with bodyIII : new cattle, with nature III: new grain, with Sun III: new spices, with earth III : new mining ressources, with shadowIII : new trapping ressources (furs, ivory..Etc)
-it may depend on religion of the unit (either as religion + Chanelling III (allows archmages, some heros, and lichs to cast the spell if they are born with the correct religion), or religion + divine + chaneling III (only druids and High priest) : all may find cattle and grains but only FoL discovers rare plants and herbs, OO find fishes, AV : hell ressources on hell terrain, RoK: mining ressources; none (or CoE->Gibbon Goetia) may find camp ressources.

To compensate you can make this costly:
-it kills the caster.
-it removes some promotion: ex Nature III, water III, Sun III, body III, Earth III from the caster (or a set of promotions: ex : Nature II and Nature III if it needs nature III to be casted...Etc)
-it can only be casted after a promotions (finder/searcher/natureopath...ETc) is taken, and that needs lvl 4 or 6 or... then the promotion is removed after using the spell.
-it adds 1 level to the unit (thus increasing the xp needed before the next promotion) (however, it could lead to exploits in order to reach brigitt).
-can only be casted by priests/druids with the commander promotions ... the spells removes the commander promotion.
- the spell creates an improvement on the tile, unpillageable, that produces 3 :mad: and 3 :yuck: in nearest city, the improvement stays for 5-10 turns
....any further ideas

#a building in each city that has a python effect : on creation : find a ressource (if possible with regard to terrain) (thus limited to one per category per city) examples : geological studies ; Argrarian library ; Fishing map ; Trapping association ; Herders guild ...ETc.
I've got a further idea :
why not have an aggressive spell castable by melee units on cottage like improvement :
Efficient Pillage: 1/2/3 turns to cast : pillage the tile to the ground :
give 1 "pillager" unit per level of cottage/hamlet/village/town
"pillager" can be used to boost production in cities (for buildings and for units if possible) : they bring about 40-60:hammers:(more than SoK) ; they have 1mvt, 0 :strength: (they need to be escorted), and are not destroyed if attacked but "stolen back".
The pillager, when using his spell in a city further gives some :gold: and/or :science: and is destroyed (as the Soldier of Kilmorphs)
maybe the "pillager" can have another ability that enables him to build a fort (1st level) by sacrifying himself.

Maybe efficient pillage may be used for all improvements: farms, camps, plantation...Etc can all yield some usefull planks, nails, tools, stone, metal...etc if one is as organised an "unwastefull" as I understand to pivano to be.
Thus mounting pillaging operations on nearby countries may be a construction mechanism for them

Question: how do you manage already existing improvements when you capture a city : are the improvement destroyed on culture flip ? or another way
 
some random thoughts on pavino.. (as a lurker only, I haven't play-tested it)

I don't like any "ressources destruction" mechanism (but that is totally personnal) (+ see below). (desert and tundra are manageable as you can terraform back; for ressources you cannot) . . .However my reasonning might be different if there was a process to get some new ressources (for the other civs).
The impoverishment of the world through overconsumption is one of the themes of the Panivo. The land around them is degraded and the crop/herd bonuses around them are similarly destroyed. Rustling and the Nihilist spell, Rot on the Branch intentionally allow the Panivo to remove the bonuses from other players' territory. It's a fairly fundamental part of the module concept. Dealing with the lack of health bonus resources is one of the challenges of playing the Panivo. Sea bonuses and trading for food are among the best ways for the Panivo to obtain steady supplies of health bonus resources.

That said, I've usually thought about it from trying to make an interesting civilization with an alternative set of mechanics for the player playing the Panivo. For the rustling, I'll probably keep the mechanic as it is but prevent performance of the action if there is a non-Panivo unit on the tile. This way a human player knows that once they open borders to the Panivo, they can protect their herds. It (hopefully) will give me a good focus for learning about AI modding as I train the AI to similarly protect their herds.
The Rot on the Branch spell is only available to the late game Nihilist unit and so removal of crop bonuses, from other players, will only occur towards the end of the game. I may introduce an Infected Crops improvement to accomplish something along the lines of what your suggesting.
Allowing some means to reintroduce some of the crop bonuses is also a reasonable idea. I'll probably do this as a Ritual (Song/Chant of Plenty) that can only be cast by an FoL civilization after they get Commune with Nature. It would allow the creation of new land based herd/crop bonuses. The chance would be linked to the global % worshipping FoL and while the new bonuses could appear in anyone's territory, they would be more likely in FoL land.

I've got a further idea :
why not have an aggressive spell castable by melee units on cottage like improvement :
Efficient Pillage
The pillager unit you're suggesting would introduce a fair bit more micromanagement, walking the weak units home. I do see the Panivo as the pillaging type (Gorta already has the Raider trait). A spell could be good to encourage more "pillaging" by the Panivo (using the Supplies unit you mentioned originally).
I think that the standard Supplies unit starts off with Dimensional 1 to allow it to teleport to the capital (and minimise micromanagement). Protecting the Supplies would therefore not be an issue. Most buildings that the Supplies can generate are about 100 to 120 hammers. Pillaging a Town to Village to Hamlet to Cottage to nothing would give 70 Gold (not allowing for the Raider effect) and take 4 turns. If the Panivo were going to efficiently pillage something in order to generate a Supplies, I think that the improvement would have to be a Town (or Kuriotates Enclave) and the spell duration should be 3 turns. Otherwise, it's too much of a return for pillaging a small Improvement.
I considered limiting this to Recon units, rather than the Melee line, similar to Rustling. Melee probably fits better, however, reflecting the militarily organised looting of the towns - this might justify tying it to the Warfare technology as a pre-requisite.

Question: how do you manage already existing improvements when you capture a city : are the improvement destroyed on culture flip ? or another way
It's checked in the onBeginGameTurn python.
Exploited land that is not within the fat cross of an OnSeason Panivo city, whether in Panivo territory or elsewhere has a chance of becoming Dormant and degrading the underlying terrain.

Cottages, Hamlets, Villages, Towns and Enclaves within Panivo territory are converted to the Deserted version of the equivalent Mobile Trader's Camp.
Pastures and Homesteads within Panivo territory are converted to Culling Fields.

Mobile Trading Camps outside Panivo territory are converted to Empty Sites.
Culling Fields outside Panivo territory are removed (leaving the herd bonus).
 
hahaha...

it seems you've seen my post before I edited it :D

Nice of you to have read it while it was so disorganized ...


(Edit:my feelings regarding loosing resources was for the "whole world" and the other civs.. not for the pavino. I understand totally that it applies for them, but it is hard on the other civs _ either on being stolen resources or on gaining an empty territory when conquering the pavino. Especially if you can't get any resource back. (the terrain you can upgrade back with magic..)

I think that my reasoning for the "pillagers" being weak is that it is quite powerful to have +100/+120:hammers: free per razed town... so it would be nice to have some challenge to it.
Further, in my mind (but maybe it was not well written); you got the "pillager" or supplies instead of getting the gold from razing.

regards,

Cala
 
hahaha...
(Edit:my feelings regarding loosing resources was for the "whole world" and the other civs.. not for the pavino. I understand totally that it applies for them, but it is hard on the other civs _ either on being stolen resources or on gaining an empty territory when conquering the pavino. Especially if you can't get any resource back.

Try thinking of the Panivo as a cancer in the world of Erebus. Someone can choose to ignore the cancer and pray to God that it will go away (i.e. hope that another Civilization kills off the Panivo), or take the painful surgery and chemotherapy option, knowing that it's going to take time and leave them exhausted for little benefit other than the actual eradication of the cancer itself.
The Panivo are less valuable targets for a war than most other Civilizations:
- their cities will be positioned in a non-optimal fashion for most Civilizations as the BFC will overlap
- unless the Panivo are caught napping or have already been completely backed into a corner, when a Panivo city is conquered, it will just be a 1 population Off-Season camp
- conquered non-coastal Panivo cities will be surrounded by Desert/Tundra with no food bonuses

In the short term, it will make sense in many cases for a player to choose to conquer non-Panivo cities, as this will give them a more productive city with more potential for further development. However, the longer a player avoids the war of annhiliation with the Panivo, the greater the chance that the Panivo territory (and associated barren deserts/tundra) will spread or that the Panivo units will act to remove bonus resources in other parts of Erebus.

I know that destruction of bonuses is a negative game tactic. This maybe why it is a mechanic which has never been previously implemented for another Civilization. Hopefully, it will introduce new strategic choices for the players.

(the terrain you can upgrade back with magic..)
I was actually considering limiting the effects of Spring for the Panivo. They need to be able to put out fires, especially after all of their Deserts become Burning Sands but I don't like the concept of them sprinkling water on the land and bringing it back to life. It should be a simple enough edit to change it so that a Panivo mage casting the spell will not convert Desert back to Plains. Of course, any other Civilization which conquers the Panivo deserts can use Spring to the heart's content.

I think that my reasoning for the "pillagers" being weak is that it is quite powerful to have +100/+120:hammers: free per razed town... so it would be nice to have some challenge to it.

The Relocation/Degrading Improvements already introduces an extra level of management for the Panivo player. I know that this will never be to some players' taste. It does mean that I'm reluctant to introduce even more micro-management elements, which either will not be used or could be frustrating for the player.

I see the Panivo as being able to wage a war like a plague of locusts:
1 Conquer a city
2 Relocate production and culture buildings in
3 Pump out troops from it while Exploiting the land around it and using Conquest
5 Conquer the next city, Relocate production and culture buildings in from the previously conquered city
6 Salt the Earth around the previously conquered city
Repeat steps 3 to 6 until you reach the far side of the continent.
Having to walk the "pillagers" back through land that the Panivo have already abandoned, doesn't really fit with this concept. Given the way the Panivo slaughter all non-Panivo, using a "pillager" unit in the city at the front, to hasten the training of units doesn't seem right either.

Further, in my mind (but maybe it was not well written); you got the "pillager" or supplies instead of getting the gold from razing.

I understood that from your post (maybe my response wasn't well written). If I introduce the Efficient Pillaging to give a Supplies unit, the Panivo will only get the Supplies and no Gold when using Efficient Pillaging. I had mentioned the Gold that could be obtained from pillaging to give an indication of the relative benefit of Efficient Pillaging to get a Supplies over standard pillaging and also to work out which improvements it made sense to be able to use Efficient Pillaging on.
 
I was actually considering limiting the effects of Spring for the Panivo. They need to be able to put out fires, especially after all of their Deserts become Burning Sands but I don't like the concept of them sprinkling water on the land and bringing it back to life. It should be a simple enough edit to change it so that a Panivo mage casting the spell will not convert Desert back to Plains. Of course, any other Civilization which conquers the Panivo deserts can use Spring to the heart's content.

Might be best to give them a Water I spell with a different name, then, and block them from the Spring spell, to avoid confusion. Don't know what to call it: Douse, Extinguish, Rain?

Or have Water Mana give them different promotions, the way the Scions(?) with Body Mana get the Corpus I, II, and III promotions rather than Body I, II, and III.
 
Don't know what to call it: Douse, Extinguish, Rain.

I went with Quench.

Now that I've included the Song of Spring, does anyone have opinions on how many bonuses should be generated. At the moment the global free bonuses are just based on map size and the FoL specific bonuses are based on the % worshippers.
The code includes a count of available suitable plots, so I could base the number of bonuses on this or I could look at the code for initially setting up maps and try to replace bonuses that have been destroyed up to the time the Song of Spring is performed.

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Changelog
xml
GameInfo
Song of Spring added to provide a means of reintroducing crop/herd bonuses lost due to the Panivo's presence. The pre-req tech is Hidden Paths to tie it to FoL followers. It creates a number of new bonuses throughout the world based on the map size. It will also create a number of bonuses specifically in territory where FoL is the state religion, based on the % followers of FoL in the world.


Text
Updated for additions

Units
Panivo_CIV4SpellInfos - made Spring not available to Panivo. Added Quench which puts out fires in a wider radius

----

python
spellPanivo - Rustle requirements changed so that it can not be cast if another player has a unit on the tile. Water 1 spell for Panivo changed to Quench, which extinguishes flames over a wider radius but does not revitalise deserts.
onProjectBuilt added for the Song of Spring
 
The mod is now compatible with RifE 1.4 (just required one change to an xml file);).

Version 0.13 Changelog

xml
Civilizations
Panivo_LeaderHeadInfos updated to use HISTORICAL_STATUS instead of MAJOR_STATUS to be compatible with RifE 1.4

Text
Updated for additions

Units
Efficient Pillage spell added to Panivo_CIV4SpellInfos

----

python
Deletion of towns for Efficient Pillaging added to spellPanivo
onProjectBuilt amended to eliminate risk of oos errors if used in multi-player game
onUnitPromoted amended to avoid error due to Controlled Rations promotion
Modular versions of onBuildingBuilt and onPlayerChangeStateReligion added (non-modular files removed)

--------------

I've decided to hold off changing the Rot on the Branch spell for the time being, at least until I've played a few games into the latter part of the game.
 
that is fun news...
Didi you ask the RifE team to see if your mod can be recognized as a module (recognized by the automated starter)?
 
xml
Events
Wayward Elves event edited to allow for Panivo
Sign of Sucellus event corrected
Ghetto Thieves event added
Relocate amended so that hammers towards unit currently in training are transferred to the city that you're relocating to.

GameInfo
Panivo_CIV4ProjectInfo amended to allow text addition for Purge the Unfaithful. Dural removed as one of the pre-requisite Civilizations for Genesis, Nature's Revolt & Song of Spring. Dtesh and Frozen removed as pre-requisite Civilizations for Genesis & Nature's Revolt.

Text
Updated in line with changes

Units
Panivo_SpellInfos updated to allow Inquisition to remove ghettos. Panivo spells set to not be displayed when disabled.
Panivo_PromotionInfos updated with the Shadow of the Withered One promotion
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python
spellPanivo - updated so Inquisition can remove Ghetto. Always removed if the state religion is FoL. If state religion is a different religion, then the caster must be at war with the Panivo and they must have a different state religion to remove the ghetto.
eventPanivo - updated for Wayward Elves, Ghetto Thieves and Sign of Sucellus. canStarvePanivo corrected. argslists references corrected.
onProjectBuilt edited to allow for removal of Ghettos using Purge the Unfaithful
onBeginGameTurn edited to give animals and FoL units the Shadow of the Withered One Promotion when they come close to the Withered One improvement
 
xml
Civilizations
Panivo_CIV4CivilizationInfos changed to allow Panivo to build Slaughterer's Rock and Entropic Rings

Units
Panivo_CIV4SpellInfos amended so that the Animal Husbandry button is used for Rustling and Leaving Herds

python
onBeginGameTurn edited so that Farms become Exploited in Panivo territory and Pastures/Homesteads become Culling Fields
onBeginPlayerTurn tweaked to increase the chance of Slitinn causing degradation
 
I realised at the end of last week that this thread is almost a year old. I also realised that the module almost had all of the functionality that I wanted it to.

I plan to play a few games over the next few weeks and if I don't run into any major glitches I'll be issuing the module as version 1.0.

I may at some stage in the future look at an AI patch so that the AI responds to the risks of rustling and the presence of ghettos in its cities.

Changelog for 0.16
Spoiler :
Art
Button for Rot on the Branch spell is now based on Rotten Heart by anderton (http://www.deviantart.com).
Button for Glory Hunter promotion is now based on St George and the Dragon by Rodney Munday (http://www.rodneymunday-sculptor.co.uk/stgeorgecommision.htm).

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xml
Buildings
Panivo_BuildingInfos updated to use the artdefines.

Events
EventInfos and EventTriggerInfos edited to allow for cancelling of the Relocate spell (in case all settlements were lost since the spell was initiated)

Text
Updated in line with other edits

Units
Panivo_AffinityInfos added and Panivo_PromotionInfos amended so that the Waywarper affinity is now +0.5 movement and +0.5 combat.
Panivo_PromotionInfos edited to enable the Glory Hunter python
Panivo_UnitInfos edited to replace <bFreePromotion>1</bFreePromotion>
with <iNumApplied>1</iNumApplied>
Panivo_CIV4UnitSchema updated with the Schema from RifE 1.4
----

python
spellPanivo - precombat and postcombat python added for the Glory Hunter promotion
eventPanivo - edited so hammers towards units which are currently being trained will also be transferred. Hammers towards Nihilists and Beast Slayers are not transferred as the Withered Grove required to train them is not a mobile building. Edited so that a turn of construction on mobile wonders is not lost due to Relocate.
 
There's a bug which is causing the game to freeze between game turns. I may have to go back a version or two to fix it.
 
Version 0.17 was based off version 0.14 to get rid of the freezing issue between turns so some of the updates for 0.15 and 0.16 were reimplemented here. I've run multiple games to completion or past turn 300 and the freezing problem is gone.

I've finally found some suitable portrait art for Seerson and Slitinn. Hopefully the artist will give his okay to use it in the mod.

Wiki for the Panivo is now available at urlremoved/rife/wiki/index.php?title=Category:panivo_(Module)


Spoiler :
Changelog for Version 0.17

Art
--------------------------------------------------------------------------------

xml
Buildings
  • Panivo_BuildingInfos updated to use the artdefines. Health bonuses for Entropic Rings amended. Palace commerce ield increased to 12 in line with other palaces.

Civilizations
Panivo_CIV4CivilizationInfos changed to allow Panivo to build Slaughterer's Rock and Entropic Rings. Triumviratic Profane added.
Panivo_LeaderHeadInfos - amended Ocrann's favourites, his has no impact on play

Events
  • EventInfos and EventTriggerInfos edited to allow for cancelling of the Relocate spell (in case all settlements were lost since the spell was initiated). Relocate will now only move hammers towards a mobile building at the top of the queue. Hammers towards training of a unit are also transferred on Relocation unless the unit was a Nihilist or Beast Slayer.
  • Triumviratic Profane event added to allow Triumviratic Profanes to gain the Hand of Ceridwen, Hand of Agares or Hand of Mammon promotion on creation.

Units
  • Panivo_CIV4SpellInfos amended so that the Animal Husbandry button is used for Rustling and Leaving Herds. Ability tag corrected where misapplied in Rot on the Branch and Wither the One spells.
  • Panivo_AffinityInfos added and Panivo_PromotionInfos amended so that the Waywarper affinity is now +0.5 movement and +0.5 combat.
  • Panivo_PromotionInfos edited so Waywarper and Sidestepper promotions allow units to learn Mounted unit promotions. (thanks Derf:goodjob:)
  • Panivo_PromotionInfos edited to enable the Glory Hunter python. Hand of Agares, Hand of Ceridwen and Hand of Mammon promotions added. Path of Destruction promotion added.
  • Panivo_UnitInfos edited to replace <bFreePromotion>1</bFreePromotion> with <iNumApplied>1</iNumApplied>
  • Panivo_CIV4UnitSchema updated with the Schema from RifE 1.4

Text
  • Updated in line with other edits. Redundant entries removed. TBA entries completed.
------------------------------------

python
  • onBeginGameTurn edited so that Farms become Exploited in Panivo territory and Pastures/Homesteads become Culling Fields. Senser's Camps and Camps/Yurts also convert now.
  • onBeginPlayerTurn tweaked to increase the chance of Slitinn causing degradation. If Slitinn causes degradation, he loses invisibility and gains Path of Destruction. Tiles that the Hand of Agares starts on are moved closer to Hell Terrain, based on the level of the Armageddon Count.
  • spellPanivo - precombat and postcombat python added for the Glory Hunter promotion
  • Minor bugs in onUnitKilled, spellPanivo and eventPanivo found and fixed
  • onUnitCreated code added to trigger the Triumviratic Profane event
 
I'm updating to Version 1.0 :D. I'll take a break from modding and play God instead (http://forums.civfanatics.com/showthread.php?t=462290) :mischief:.

Changelog for Version 1.0
Spoiler :

Panivo_CIV4SpellInfos and spellPanivo.py updated so the Vitalize spell will remove Exploitation.
eventPanivo updated so that construction of World Wonders and Heroes can continue immediately following Relocation (thanks to God_Emperor for that)
Hammers towards production of boats are no longer transferred when Relocate is cast (could be pointless if landlocked).
 
when was this last updated? I downloaded this and always enable it, one of my fav modmods for RiFE. just checking in to say props and make sure i have the latest.
 
Thanks, always nice to hear someone likes it. Version 1.0 is the latest version, issued at the end of May. I've no plans to issue any further updates, unless players find problems in it.
 
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