mcwill123
Pretender to the Throne
Is it grayed out and unavailable or just doesn't work ?
I think maybe the chance of the spell succeeding is much less than 100%. It's not grayed out or anything.
Is it grayed out and unavailable or just doesn't work ?
I think maybe the chance of the spell succeeding is much less than 100%. It's not grayed out or anything.
Hmm... I don't see anything about lower then 100% chance to work :/ Does it return any python exceptions ? I'm asking because this one is hard to duplicate...
Uhm..not sure If this has been posted before..
(Running a short timer here) But why Isn't there ice mana?
Not even lore wise would It be accurate for It not to be In the game.
I wish I knew how to implent It though..
Two other things.
What is the exact formula for the adventurer's counter of Grigoris ?
All the religion, except the White hand, have a special promotion with the knighly order. Maybe it should have one too ?
def doChanceAdventurerSpawn(self, iPlayer):
gc = CyGlobalContext()
if iPlayer == -1:
pPlayer = gc.getPlayer(CyGame().getActivePlayer())
else:
pPlayer = gc.getPlayer(iPlayer)
iGrigoriSpawn = (pPlayer.getCivCounter() / 100)
Civ = self.Civilizations
if pPlayer.getNumCities() > 0 and pPlayer.getCivilizationType() == Civ["Grigori"]:
Civic = self.Civics
Building = self.Buildings
Specialist = self.Specialists
countB = pPlayer.countNumBuildings
iNumMuseums = countB(Building["Museum"])
iNumTaverns = countB(Building["Tavern"])
iNumGuilds = countB(Building["Adventurers Guild"])
iNumPalace = countB(Building["Grigori Palace"])
iNumDagda = countB(Building["Grigori Temple"])
iNumRefuge = countB(Building["Dwelling of Refuge"])
# Different buildings give different modifiers. Aristocracy gives a +66% mod.
iPalaceMod = iNumPalace
iDagdaMod = iNumDagda * 0.33
iMuseumMod = iNumMuseums * 0.33
iTavernsMod = iNumTaverns
iGuildsMod = iNumGuilds * 0.5
iRefugeMod = iNumRefuge
iCivicMod = 0.00
iCivicMult = 1
if pPlayer.isCivic(Civic["Apprenticeship"]):
iCivicMod = 2
iCivicMult = 1.25
# Allows Statesmen to take affect after their city has an Assembly
iStatesman = Specialist["Statesman"]
iAssembly = Building["Forum"]
iStatesmanMod = 0.00
iNumStatesmen = 0
for pyCity in PyPlayer(iPlayer).getCityList():
pCity = pyCity.GetCy()
if pCity.getNumBuilding(iAssembly) > 0:
iNumStatesmen = (pCity.getSpecialistCount(iStatesman) + pCity.getFreeSpecialistCount(iStatesman))
if iNumStatesmen > 0:
iStatesmanMod += (iNumStatesmen * 0.33)
# AI modifier
iAImod = 1
if not pPlayer.isHuman():
iAImod = 1.5
iGrigoriSpawn = round(((iPalaceMod + iDagdaMod + iMuseumMod +iTavernsMod + iGuildsMod + iCivicMod + iStatesmanMod + iRefugeMod) * iCivicMult * iAImod), 2)
iGrigoriSpawn = int(iGrigoriSpawn * 100)
iGrigoriSpawn = scaleInverse(iGrigoriSpawn)
pPlayer.changeCivCounter(iGrigoriSpawn)
Thanks Valkrionn... well, the grigoris building and the doctrine aristocracy improve the counter. And the population of the capital too, like for Scions ?
How about:Note that the way I've modified it preserves symmetry:
GOOD: Order
GOOD-NEUTRAL: Empyrean
NEUTRAL: FoL, RoK, Esus
NEUTRAL-EVIL: White Hand
EVIL: Ashen Veil
I left off Old Ones. Obviously the symmetry wants it to be n Neutral which is where it is now, but the flavor, heroes, civics, etc are all evil so needs to be tweaked.
So I guess my question remains: Why is Esus evil, Old Ones neutral, and Runes good now?