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Platyping's Promotions and Traits

Discussion in 'Civ4 - Mod Components' started by platyping, Dec 6, 2012.

  1. platyping

    platyping Sleeping Dragon

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    raen likes this.
  2. platyping

    platyping Sleeping Dragon

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  3. platyping

    platyping Sleeping Dragon

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    Python Promotions I

    Bloodlust
    Spoiler :

    Blood Pact
    Spoiler :

    Cleave
    Spoiler :

    Despair + Retribution
    Spoiler :


    Destiny
    Spoiler :

    Diplomat
    Spoiler :

    Divine Shield
    Spoiler :

    Fear
    Spoiler :

    Firestorm
    Spoiler :

    Frenzy
    Spoiler :

    Giant Slayer
    Spoiler :

    Gifted
    Spoiler :

    Heal
    Spoiler :

    Heroic
    Spoiler :

    Inspiration
    Spoiler :

    Last Wish
    Spoiler :

    Raider
    Spoiler :

    Rally
    Spoiler :

    Rampage
    Spoiler :

    Rebirth Flames
    Spoiler :

    Reconnaissance
    Spoiler :

    Siege Breaker
    Spoiler :

    Spoils of War
    Spoiler :

    Toxic Cloud
    Spoiler :

    Triumph
    Spoiler :

    Unstoppable
    Spoiler :
     
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  4. platyping

    platyping Sleeping Dragon

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    raen likes this.
  5. platyping

    platyping Sleeping Dragon

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    Location:
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    .....
     
  6. platyping

    platyping Sleeping Dragon

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    Artifacts

    Artifacts are randomly obtained during land combats. Veterans have higher chance of obtaining artifacts. There is only one of each kind. When a unit with an artifact is defeated in combat, the artifact is passed on to the victor. However, if the unit died due to other reasons such as nukes, the artifact is lost forever.



    Aegis
    Spoiler :

    Book of Thoth
    Spoiler :

    Cap of Invisibility
    Spoiler :

    Cornucopia
    Spoiler :

    Cup of Jamshid
    Spoiler :

    Elixir of Life
    Spoiler :

    Excalibur
    Spoiler :

    Gan Jiang and Mo Ye
    Spoiler :

    Gungnir
    Spoiler :

    Heaven's Will
    Spoiler :

    Jingu Bang
    Spoiler :

    Kusanagi
    Spoiler :

    Mjollnir
    Spoiler :

    Skofnung
    Spoiler :

    Sudarshana Chakra
    Spoiler :

    Talaria
    Spoiler :
     
  7. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

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    Would actually find it more interesting for land units, even with the visibility restrictions. Because it would be very valuable during the early exploration time.
     
  8. Jennvare

    Jennvare Prince

    Joined:
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    For Reconnaissance,

    How about restricting these to recon units and naval units?

    Instead of doing the +1 visibility bonus, how about simply a function where they open the area around them similar to the "Plane Recon" missions? When planes do the recon mission, hills and forests do not seem to apply and can open an area.

    This would make sense since recon units can't really do recon especially in the late stages of the game.

    Another possibility, for a stationary recon units, allow the continuous "recon" as long as they stay in one tile. The longer they stay, the more area they can open up?

    I tend to use recon units as border watchers in the early game for those barbarian units. I normally have to use hills to see distances, but with this, I can see them from any square and can keep another unit to guard them or to intercept incoming invaders.

    Just some thoughts.
     
  9. platyping

    platyping Sleeping Dragon

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    Hmm, have to check with The_J how is it done to add extra buttons :D
    But one problem I can forsee is, the "Recon" mission button may be lost after upgrade, Scout to Explorer, galleon to transport

    Next problem, the hills and forests will still apply.
    Because, the code I use for this current one is literally, perform the Plane Recon mission.
    Initially, what I did was create a plane(fighter, bomber etc) on the spot, perform the recon mission and delete the plane.
    The area open up just that fog of war applies.
    So I did some tests and realise, even in vanilla BTS, after you did a recon mission, if you delete the plane, you lose the vision.
    So now, currently it is the unit itself that is doing the "Plane Recon" mission, except if it is done by land units, vision is blocked by forests and hills.
    If it is done by naval units, vision is still blocked by forests and hills, but whatever, naval units should be scouting the ocean anyway.

    Thus, even if I manage to add the recon mission to the unit, it will still suffer from hills and forests, because currently that is what the unit is already doing.

    For stationary ones, that is possible, except require tedious turn checks.
    1) Every turn, loop through every single unit of each player.
    2) If it has recon promotion, do recon.

    As for longer they stay more area, not possible via python.

    Some of them may be done better in SDK
     
  10. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

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    PM would not have been necessary ^^.

    mmhh...this could be done via either a Python button (there's a tutorial), or it might be possible to enable that button via a bit hacking in the same code area...but not sure about that. Might also be visually very ulgy, if that worked as intended :hmm:.

    Since the AI would not be able to use it, I'd rather agree on the conclusion that SDK is the better way to go.
    But if you really want to do it, I'd then rather suggest that you store the unit and player IDs in a global list or so, and cycle through this list every turn. That will sure be faster than every unit by every player every turn.
     
  11. platyping

    platyping Sleeping Dragon

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    Reconnaissance:
    Made it available to the land ones as well (Those who can get Sentry)

    Regeneration Promotion
    Spoiler :


    Nothing special, just a less fantasy style of Leech promotion.
    Thus naturally, only one goes into Promotion Pack


    Seeing that there are actually people who play Gigapack as a mod itself, currently I am merging Gigapack, Traits and Promos all into Terapack.

    Terapack preview:

    Removed 60 wonders and 14 projects => Left 140 wonders and 35 projects.
    Those that got removed:
    1) Callbacks. (Tetrapack only requires 2 callbacks)
    2) Effects similar to some promotions. Promotions kept instead, less space, and more can have fun
    3) Tedious Checks aka turn checks
    4) Less famous ones
    5) National Wonders, some are merged to become World Wonder. Since there is a NW limit per city, for the sake of AI, removed some.
    More may get killed, now pretty much testing to see how it goes. If performance is ok in late game, they stay :D
    Else, probably kill another 10 or 20 more

    List Killed
    Spoiler :

    1) Walls of Babylon
    2) Tianning Temple
    3) Kuwait Towers
    4) Fort Knox
    5) Grand Theatre
    6) Great Bath
    7) Tlaloc Shrine
    8) Meteora
    9) National Insurance
    10) Topkapi Palace
    11) Tomb of the Unknowns
    12) Borgund Stave Church
    13) Banaue Rice Terraces
    14) Big Banana
    15) Prague Castle
    16) Hibernia Platform
    17) Fisherman Wharf
    18) Assembly of Experts
    19) Ferrari World
    20) JS Bach's Cathedral
    21) Central Bank
    22) Tokyo National Museum
    23) Russo-Chinese Bank
    24) Hoover Dam
    25) Vijay Stambha
    26) Itsukushima Shrine
    27) Leshan Giant Buddha
    28) Al Khazneh
    29) Mont Saint Michel
    30) National Aquatics Center
    31) Momine Khatun
    32) Hubble Space Telescope
    33) Floralis Generica
    34) Serpent Mound
    35) Shimabara Castle
    36) Kamakhya Temple
    37) Laxminarayan Temple
    38) Willis Tower
    39) Temple of the Inscriptions
    40) Naqsh e Rustam
    41) Tumen Amugulang
    42) Buckingham Palace
    43) Trade Fair of Troyes
    44) Azadi Tower
    45) Grand Canal
    46) Zizkov Television Tower
    47) The Nekormanteion
    48) Potala Palace
    49) Federal Reserves
    50) Boudhanath
    51) Pyramid of the Sun
    52) Singapore Flyer
    53) Carhenge
    54) Tomb of Cyrus
    55) Tower of London
    56) Ulugh Beg Observatory
    57) Peterhof Palace
    58) Great Granary
    59) Osaka Science Museum
    60) Imam Reza Shrine

    1) Columbus' Discoveries
    2) Thirty-Six Stratagems
    3) Guiness World Record
    4) Olympic Games
    5) Ultra
    6) Encyclopedia
    7) Dissolution of Monasteries
    8) Magnum Opus
    9) Window of the World
    10) Golden Bull
    11) Mount Everest Expedition
    12) Theory of Everything
    13) Mandate of Heaven
    14) Independence Day


    Traits:
    Only the 11 BTS traits
    Industrious may get a nerf, since there are 100+ additional wonders, indirectly boosting it

    Promotions:
    Instant Heal is definitely out :D

    Should be better performance than Gigapack, with the removal of most of those requiring callbacks and checks
     
  12. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

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    You know, you're insane :D.
     
  13. platyping

    platyping Sleeping Dragon

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    Set it as a base for my own personal mod :D
    Combined some works together so the numbers get less and less :D

    Example:
    Spoiler :



    Quality > Quantity, don't need too many in own mod.
    Currently got rid of 80 wonders and 23 projects.
    Only callback activated is cannotConstruct
    So far so good, no bugs
     
  14. platyping

    platyping Sleeping Dragon

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    Unstoppable
    Spoiler :


    A different type of blitz.
    When combat is won with > 90% str left, unit restores 1 movement and is allowed to attack again.
    Looks familiar to an old one by tsentom1, but this only takes effect when the unit is really strong enough to win with little damage taken


    Reconnaisance
    Now requires Sentry, typo error

    Promotion Pack
    Now combat promotions only take effect when winner and loser domain same.
    Taken Air Combat Class out from Retribution, Giant Slayer, Frenzy, Gifted, Curse.
    Air Combats do not trigger onCombatResults
    Lazy to update for standalones.
     
  15. dacubz145

    dacubz145 Deity

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    Not sure if you've done this yet but a one time promotion would be cool. Like a huge combat bonus, but promotion goes away after one combat
     
  16. platyping

    platyping Sleeping Dragon

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    As standalone promotion, that will be Divine Shield above
     
  17. Dumanios

    Dumanios MLG

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    Need to subscribe to this thread.
     
  18. platyping

    platyping Sleeping Dragon

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    Changes:

    Unstoppable:
    New:
    Spoiler :

    Increased requirement to activate only when at full str.
    Gave it 10% STR to make it still a reasonable choice.

    Giant Slayer:
    Old:
    Receives 25% XP from Defeated Unit 3 Levels Higher
    New:
    Spoiler :

    For the sake of AI, the old benefit won't be easily understood, the new one is more of an achievement

    Cleave:
    Old:
    Receives Deals 15% Damage to Top Units in adjacent Plots
    New:
    Spoiler :

    Easier to implement, less loops

    Raider + Scavenger:
    Merged into one Promotion instead of 2 Separate ones
    Spoiler :


    Curse:
    Renamed and new Button to make way for the new one from New Project, Curse of Pharaoh
    Retribution Promotion adjusted to fit this change as well
    Spoiler :


    Banshee Cry:
    Standalone Version of Curse Promotion from New Project
    Spoiler :



    PromoPack and TeraPack updated
     
  19. Sgtslick

    Sgtslick Emperor

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    Talented Trendy Tasty TraitPack - These look pretty cool!

    I'm redoing the C2C traits at the moment and some of your unique trait features are making me envious :)
    These look awesome - free great scientist per era, 1 free engineer per wonder built, cities start with 2 pop, heals units 30% around conquered cities, +5 :food: per city during golden age, just to name a few!
     
  20. platyping

    platyping Sleeping Dragon

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    Thanks, just don't use Invasive Trait at the moment.
    That one uses CyInterface().getHeadSelectedUnit() code which causes OOS errors.

    Which surprises me, there are many mods out there which use Settlers, Pioneers and Colonists which add more buildings and Population when building cities.
    All of them make use of this code if I remembered.
    Doesn't that cause OOS for you guys?

    There is one rare bug with Scientific Trait which I cannot be bothered to fix though.
    For vanilla BTS, you can advance to Medieval Era directly from Ancient Era, without researching a single Tech in Classical Era.
    It will be counted as just one Era Advance.
    Too rare to occur, cannot be bother to type extra codes just for that.

    Bug Fix:
    Agricultural Trait

    Standalone: Codes in onCityBuilt and onCityAcquired, values were still 8 rather than 5
    TraitPack: Those codes were totally missing
     

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