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[race] Malthusite Race Addon r2 (Updated Apr. 19)

Discussion in 'Rise from Erebus Modmod' started by 7ate9tin11s, Apr 19, 2010.

  1. 7ate9tin11s

    7ate9tin11s Chieftain

    Joined:
    Apr 8, 2010
    Messages:
    34
    Revision 3 Released!

    Updated and redesigned disease promotion system, fixed some balance issues and created a new bonus and improvement type to help with gold and hammer production.

    The file is attached to this post, to install just unpack the file into: "\Rise from Erebus\Assets\Modules\NormalModules". To remove just delete the MalthusiteRace folder from that location. For those that are upgrading just delete the old MalthusiteRace folder and unzip the new one, please note that this will invalidate save games that used r2 or r1.

    Basically the Malthusite race is based around diseases and spreading them. They also increase the Armageddon counter through certain buildings, rituals, diseases, and units.

    Diseases, cures and immunities:
    Spoiler :

    Every unit now has a choice between being feverish or having the chills. When fevered, units have reduced defense and more direct diseases. Chills reduces attack but applies trickier diseases.

    As units level new promotions will be available (once you have the proper techs!) allowing a unit to learn physical and mental diseases, followed by mastering fever and chill states, and finally disease mastery which allows for all diseases at once. A unit with disease mastery can also use the global spell to summon the sisters of Mary.

    Sickly/Chills/Feverish - The base disease that units start with or can change between, they have minor effects and pass the diseased promotion in combat.

    Necrotic Boils - Feverish Physical disease which is similar to plain disease.

    Arcane Fever - Feverish Mental disease that allows casting failure, lowers spell resists, and causes summons to sometimes go enraged or barbarian. It can also slowly get worse.

    Healers Bane - Chills Mental disease which will damage or kill the unit if it is cured of diseases. Cannot be detected until it strikes.

    Corrupt Vitae - Chills Physical disease which slightly reduces the health of the entire empire.

    Soul Rot - Chills Master disease which can make an enemy turn barbarian, invisible for several turns until active.

    Rage Taint - Feverish Master disease which causes a unit to have a high chance of going enraged.

    The Overlords Touch - Disease Mastery affliction which increases the Armageddon counter and weakens a unit more the higher the counter is. Uncurable.

    Rabies - Any animal units captured instantly become infected with rabies, gain a variety of bonuses, are ai controlled, and die 5 turns after their first combat.

    There are also new cure disease spells to remove all the diseases, though healers bane will still kill. Also, units with the immune to disease promotion, or lucky mutated units, can become immune to certain disease families, including healers bane.


    Civilization Story/Strategy
    Spoiler :
    In the long winter the Malthusites hid within a deep crevice upon the coast. Each tide would bring the waters flooding down to turn to steam upon fires deeper within the cave. Through their worship of the Octopus Overlords they survived and thrived in the molding steams and freezing waves. And one day, they claim, the Overlord reached out a hand and touched them. Diseases of the body, spirit and mind raced through the densely packed cave and those that lived founded the way of the Overlords Hand. They live only to spread the holy diseases through the land, especially to their unenlightened brethren who only worship in the way of the old Overlords.
    The cult of the Overlords Hand is based around five powerful buildings, the overlords palm which acts as the palace and center of governance, four fingers which provide for city growth, and a thumb which produces strong units and prevents unrest. These six buildings are important as a single ones presence in a city prevents the effects of sickness, provides gold, and spreads culture. However, each of these buildings adds to your global unhealthyness so it is difficult for any other city to be much more than a sickly little outpost. Each type of religious building can build variations on spreaders and bursters, palm types are cheaper and require less technology research, finger units have doubled move, and thumb units are stronger and more expensive.
    The Malthusites prefer coastal cities which will provide them with gold while their presence slowly turns the surrounding countryside into a slimy marsh or toxic jungle which they find their food in. Their units are sickly and weak in attacking on land, though they will become stronger as they learn more types of diseases and may even overcome their weaknesses entirely with enough diseases. In fact, overcoming their weakness will allow them to use their world spell and summon the infectious sisters of Mary. Strengthwise the ocean is a different matter entirely, the Malthusites spent their time in the cave learning how to raise and train the various creatures from the sea to work for them. So while they only can train a few types of sea units they can use their early access to ocean-going giant turtles to explore and colonize and the late game kraken to ambush rivals. As for arcane matters, they have taken a different approach and do not learn spells with experience. Instead assimilators ingest and assimilate the mana crystals directly. Though only a very few can learn to ingest the crystals safely they gain both spells and extra power for each ingestable mana type and the ability to greatly boost their fighting skills by using up all of their stored mana. This assimilator boost can be used to get through city defenses so lond as you keep developing manas or until you move on to the explosive zealous bursters.


    Leadership/Infocard:
    Spoiler :
    Leader: Mary Morbus
    Alignment: Chaotic
    Traits: Spiritual, Raiders, Agnostic, Cultist (Other races dislike you more)
    Favorite Wonder: City of a Thousand Slums
    Hero: Leader: Mary Morbus
    World Spell: Sisters of Mary
    Unique/Blocked Buildings and Units (In XML since there are so many!)
    Code:
    			<Buildings>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
    					<BuildingType>BUILDING_PALACE_MALTHUSITES</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_OVERLORDS_FINGER</BuildingClassType>
    					<BuildingType>BUILDING_OVERLORDS_FINGER</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_OVERLORDS_THUMB</BuildingClassType>
    					<BuildingType>BUILDING_OVERLORDS_THUMB</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_AQUEDUCT</BuildingClassType>
    					<BuildingType>BUILDING_MALTH_WELL</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_ELDER_COUNCIL</BuildingClassType>
    					<BuildingType>BUILDING_MAD_SCIENTIST_HIDEOUT</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_GRANARY</BuildingClassType>
    					<BuildingType>BUILDING_MALTH_BREEDING_PIT</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_HARBOR</BuildingClassType>
    					<BuildingType>BUILDING_SPAWNING_BEDS</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_HERBALIST</BuildingClassType>
    					<BuildingType>BUILDING_TREPANIST</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_SHIPYARD</BuildingClassType>
    					<BuildingType>BUILDING_OCEAN_SPAWNERY</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_SMOKEHOUSE</BuildingClassType>
    					<BuildingType>BUILDING_MALTH_SMOKEHOUSE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_MALTH_ABSORBATORIUM</BuildingClassType>
    					<BuildingType>BUILDING_MALTH_ABSORBATORIUM</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_MAGE_GUILD</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_CARNIVAL</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_INFIRMARY</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_SIEGE_WORKSHOP</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_STABLE</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_WELL</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_SEWERS</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_THE_HAND</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_KILMORPH</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_LEAVES</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_TEMPORENCE</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_THE_EMPYREAN</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_THE_ORDER</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_THE_OVERLORDS</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_THE_VEIL</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    				<Building>
    					<BuildingClassType>BUILDINGCLASS_TEMPLE_MECHANOS</BuildingClassType>
    					<BuildingType>NONE</BuildingType>
    				</Building>
    			</Buildings>
    			<Units>
    				<Unit>
    					<UnitClassType>UNITCLASS_MARY</UnitClassType>
    					<UnitType>UNIT_MELTH_MARY</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_FEVERED_ASSIMILATOR</UnitClassType> <!-- In a class to prevent civopedia issues -->
    					<UnitType>UNIT_FEVERED_ASSIMILATOR</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_WORKBOAT</UnitClassType>
    					<UnitType>UNIT_BUNYIP_WORKER</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_GALLEY</UnitClassType>
    					<UnitType>UNIT_MALTH_GIANT_TORTOISE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_FRIGATE</UnitClassType>
    					<UnitType>UNIT_MALTH_SEA_SERPENT</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_MAN_O_WAR</UnitClassType>
    					<UnitType>UNIT_MALTH_KRAKEN</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_MAN_O_WAR</UnitClassType>
    					<UnitType>UNIT_MALTH_KRAKEN</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_DRUID</UnitClassType>
    					<UnitType>UNIT_CORRUPTOR</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_SPREADER_HAND</UnitClassType>
    					<UnitType>UNIT_SPREADER_HAND</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_SPREADER_FINGER</UnitClassType>
    					<UnitType>UNIT_SPREADER_FINGER</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_SPREADER_THUMB</UnitClassType>
    					<UnitType>UNIT_SPREADER_THUMB</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_ZEALOUS_BURSTER_HAND</UnitClassType>
    					<UnitType>UNIT_ZEALOUS_BURSTER_HAND</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_ZEALOUS_BURSTER_FINGER</UnitClassType>
    					<UnitType>UNIT_ZEALOUS_BURSTER_FINGER</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_ZEALOUS_BURSTER_THUMB</UnitClassType>
    					<UnitType>UNIT_ZEALOUS_BURSTER_THUMB</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_FORT_COMMANDER</UnitClassType>
    					<UnitType>UNIT_RABID_GUARDIAN</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_WORKER</UnitClassType>
    					<UnitType>UNIT_MALTH_WORKER</UnitType>
    				</Unit>
    
    				<Unit>
    					<UnitClassType>UNITCLASS_ADEPT</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_MAGE</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_ARCHMAGE</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_ARQUEBUS</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_HORSE_ARCHER</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_HORSEMAN</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_KNIGHT</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_PALADIN</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_WAR_CHARIOT</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_WAR_ELEPHANT</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_QUEEN_OF_THE_LINE</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_ARCANE_BARGE</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_CARAVEL</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_TRIREME</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_CARRACK</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_TRADESHIP</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_PRIVATEER</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_GALLEON</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    				<Unit>
    					<UnitClassType>UNITCLASS_BERSERKER</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    			</Units>
    


    Racial Balance:
    Spoiler :
    Sound a bit overpowered? Actually they are a bit tougher than you think:
    1. All units receive the sickly promotion forcing them to choose between -2 attack or -2 defense.
    2. As animals go rabid around the Malthusites so they cannot build any mounted units. Of course, any captured animal units immediately go rabid.
    3. Due to their generations of living in a cave they are not very good with wood and cannot build siege units.
    4. As the lands around them turn into marshes, which have very limited improvements allowed, gold becomes a major concern. However, by building plagued lands they can reduce this problem at the cost of food.
    5. Their leader has the Cultist and agnostic traits which causes other races to dislike the Malthusites and prevents taking common religions.
    6. Due to increasing civilization unhealth due to buildings, units, terrain, and Armageddon they have difficulty having more than a handful of larger cities.


    RiFE Modifications:
    Spell: Cure Disease now adds a promotion to activate healers bane.
    Event Trigger disabled: EVENTTRIGGER_MARY

    Changes from r2:
    Spoiler :
    1. Redesigned disease system to provide a choice of penalties and to use normal XP system instead of primal diseases.
    2. Added new bonus type and improvement which will generate it.
    3. Higher Spreaders are now invisible units with chances of discovery or very limited numbers. The highest spreaders can trigger healers bane in a stack as well.
    4. Bursters can now explode to spread rabies.
    5. Berzerkers now replaced with highest level burster.
    6. Re-arranged disease and unit locations
    7. Attempted to help economy somewhat with minor costing tweaks.
    8. Sisters of Mary are weaker as they do not start with every disease.
    9. AI is still disabled.


    Changes from r1:
    Spoiler :
    1. Enabled mage guild replacement.
    2. Disabled naval units that were missed in the first pass
    3. Removed broken events and disabled mary event
    4. Disabled AI from playing this race as it cannot understand how to live with sickness buildings. I could use help on this if anyone has ideas!
    5. Fixed fort commander ctd problem.
    6. Spreaders can now spread positive disease aspects and carriers


    Known Bugs:
    1. Certain buildings do not show in the quick list unless they are recommended, please choose examine city from time to time so you know every building available. Notably, the very important Overlords Finger temple is not showing in quick lists. This is a known issue in this version of RiFE and is already fixed in the beta version being tested now.
    2. Workers will not build Plagued Lands when auto-terraforming.
    3. Your bug here! Let me know what I missed. :blush:

    Let me know what you think :D
     

    Attached Files:

  2. Otiose

    Otiose Chieftain

    Joined:
    Feb 8, 2010
    Messages:
    21
    Location:
    Okeechobee Fl
    Interesting ideas. Do you plan on making the Malthusite into a full blown civ?

    One suggestion about rabies - in most maps 5 turns isn't long enough to really encounter anything and a question - is the animal unit completely healed once its captured?
     
  3. 7ate9tin11s

    7ate9tin11s Chieftain

    Joined:
    Apr 8, 2010
    Messages:
    34
    First of all, they are a full civ and can be played as such. Please download and try them! :D I just have not tested them under AI control. All the proper information is there, but I need to make sure the AI will use it correctly.

    Rabid animals regenerate 20% health a turn, have a high withdrawal chance, and get a bonus move. In my testing on ErberusContinent maps they usually find something to fight since they also receive hidden nationality. Perhaps the 5 turn timer should not start until they actually attack something?
     
  4. shannonlynch

    shannonlynch Chieftain

    Joined:
    Jun 6, 2008
    Messages:
    51
    A couple quick comments - since I just had a CtD while playing the Malthusite. The crash happened when I tried to use the fort commander; but didn't do it the second time when I reloaded the save game.

    When I look at the pedia for the Mary Morbus - it doesn't provide the "Required Technology" info (I found it later at that it is the Alchemy technology.) Also noted that the pedia shows that the Mary Morbus unit replaces the Mary Morbus unit - are there two versions of Mary?

    I'll provide more comments as the game progresses. Thanks for your work!!
     
  5. shannonlynch

    shannonlynch Chieftain

    Joined:
    Jun 6, 2008
    Messages:
    51
    I haven't noticed this error before playing the other civs in RifE; but when the "Enter the Flare" option kicked in - it gave some interesting info... check out the pics.


    I also just noticed that the "In Addition..." comments concerning Mary Morbus is showing in ALL of those types of decision boxes...

    I played a different civ with the malethsites civ still installed and had the same thing occur (the mals were NOT being played by any other ai).

    I removed the civ folder and everything went back to normal.
     

    Attached Files:

  6. SeraphimsChoir

    SeraphimsChoir Chieftain

    Joined:
    Sep 17, 2009
    Messages:
    5
    I received 3 Mary's by the 36 turn on a quick play through just to rest the race. Once you fix that, I think they could be rather fun to play.
     
  7. shannonlynch

    shannonlynch Chieftain

    Joined:
    Jun 6, 2008
    Messages:
    51
    I'm receiving duplicate messages for things like slave rings, volcano erupting, etc.

    I played a different civ with the malethsites civ still installed and had the same thing occur (the mals were NOT being played by any other ai).

    I removed the civ folder and everything went back to normal.
     

    Attached Files:

  8. 7ate9tin11s

    7ate9tin11s Chieftain

    Joined:
    Apr 8, 2010
    Messages:
    34
    That is odd perhaps I screwed up an event entry. Did you notice any particular event that happened before the errors began?

    Hmmm...that should not happen as well. I think it is a result of the first error.

    Again, a problem in the event code I think. You can remove the following 3 files to remove the event addons for now while I put them back in testing:
    MALTH_CIV4EventInfos.xml
    MALTH_CIV4EventSchema.xml
    MALTH_CIV4EventTriggerInfos.xml

    Sorry about letting an apparently big bug through...even if it never showed in my games :p

    I will also check the fort commander vs the mutation list to make sure there is no conflicts.

    Any other modders have an idea on the weird event happenings?
     
  9. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    I believe events have issues with the modular system.
     
  10. 7ate9tin11s

    7ate9tin11s Chieftain

    Joined:
    Apr 8, 2010
    Messages:
    34
    Oh, ok. Then off with their heads! :lol:

    As a side note, I could not get art defines working with the modular system too. Perhaps that is just a lack of Schema file though?

    Update:

    As the Malth fort commander is melee instead of siege they can get a variety of mutations others cannot. The only one I see that might be having problems with an un-movable unit is the Berzerker promotion since it adds hasted which boosts a units move. I have made it immune to that promotion and will run yet another test. :)

    I am also going to try out the rabid must get at least one attack idea inspired by Otiose.
     
  11. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Art does work, you just need to have the schema. Check the BtS xml files, as it's not one that's changed at all by RifE. ;)
     
  12. shannonlynch

    shannonlynch Chieftain

    Joined:
    Jun 6, 2008
    Messages:
    51
    Removing those three files did help...

    Oh - and after starting another game with the Mals... I had another CtD when I attacked with my Fort Commander / Bear. The only promotions that the bear had were the Combat I, II, III.

    So, I'm thinking that the CtD is reproducible - just not consistently reproducible.
     
  13. 7ate9tin11s

    7ate9tin11s Chieftain

    Joined:
    Apr 8, 2010
    Messages:
    34
    Yes, I had the same thing. Sometimes the ability causes a freeze, other times it works without a problem. I have changed the ability to a summon and am running some tests now.

    In other news, in my last test I had the arcane virus miscast chance cause me to fumble the global spell... :rolleyes:. It will be altered so disease mastery spreads arcane cancer and you loose the negative effects once you have all the diseases :D

    I also need to rework the spreader system since it only spreads the negative side of multipart diseases right now.

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

    Ok, finished fixing, changing, testing, and uploading to here. I have also tested it as an AI player and found that the AI cannot understand the importance of the religious building in removing pollution. Does anyone know a way to force the AI into building a building if it can? Otherwise I will just have to leave the AI disabled. :(
     
  14. shannonlynch

    shannonlynch Chieftain

    Joined:
    Jun 6, 2008
    Messages:
    51
    Now playing revision 2 :)

    An odd thing, to me anyway, is that the Fevered Assimilator info says "Required NONE". Which typically means to me that you can build it immediately. This doesn't make sense really sense this unit says it's a replacement for the Arch Mage. Typically the arch mage icon isn't even visible until WAY later in the game (I'm on about turn 90 or so).

    I can NOT actually make it unless I've built the Ether Absorbatorium. So I'm thinking this isn't the Arch Mage replacement; but the Adept replacement.
     
  15. 7ate9tin11s

    7ate9tin11s Chieftain

    Joined:
    Apr 8, 2010
    Messages:
    34
    I know it is weird, I think there is some sort of hard-coding in the data display for arch mages and it is an artifact of that. XML-wise the assimilators are of the archmage class and the original class define has nothing special in it (besides making it a national unit with a limit of 4).

    ----------

    I still cannot figure out how to force the AI to build a building, even if it thinks the building is bad. If the AI would prioritize building the fingers it would work fine...as of now it will not make any buildings out of fearing unhealth and still just floods the world with warriors at turn 250. :mad:
     
  16. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    To force a building, you'll need python.

    As for making it archmage class... Would be better to make a new unitclass, also limited, and put it there. Have the bUnique tag, so only civs with the unitclass listed in their entry can use it. Then in the civ entry list the unitclass, then the unit that you want (adept UU, apparently?) Make sure this unit is listed as that unitclass, and the default for the unitclass in it's entry, so no weird display bugs are made. Then for the Adept class, list NONE.
     
  17. 7ate9tin11s

    7ate9tin11s Chieftain

    Joined:
    Apr 8, 2010
    Messages:
    34
    Actually it was just because the buildingclass (mage guild) was being changed to use a special building in the civ info. The civopedia just could not follow through changing both a unitclass and the buildingclass it came from and thus put NONE instead. By setting the building to a unique class it fixed it. Though since the building is unique now I will also make the assimilator unique too so others in the civopedia do not see a strange possible upgrade :D

    As for my ai building issues I am going to try and make it the favorite wonder of the race, since it is a national wonder...perhaps that will do it :think:
     
  18. Otiose

    Otiose Chieftain

    Joined:
    Feb 8, 2010
    Messages:
    21
    Location:
    Okeechobee Fl
    Duh' its already a civ. Don't I look silly?:lol: Downloaded/played and I like the flavor but they seemed a little week in the early game, then again you could say the barbs are a little too strong in the early game. I will give it another go when I get home tonight.
     
  19. 7ate9tin11s

    7ate9tin11s Chieftain

    Joined:
    Apr 8, 2010
    Messages:
    34
    That is probably a bit my fault. I had previously edited the animals and other insanely strong barbarian units down so AIs and I can survive better (and removed the fear promotion from most to prevent instant city losses to boars and such). While entertaining, it was not really fun to win on turn 50 without ever meeting another race or have my capital destroyed because a boar made the stack of defenders run :rolleyes: . Therefore, the race has been balanced to be difficult to start in my edited environment and then strong enough to fight others in mid to late game. Do you have any idea what may be needed to help the early game?

    I've attached my edited RiFE unit file if anyone wants it :p

    Lastly, I have edited the ai to use the Malthusites and it seems to work decently, but I see no way to do a modular addition to the python files so I will probably have to make 2 releases, one for player only and one as a patch that overwrites the ai file.
     

    Attached Files:

  20. Jabie

    Jabie Wanted in Monte Carlo...

    Joined:
    Dec 16, 2003
    Messages:
    1,024
    Location:
    Southampton, UK
    A race based on spreading disease. Nice. Haven't tried it yet, but a couple of things spring to mind that you may want to consider.

    Blight (AC 30) could be coded to make them stronger. The Malthusites may have developed immunities to many diseases already and are used to eating low yield crops. Perhaps they could automatically get a Golden age if Blight occurs in celebration of the increased virulent plagues assaulting Erebus. Might make an intersting surprise for an ambitious Sheaim player.

    There is an event in a dungeon whereby if your unit breaks open a vial they can get a wasting disease. The Malthusites ought to have an option ("Study him!") to gain valauble insight from the lab and gain a science boost.
     

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