RifE 1.20 Download and Changelog

Code for PromotionBuilds is now completely finished, barring anything unforeseen... It's a minor enough bit of code that there shouldn't be any bugs, I've made sure to code it in a way that shouldn't cause any significant speed decreases, and the display works nicely without having a blue 'Can Build' line like in the screenshots. :lol:

I've attached the files here. Total of 9 dll files (allowed the tag to be checked via python, which makes up half the files), one text file (two needed entries are at the bottom), and the schema. If anyone wants to merge this into their own mod, feel free. :p
 

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Just added Afforess's 'Multiple Research' code, based off of Denev's 'Multiple Production' mod which has already been merged for next patch. Unlike Denev's mod, I've left this new one as a general mechanic, not tied to a trait. If you have enough science, and have multiple techs lined up, you'll research multiple techs. Will only really have an effect when either Bulbing low cost techs, or when going back during the late game to get cheap techs you missed. ;)
 
As many of you have complained about this option, it's been removed.

........What? Don't believe I'd do that with no strings attached? :mischief:

Actually, while the option has been removed, the mechanic (animals entering your territory) has not. Instead, we have the new 'Timid Animals' game option, which when activated blocks animals from entering your borders from neutral territory.

All the standard ways they have in FF will be left alone (At peace, or crossing a border from a civ at peace... Can enter Doviello lands, and then cross a border into yours, for instance).


So really, absolutely nothing changes. We just go from an option like Raging Barbs that's automatically on, to an option like No Barbs that must be toggled. It's entirely cosmetic, and just makes the option 'match' others that already exist. ;)

Wanted to go ahead and announce this now, to try and avoid any confusion later. :lol:
 
Has the crash that results when such a unit finds itself in your territory been dealt with? I don't know if that was animal specific or not, but I had repeating crashes that were resolved when I deleted a bunch of spiders or those two big ape barb heroes that were inside someone else's borders.
 
From what people have posted, the issue isn't the animal being in your territory, but your territory expanding to cover the animal without leaving it a way out.

Actually, I'm not sure that bug would exist if the animal is able to enter borders freely... Anyone still have a save from a bug like this? If so, go into worldbuilder and add the 'PROMOTION_ANIMAL_BOOST' to the animal causing the crash, and see if that removes it. Thinking it's caused by the AI code meant to get the animal to leave your borders.
 
>_< Friggin whiners :mad:

I liked it but oh well :P

Should read the rest of the post. :p Important parts are highlighted:

Actually, while the option has been removed, the mechanic (animals entering your territory) has not. Instead, we have the new 'Timid Animals' game option, which when activated blocks animals from entering your borders from neutral territory.

All the standard ways they have in FF will be left alone (At peace, or crossing a border from a civ at peace... Can enter Doviello lands, and then cross a border into yours, for instance).


So really, absolutely nothing changes. We just go from an option like Raging Barbs that's automatically on, to an option like No Barbs that must be toggled. It's entirely cosmetic, and just makes the option 'match' others that already exist. ;)

Wanted to go ahead and announce this now, to try and avoid any confusion later. :lol:
 
Heh yeah I did. And I understood.

I just got off from reading a few forums where the main thing was whining (net obscurity and negativity just wore me out),

sorry everyone for my negative post and mood. :p
 
Week or two. Will go to the testers soonish (few days, most likely), and they'll have it for at least a week.

As for the two things you mention... I've seen the AI building farms, but my tweaks to improvement yields should get the AI using them all.

Magic... AI builds mana nodes. With workers. Generally at random. And there's nothing I can do about that currently, aside from maybe merging some of Sephi's changes, which I don't really want to do. I have plans on how to do this, and do it well, but they revolve around Xienwolf's Aspect system. Until that's finished I'm not doing anything like that. ;)
 
No, that's when the file was added to the database. This is the version from December 2009. ;)

While you CAN change the file, description, name, authors, and so on, we can not change the date it was originally added to the database. Which is annoying, but it would be more annoying to post a brand new download everytime we update.... I like to keep track of total number of downloads. :lol:
 
Excellent, now the AI needs to figure out how to survive these swarms of animals.

What game difficulty level do you use?

I found with Monarch and some Emperor games the AI getting knocked out by the animals, especially Minotaurs. However, when I went up to Immortal, I found no AI civs getting wiped out.

Of course, I got MY ass kicked, but that's another matter...
 
Really...

I play at Immortal and three AIs end up dead from animals on almost every game. Must be something with the Erebus map.

I think type and size of map affects it as well as game difficulty. I use the standard-sized Fantasy Realm map exclusively. I would likely find different results if I changed maps. I wish I could go higher in size, but I could change type. However, I really prefer a map that is mostly land and the Fantasy Realm one is a favorite.

Immortal is my roadblock. Although I let the computer randomly select the civ/leader I play, I have never won at the level. About 50-50 the next step down depending on my starting position, and even civ, I guess.

At the lower difficulty levels I find the AI civs can go in short order and you can easily get a Conquest victory often without leaving your borders.
 
what does the installer do, does it just copy everything into the mods folder? because i am going to make a copy of my rise from erebus folder, but i dont want to miss anything
 
Alright, spent some time today reworking the Leash mechanic (Know more now than I did last time I tried this :p).

While it can still be done using python, it can also be set via Promotion. This makes leashes a MUCH more accessible mechanic, and allows us to utilize it on a scale that would have otherwise required quite a bit of python.

So, how does it work? Quite simple, really. There's only one new xml tag, iLeashRange. This can be positive or negative, and stacks. The actual plot the unit is leashed to will be the plot it's on when it gains it's first Leash promotion; So long as it is already leashed, adding a new promotion will just affect range, not the location of the leash. That aspect was rather uncooperative for a while, but it works now. :lol:

How do promotions interact with each other? They are 100% stackable. Only the first promotion will set the leash plot, and losing the last will remove it. This means that you can have a chain of promotions allowing a larger and larger leash centered on the same plot, or even have a promotion which serves to SHRINK the leash down.... Think I'll do something along those lines for Acheron if he's damaged. ;)

What can we do with this? For one thing, expect Minotaurs to initially be leashed to a one-tile range around their dungeon... Once the unit is older, they gain a new promotion expanding the leash. Will have a few stages, and then will have the leash removed... Likely about 100 turns old at that point. Nice little buffer period where they only terrorize the immediate vicinity of their dungeon. ;)

Another use: Mana Guardians. 1 tile leash, this way they can actually patrol the mana and actively guard it. :goodjob:


Edit: Don't have a screenshot of the display on the promotion, but it reads: "Leash Range : X". Only description I could come up with that is clear, and accomodates negative values.
 
That would be nice and hopfull this would end the Guardians that stand at a field next to the mana they sould guard for turns.
Btw. hopefull you have considerd what hapen with Animal Guardians who guard a node that comes inside of the cultural Radius of a civ when Animal Invasion is disabled.
 
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