lordrj15
Manx Modder
Ummm... what's the Rebat? and the Sapao?
Rebat is like a caravansary, and Sapao were the merchant chiefs of Sogdiana.
Ummm... what's the Rebat? and the Sapao?
Also, how do people feel about my original manx civ in terms of design? I'm thinking it's time for an overhaul to balance it and make the UA more interesting.
The design is pretty historically fitting, and fairly unique. One thing I am a little concerned about though, is having to expend the Sapao to improve a single Rebat. There is a precedent for this type of mechanic with Leugi's Tiwanaku civ. It has a UI and a UU that is a missionary replacement that can improve the yields of the UI or great person tile improvements. So the cost to improve the UI or great person tile improvement is one missionary, basically. With your Sogdiana design, the cost to improve the UI is one Great Merchant, basically. Seems like a poor deal when compared side by side like that. Maybe instead have the Sapao have a certain number of improve Rebat actions, and once he uses them all up he is expended, like the Great Prophet's spread religion function.
No idea for decisions - but what were you considering giving the Guanches for CulDiv support? I'm not sure what would fit a Berber people best.
Also, do you think I should add some code that changes the civ to "The Canaries" with a more modern civ list (when certain files are deleted), like I did with Orry's Manx for those who wanted authentic manx gaelic names?
Art + textures certainly does supply a nice effect. Can't wait to see this civ in action.
I got wondering though, shouldn't the Garrote be "Garrochista"?
Here's some screenshots of the Guanche unique units
Spoiler :
Progress has been, slow, but I'm getting there, there's all sorts of problems with the Lua and getting all the skins I need has been tricky (still need a skin for the unique resource), and it doesn't help that two people who were helping me seem to have have vanished off the face of the Earth.
But I'll get there.
function HealAdjacentToHill(iPlayer)
if Players[iPlayer]:GetUnitClassCount(GameInfoTypes.UNITCLASS_SPEARMAN) > 0 then
for iUnit in Players[iPlayer]:Units() do
if iUnit:GetUnitType() == GameInfoTypes.UNIT_RJ_GARROTTE then
HillHeal(iUnit)
end
end
end
end
Events.AIProcessingEndedForPlayer.Add(HealAdjacentToHill)
function HillHeal(cUnit)
local cPlot = cUnit:GetPlot();
if cPlot:IsHills() then
cUnit:ChangeMoves(1)
cUnit:ChangeDamage(-10);
return;
end
end