Scions documentation

so who is the risen emperor? pretty please, such an enigmatic character, at least something to feed the most amazing theory about his history :)

I like so much the design , the feeling of this civilization
 
so who is the risen emperor? pretty please, such an enigmatic character, at least something to feed the most amazing theory about his history :)

I'll see about adding more clues/background, hopefully via events. ( ATM there's 3 events that do so. But 2 are impossible to activate until Broader Alignments gets revised, and the remaining one doesn't give a good clue.)

Oh yes - Valk., I don't know if I mentioned this before but I agree with you about those unavailable events - they should do more.
 
I'll see about adding more clues/background, hopefully via events. ( ATM there's 3 events that do so. But 2 are impossible to activate until Broader Alignments gets revised, and the remaining one doesn't give a good clue.)

Oh yes - Valk., I don't know if I mentioned this before but I agree with you about those unavailable events - they should do more.

You mean the ones that have you plan your entire game around achieving, and then give you the same reward as stepping foot on the RoP? :lol: They wouldn't be so bad if BA gave incremental alignment shifts, but as it stands, they pretty much become the central focus of the game to achieve.
 
After cheking the event it seems that

Spoiler :
If you become evil you reveal who you are
If you become good , you betray a god.... dunno wich =/
It seems that the risen emperor is an angel , or at least is refered to angel of good intention
 
After cheking the event it seems that...

Close. The wording of the events is ambiguous. And I'm not sure anyone involved can be considered a reliable narrator.
 
On that point, on the one that can trigger now, does the _____ reveals himself to be ________ require you have settled a certain kind of great person? I've always gotten it long before having done so (though truthfully I rarely ever settle this kind of great person) and so couldn't select, does the event happen multiple times?
 
On that point, on the one that can trigger now, does the _____ reveals himself to be ________ require you have settled a certain kind of great person? I've always gotten it long before having done so (though truthfully I rarely ever settle this kind of great person) and so couldn't select, does the event happen multiple times?

Nope. The event refers to a generic ____ rather than a "great" one. Inability to select the good option *should* have been due to lack of gold. I recently (after the last patch) fixed a long-standing bug with that event - perhaps that was the problem.

An event for a great rather than generic ____, or even ____ or ____, is an interesting idea.
 
Good to hear. I so rarely settle great people nowadays (sages are better for academy, alter of luonastar is great for legates doomsayers, engineers with the masterwork buildings...). If any future event requires a settled great person (or one held in reserve) it might be best to include some kind of warning to prepare for it.
 
If any of the immortals, that do not actually have the immortal promotion gets killed because of an event. Say exploring a dungeon, do they still get reborn?

One can solve that by having an check each turn, is the prerequisites for X existing met? Is he not around? If so then spawn. But a little more complicated.

I have played a bit of Scions now, but what worries me a little is population. My wife plays the Mazatl. While I am leading in points, she is able to gain up to five or seven times as much population that I do and is inevitable on an curve that will beat me. This is despite I really early have gone for the Cathederal of rebirth and all buildings I imagine increase the spawning rate of Reborn. I might have missed some element in increasing population swiftly.

Huge map, quick speed, no wars yet, turn ~200.
 
Arctic Circle - Rather than rushing to cathedrals of rebirth (its alot of hammers for population, especially in the early game), try going for aristocracy, securing luxury recources, building the three buildings that increase spawns (shrine to kyorlin, temple of gift, hall of covenent), while building up a sizable force of legates as soon as possible to convert barbarians that venture within sight of your territory. If you're still having trouble, turn on raging barbs while you get the hang of playing the scions. It creates a steady stream of easy populations (though I worry about my dignified citizens of patria having to live alongside all those turned goblins and orcs...)
 
Immortal for any reason (Promotion or natural) is reborn if killed for any reason (combat, event, you hitting the delete button, worldbuilder...)

Does this count for other death checks as well? Can you move a unit into the city that has mokka's xauldron, and disband it to recieve a flesh golem?
 
Lots of death routines don't happen when an immortal unit "dies." The process stops considerably short (for example, if you had an Immortal promoted Alcinus, he would be reborn in your capital without ever attempting to abandon you)
 
I'm curious, as I've never hit it, but how does the awakening limit work? Spawn the the limit amount (say 40th) awakening, does the percentage chance display change to 0, or do you have to determine on your own you've hit the limit? Does awakening built in the capital count against the limit? Or are you limitied to reborn from then on (not that they won't be cheaper at that point anyway...)?
 
It works off total population. When over the limit the Awakened spawning chance goes to 0. You won't see it displayed because the spawning chance display disappears when the odds are 0. So you will be limited to Reborn. If the population ever goes under the limit again you'll start spawning again.
 
It's a shame you can't limit that by total Land Area on map.

40 Awakened on an Archipelgo map is vastly different compared to 40 Awakened on a pangea of the same mapsize.
 
It's a shame you can't limit that by total Land Area on map.

I bet you can count the # of land tiles each turn, but I'd guess that the processor cost would be too high. I guess I could try it sometime and see...

EDIT: There's a getLandPlots function...
EDIT#2:

Alrighty....
Customfunctions, around line 1220:

Spoiler :

Code:
# Stops spawning once a certain population is reached.  That pop. depends on worldsize.  (I'd rather link it to turn # and gamespeed.)
#			iTPopLmt = 50
#			if CyMap().getWorldSize() == gc.getInfoTypeForString('WORLDSIZE_DUEL'):
#				iTPopLmt = 20
#			if CyMap().getWorldSize() == gc.getInfoTypeForString('WORLDSIZE_TINY'):
#				iTPopLmt = 25
#			if CyMap().getWorldSize() == gc.getInfoTypeForString('WORLDSIZE_SMALL'):
#				iTPopLmt = 30
#			if CyMap().getWorldSize() == gc.getInfoTypeForString('WORLDSIZE_STANDARD'):
#				iTPopLmt = 50
#			if CyMap().getWorldSize() == gc.getInfoTypeForString('WORLDSIZE_LARGE'):
#				iTPopLmt = 70
#			if CyMap().getWorldSize() == gc.getInfoTypeForString('WORLDSIZE_HUGE'):
#				iTPopLmt = 100
				
			iTotalLand = int(CyMap().getLandPlots())
#			message = "%0.2f" %(iTotalLand)
#			CyInterface().addImmediateMessage(message,"")
			
			iTPopLmt = iTotalLand / 40

#			iTotalLand = int(CyMap().getLandPlots())
#			message = "%0.2f" %(iTPopLmt)
#			CyInterface().addImmediateMessage(message,"")


That shows the old method commented-out and the new one - the two lines involving iTotalLand - added. There's also some message functions in there you can un-comment if you want to see what sort of numbers get generated.

Erebus Medium sea level maps were very close matches to the old numbers. A high-sea level Archipelago map has the limit - and spawning modifier - of a smaller-than-Dual-sized map.

I'll try a game. If it runs OK I'll include it in the next patch.
 
Minor point, but if its easy to code perhaps it should work off land area minus number of peaks, perhaps with a slightly higher modifier to compensate. Since map scripts differ greatly in how many peaks they plop down, and they are uselss squares. Jeez I feel way too picky...;)

Edit - just noticed you are using an already existing function, and one likely doesn't exist for peaks. So it would probably be difficult - forget I said anything.
 
One thing I don't understand is why it gets harder to spawn Awakened over time, every turn.

Each turn, the other civs are getting more food, more happiness, their cities are growing, health resources are being hooked up, etc. While for the scions every few turns the counter goes down...
 
If you both have very fruitful lands, with plenty of food recources and there is not much war I have once again failed totally against a 'standard' civ for the simple reason that the other civilization outgrows me massivly. Around turn 200 you end up with one huge capital, and many small cities (enough to reap the hills and other interesting recources), while your opponent have ~10-15 cities the size of my capital and a bunch of small ones. My opponent end up with five times my research and ten or twenty times my gross total production capacity.

Not saying that anything is broken, but I can't make it work against a Human opponent on a large/huge map. But I also edmit that I've had problem getting the luxury recourses and my opponent have in every game gotten a very good stretch of land to expand massivly on without any computer civ that started a war. And played Mazatl, Ljosalfar etc. Very good civ in all sort of ways though.
 
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