Scions of Patria?

is there a reason you did not use pUnit.convert in the python for Haunts changing back?

I don't remember making a decision not too, so the most likely answer is that I didn't know of pUnit.convert.

I did a testgame with the new Epic Destiny Victory and the Pax Patria condition really encourages a more diplomatic approach.

Cool! :)

I think you need to add __import__('scions'). to the Spells py req/res lines ;)

Doh. Thanks. The spells worked when tested - I guess it found the file over in the FF directory? I'd better re-name it.
 
I don't remember making a decision not too, so the most likely answer is that I didn't know of pUnit.convert.
ok, I added it using convert. For the Grand ward kept the Pyperturn. The redactor Spells are merged as well :)
 
ok, I added it using convert. For the Grand ward kept the Pyperturn. The redactor Spells are merged as well :)

Excellent! Thanks. I'll just take down the faulty module...
 
5) Emperor's Mark

I suggest moving the python placing the Marks from doTurnScion to onCityBuilt. (Encourages building rather than conquest.)

You're likely to have caught this already, but I noticed it's not as simple as I stated above:

Instead onCityBuilt just needs this part of the function:

Code:
		if pPlayer.getLeaderType() == gc.getInfoTypeForString('LEADER_RISEN_EMPEROR'):		
			city.setNumRealBuilding(gc.getInfoTypeForString('BUILDING_EMPERORS_MARK'), 1)

While doTurnScion can keep most of the remainder:

Code:
			if pPlayer.getLeaderType() == gc.getInfoTypeForString('LEADER_RISEN_EMPEROR'):
				if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_TEMPLE_OF_THE_GIFT')) > 0:			
					pCity.setNumRealBuilding(gc.getInfoTypeForString('BUILDING_EMPERORS_MARK'), 0)

Sorry!

EDIT: Heh. I just realized that what I wrote in the original post - move one "part" - was technically correct. But I hadn't realized the function would need to be split.
 
I had put it all into the per turn city check
Code:
			if pPlayer.getLeaderType() == gc.getInfoTypeForString('LEADER_RISEN_EMPEROR'):
				if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_TEMPLE_OF_THE_GIFT')) == 0:			
					if pCity.getOriginalOwner()==iPlayer:
						pCity.setNumRealBuilding(gc.getInfoTypeForString('BUILDING_EMPERORS_MARK'), 1)
				else:
					pCity.setNumRealBuilding(gc.getInfoTypeForString('BUILDING_EMPERORS_MARK'), 0)
 
XML files are always loaded. Features have a Pedia entry which you can use to add your help text.

From scions_civ4featureinfo.xml

Spoiler :
FeatureInfo>
<Type>FEATURE_HAUNTED_LANDS</Type>
<Description>TXT_KEY_FEATURE_HAUNTED_LANDS</Description>
<Help>TXT_KEY_FEATURE_HAUNTED_LANDS_HELP</Help>


From the WildmanaNewGW.xml

Spoiler :
<TEXT>
<Tag>TXT_KEY_FEATURE_HAUNTED_LANDS_HELP</Tag>
<English>[ICON_BULLET]"Enter at your own RISK!"
[ICON_BULLET] A unit can become effected by many malaties!
[ICON_BULLET] A chance to become Confused, Poisoned, Dusted!
[ICON_BULLET] A lesser chance of Desperation and loosing XP!
[ICON_BULLET] The wounded can become the Undead!
</English>


the help text is not displaying ingame, what am i missing?
 
What do you mean with "displaying ingame"? In the Civilopedia, only the pedia entry for features is displayed. And I don't think the help tag for features is used anywhere else in the game.
 
There seems to be bugs (features?) in the latest patch.

First with xivan (sp?) when I captured my near by neighbors city. I was able to build shrine of the champion. As far as I knew my hero was still alive(undead), still in play anyway. She was in her black lady form.

Second later on when I got archmages or there equivalent I noticed one of my mages who knew life 3 was able to cast resurrection. Strange I thought I cast it and 7 turns later out pops kotrina(did I spell her name right?) the protector. Anyway I noticed she had shackled strange... since I certainly had knowledge of the ether. Any way I turned her to the red lady (still with shackled). I then noticed I could cast resurrection again. So thats 3 heros 2 with shackled and a shrine of the champion. That seems a bit odd to me.

Anyway some requests if possible,
Have some text on what the promotions do. For example the promotion doomgiver, there is no text so I have no clue whats it do. If I were for example to fuse said doomgiver with my golem due to the fact the doomgiver in question is now a goblin, does that make the golem have the doomgiver's abilities. Also say pelmoc he has a promotion I think, not sure what it does but he has it.

Also speaking of doomgivers if possible make it so when they convert people to awakened or whatever it is there called if possible could the warp to there closest cities. Its difficult keeping them alive (undead?) when your attacking someone with an army and you have this small stack of non-combatants.
 
What do you mean with "displaying ingame"? In the Civilopedia, only the pedia entry for features is displayed. And I don't think the help tag for features is used anywhere else in the game.

"displaying ingame" is when your cursor moves over an item and the "help" file displays as a small hud menu, giving you additional information. I was trying to create this help display (similar to the one for units) upon Tarquelines request, and did not realize that it was not normally used by features, I guess.
There is a placeholder help tag in the featureinfo which you indicated to me, so it was logical to me that the one tag would reference the other.

so how does that work with the unit help files? if you caught one of my other posts a week or so ago, I actually discovered that I could only have ten "bullets"/lines in a help file that would display anyway. It was one of the Jotnar units, either worker of civilian I think. I added additional bullets, but only ten lines actually would display.

would this be a schema link then to the python?
 
I then noticed I could cast resurrection again. So thats 3 heros 2 with shackled and a shrine of the champion.

There's code in the python spell req. for Resurrection that's supposed to keep that from happening with Korrina. Isn't working for me, either. Could have sworn it worked in FF.

For example the promotion doomgiver, there is no text so I have no clue whats it do.

Doomgiver does exactly what the text says it does. :)

In FF the Promo had a function, but WM doesn't have the particular tag it used so I imagine it's slated for removal. ("Polished Diplomat" is another promo like that.)

HOWEVER - Request for Sephi: A promo tag that influences how much culture is changed under Influence Driven War. That'd be a nice replacement for what Doomgiver did in FF. (In general I just like IDW, too.)
 
HOWEVER - Request for Sephi: A promo tag that influences how much culture is changed under Influence Driven War. That'd be a nice replacement for what Doomgiver did in FF. (In general I just like IDW, too.)

Heh, that's something I'm planning to add when I implement it in RifE. :p
 
For graywarden, that 'pedia entry.

What do you get when you cross a Redactor with a horse?

Spoiler :

"I told you we don't need any fodder. We're not faster if we stop for fodder!"[PARAGRAPH]"They're intimidating me."[PARAGRAPH]"Intimidating you! How?"[PARAGRAPH]"It's the way they look at me."[PARAGRAPH]"They don't have any eyes, Daerta. How can they be looking at you?"[PARAGRAPH]"I don't know!! That's why it's...[PARAGRAPH]Interrupting: "...so intimidating. Yeah, look, just shut up. What in the Angel's Unspeakable Name are you feeding them, anyway? That doesn't look like hay."[PARAGRAPH]"Some sort of seaweed, or something. It's from the Temple over there."[PARAGRAPH]"Have you noticed that I keep repeating what you say as a question? Well, I'm going to do it again: That temple over there?"[PARAGRAPH]"Yes."[PARAGRAPH]"The Overlord Temple."[PARAGRAPH]"Yes."[PARAGRAPH]"You're feeding our mounts Madweed from a ruined Temple of the Overlords?[PARAGRAPH]"Lay off me! I had to give them something."[PARAGRAPH]"AND we're back to my original point. You know, you may look like a couple hundred pounds of fast-moving sharp and steely death, but you are such a moron. Did we or did we not have a Redactor from the Imperial capital itself in our camp last week?"[PARAGRAPH]"You know we did."[PARAGRAPH]"But do you? Did he or did he not use strange and secret rituals, which made the stars shudder and raised a terrible noise that chased the crying winds away over the plains....? Just say "Yes."[PARAGRAPH]"Okay, sure. I mean yes."[PARAGRAPH]"And did he not one by one bleed out our mounts and infect their flesh with the same power that animates our own flesh, rendering divinity incarnate in no longer mortal matter?"[PARAGRAPH]"...What?"[PARAGRAPH]"He made our horses undead, right? Skeletons."[PARAGRAPH]"Yes."[PARAGRAPH]"And that's why they don't need fodder. And because they don't need fodder and are undead we can ride further, faster, and harder than ever. So long as the bones hold together.... And so long as some idiot doesn't feed Madweed to a bloody undead horse and make the poor thing puke it's guts out! Guts it HASN'T EVEN GOT! YOU FOOL! ....Look at that. There it goes.[PARAGRAPH]"It was crazy already."[PARAGRAPH]"Of course it was crazy. It's a horse. Crazy it what horses do. You, on the other hand, are insane."
 
just noticed it now: it should read "Crazy is what horses do", shouldn't it?
 
There's code in the python spell req. for Resurrection that's supposed to keep that from happening with Korrina. Isn't working for me, either. Could have sworn it worked in FF.

A little more on this: The code is supposed to check and see if there's greater-than-zero number of Korrina's around. Setting it to equal-or-greater-than-zero does turn off the spell. So it looks like the unitclasscount isn't working, though I've no idea why.

*********

Haunted Lands Spread:

I've realized there's a least one significant flaw in the current system: The more land you have the quicker you get Haunted Lands. One Ghost Walker in a Scions territory of 100 squares will have 10x the effect as a Ghost Walker in a Scions territory of 10 squares.

Furthermore, I think the current system is boring boring boring. No micromanagement, which was supposed to be the point. But very boring.

I've got an idea with no real micromanagement: Give Ghostwalkers and other Haunted Lands-ish units a small per/turn chance to spawn an AI controlled Creeper. The Creeper would be set to Explore and self-destruct or plant a Haunted Lands feature within a few turns. (Maybe even outside Scion territory if you're already at war.) So you park Ghostwalkers where you want HL to spread and it'll do so in a vaguely organic manner. (And there's no "more land = more HL" problem.)

The possible problem I see is the pathfinding for the AI units. There shouldn't ever be all that many of them, but I don't know how many would be too-many to significantly hit turn speed.

A variant would be even fewer, but non-AI controlled Creepers with a few more abilities. But no Creeper aging or stockpiling.

Another possibility: Auto-castable Ghostwalker spell. (Basically the original method in FF, but taking advantage of WM's autocast.)
 
"displaying ingame" is when your cursor moves over an item and the "help" file displays as a small hud menu, giving you additional information. I was trying to create this help display (similar to the one for units) upon Tarquelines request, and did not realize that it was not normally used by features, I guess.
There is a placeholder help tag in the featureinfo which you indicated to me, so it was logical to me that the one tag would reference the other.
It's odd that the help tag is used in the schema for features, but not ingame.

so how does that work with the unit help files? if you caught one of my other posts a week or so ago, I actually discovered that I could only have ten "bullets"/lines in a help file that would display anyway. It was one of the Jotnar units, either worker of civilian I think. I added additional bullets, but only ten lines actually would display.

would this be a schema link then to the python?

10 lines is probably the limit. Help TXT_KEYS should be really short anyway, not more than 1 line usually, else it clutters up the screen and confuses new players. For larger texts there is the strategy tag.
 
There's code in the python spell req. for Resurrection that's supposed to keep that from happening with Korrina. Isn't working for me, either. Could have sworn it worked in FF.
ressurrection and Shrine of Champion bugs fixed.

("Polished Diplomat" is another promo like that.)
removed

HOWEVER - Request for Sephi: A promo tag that influences how much culture is changed under Influence Driven War. That'd be a nice replacement for what Doomgiver did in FF. (In general I just like IDW, too.)
added
 
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