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scion's palace mana mechanic

Discussion in 'Wildmana Modmod' started by Smakemupagus, May 31, 2010.

  1. Smakemupagus

    Smakemupagus Warlord

    Joined:
    Dec 14, 2006
    Messages:
    113
    playing 8.3

    Can you ever get more than 1 palace mana as the Scions? I thought I read something in the 'pedia that implies that the Thaumaturge's Keep gets you a 2nd and 3rd mana type, but it doesn't seem to be happening. Are there tech prereqs or something too?

    Thanks
     
  2. Tarquelne

    Tarquelne Follower of Tytalus

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    Dec 8, 2001
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    3,715
    IIRC there's a game option that puts a second and third mana in place. What I may be remembering is just looking at an AI Scion palace with the "extra AI mana" option on.

    That 'pedia entry needs to be updated - that's how it works in Fall Further.

    In WM the Keep has the chance to randomly give Arcane units both first and second level mana-sphere promotions. There's also a chance to make a unit Enraged. IIRC the chance is 3% per turn for each.

    Hmm... I just discovered how the Place Ruins mechanic works. I'm tempted to try re-jiggering the Keep so that it's more like FF, but keeping and expanding the random effects. I like the idea of the Keep giving Water mana, then exploding and damaging the city after which it gives no mana until later, say, all the Adepts with >2 xps go mad and it starts giving Entropy mana.
     
  3. Smakemupagus

    Smakemupagus Warlord

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    cool, thanks for response
     
  4. Tarquelne

    Tarquelne Follower of Tytalus

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    Dec 8, 2001
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    I'm experimenting with limiting mages and adepts (in both # and perhaps spell casting) to a civ's available mana. Which means the Scions need those 2 extra mana. Convenient that I'd already considered how to do that...

    Here's the code in case anyone's interested. It can be added to Scions.py, with the Keep-creation spell xml pointing to it as as "PyResult".

    Spoiler :

    Code:
    def spellBuildKeep(caster):
    	pPlayer = gc.getPlayer(caster.getOwner())
    	pPlot = caster.plot()
    	pCity = caster.plot().getPlotCity()
    	
    	iChance = CyGame().getSorenRandNum(11, "Keep building roll")
    	if iChance <= 0:
    		iBonus = gc.getInfoTypeForString('BONUS_MANA_DEATH')
    	if iChance == 1:
    		iBonus = gc.getInfoTypeForString('BONUS_MANA_ENTROPY')
    	if iChance == 2:
    		iBonus = gc.getInfoTypeForString('BONUS_MANA_EARTH')
    	if iChance == 3:
    		iBonus = gc.getInfoTypeForString('BONUS_MANA_AIR')
    	if iChance == 4:
    		iBonus = gc.getInfoTypeForString('BONUS_MANA_FIRE')
    	if iChance == 5:
    		iBonus = gc.getInfoTypeForString('BONUS_MANA_WATER')
    	if iChance == 6:
    		iBonus = gc.getInfoTypeForString('BONUS_MANA_SHADOW')
    	if iChance == 7:
    		iBonus = gc.getInfoTypeForString('BONUS_MANA_CHAOS')
    	if iChance == 8:
    		iBonus = gc.getInfoTypeForString('BONUS_MANA_BODY')
    	if iChance == 9:
    		iBonus = gc.getInfoTypeForString('BONUS_MANA_MIND')
    	if iChance == 10:
    		iBonus = gc.getInfoTypeForString('BONUS_MANA_ENCHANTMENT')
    	if iChance == 11:
    		iBonus = gc.getInfoTypeForString('BONUS_MANA_METAMAGIC')
    
    	iChance2 = CyGame().getSorenRandNum(11, "Keep building roll")
    	if iChance2 <= 0:
    		iBonus2 = gc.getInfoTypeForString('BONUS_MANA_DEATH')
    	if iChance2 == 1:
    		iBonus2 = gc.getInfoTypeForString('BONUS_MANA_ENTROPY')
    	if iChance2 == 2:
    		iBonus2 = gc.getInfoTypeForString('BONUS_MANA_EARTH')
    	if iChance2 == 3:
    		iBonus2 = gc.getInfoTypeForString('BONUS_MANA_AIR')
    	if iChance2 == 4:
    		iBonus2 = gc.getInfoTypeForString('BONUS_MANA_FIRE')
    	if iChance2 == 5:
    		iBonus2 = gc.getInfoTypeForString('BONUS_MANA_WATER')
    	if iChance2 == 6:
    		iBonus2 = gc.getInfoTypeForString('BONUS_MANA_SHADOW')
    	if iChance2 == 7:
    		iBonus2 = gc.getInfoTypeForString('BONUS_MANA_CHAOS')
    	if iChance2 == 8:
    		iBonus2 = gc.getInfoTypeForString('BONUS_MANA_BODY')
    	if iChance2 == 9:
    		iBonus2 = gc.getInfoTypeForString('BONUS_MANA_MIND')
    	if iChance2 == 10:
    		iBonus2 = gc.getInfoTypeForString('BONUS_MANA_ENCHANTMENT')
    	if iChance2 == 11:
    		iBonus2 = gc.getInfoTypeForString('BONUS_MANA_METAMAGIC')
    		
    
    	pCity.setNumRealBuilding(gc.getInfoTypeForString('BUILDING_KEEP_MAIN'), 1)			
    	pCity.setBuildingBonusChange(gc.getInfoTypeForString('BUILDINGCLASS_KEEP_MAIN'),iBonus,1)
    	pCity.setBuildingBonusChange(gc.getInfoTypeForString('BUILDINGCLASS_KEEP_MAIN'),iBonus2,1)
    


    I'm not sure how I'm going to adjust the existing Keep python, if at all.

    One the one hand, the above plus the existing python is a boost for the Scions.
    OTOH, limiting the # of mages and adepts means that over-producing adepts, to counter-act some getting Enraged and subsequently killed, isn't really an option any more.
    But if that's the case maybe I won't allow any adepts to hang around the Keep at all, effectively mooting the special functions. Which is no fun.
     
  5. esvath

    esvath Apprentice of Erebus

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    Is it possible for me to implement the code in onBuildingBuilt? I have a Amurites UB that will grant a random mana. Hmmm... need to try that out.
     
  6. Sephi

    Sephi Deity

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    I have merged it, but modified it so only 1 bonus mana is added to the keep.

    @esvath

    unfortunately not if you use a FFH DLL
     
  7. Tarquelne

    Tarquelne Follower of Tytalus

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    Neat!

    I realized, btw, that with my "Limited Magic" thing I shouldn't need to change your Keep code: Adepts may be more precious, but with nerfing Dispel the randomly assigned spells are more valuable.
     
  8. esvath

    esvath Apprentice of Erebus

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    Ouch! Which part is not supported by FfH DLL? The pCity.setBuildingBonusChange() part?
     
  9. Sephi

    Sephi Deity

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    yes..
     
  10. esvath

    esvath Apprentice of Erebus

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    Owww... thank you then.
     
  11. Valkrionn

    Valkrionn The Hamster King

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    Crestview FL
    Could always check the way it's done in RifE, which uses the original system; Sub-buildings for the keep.
     
  12. Smakemupagus

    Smakemupagus Warlord

    Joined:
    Dec 14, 2006
    Messages:
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    in this same game, i noticed another discrepancy between 'pedia and Scions mechanics:

    i was able to have both Korina the Black, and the Risen Emperor (via the Vacant Mausoleum) as active units at the same time. My civ leaderhead is the Emperor.
     

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