Skaven Design and Ideas.

Don't think so. GG means you should make a lot of wars to get them, and if you want a "sneaky" presence and diplomatic victory within small territory, it'll be almost impossible to complete. Also it may require to sacrifice a great spy/engineer, but not GG I guess... Generals are good on the battlefield, not under city =).
The unit idea is better.
I agree with Deon, a great Spy would be more logical. (make skaven palace produce great Spy points)
 
Yeah I know. :rolleyes:
What I meant was "one of those special person guys".
 
Skaven Spells:

Spoiler :

Collect Warp Token:
grants the caster the warp token promotion if they are on a warpstone resource. (arp tokens are required to cast skaven spells)

Code:
def reqWarpToken(caster):
	pPlot = caster.plot()
#	if pPlot.getBonusType(-1) != gc.getInfoTypeForString('BONUS_WARPSTONE'):
#	return True

Skitterleap:
identical to the Spell 'Escape' that Hawks cast. placeholder.

Warp Lightning
deals 30 - 45% lightning damage to 1 enemy stack adjacent to the caster. requires 1 warp token.

Vermintide:
deals 20-30 % physical damage to all adjacent enemy units, and pushes them away 1 square. requires 1 warp token

Plague:
Grants all units adjacent to the caster (including skaven units) the 'plagued' Promotion and deals 15- 30 poison damage to them. requires 2 warp tokens.

Pestilent Breath:
deals 60 - 80% posion damage to 1 enemy stack. requires 2 warp tokens.

Death Frenzy
all units in the casters stack gain the Deat hFrenzy promotion. +1 movement, +50% strength, ignore first strikes, cause fear, immune to fear, immune to capture. unit dies at the end of the turn if they do not attack. promotion removed after combat. requiures 3 warp tokens

 
im going to add another spell that causes a city the be affected by the 'Plague' the same as what appears in the Rhyes and Fall of Civilisation Mod. but that will require the merging of the whole Plage mechanic from Rhyes to WH. does anyone have any idea which files are used for the Plague mechanics?
 
I think I see your problem the code says if caster.plot.bonus ISNOTEQUALTO bonustype.WARPSTONE return TRUE.

The idea was to allow when on a resource yes?
try using
Code:
while unit.blabla == blabla.string:
return TRUE
 
:confused: i have honestly no clue about python. all the things i change work through trial and error, i have no idea about pythin syntax. can you be more specific than:
Code:
while unit.blabla == blabla.string:
return TRUE
please? :p

(how do you know "caster.plot.bonus ISNOTEQUALTO bonustype.WARPSTONE return TRUE." doesnt the '=' sign mean if the plot is Warpstone? :lol:)
 
== is called an operator and means = in normal math terms,
X = Y is used to create instances of object X with the value Y (any type of data from simple strings or a number value to arrays of objects)
there are operators for any type of math or conditional statements,
X == Y : X equals Y
X != Y : X not equals Y
X -= Y : X is X-Y
X *= Y : multiply
etc. There is an entire wiki on python which is very usefull at times.

I made an error before: the return statement is always returned when a method is finished, so we need to have it's value variable, because there is only one return per method.
The while also wouldn't work, because it would keep the method running, never returning a value untill the unit left the plot and the condition became false, returning in your case True, which is false. :P.

This should work I think:

Code:
def reqWarpToken(caster):
#      pPlot = caster.plot()
#      warpstone = False
#      if pPlot.getBonusType(-1) == gc.getInfoTypeForString('BONUS_WARPSTONE'):
#         warpstone = True
#      else:
#         warpstone = False
#      return warpstone
 
you might want to look into python conditional flow.

def methodname(parameters):
[create container objects to improve readability, and linking to other outside values]
if someconditionis == true: [condition]
[do this stuff, can change value of objects for example]
elif:
[do other stuff]
else:
[if all else fails...]
return
[need not have a value, but callback functions generally want some feedback, if this method was imbedded in another function this value could be used as imput]

be carefull with local objects, it is easy to mistake it.
you can give a locally defined object the value of a global-object, but this does not mean you are actually changing the global object.
you can use the local.object in conditional statements, but to change the global.object, you need to call it itself.
ie
GC = globalContext(iUnit) or whatever, creates a local object GC which has the properties of globalContext(iUnit), but changing the values of GC in a methiod only changes the value of GC in that method, not it's mother-object.
to change values in the global context into the value of GC, you'd need to do globalContext(iUnit) = GC.

I think. ;)


===

Could we give Grey Seers a free single token value of warpstone?
they are really powerfull mages favoured by the chaos deity of the horned rat and only use warpstone to further increase their power.
Maybe give them normal casters power, but use warpstone token to allow double casting?
Plague priests are actually also greySeers. Monks not so, but they often carry warpscrolls, powerfull cursed magic.

Skryre warlocks are dependent on warpstone for their magics, that is perfect.
warp lightning / random alien spells

For the Skryre warmachines it might be better to just have requirment of the resource to build/upgradeTo though. (warpfire/poisonwind/jazzail/warpcannon/doomwheel/doombell etc)

---
hmmm items :yum:


I like the current magic-mechanic better than the books,
but books can still be very powerfull items, granting spells normally not allowed to the caster/civ.

Could be a very cool class of quests, like the dragon hoard:
"Nagash has a library filled with dangerous arcane knowledge, which he is abusing in abominable ways. The Arch-Traumaturge urges your majesty to put an end to this mad-man's atrocities. Collect those tomes and deliver them into our safekeeping."
-Have the tomes studied. - freetech:necromancy/become more evil/possible civwide unhappyness as the church incites unrest.
-Lock the tomes away safely. req. traumaturgy library. +happy civwide

scrolls can be nice items to have normal units cast a spell... at a cost.
 
you might want to look into python conditional flow.

Thanks for that AH, that REALLY cleared up a lot. i feel like i was stumbling around in the dark before :p

Could we give Grey Seers a free single token value of warpstone?
hmmm, good idea, but im not sure how. let me play around some more this the tokens.

Skryre warlocks are dependent on warpstone for their magics, that is perfect.
The Skyre Warlocks was what i was basing these spells off. they wont be represented by a civ in the game so i thought why not make them the units:
Skyre Warlock
Skyre Warlock Lord
Skyre Grey Seer

hmmm items :yum:
i agree :drool:

I like the current magic-mechanic better than the books,
but books can still be very powerfull items, granting spells normally not allowed to the caster/civ.
like the Libre Bubonicus. im planning on making that an equipment for the skaven. i was going to make it so that any caster who has it can cast all skaven spells, and not require warp tokens to do so. perhaps also a small boost to spell damage...

Could be a very cool class of quests, like the dragon hoard:
"Nagash has a library filled with dangerous arcane knowledge, which he is abusing in abominable ways. The Arch-Traumaturge urges your majesty to put an end to this mad-man's atrocities. Collect those tomes and deliver them into our safekeeping."
-Have the tomes studied. - freetech:necromancy/become more evil/possible civwide unhappyness as the church incites unrest.
-Lock the tomes away safely. req. traumaturgy library. +happy civwide

scrolls can be nice items to have normal units cast a spell... at a cost.

I also agree with this.

what would you say to me asking if you would look into the Equipment mechanics in FfH and finding out how much work would be rewuired to merge that with WH? im a bit tied down with this minimod at the moment, and im also working on fialising my map with Kai's help for the Rhyes mechanic (which Masada is looking into :p)

i really need to make a to do list...
 
Already tried this with the warlords version and FfH, but then I had to retroengineer the whole FfH magic-mechanic into WH and that proved too much. :(

I'll promise to look into it.
It's too yummy to leave lying around, someone will pick at it eventually.

What version of FfH are we basing off actually? (so that I know which to pick apart)


First I'd like to get that giant rat model working though.
hmm 3dmax has completed DL. :P

---
Ooh!
are ranged attacks possible for the AI at this time?

I'd like Jezzails to have a 'use warptoken to kill one [person] 2-3 tiles away',
where [person] is a group of unitclasses that represent a single person or a character with retinue.
As just a free ability it would be far too powerfull.


---

Problem with the GreySeers is, they do not belong to any clan,
they are priests of the Horned Rat.
They mediate between clans and interpret the will of THR and the only skaven intrinsically capable of magic.
So they should not be in an upgrade path from the skryre warplock engineers, who are magical madscientists.
Also because they are rare, Let them appear as (cultural/magical?) greatpersons instead of being built?

skryre-
warlock mechanic
warlock engineer
warlock master engineer

could it be done, so that these can learn spells from enemies?
Maybe by infiltrating a city with a college, when a promotion is due.
[promotion: esotheric research, requirement to use another civ's magical colleges for magical-promotion prereq.]


********
poop.
3dmax esca versiona Italiano, no comprendo me-o. :( :mario:
 
What version of FfH are we basing off actually? (so that I know which to pick apart)

well its based of Pre Shadow (i think version .25? ) but the equipment thing is only in Shadow, which is why i havent doe it already. i dont know how merging mods works :p

First I'd like to get that giant rat model working though.
hmm 3dmax has completed DL. :p
yeh :D i cant wait to see him

Ooh!
are ranged attacks possible for the AI at this time?
well, im not too sure about AI, but i havent noticed them using any of the ranged spells ive made :(

Problem with the GreySeers is, they do not belong to any clan,
they are priests of the Horned Rat.
They mediate between clans and interpret the will of THR and the only skaven intrinsically capable of magic.
So they should not be in an upgrade path from the skryre warplock engineers, who are magical madscientists.

Ok. i think maybe we could make grey seers a Skaven replacement for Great Priests?

warlock mechanic
warlock engineer
warlock master engineer
could i get some buttons for those? :D

3dmax esca versiona Italiano, no comprendo me-o. :mario:

whats your troubles with 3DSMax?

that code you posted dosnt allow the caster to collect warp tokens at all now. :( perhaps we need a different mechanic for this?
 
I'll find some engineers for you.
As a placeholder, you could use the pistoliers icon.
and the skryre-hero button (i think it's being used as leaderhead)

lets see I got you one plague priest, (Greyseer replacement Pestilens)
and one Greyseer (with horns staff and flaming sword)
possibly SeerLord Tranquol, but he's not too good.
I'll see to more.

skitterleap Im not sure about the look, but I think I ll base it off a jumping assasin.
deathfrenzy, maybe a skaven foaming at the mouth. or a red-eye. with skull image overlay.

my problem with 3dsax is that itis in Italian, can't read that too well. It looks like a complex enough program without mystery options.
 
my problem with 3dsax is that itis in Italian, can't read that too well. It looks like a complex enough program without mystery options.

Italian!?! :lol: is there no option to change the language?
 
Don't think so... if there is I can't read it. ;)

Got some more buttons done , that only leaves the 'deathfrenzy' spell.
I will upload buttons in organized archivefiles. (later)

new: 'warpstone meteorite', 'skitterleap', "rodofcorruption", 'seer-warlock'

---
generally:
All units will have to be replaced by rat-men units, but basically
skaven foot-units move 1/3rd faster.
skaven uits are relatively cheap to build.
skaven have no cavalry or archers,
skryre specialist troops will have to compensate fo this lack.

I'm thinking that maybe most skaven units will be available to all. but at a highercost.
n.b. Eshin assasins and infiltrators will be available to all, but at 150% the build cost.
or should we just use 'normal scouts' for non-eshin skaven in this example?

skryre warplocks can carry spells produced in a city, in case of miscast:
spells have a 1/2 chance of malfunction, malfunction means 1/2 death of spellitem, 1/2 spell cast on self or random target.

skryre infiltrators can capture spells at unallied universities.

Skaven greyseers are great prophets and these are capable of great magics, without need of items.


Eshin :
invisible scouts, that upgrade to infiltration units.
gutterrunners,nightrunners, assasins with poisonous weapons.

pestilens:
plaguemonks are touger than normal troops.
-plaguemonks with plaguepromotion get a bonus.
cencerbearers-massive collateral destruction + causes pestilence. (carried by plaguemonk units.)
'Plague Cauldron' siegeweapon.
religious building that generates +:happy: per :yuck: in city?

Moulder:
-better beast-handlers, slavers
-free breedingpit in capital.
-can have more rare monster units than others.

specials:
Liber Bubonicus (pestilens spellbook)
Vile Cauldron- Pestilens national project- when finished unleashes a virulent plague in all cities of one chosen civ.
Cauldron of a thousand poxes (pestilence national unit) can bombard city, causes plague.
Rod of corruption: some horrible pox upon the enemy
Eshin assasination : kill opponent leader, anarchy for 3 turns, 'new' leader with random traits generated.
Moulder Pit:
can mutate units in city. -can cause death, may transform into moulder-beasts, most just get mutation promotion, casting mutate on a mutant may create a chaos spawn.
Seer-stone(seers only)
fell-blade : increases unit power, and causes negative heal on carrying unit.
dwarf gouger: +1S, +2/2 firststrikes vs dwarves
Sacred standard of the horned rat.
 
skryre warplocks can carry spells produced in a city, in case of miscast:
spells have a 1/2 chance of malfunction, malfunction means 1/2 death of spellitem, 1/2 spell cast on self or random target.

Spell casters dont carry books or such i nthis version ;)

other ideas look nice. im sensing a farvortism for Pestilense though?;) :p
 
I was thinking it might be appropriate for skryre warplocks.

Pestilens is more flavourfull. :)
can't really think of many eshin specialties, unless sneakyness will be severely limited to the other two factions.
same for moulder. beasts, that's it. nb trying it out, but animals suck in combat, so really only the monsters built are worth much...
maybe captured animals and slaves can be mutated at the pits as mentioned in the previous post.
 
Some ideas were discussed in the WH-mini-mods thread.
need to copy them.


----
I'm currently into XML editing, so
I'll re-upload the icons in an ordered fashion today.

-= here =-
 
stuck with this entry. there is a bug in it, but I can't see it.
Its a "tag: 1 error"
Code:
<!-- error tag: 1 here	
		<ImprovementInfo>
			<Type>IMPROVEMENT_SKAVEN_HARVESTING</Type>
			<Description>TXT_KEY_IMPROVEMENT_SKAVEN_HARVESTING</Description>
			<Civilopedia/>
			<Help/>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_WATER_WORKED</ArtDefineTag>
			<PrereqNatureYields>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</PrereqNatureYields>
			<IrrigatedYieldChange>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</IrrigatedYieldChange>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>1</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>10</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_MARSH</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
				<FeatureType>FEATURE_MUD</FeatureType>
				<bMakesValid>1</bMakesValid>
			</FeatureMakesValids>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_BLACK_CORN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>25</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_TOAD</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_IRRIGATION</PrereqTech>
					<TechYields>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bUnique>0</bUnique>
			<iAppearanceProbability>0</iAppearanceProbability>
			<iVisibilityChange>0</iVisibilityChange>
			<BonusConvert>NONE</BonusConvert>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<SpawnUnitType>NONE</SpawnUnitType>
		</ImprovementInfo>
 -->
 
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