Svartalfar Mod

Sureshot, I'm pretty sure this is a problem with your mod-

Check those fishing boats- they let Basium research each tech in one turn. I don't think these are a problem with fishing boats in general, else I would have seen it earlier, but maybe you can find the source.

doh, put the chance to find clams in the commerce yield instead, easy fix heh
 
Ah, playing as the Calabim, I noticed that you made a mistake with their scout replacement. It costs as much as a hunter (60:hammers:), and only gets a 75% bonus against animals. Probably not intended.

ah right, i actually noticed something to that effect before but thought i switched everything required, i'll fix the production amount too.
 
Nice work, Sureshot. I've not yet gotten to playing the newest version, but after taking a brief look at the next part of the tech tree:
  1. I'd scrap the Animal Husbandry requirement on Animal Handling, and make it require Horseback Riding- I see no problem with putting rangers ahead of other tier-3 units, but adding 200 more beakers to it couldn't hurt.
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  2. The Education requriement for Medicine might as well not be there- how about making it require Optics instead? Hey, that's the way it is in vanilla Civ...
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  3. I suppose I'd make Astronomy require Trade- after all trading over oceans is one of the most powerful uses for the Astronomy tech.
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  4. I'd make longbowmen require Military Strategy instead of Bronze Working- I'd also remove the metal requirement on them (so players without resources can build good city defenders, if nothing else).
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  5. On that note, I'd make Engineering require Smelting, and make crossbowmen unbuildable without either iron or mithril.
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  6. I'd remove the Bronze Working requirement on Alchemy, and make it Sanitation instead.
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  7. I'd remove the Bronze Working requirement on Fanatacism, too, if only to let some Civs get their special hero without it, but it's really not hurting anything.

1 seems a bit heavy handed, it means you need to be able to make horsemen to make the next in line for rangers, not sure i wanna do that
2 not sure, this seems heavy handed.. id go for sailing req on medicine since thats lighter, but that doesnt seem like it makes sense, any other good options? writing or code of laws?
3 good idea on astronomy requiring trade
4 i like the idea of remoing the copper requirement, but im worried about how the metals are justified for the national units after longbowmen, kinda iffy on this one
5 "unbuildable without either iron or mithril" <- youre tryin to confuse me! lol. not sure about this one, if you have smelting already, why bother building crossbowmen? like, if i have the choice between building a unit or its weaker counter-unit, i know which i go for.
6 this seems counter-intuitive to me, alchemy and sanitation seems like opposite techs, whats your reasoning on this?
7 basically my reasons for this are because the units require copper here, and its bad for players and AIs alike when they think they'll be able to build units in a tech that they actually won't be able to build. and bronzeworking is somewhat cheap compared to this tech, so it seems like a safety option to help new players and the AI
 
Added the fixes, the tech tree change and a new mercurian UU replacement for warriors (that can upgrade to order disciples as well as normal upgrades) since ive played a few games with people wanting to try basium, the download is linked in the first post and here:
Sureshot Complete Modmod 1.32J
 
Hi ! I like this Mod Comp . I've just taking a look at your code and i found a little thing that can create bugs of makes invalid some values :

Everytimes you change a plot type value you need to recalculate area in FFHSpells.py with :

Code:
CyMap().recalculateAreas()

Tcho !
 
Hi ! I like this Mod Comp . I've just taking a look at your code and i found a little thing that can create bugs of makes invalid some values :

Everytimes you change a plot type value you need to recalculate area in FFHSpells.py with :

Code:
CyMap().recalculateAreas()

Tcho !

I'll check that out, will that fix the minimap error thingy? like the minimap usually ends up looking funny after Spring spells and such.



I was playing a game of the last version and trying basium, and just felt like i needed mercurian axemen too, so linked in the first post and here:
Sureshot Complete Modmod 1.33J
 
Playing 1.32 (will d/l 1.33 next) just a plea for help

To help idiots like me can we have a return Animal from it's pen, this way I get to keep the new hero when I accidently hit create animal special building
 
I'll check that out, will that fix the minimap error thingy? like the minimap usually ends up looking funny after Spring spells and such.

I don't know for what is this made for , But i'm sure with my mapscripting experience that this is important ( i've read that from a Sirian note into a map script ) .

Probably , there is lot of stuff around areas ... path distance , path find , num bonus per area etc ... And i think that everything is not every time recalculated , so that must be important .

Tcho !
 
1 seems a bit heavy handed, it means you need to be able to make horsemen to make the next in line for rangers, not sure i wanna do that
I see where you're coming from. I suppose the Animal Husbandry requirement just doesn't add much to the tech tree. By the time you get tier-3 units, you're probably going to be able to build pastures.
2 not sure, this seems heavy handed.. id go for sailing req on medicine since thats lighter, but that doesnt seem like it makes sense, any other good options? writing or code of laws?
I wouldn't call it heavy handed. The problem with using Writing or Code of Laws is that they're already both hub techs with a lot of good features on them. Anyway, you need microscopes to do a lot of medicine, or at least some sight-enhancing tools.
3 good idea on astronomy requiring trade
Glad to see that this got in.
4 i like the idea of remoing the copper requirement, but im worried about how the metals are justified for the national units after longbowmen, kinda iffy on this one
Well, national units are national units. This isn't a big issue.
5 "unbuildable without either iron or mithril" <- youre tryin to confuse me! lol. not sure about this one, if you have smelting already, why bother building crossbowmen? like, if i have the choice between building a unit or its weaker counter-unit, i know which i go for.
Heh, got to love those double negatives. Anyway, Smelting isn't Iron Working. In fact, Smelting is cheap compared to Iron Working. There have been plenty of times that I've gotten Smelting first and left Iron Working until later, just because I wanted to get some iron. And I definitely wouldn't call Crossbowmen weak. They have an effective strength of 9 against the maceman's 7. They can really turn the tide of a battle.
6 this seems counter-intuitive to me, alchemy and sanitation seems like opposite techs, whats your reasoning on this?
Alchemy is a very precise sort of procedure, as I see it. A pinch of that, a spoonfull of this, absolutely none of this, set to a very exact tempurature for a very specific amount of time; otherwise, you can't get what you're aiming for. A sterile environment seems to be a logical requirement for complex alchemy.
7 basically my reasons for this are because the units require copper here, and its bad for players and AIs alike when they think they'll be able to build units in a tech that they actually won't be able to build. and bronzeworking is somewhat cheap compared to this tech, so it seems like a safety option to help new players and the AI
Yeah, I agree with you. I was just pointing something out.
 
I've made a little test for the "setPlotType()" part with :

Code:
print " Test Plot Area : "
map = CyMap()
iW = map.getGridWidth()
iH = map.getGridHeight()
for i in range(iW*iH):
        pPlot=map.plotByIndex(i)
        if not pPlot.isWater():
                print pPlot.area().getID()
                pPlot.setBonusType(-1)
                pPlot.setImprovementType(-1)
                pPlot.setFeatureType(-1, -1)
                pPlot.setPlotType(PlotTypes.PLOT_OCEAN, True, True)
                print pPlot.area().getID()
                map.recalculateAreas()
                print pPlot.area().getID()
                break

And that result :

Code:
 Test Plot Area : 

24577

16384

106496

So i think that map.recalculateAreas() is everytime needed after a setPlotType() .

Tcho !
 
"Raider King - 4 strength, fast movement barbarian horseman hero (hidden nationality with 100% conversion if beaten), released with the Great Zoo wonder."

in a game, i made the "great zoo" and the raider king spawned and i beat him and he converted to my civ, then he was beaten by an AI and used against me. when i beat him when he was controled by the AI he didnt convert. is there like a certain number of times he can convert or does the percent go down everytime he converts?
 
i was thinking of adding the religious promotions to random units built in a city with that religion the way cult promotions are given to random units, but am not sure of what effects to add.

one thought was to make it act like the loyalty promotion if that religion is currently your state religion, and if its not to make the unit capturable if beaten by a unit whos owners state religion is that of the defeated unit.

any ideas of what else i could do with that?
 
Chance of purging different religions upon capture of a city for all. +20% strength in forests for FoL. Create an imp upon death for AV. Collateral damage for Runes. +1 first strikes for OO. +10% strength against all heathen promoted units for the Order.

On a side note I have another idea for you to play around with.
Making Scorch spell work as Scorch improvement in addition to typical use, and turning grasslands into plains.
Instead of making scorch be capable of downgrading grassland all the way to desert, why not use something different. Another terraformer that requires earth mana and can turn grasslands into plains. A mineralizer which the AI should not build but a player who recently built genesis might want to be able to turn the plains/hill they settled on back into a plains/hill.
 
Chance of purging different religions upon capture of a city for all. +20&#37; strength in forests for FoL. Create an imp upon death for AV. Collateral damage for Runes. +1 first strikes for OO. +10% strength against all heathen promoted units for the Order.

On a side note I have another idea for you to play around with.

Instead of making scorch be capable of downgrading grassland all the way to desert, why not use something different. Another terraformer that requires earth mana and can turn grasslands into plains. A mineralizer which the AI should not build but a player who recently built genesis might want to be able to turn the plains/hill they settled on back into a plains/hill.

made an earth 2 spell called mineralize heh

ended up going milder on the religion promos bonuswise, did:
Veil - +15% city attack
Leaves - +10% forest/ancient forest att/def
Runes - +15% hill def
Order - +15% vs demons
Octo - +10% jungle att/def
Cult - +15% vs fire
 
new version ready, religious promotions, hippus gained new upgrades (warriors to horsemen, archers to horse archers), and svartalfar and hippus horse archers can switch back and forth to longbowmen in cities if the city has the ability to build the unit they wish to switch into. two new spells (freeze and mineralize), new bard unit available with festivals, other random stuff like fixes i cant think of atm heh, linked here and in the first post:
Sureshot Complete Modmod 1.41J
 
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