Sureshot
Goddess
- Joined
- Feb 2, 2006
- Messages
- 3,771
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), and only gets a 75% bonus against animals. Probably not intended.
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:
- 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.
.- 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...
.- I suppose I'd make Astronomy require Trade- after all trading over oceans is one of the most powerful uses for the Astronomy tech.
.- 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).
.- On that note, I'd make Engineering require Smelting, and make crossbowmen unbuildable without either iron or mithril.
.- I'd remove the Bronze Working requirement on Alchemy, and make it Sanitation instead.
.- 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.
CyMap().recalculateAreas()
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 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.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 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.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?
Glad to see that this got in.3 good idea on astronomy requiring trade
Well, national units are national units. This isn't a big issue.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
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.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.
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.6 this seems counter-intuitive to me, alchemy and sanitation seems like opposite techs, whats your reasoning on this?
Yeah, I agree with you. I was just pointing something out.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
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
Test Plot Area :
24577
16384
106496
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.Making Scorch spell work as Scorch improvement in addition to typical use, and turning grasslands into plains.
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.
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.