The Legion of D'Tesh (Civilization Module)

Did you do that yet? I'm glad someone brought up the subject of the Evil Undead on the main forum, because I keep forgetting to post this:

Here's what I used to have the Scions get a few Reborn from city razing once they get Sorcery. Some other python, btw, would have already reduced the city's population to around 1/3.

Code:
# scions start
		iReborn = gc.getInfoTypeForString('UNIT_REBORN')
		eTeam = gc.getTeam(pPlayer.getTeam())
		if gc.getPlayer(city.getOwner()).getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_SCIONS'):
			if eTeam.isHasTech(gc.getInfoTypeForString('TECH_SORCERY')):
				for i in range((city.getPopulation() / 1) - 1):
					spawnUnit = pPlayer.initUnit(iReborn, city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)

# scions end

Oh wow, that's a million times better than what I was using. I was using code stolen from the infernal mane granting code and it was clunky and prone to bugging me. Thanks a ton!
 
So, is this gonna be in the next patch? And will the next patch be usable with FfH v0.032i or greater?
 
Well, I was going to wait and release the new version with FFH2 .33 but it seems like that is further off than I planned. I might finish updating it to the latest version of .32 and release it later tonight for bug testing and such.
 
Uploaded Version .2

Changelog is in the second post.

NOTE:

This version uses python, so if you want to remove it, reinstall patch l and delete the modular folder.
 
What lines are your python codes located on? I believe I found them all, but knowing the exact locations would help me merge it with the Scions and Jotnar.

[edit] Got it working, believe I got everything. At first glance I thought the four Enslaved were a bit much, since it gives you a pop five city first turn if you choose to use them all, but then I remembered you only get pop from warfare..... Helped tide me over till my first war, which, incidentally, was with the Scions, quite well. All in all, I'd have to say it's an interesting civ.. Much more so now than before with the new features. Really enjoyed being able to move captured cities. :D

By the way, would it be possible for you to release the wasted resources option as it's own mod? I tend to play marathon or epic, and get stuck wasting resources for quite awhile...
 
Actually those starting enslaved are a stop gap solution until I finish implementing the Legion's way of obtaining steady bodies. And it's done very differently from the Scions. ;)

Anything that seems overpowered or underpowered? The recon line and mounted lines are my big concerns, as I want to give bonuses to those who suffer otherwise in order to travel done those paths but I don't want them to be overpowered.

Does research feel right and do the bonuses for converting terrain and resources make the conversion worthwhile? I do like tying the D'Teshi Empire's power to improvements, it's familiar territory for me and no other civilization takes that unique approach (except the Kuriotates get one special improvement, but that doesn't count :p).

Future Ideas:

- New trait: Faceless/Soulless
* Gives a production bonus (10-15%) but reduces the great person rate ( -35-55%)
- Method of gaining Enslaved without "warfare"
- Determine a way to bound troop numbers without adding support, something unique (I have some ideas for this)
- Give other empires to ability to remove wasteland terrain (iffy, makes the D'Teshi empire stay a blight even after its death)
- Make AI cast desecrate (pretty much just make AI workers autocast it every turn)
- Add more interesting early game options
- Decrease the Empire's early game power (This is very tricky)
- Add some new spells for D'Teshi mages, maybe block others
- Add more unique resources that add special bonuses (like infused ash)
- Add more unique improvements (and upgrades) that do "stuff" ;)

Todo:

- Convert to nonmodular mod, add FF support
- Be more consistent with updates :p


As for the "wasted resources" that's very easy to do and only takes copying a couple of lines of code.
 
As for the "wasted resources" that's very easy to do and only takes copying a couple of lines of code.

Woot. Finally found where you stuck the code... just changed the prereq tech to none. Doesn't give much of a benefit, other than not having to micromanage production quite so much...

As for the balance issues, I haven't had time to play a full game yet so I can't really say. As soon as I do, I'll post here.
 
I've played about two hundred turns so far, and overall it's pretty good. Started off right next to the Malakim, wiped them outand moved the cities a bit closer... I pretty much just used them for gold/resources, all other pop was in the capital. There were a few things I noticed, though. First off, there's no city artwork... don't know if that was intended. Second, why allow you to found religions but not adopt them? Thirdly, I like the idea of the ash, and the wastelands, but I think the wastelands need another hammer on them... As it is, they're just plains with no food. If you start off in plains, there's no real point to spreading them. And finally, I think you need to copy the Scions with their 1000 food building... Right now you have it in the capital, but the secondary cities keep insisting on getting food.... adds in a bit too much micro-managing.

Edit: Another of the unique points that I enjoyed was being able to transfer pop between cities... If you ever REALLY needed to build something, you could drain nearby cities and get it done much faster.
 
My experiences may be slightly different than others since i have to manually merge everything due to Vista but I have noticed a few things. First off, Legion should not be able to build Harmatt. Second, the eyes and seekers could probably use the same movement that Harmatt does enjoy. They are just floating eyes. I do agree with Valkrion. Wastelands need another hammer and maybe the 1000 food should also be on something else, maybe the binding stones.
 
Harmatt? Hawks?

Also I feel like adding two hammers to wasteland is a bit much, since that gives hills a base +3 hammers and then Legion doesn't have to worry about population. That means that they get far more out of each production point. However, I will end up adding several new improvements so I'd wait until those are added before judging wasteland terrain.

I'll add the +1000 food to the binding stones instead of the Cathedral of Undying Hate as well.
 
Harmatt is the national hero of the Austrin race in FF. I only mention it cause I have not noticed any of the other FF heroes being buildable but I may not have gone far enough to get to them yet. I can see your point on the wastelands. Guess we can chalk the wastelands up as just being undesireable by other races. On that note, are the wastelands able to be changed back by spells such as vitalize, bloom or spring?
 
The Legion isn't FF compatible yet, and won't be until I flesh it out more.

Also getting the other spells to remove wasteland is on my list of things to do. Probably will be under Vitalize.
 
Yeah I realized the incompatibility after I posted, unfortunately I have already merged it with FF. That Vista thing again. It playing real nice with everything so far, except i can't get the wasteland texture to show up nor the larger leaderhead. Functional wide it all good so far.
 
Hmm... I merged mine with FF, as well as the Scions and the Jotnar, and have no problem with textures... never got the hunter tech, so I don't know about Harmatt yet. And if you don't like the idea of adding hammers to the wasteland, maybe make some of those unique improvements require wastelands to be built? Would make wasteland useful even on plains, without adding hammers.
 
I fixed the hero problem in mine by cutting and pasting everything past Basium in the units section of CivilizationsInfos. I also changed the eyes and seekers to ignore terrain cost. If nothing else while testing them it speeds the early part up a whole lot by finding things to attack quicker.

edit: Be sure and delete the default Basium entry. Mailbox has Lord Dtesh as UnitClass_Basium and that may do wierd things if both none and Lord are listed as Basium types.
 
I'll also make D'Tesh his own unitclass with NONE as default.


Honestly a lot of modding issues between this and FFH2 vanilla changes and FF would be solved if Hero and UU unitclasses were set as NONE default and then each race just had those set on.
 
I did set them that way at one point in my XML cleanup project, and it worked fine.

I have heard people say that it is NOT done that way because the game will look at the Default unit to see if you are allowed to construct something, and then if it passes that test it applies your Civilization Specific version.

I seem to recall that this was the case, and I had fixed it as part of incorporating the Dynamic Unique Units MODCOMP. But that one was the most likely culprit for inexplicable CtD issues and lead me to trim out a lot of MODCOMPs from my work since they were not being used anyway. If that is the case, then it needs fixed and I know how to do it, I just have to remember where/how precisely it was done (or look at my old MODCOMP backups I suppose).


I'd go poke around right now and see what I can tell you more specifically, but I'm compiling some new work which is quite beyond what I was capable of in the morning :) So instead I'll say "give it a shot setting NONE as the default on a few Hero types" and see how it goes in game. If it doesn't work, remind me to fix things and at the least FF will be capable of working that way. Best one to practice on is usually Acheron and Loki, then load a game as the Balseraphs and make sure you can build Loki, but not Acheron. If that happens, then things worked properly. (set the Default Unit of each to NONE, and then change the UNITCLASS_ACHERON->NONE in Balseraphs to be UNITCLASS_LOKI->UNIT_LOKI)
 
Just bumping to say this isn't dead and that the major problem keeping me from updating is the sheer number of files I have to update. :p The next release will probably be sometime this week if school allows and will include some new and fun surprises, mostly in the passive offense and improvement departments.
 
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