The Legion of D'Tesh (Civilization Module)

Of course that's True! Just look at <Censored for your own good>. Don't you think that the programmers, <censored to protect programmer's identities> had to be drunk to make that kind of <censored>?

<Editors have been sacked for excessive Censoring>
 
So far so good Mailbox. I like this civ a lot! They are probably the most evilly played ones out there so far. I mean, I was raiding my neighbors just to grab slaves...who cares about their cities (heh unless they were juicy, then I captured and drained them! MWA HAH HAH HA).
EDIT: it really does capture the feel of this evil civ, dragging away captives who are never to be seen again.

Even the beginning wasn't that slow. I had plenty to do and their UBs take advantage of the fallow trait beautifully. Finally, a use for all that death mana (heh j/k).

From the description the Legion tends to focus around the Obsidian Spire, are you ever planning on including the ability to have a few other 3+ plot cities or is D'tesh too megalomaniacal?
 
Of course that's True! Just look at <Censored for your own good>. Don't you think that the programmers, <censored to protect programmer's identities> had to be drunk to make that kind of <censored>?

<Editors have been sacked for excessive Censoring>

It's a shame we allready know what you are talking about! It's <Censored>!


..... *removes the editor for a minute.* And by "<Censored>" I mean "<Vista>."

And by "<Vista>" I mean "Disgusting hellspawn and bane of all classic gamers..... Or even those that just want to play GOOD games like Civ4bts mods."
 
Impressive mod Mailbox. D'Tesh is a very well thought out civ.

Thank you. I tried to follow a couple simple maxims when making the civilization and I feel like I got what I wanted to have out of the least amount of code. I feel like everything is in place and the only things I need to add now are flavor and balance tweaks.

So far so good Mailbox. I like this civ a lot! They are probably the most evilly played ones out there so far. I mean, I was raiding my neighbors just to grab slaves...who cares about their cities (heh unless they were juicy, then I captured and drained them! MWA HAH HAH HA).
EDIT: it really does capture the feel of this evil civ, dragging away captives who are never to be seen again.

That's how they're meant to be played. Hit and run with an occasional grab for a city or total conquest.

Even the beginning wasn't that slow. I had plenty to do and their UBs take advantage of the fallow trait beautifully. Finally, a use for all that death mana (heh j/k).

Good to hear that. :) I was afraid that the early game would be a little boring but I guess the workers + some scouts give a good amount of things to do.

From the description the Legion tends to focus around the Obsidian Spire, are you ever planning on including the ability to have a few other 3+ plot cities or is D'tesh too megalomaniacal?

I might do a Necrology Lab instead of an alchemy lab and give them a 3 radius building there.
 
Gutted Benjamin, Gutted...
 
Heh I didn't notice that my Spire city had a radius of 3 until I quit the test game, mainly cost I was running all specialists and had a low pop on account of settling two other cities (small ones).

you mentioned that you are working on getting slaves when cities are sacked? Will it be a sure thing or just a higher chance of enslaving? Will cities of 1 yield anything?

Also how about a chance for gaining slaves when pillaging improvements? I see the legion as a huge swarm of locusts, scouring the land of all life, leaving only those graveyards in their place!
 
Heh I didn't notice that my Spire city had a radius of 3 until I quit the test game, mainly cost I was running all specialists and had a low pop on account of settling two other cities (small ones).

you mentioned that you are working on getting slaves when cities are sacked? Will it be a sure thing or just a higher chance of enslaving? Will cities of 1 yield anything?

I'm probably going to do 75% conversion rate for city sacking with a minimum of 1. That way you always get at least one slave per city.

Also how about a chance for gaining slaves when pillaging improvements? I see the legion as a huge swarm of locusts, scouring the land of all life, leaving only those graveyards in their place!

I really like this but it might take me a while to figure out how to do it.
 
I'd be flattered.



Editting as not to double post.


Got the python spawning of slaves on the destruction of a city to work. It will be included with the next release.
 
Slaves are buyable. Why am I mentioning this you ask? Well...

2+2=...?

I wish I could screenshot this, my combined four city's populations are higher then the turn count by nearly three times... and I'm on turn 200
 
I knew I was missing something. I'll probably have to block it somehow in python. :hmm:
 
Slaves are buyable. Why am I mentioning this you ask? Well...

2+2=...?

I wish I could screenshot this, my combined four city's populations are higher then the turn count by nearly three times... and I'm on turn 200

LOL! Heh that's funny man. Mailbox, if you are gonna block slaves from adding to population, what other use will they have?
 
Sorry, I should have been more clear. I'll block the Legion from buying slaves if I can figure out an elegant way to do it. It's always been a huge thorn in my side and hopefully I can find a way to crush it.
 
Sorry I meant "block bought slaves from adding to population".

The problem is that it removes an option for the Undercouncil (assuming Dtesh will still be able to be a member once you are done). Maybe you could take a cue from the Doviello and allow him to transform slaves into basic warriors while also denying them the ability to use them to add to city? Honestly though, who wants to associate with D'Tesh, he probably spends most of his time during a conversation sizing up the other councils members for his generous zombie incentive programs.

Research Way of the Wicked and adopting slavery works great for Dtesh so pleeeeeeeeeeeeeeeease don't change slaves being used to add to pop (those you capture that is!)

edit: stupid calabim worldspell! They will die first next time!!!!!
 
Hmm..... Rather than have The Enslaved a regular slave with a unique spell, make it it's own unitclass, create an effect promotion that applies to all D'teshi units, and on that promotion have a <pypostcombatwon> tag that will create an Enslaved after combat... Can even check for the proper techs. The raze city code, and the razed improvement code, should still spawn Enslaved as you have to tell it to use that unit specifically all ready... just gotta switch from UNIT_SLAVE to UNIT_ENSLAVED. And then purchased slaves will be just that, slaves.

I love that postcombatwon python call for promotions.... It allows you to do so many things without creating a whole host of UUs. :goodjob:

Code could be something like this... It's set up to check for the Slavery civic, that the opponent was living (No enslaving elementals......), and has a 3 in 4 chance of generating an Enslaved. Of course, that depends on them being an actual unit, rather than a spell allowed to D'teshi slaves. :lol:

Code:
def postCombatDteshiSlaveGeneration(pCaster, pOpponent):
	pPlayer = gc.getPlayer(pCaster.getOwner())
	if pPlayer.getCivics(gc.getInfoTypeForString('CIVICOPTION_LABOR')) == gc.getInfoTypeForString('CIVIC_SLAVERY'):
		if pOpponent.isAlive:
			iDteshiSlaveGenerationRnd = CyGame().getSorenRandNum(4, "Dteshi Slave Generation")
			if iDteshiSlaveGenerationRnd <= 3:
				newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_ENSLAVED'), pCaster.getX(), pCaster.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)

Edit: Now that this is for FF, should probably get it moved to the FF forum... Makes it easier for people to find. :lol:

Edit2: Should also auto apply to summons, so you wouldn't need the Fel Spirits promotion.
 
Soooo who can tell me what happens when DTesh captures the black mirror? :D That's right, an illussion D'Tesh in the capital every turn that lasts exactly one turn. I havn't tried spamming illission d'teshes, but... it looks like we have an infinite-power archmage hero deffender here. XD

Edit: Yep, I now have ten D'teshes and their empowered skeletons. The skeletons being permanent. Pluss the main hero.
 
Sorry I meant "block bought slaves from adding to population".

The problem is that it removes an option for the Undercouncil (assuming Dtesh will still be able to be a member once you are done). Maybe you could take a cue from the Doviello and allow him to transform slaves into basic warriors while also denying them the ability to use them to add to city? Honestly though, who wants to associate with D'Tesh, he probably spends most of his time during a conversation sizing up the other councils members for his generous zombie incentive programs.

Flavorwise, cooperation doesn't make much sense for the Legion so honestly the best thing would be to block the Undercouncil all together.

Research Way of the Wicked and adopting slavery works great for Dtesh so pleeeeeeeeeeeeeeeease don't change slaves being used to add to pop (those you capture that is!)

I don't think I will. I like the opportunity cost of slavery and how running any other civic costs you a whopping 25% chance to capture slaves, which of course means +40% to capturing a slave overall.

edit: stupid calabim worldspell! They will die first next time!!!!!

It really shouldn't effect Fallow leaders. :(

Hmm..... Rather than have The Enslaved a regular slave with a unique spell, make it it's own unitclass, create an effect promotion that applies to all D'teshi units, and on that promotion have a <pypostcombatwon> tag that will create an Enslaved after combat... Can even check for the proper techs. The raze city code, and the razed improvement code, should still spawn Enslaved as you have to tell it to use that unit specifically all ready... just gotta switch from UNIT_SLAVE to UNIT_ENSLAVED. And then purchased slaves will be just that, slaves.

I love that postcombatwon python call for promotions.... It allows you to do so many things without creating a whole host of UUs. :goodjob:

Code could be something like this... It's set up to check for the Slavery civic, that the opponent was living (No enslaving elementals......), and has a 3 in 4 chance of generating an Enslaved. Of course, that depends on them being an actual unit, rather than a spell allowed to D'teshi slaves. :lol:

Code:
def postCombatDteshiSlaveGeneration(pCaster, pOpponent):
	pPlayer = gc.getPlayer(pCaster.getOwner())
	if pPlayer.getCivics(gc.getInfoTypeForString('CIVICOPTION_LABOR')) == gc.getInfoTypeForString('CIVIC_SLAVERY'):
		if pOpponent.isAlive:
			iDteshiSlaveGenerationRnd = CyGame().getSorenRandNum(4, "Dteshi Slave Generation")
			if iDteshiSlaveGenerationRnd <= 3:
				newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_ENSLAVED'), pCaster.getX(), pCaster.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)

Edit: Now that this is for FF, should probably get it moved to the FF forum... Makes it easier for people to find. :lol:

Edit2: Should also auto apply to summons, so you wouldn't need the Fel Spirits promotion.

Thanks but I think I got it to work without all the changes to the basic capture code. I'll definitely keep this code in mind though if I decide to make the slave back into its own unit, instead of the generic slave.

Soooo who can tell me what happens when DTesh captures the black mirror? :D That's right, an illussion D'Tesh in the capital every turn that lasts exactly one turn.

Ok, that's working as intended, I assume. D'Tesh should be able to use the Black Mirror but...

I havn't tried spamming illission d'teshes, but... it looks like we have an infinite-power archmage hero deffender here. XD

Edit: Yep, I now have ten D'teshes and their empowered skeletons. The skeletons being permanent. Pluss the main hero.

This is definitely broken but it sounds like an issue with the base code. There should only be 1 illusion D'Tesh and the real D'Tesh at a time. I'm not sure how you're breaking the code so could you describe exactly what you're doing to make so many D'Teshes?

That way I'll know whether or not it's something I did or just a regular bug that would happen on any bImmortal unit.



How do I get a thread moved as well?
 
Yeah I am glad you agreed D'Tesh should be more isolated than other leaders, his game plan for the world is probably worse than Hyborem's/Agares (at least they have a use for souls).
 
Well, svartalfar suicided their hero against him while he was out exploring [did an advanced start, so...]. It took me until a barbarian came and took the Mirror off the ground because I didn't want to declare war with them [I had a BIG ljos that hated me right next door, and I had my hands full] to fianlly take it from the barbarians. Once I did that, I waited a while... and finally casted Mirror just to see what it would do. My other units weren't able to use it, and I was actually surprised when the spell showed up at ALL on him [I'd been using it as a trophy. :lol:] The very next turn... I noticed he was in the capital. When I clicked on him, I saw the illussion promotion, and noticed that there was still a full-health D'Tesh back where I'd left him. So I deleted the spare, thinking it was a bug. And then I cast Mirror again, same thing happened... the next turn when it expired it showed up at the capital. I left it there this time to see what happened, and next turn it "died" and popped back up, still injured. So I cast the spell on the real hero, and the next turn there were two. The next turn there were three, and so on until I stopped casting the spell every turn. I finally quit that game when I had thirty D'Tesh with combat 5, ready to spam either wraiths or skeletons if enemies showed up.
 
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