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[UXP] World of Legends: Heroes, Guilds, and More!

Discussion in 'Civ4 - Modpacks' started by cybrxkhan, Dec 31, 2009.

  1. St. Patrick

    St. Patrick Chieftain

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    There was something else, but I don't remember what it was.

    Also (this wasn't it) none of the civics except for organized religion and theology have any upkeep - the value per turn is always zero. You might want to do something about this.
     
  2. cybrxkhan

    cybrxkhan Asian Xwedodah

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    ^That's interesting. I just looked at the CivicInfos.xml, and there was nothing that seemed unusual. Perhaps you have an Organized Leader or something, or there is something that is in your game that makes you rich enough to experience zero upkeep? (if you want to provide a screenshot, that can help too)
     
  3. GoUtes53

    GoUtes53 Warlord

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    Hi Cybrxkhan! Nice work here. Very well done. Looks very professional and all loose ends seem to be tied up, unlike quite a few other mods. One quick question: any plans for adding the latest version of BUG to this mod? This would really cap off a tremendous effort IMHO.

    Thanks for listening.
     
  4. St. Patrick

    St. Patrick Chieftain

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    Never mind - I was in the Classical era and as far as I can tell, it's always done that (I just never really paid attention until later eras when the differences were more noticeable). I feel dumb now.

    On another note, I remembered what the other thing was: Margaret asks if you were blinded by her golden hair...yet in game, her hair's not really all that golden (it's more of a brownish).

    Last thing: I think it might be a bit overpowered that missionaries start with Medic III (something you can't get without a Great General), though I haven't actually tried anything with this. I'd limit it to Medic I (if anything), personally.
     
  5. cybrxkhan

    cybrxkhan Asian Xwedodah

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    Thanks for the compliment! I personally don't think all the loose ends are tied up, but I'm glad you like it.

    As for BUG, I don't think I'll be adding that anytime soon (at least not until version 1.0). There are several reasons. The first and most important reason is merging. My python and SDK skills are severely limited (this mod is, after all, mainly XML with some python, amazingly), and it'd take quite a lot to merge this with BUG. I don't want to mess around with the mess of merging, at least not until I can get most of the main mod done.

    The second reason, and this is more personal, is because although I do think BUG is a great mod and has done a lot, and in many ways it is pretty convenient and useful, some of its features I don't really feel are necessary. i.e., I don't really need a lot of little interface things and tidbits all over the place, and I find it kind of jarring and distracting. However, at the same time, I know that some people prefer - or even need - it to be that way, so I totally understand that, which is why I hope to integrate in the far future some of the features of BUG that I think would prove more useful and necessary.



    Alright, glad it was a false alarm. :)

    Oh yes, I should go about changing that... It's relatively minor, of course, but every bit counts.

    As for the missionaries, I think you are the first person to have commented on that, and yes I think you do have a point. From my own playtesting, I just kept a whole load@#$% of missionaries running around when I was going on my blitzkrieging. I think limiting it to Medic I and II or just Medic I makes decent sense.
     
  6. St. Patrick

    St. Patrick Chieftain

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    Alright, excellent.

    Any thoughts on the Free Religion diplomatic bonus I proposed earlier?

    And another comment: the Galleass is frickin' huge for a ship of that era (it's longer than one tile). I think you ought to scale it back a bit. It looks...out of place.
     
  7. cybrxkhan

    cybrxkhan Asian Xwedodah

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    The free religion diplomatic bonus is not a bad idea, but it'd take some python at the least, and that's sort of out of range of my ability. It shouldn't be a hard thing to implement, though, but we'll see.

    Also, thanks for noticing the Galleass. There's a lot of small things I can't keep track of, so it's very helpful of you for noticing them. :goodjob:
     
  8. St. Patrick

    St. Patrick Chieftain

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    Okay, good. I was thinking for Free Religion (if it's within your ability, of course) you'd get a +3 with other leaders running Free Religion, -2 with civs running Theocracy (they don't like that you tolerate heathen beliefs), +2 with leaders who have a state religion that's practiced in your cities, and +1 with the rest (if that's not too much).

    I hate nitpicking stuff, because this is a very well done mod. However, as it is still early, there are a few things that need...tweaking. Like Philip II's eyelids, for example. Just take a look:
    http://i684.photobucket.com/albums/vv204/StPatrick923/DeadRisingSurvival/PhillipEyes.jpg
     
  9. cybrxkhan

    cybrxkhan Asian Xwedodah

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    ^That has been fixed (Trajan also has a similar problem, and he's fixed too). It's actually not too hard, and only requires putting in this eyeshadow.dds file into the respective Leaderhead art. Thanks again, anyhow.
     
  10. HannibalBarka

    HannibalBarka We are Free

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    no no, I truly have the problem of not being able to build my heros after some time. Yesterday I was playing Israel, and I have never seen Solomon or Maccabee in the list of "buildable" units when I was already in the pre renaissance era and have discovered all needed techs. So I truly have the problem :D

    Now i went in the WB and added them just to see. The wonder that gives +1food for all coastal tile is just unbelievably overpowered I think. That is tons of free specialists basically.
    Second remark, the guild that gives a free architect every x turns is too powerful, two of those architects are enough to finish a wonder !!!
    the artist is also too much when used to finish anarchy after conquering a city.
    All those Guilds are truly good idea, but I think they are too powerfull.
    Kindest regards
     
  11. cybrxkhan

    cybrxkhan Asian Xwedodah

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    I just noticed WoL got 1000+ downloads, at least for CFC. Thank you everybody! :D


    Now that is very interesting, because not only is Solomon not building but the Maccabee... I just quickly checked over the relevant xml files, and there doesn't seem to be anything wrong at least from what I saw. As of now, then, I can't say I know exactly what is the problem. However, the next time I go into WoL, I'll be sure to play a bit and see for myself what could possibly be the problem. This hasn't happened in any of my games, nor anybody else's so far as I know, so this (hopefully) is an isolated case.



    I think the "wonder" you were refering to was the Seafaring Achievement, which can be built by a national hero. You certainly have a good point there, and I'll see if I could give it a different effect next time.


    From my own playtests the architects and artists are pretty powerful, but not that game changing. However, they were pretty powerful, so I guess in certain situations they may become unbalanced. One way to alleviate this would simply be to decrease the effect of the architects and artisans. Another way, one which I think will do much better, and the one I was planning to do anyways, is to simply make them a lot more expensive to hire.


    Thanks for all your input, anyways!
     
  12. HannibalBarka

    HannibalBarka We are Free

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    here is the game I was playing as Nubia. I started building Taharqa than switched to Alara (just to uses them both at the same time). In the 140bc I still can build Taharqa,
    125 BC I can't anymore, in 110BC i get the message "I can't work on Taharqa anymore and receive x piece of money"

    View attachment 241028

    View attachment 241029

    View attachment 241030
     
  13. cybrxkhan

    cybrxkhan Asian Xwedodah

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    Okay, that was all I needed to know. That confirms my suspicions that this is because these units are technically "wonders".

    Basically, if I am correct, it works like this. Even though each civ has its own unique hero, it still replaces the "national hero" and "military hero" wonder unit. Basically, once a military hero is built, like a normal wonder, you can't build any more of it. So, for example, if the Egyptians build Thutmose III (military hero) before you build, say, Robin Hood (military hero), then you can't build Robin Hood no more.

    :sad: This is not good, since it kind of messes up the entire hero thingy... Looks like I'll have to find a way to go around that. :mad:

    Thanks anyhow!
     
  14. St. Patrick

    St. Patrick Chieftain

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    The missionaries are National Units, of which you can have a limited amount. Maybe basing the Heroes off of them somehow would work (and adding a stipulation that you can only ever build one)?

    Worth a shot, anyway.
     
  15. cybrxkhan

    cybrxkhan Asian Xwedodah

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    That's a possibility. The other possibilities I'm playing around right now are either to make the heroes "National Wonder Units", so to speak, instead of "Wonder Units" (not sure if that will work), or (the harder way), make them their own unit classes, but have each of them "require" an invisible tech that only their own civ will have (for example the Americans start with a "Being American" technology that allows them to build Jefferson and Patton). :sad:
     
  16. St. Patrick

    St. Patrick Chieftain

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    The problem with making them "National Wonder" units is that if a city already has two National wonders in it, it won't be able to build the Heroes. Still better than what we currently have, though.
     
  17. cybrxkhan

    cybrxkhan Asian Xwedodah

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    Alright, I'll test out to see what works and what can't in the next couple of days. Hopefully it'd just be something I can do with the XML, so that I can release a small patch.

    Oh boy...
     
  18. taxation

    taxation Chieftain

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    Very cool mod; my computer is very irritating when it comes to playing CIV IV, but I downloaded the mod anyway. I love the new leaders and traits, as well as the ambience of the mod.
    Quick historical accuracy comment: (I'm not familiar with coding, so this may be easy/hard to change) King Kamehameha was Hawaiian, not Polynesian. However, if you are grouping the islands in the Pacific as just Polynesia, then it does not matter.
     
  19. cybrxkhan

    cybrxkhan Asian Xwedodah

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    Alright, as for the hero problem/issue, I tried making them like missionaries (1 buildable), and then I realized that I can't do that since they're still rebuildable - there just can only be one at a time. I'll test the other possibilities, anyhow.


    Thanks! :goodjob:

    I am fully aware of the fact that Kamehameha was King of Hawaii. However, a bit similar to the Native American civ (though slightly less extreme in my opinion), I decided it was better to keep all the Polynesians under one civ. It's pretty standard for most of the mods here, anyways, and I think it's better that way.
     
  20. dreadknought

    dreadknought timelord

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    Ok Im getting into the guides which is a cool concept but I moved a ship into view of a city owned by Hannibal and it had 21 architects in a city which confirms the ai is probaly not using them after it buys them. It then makes me wonder if the AI is buying and costing itself extra support on them which could be quite costly.

    Im also playing total war option and the caravan guide was useless for me,lol.


    Maybe the AI would use workers and miltary stuff from guides just not architects or artisans, not sure. Hopefully they use caravens it probaly needs testing though.

    An alternative would be for architects guide and artisan guide to give a great artist or great eng. at a certain interval (1 per 40 turns? or so)
     

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