Jheral
Prince
- Joined
- Apr 29, 2009
- Messages
- 502
That was actually my main idea if I make them explorable.
Neat. If you don't mind me asking, what do you have in mind for the effects?
That was actually my main idea if I make them explorable.
So I forgot to give some spawn ideas before, so I'll throw some out. Before that though, 3 things to consider: 1. I interpret the way you're going to do this as having "spawner" wandering creatures and gaurdian node protecting creatures, so in most cases I put the weakest first so they could wander and the more powerful second to guard; 2. I listed at least 2 usually tried to find 4, I don't know if you like the idea of it but what if wild mana nodes that haven't been conquered get more powerful spawns after a certain time/tech req./whatever? 3. The more choices I provide, the easier this should be on you. Anyway, here you go.
-snip-
So a couple in there are insubstantial, but you could either repeat spawns (no one said they couldn't spawn the same things) or just make new units. The latter probably isn't worth the trouble though. Also, I really couldn't think of anything that great for force of spirit. I was thinking maybe spirit could have a mechanic that disallowed any combat in a 1 tile radius, but that got shot out of the air as soon as Deadliver mentioned something about settling on nodes, and then of course settling even near a spirit node would be unbalanced. Just thought it would be fitting if Sirona's nodes would grant a form of sanctuary really.
Anyway, there you are.Probably cause you a headache with all of these posts.
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Neat. If you don't mind me asking, what do you have in mind for the effects?
Hello.
I played with the original Crystallized Mana and it was fun! A LOT of fun! Glad to see this project is being re-worked. I think you should name it Mana +
By the way, there is a little problem left with this modmod : AIs workers do not upgrade refined mana into proper mana node. In the previous version, we spot that instead of building a Water node on a Water mana, AIs tended to build farm instead etc. This problem is not specific to this mod, AFAIK. If we raze a mana node, the AI will never built mana node on top of it. I believe this is based on AIs inability to understand "mana".
One of the solutions proposed was to make other improvements invalid to build in mana. So AIs will be forced to build mana node instead. Maybe you have a more intersting solution? Or maybe FF already dealt with this? I might be able to steal some code, then...
Glad to see this!
That's a great idea.esvath said:I think you should name it Mana +![]()
I imagine there will be a way to restrict the effects with a little editing of the code... I think.Deadliver said:I am kind of scared about this mana terrain spread and other ideas...
Deadliver said:lolz. The more chaos the better. I'll never forget those 3 civs wiped out within 5 or so turns when I first played this mod mod in 2008. There was a whole continent infested with barbarians. It was beautiful.
Haha, honestly, I 'sponged up' Deon's ideas with Malakim+.![]()
Yes, it would be a pain to keep them around that long, but potentially worth it. Which is something I like.Same kind of value a worldspell should have....
I'm GOING to have a game option lol. I refuse to let the code beat me. So long as I'm putting in the one, I can always put in a second to allow mana to spread terrains...
Sun - Desert
Ice - Ice(Obviously...)
Water - Upgrades surround terrain?
Fire - Chance to burn off any nearby forests?
Death - HL
Chaos - Random Changes
Entropy - Hell Terrain. Yes, it will make some games rather scary.....
Earth - Chance to create hills?
Nature - Creates forests on featureless terrain, Ancient Forest on forests? Maybe scrubs for desert, and jungles for marsh.
You could have water make the surrounding terrain wetter, not necessarily just improve it. Maybe work like a reverse scorch? Turn desert to plains, plains to grass, tundra/grass to marsh, and marsh to lake. Could also spread river...although I'm not sure how that would work?
Raising the land is great for Earth. Once again presents a mixed blessing, which is perfect.Maybe have a small chance of minerals appearing when the hill is raised and/or occasional volcanoes??
Creation...I'd like to see it spread bonuses and animal dens. "Oh cool, horses just sprouted up! Oh crap, so did a cave bear den!!!" Maybe have it work as a spreading vitalize effect with a small random chance for one or the other to spawn when it improves a tile?
I'm beginning to think I missed a few of the <bNormalize> tags when I merged it.... Should have removed them all, but if I didn't then they'd be popping up in starting locations. Haven't checked yet because it won't work anything like the way it does currently when I'm done.
if not pPlot.isGoody():
iValidBonuses = []
for iBonus in range(gc.getNumBonusInfos()):
if pPlot.canHaveBonus(BonusTypes(iBonus), False):
if cymap.getArea(pPlot.getArea()).getNumBonuses(BonusTypes(iBonus)) > 0:
pBonus = gc.getBonusInfo(iBonus)
if pBonus.getYieldChange(YieldTypes.YIELD_FOOD) > 0:
iValidBonuses.append(iBonus)
if len(iValidBonuses) > 0:
iBonus = iValidBonuses[dice.get(len(iValidBonuses), "FlavourMod")]
iFoodYield += gc.getBonusInfo(iBonus).getYieldChange(YieldTypes.YIELD_FOOD)
iBestImprovementYieldChange = 0
for iImprovement in range(gc.getNumImprovementInfos()):
pImprovement = gc.getImprovementInfo(iImprovement)
if pImprovement.isImprovementBonusMakesValid(iBonus):
iImprovementYieldChange = pImprovement.getImprovementBonusYield(iBonus, YieldTypes.YIELD_FOOD)
if iImprovementYieldChange > iBestImprovementYieldChange:
iBestImprovementYieldChange = iImprovementYieldChange
iFoodYield += iBestImprovementYieldChange
pPlot.setBonusType(BonusTypes(iBonus))