Worker Mod

Think you can have it ready by next Wednesday? I won't have any time to playtest or to mod until then anyway.
 
By "it" I meant Build Orders via promotions. Without that I'm not sure if its worth incorporating in my modmod. :p
 
Couldn't you simply do it in a system similar to a spell? The spell system is currently completely driven by promotions, so giving a custom one to Orthos's axe doesn't strike me as particularly odd
 
In this particular case, since I want to let you do it in a single turn that can work. Though I would have to make the spell clear the forest/Jungle and also provide the Bonus :hammers: to the nearest city, unless I decide not to allow that so people have to weigh the benefits of clearing faster, or gaining hammers.

Overall though, for now I am happy just leaving it as a bonus to the workrate so that there is a use to the Axe outside of Warfare should someone desire.
 
I was actually thinking that some spells might be better if made through build orders, since that way it could take a while to do. Personally I'm not so sure that a "Slash and Burn" order should take only 1 turn, although being faster than the normal clear forest makes sense.
 
Minor update posted. I figured out the 2 glitches with Aptitude. I was using PreReqAND instead of the first PreReqOR, which caused it to fail at showing the proper PreReqs.

Aptitude 3 wasn't showing up in the info box on the lower left because I had it set to upgrade to itself. Apparently that little slot is used so that if a unit possesses what is in there then the promotion won't show. So having accidentally left Aptitude3 as upgrading to itself, it became invisible until you did a mouseover of the unit.

This is of course a VERY nice trick which I shall exploit in the future to provide Promotions that aren't completely visible :)
 
That sounds like something very useful for some of the Esus-religion specific promotions I'd thinking about adding. If a promotion allows conducting espionage missions, I don't think you'd want you rival to be able to see it.
 
I went into a tad more detail on the Dungeon Adventures Modmod as to how you can hide the promotion fully :)

Basically just make certain your promotion is flagged <bGraphicalOnly>, and then have the description start out as "zz - " so that they are last alphabetically, and then make sure you place them at the bottom of the XML. With those last 2 you should ensure that your promotions show up dead last in the mouseover details of the unit (where it doesn't hide any promotions). All that is left at that point is to use a blank .dds (or simply leave the line as <button></button>, since it allows that and leaves a large blank spot).

Otherwise you can still see the promotion in the mouseover (the only view you see of your enemies), and if you just do a blank spot without the other manipulations then it winds up leaving spaces in the middle of their promotions list. So while you might not know WHAT is there, you know something sneaky is happening.

Of course, you could also modify the DLL to make the same graphical block which works for the info screen also work for the mouseovers, but only if the promotion upgrades to itself.
 
I may have installed the module wrong since its turn 150 and no Workers seem to have earned promotions. The extraction replaced a number of files so I assume that's OK. There is a DLL Changed Files folder. There is a CvGameCoreDLL in the Assets folder.

Any idea what might be wrong?
 
Did you install to a new directory so that you could maintain an unmodded Fall from Heaven, then run the plain version maybe?

Check your Civlopedia to see if you have the Promotions: Aptitude I-III, Hardy I-III & Skilled I-V. If not, then you aren't running the mod most likely.


Barring the simple solution that way... Are you Luchuirp by any chance? Mud Golems don't get promotions.


Otherwise.... I'm kinda stuck. So I'll hope it's one of the easy solutions for now :)


Since you said Module, and not Mod, I'll also inquire if you are running any Modules with it, and if you are, did they modify the Workers? Cause unless the Worker is set to start with Aptitude, you'll never get any XP, and thus never gain any promotions.
 
Sure enough, MIMM has a WORKER entry in its UnitInfo. I assume I can just edit it to give the Worker an Aptitude 1 promotion and will be well.

BTW: Is there a pecking order among the Modules? If two of them attempt to replace the same Unit, which one wins?
 
You have to make them UNITCOMBAT_WORKER, have Aptitude 1 be a free Promotion, and set <bFreeXP> to 1.

There is an order in which the Modules are loaded, but I haven't figured out a reliable way to know in advance which one wins. If both modify the same Unit (Or any <Type>), then the last one loaded is the only one kept.
 
Honestly no clue at all. Haven't tried to nail it down yet :)

I'm contemplating incorporating Mailbox's Improvements Module directly into this Modmod. It is still very worker-centric, and I really do love the concept of allowing improvements to be built absolutely anywhere and discovering resources on-the-fly.
 
Was Industrious supposed to grant "Skilled I" to all worker-class units? It's currently giving them "Aptitude I" (which they already have/need in order to gain experience).

==

Other than that - I've merged it quite happily into FF. Nicely laid out files - easy to work with - good stuff :goodjob:
 
Oops, it was meant to be Skilled 1 :) I've also marked the XML now to include all my changes in that end of things.

EDIT: Posting new version now. It has the Industrious trait fixed to provide Skilled 1, and I also added Hardy 1 to the Defender Trait. Since you cannot specify seperate promotions for seperate unitcombats, I just decided it deserves to add it to all units (people claim it is a weak trait anyway).
 
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