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Worker Mod

Having just run a quick test of it (FF version) I'm coming across some very odd Prereqs issues. Basically Skilled 1 shows that it "Leads to" Skilled3 and Skilled3 shows a Prereq of Skilled 1 (not 2). Likewise 2 leads to 4, 3 leads to 5, 4 leads to Aptitude 1...

All of the actual entries appear to be correct, but when it's read, it's skipping one entry every time. Can you confirm that it works ok at your end, before I start looking for a FF related cause...?

It's an odd one that's for sure.


EDIT: Got it. Comment tags don't seem to get on with PromotionInfos. Be careful if you've added any to that file - Prereq's for Promotions that occur after the comment seem to be out of line (but only if the Prereq promotion itself occurs after that comment)
 
Does the same for me. But I know I have tested it in game a LOT and that the promotions are available in the proper order.

Another oddity is that it shows Aptitude 1 available with Skilled 4. That one makes no sense at all as Aptitude 1 has no Pre-reqs, and certainly doesn't show up as an upgrade to any other promotions.

The good news is that Combat I-V seems to show up fine, so I didn't break anything fundamental.

EDIT: Hardy and Aptitude are messed up as well. I know that I have looked at those ones at a minimum before and they were correct. So no guarantee it works in game anymore either. I may have changed something on accident last time I shuffled the schema around.
 
Does the same for me. But I know I have tested it in game a LOT and that the promotions are available in the proper order.

Another oddity is that it shows Aptitude 1 available with Skilled 4. That one makes no sense at all as Aptitude 1 has no Pre-reqs, and certainly doesn't show up as an upgrade to any other promotions. All seems to be fixed now that I removed them.

The good news is that Combat I-V seems to show up fine, so I didn't break anything fundamental.

EDIT: Hardy and Aptitude are messed up as well. I know that I have looked at those ones at a minimum before and they were correct. So no guarantee it works in game anymore either. I may have changed something on accident last time I shuffled the schema around.

Comment issues it turns out - guessing it started for you when you added them to the XML? (check my edit above). I already had one in place, but it didn't affect the promotion after it as it's prereqs all occurred before the comment did.

I've also just modified the text-key. Not sure if you want to edit the FF2-text file (given that even compressed it's around half a meg), but I'll include it here anyway. If you know of a way to make sure one of the GameText files is always loaded after another - then you can use that to make sure the rewritten TXT_KEY is loaded after the first without having to distribute the whole GameText_FF2

Code:
    <TEXT>
        <Tag>TXT_KEY_PROMOTION_SPELL_CASTER_XP</Tag>
        <English>[ICON_BULLET]Increases the rate at which units gain experience naturally (Spell Casters and Workers only)</English>
        <French>[ICON_BULLET]Increases the rate at which units gain experience naturally (Spell Casters and Workers only)</French>
        <German>[ICON_BULLET]Increases the rate at which units gain experience naturally (Spell Casters and Workers only)</German>
        <Italian>[ICON_BULLET]Increases the rate at which units gain experience naturally (Spell Casters and Workers only)</Italian>
        <Spanish>[ICON_BULLET]Increases the rate at which units gain experience naturally (Spell Casters and Workers only)</Spanish>
    </TEXT>

EDIT: It seems that "CIV4GameText_Other.xml" is loaded after "CIV4GameText_FFH2.xml" (possibly just alphabetical order?) - so if you wanted to change the tag, you could just put it in a file named that.
 
Xienwolf said:
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).

You sure about that one from a balance point of view? Admittedly Defender can be considered weak compared to some, but a global defense boost may throw it a little too far the other way...

It's effectively a global "Heroic Defense" promotion (but without the ability to get Heroic Defense 2). Might be better to just enable Homeland for the workers?
 
Hardy: Could you make Aptitude a prereq? +1 seems like too much to me, too. Or how about boosting defensive withdraw instead? (Though... can a Promotion currently do that?)
 
Right now only the Workers are able to get Hardy. Plus for the moment any unit under a Defensive Leader. But Vehem talked me into changing that to just Workers by using Python instead of the XML. So it'll change as soon as I get a chance to sit down and modify that.

Or do you mean keep Workers from being able to get it immediately?
 
Or do you mean keep Workers from being able to get it immediately?

Both, really, but getting it immediately doesn't strike me as a significant concern.
 
Well, it is now shifted back to being completely "Worker Only" as a Promotion. So it should work out fairly well now I hope.

BTW, "Hardy" - or Heroic Defense - as a promotion available to units with Homeland - seems like a good idea to me. As a "something extra" to boost the Defender Trait some. Though not as a Promotion available early.

That'd require some SDK work if it's possible at all, though?
 
Nope, Just add the other unitcombats to Hardy and make it require Homeland OR Aptitude 1. Preferably it would be (Homeland + Combat 3) or (Aptitude 1), but I am not certain that can be done. Might be possible though

Alternatively: Allow Homeland units to take Aptitude, then make that the only pre-req for Hardy. Thus it costs non-workers 2 Levels (Since Aptitude does nothing for them)
 
Hmm. I had similar issues with improvements and their txt_keys in my first attempt at node maturity. Either that or it's the bonusconvert I think...
 
I have it working now and noticed something odd. If you start the unit on a build on the same turn as you promote it, it will 'forget' its assignment and needs to be given the order again on the next turn.

My guess on the ordering of Modules is that they are processed in directory order, which is initially unpredictable. If you sort the directory (using Details for the folder on Explorer) then they are processed in ascii order.
 
Promote then give Build order, or only the other way around? Kinda figured it would interrupt the build orders if you Promote after assigning them, but ought not to do so the other way around.

Aye - what Xien said :D It's just the same as when you have a unit on Fortify and he gains a promotion - it cancels the orders so that he becomes "active" for you to do the promotion.

The work is still saved up (doesn't waste any turns), but it needs you to set the order again.
 
I could have gotten it backward. I'll watch closer next time it happens.
 
New version posted. I incorporated Mailbox's Improvements Module, mostly unchanged (I removed the ability to build Barrows & Graveyards is about it. Also fixed the Ritual Nodes and gave them a new button).

Main change is that I have moved <bRivalTerritory> into the PromotionInfos.xml as <bRivalTerritoryExplore>. Ambassador is a promotion to use this new effect, available with Channeling 2 just for kicks. I really don't want to use it at all alone, but I haven't done the other part of what I am aiming to do with it. For the time being it is just available to other Modders.
 
Woke up this morning knowing exactly what to do with Ambassador as a Promotion: Give it to Settlers! No more being blocked by non-open borders (well, not for long). Of course, that kinda hurts me since my normal strategy is a few cities which isolate a LARGE area, then just refuse open borders to anyone who asks so I can settler at my leisure...



So, I made Settlers into Unitcombat_Worker, granted them both Aptitude 1 & 2 so they can possibly get a couple Promos before they reach their mark, and allowed Expansive to grant Mobility 1 to Workers (which now includes Settlers).

Also, since I frequently hit the point where I have LOTS of spare workers, I allowed Workers to upgrade into Settlers. I'll need some feedback regarding how this plays in the first couple turns of the game: Is it cheap enough of an upgrade that people can "cheat" an early second city by upgrading their first worker instead of building a settler?

EDIT: It costs 195 :gold: on quick, so I don't think that it should be a huge issue for balance.
 
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