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Worker Mod

When running the newest version I get an error reading
 

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Will do. You are quick I just downloaded it about 2 minutes ago quick fix...
 
However, this could be a point on no Settler/OCC challenges...
 
I forgot to test that one out. I am reasonably certain it blocks the entire Unitclass from existence, otherwise people would complain about getting free settlers from Goody Huts, right?

Should anyone find that you ARE able to upgrade a Worker to a Settler in a gamesetting where Settlers are supposed to be forbidden, please let me know.



I have uploaded into the Main Downloads Database this time so that I can actually track the number of downloads. It is nice to see numbers other than 0, and since I upload a new version 5 times as often as anyone downloads it :p ;)

Also, New Version includes <bRivalTerritoryBlock> to prevent a unit from being able to enter any non-Team Borders (even if there is an Open Borders Agreement or you are at War). It would be a nifty effect for a spell to utilize, but for now the only Promotion which uses it is Hermit, which is not available by any means other than WorldBuilder, and doesn't show in the Civlopedia.
 
I'll download the next version when I've finished my current game of destroying the world (guess who as :p)... I even declared war on the Doveillo to get Orthus Axe... By the way, for those of us who wish to play without Mailbox' modmod added, could you post a second download without it please? Or are they too finely merged now? (although I am willing to try Mailbox' modmod, mind you)
 
I was contemplating setting it up to use a Game Option checkbox so that you can disable them. But that is something far easier to do in the SDK or Python than to do with regards to the XML (oddly enough).

For now, you can use Fall Further to go without the extra settings :) In 2 weeks when I have time to just kick back and Mod all week long I'll check into setting up a gameoption to block the extra Improvements, though it changes the base improvements as well a little bit IIRC, so that makes it a tad troublesome.

Give it a try with the changes though. Overall they are quite nice, and pretty well balanced. It gets the maps away from the bothersome "Farm, Cottage or Mine?" layout quite nicely. And with all of these highly promoted workers running around, don't you want something to do with them?


And for the short answer: I could pull the changes out, but it'd be a PITA. So barring excessive negative feedback I'll leave them in and just contemplate how to allow a switch to turn them off in the future.
 
And with all of these highly promoted workers running around, don't you want something to do with them?

Oh so true... Unfortunatly, I end up with 100 XP workers before I get Bronze Working some times... Or Construction, which are major techs for me. It'll be nice to have something to do with them later on.
 
Another thought - do they have access to Wane now? That might be a little generous to the Sidar (who are already monsters in human hands).
 
For now, you can use Fall Further to go without the extra settings :)

Or he could if I'd released a version that included it :p
It's in my working copy, but won't be in a release until FF030
(I almost caught up with Kael's version number :D)


BeefontheBone said:
Another thought - do they have access to Wane now? That might be a little generous to the Sidar (who are already monsters in human hands).

Good catch - it did, but this should sort that out.

Code:
def reqWane(caster):
	if caster.getLevel() < 6:
		return False
	if caster.isAlive() == False:
		return False
	if caster.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_ANIMAL'):
		return False
	if caster.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_BEAST'):
		return False
	if caster.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_WORKER'):
		return False		
	return True
 
I didn't specifically GIVE them access to Wane, but I didn't forbid it either. I'll check into that one right now.


Ekmek: HN is already available as a Promotion in FfH (<bHiddenNationality>). Though I will be adding <bAlwaysHostile> soon, so with that + <bRivalTerritoryExplore> you can also do an HN that doesn't make you look like a Barbarian.

EDIT: thanks for saving me the time coding that one Vehem :)
 
Also, New Version includes <bRivalTerritoryBlock> to prevent a unit from being able to enter any non-Team Borders (even if there is an Open Borders Agreement or you are at War). It would be a nifty effect for a spell to utilize, but for now the only Promotion which uses it is Hermit, which is not available by any means other than WorldBuilder, and doesn't show in the Civlopedia.

That sounds like a good way for Banish (which I always thought would be a better as Law instead of Entropy spell, and so will be one in my modmod) to work, instead of killing the unit. Well, it could still kill or damage demons/undead/elementals, but just giving a banished promotion might be better for the living units it is used on (it will probably only target those which would meet the criteria of coming back as Manes)
 
Yeah, I actually did it by hand anyway :p


Magister: Be careful to make the spell expulse them from borders as well. I am reasonably certain they would be stuck in place if you inflict the promotion while they are not right on the border of Rival Territory.
 
I don't know if it is an issue with this mod of FFH but I was gifted a privateer and boarding parties through an event but it wouldn't let the non hidden nationality boarding parties board the hidden nationality privateer.

Does the same thing if I build a privateer. Can board if I make boarding party hidden nationality or declare nationality with the privateer.
 
I don't know if it is an issue with this mod of FFH but I was gifted a privateer and boarding parties through an event but it wouldn't let the non hidden nationality boarding parties board the hidden nationality privateer.

Does the same thing if I build a privateer. Can board if I make boarding party hidden nationality or declare nationality with the privateer.

That's a standard FfH behaviour I believe. Can't mix the nationality types on a ship...
 
Yes, Sidar Workers can Wane. It takes about 100 turns. Seemed like I should make them Engineers after all those years of laboring.
 
Hmm..while I really like the idea of workers getting promotions, I don't think that free xp for workers is my cup of tea. And of course, it is probably overpowered for the Sidar. Would it be possible to instead grant a free xp each time a worker finishes building something?

(I'm still way to busy to have tried the modmod yet)
 
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