Worker Mod

Well, the Sidar can no longer Wane a Worker as of about 5 minutes after B eef Pointed it out :)

XP from Building something would require excessive coding (I imagine), take quite some time to balance out, and just lead to people complaining about Micromanagement when they try to squeeze it for all that it is worth IMO. The Free XP isn't such a bad cup of tea.
 
Why is the Easter Eggs link in a different color than the rest of the links in your signature?
 
I just did some testing with the newest patch. The Workers cannot upgrade to Settlers on 'No Settler' games. (unless there is a level requirement), but you can get Settlers from goody huts... :confused: Also, will there be a promotion (eventually) That will allow Workers to build mana nodes?
 
Back to an earlier point. I have confirmed that when a Worker is promoted and then given a new assignment, the assignment must be repeated the next turn.
 
I actually really like them. I actually didn't go straight to education in my game. Also, Charleswatkins, that is a standard Civ issue. If you upgrade a unit, you must issue new orders.
 
Well, if you upgrade a warrior to Combat 1, then Fortify him, he stays fortified the next turn. It is sounding like if you upgrade a Workerto Skilled 1, then tell him to make a farm, next turn he asks you what you said.

For now I can live with the workers being a bit hard of hearing though.


New version uploaded while I go and actually do some work. I'll ideally study this weekend instead of working on this, so that means I'll probably work on this instead of studying. The other 23 functions will come along shortly. If you have ideas for other Boolean Expressions to add let me know.

2 New Boolean Features added to Promotion Infos.
<bPillageOnMove> - The unit will automatically Pillage any Improvements that it crosses in Enemy (at war) territory. Pillaging won't cost Move points, and will provide Gold

<bSelfPillage> - The unit will automatically Pillage any Improvements (or road if no improvements present) in Neutral territory or that of your Team (to include yourself). Pillaging won't cost Move points nor provide Gold.


A Ritual to inflict Self Pillage on all Workers but your own would be the height of hilarity :) But I havne't trained the AI to be afraid of this affliction, so it would also be completely broken in a Singleplayer game

And the Pillage on Move is the perfect Promotion for Raiders Trait to grant INSTEAD of Commando. Then no more complaints about Hippus being able to attack you from half a map away. Instead just complaints about the Hippus being able to destroy 5 improvements per turn if you happen to have a lot of flatlands (or 15 if they have gotten Commando on their own!)
 
And the Pillage on Move is the perfect Promotion for Raiders Trait to grant INSTEAD of Commando.

If it's the one from The War Machine, I have a feeling it doesn't provide any gold on Pillage.

If not, you're right - absolutely perfect :)
 
It Didn't provide :gold: on Pillaging. Now that I have had my hands on the code it Does :p

:goodjob:

<pre-emptive *yoink*>

====

I may have to indulge in some coastal plundering as Hannah to test that one out :)
 
Would it be too much to add a pyOnMove tag/python function for promotions (and maybe units), taking the caster, new tile, and old tile as parameters? This seems like it would be very useful.
 
At this point: Yes.

For the moment I am open to requests for Boolean Operators. Next will be Integers, then Arrays. Adding Python Calls doesn't quite fit in there as a linear progression, so it really just depends on how frequently I see them in the code and when I get a feel for precisely how they are done. I've actually been getting more efficient at the code pretty regularly, so if I stumble across the references often enough it could happen rather quickly.

Of course, Python calls only really happen once, then Python handles the rest. So it is unlikely I stumble across them even once. Thus it would have to wait until I am done with my own project and begin specifically looking for, and learning, the Python call setup.
 
I have an issue with opponents units walking through my boundaries even when there is no open borders treaty. All opposing units can walk through my lands but my units cannot walk through theirs. This is a bit disturbing as the whole reason I don't allow open borders is to prevent my opponents from mapping my territory.

is this supposed to happen? it has happened in 3 games so far.
 
It would happen if they took the Ambassador promotion, but that requires Mobility 2, so they shouldn't be capable of doing that with all of their units. Workers, Settlers, Recon, Animals & Mounted would be the only ones capable of getting it then.
 
Another new version loaded. This time the goodies are:

  1. <bGetCasterXP> - Allows the unit to gain XP from Caster/Worker type promotions (so requires the field <iCasterXP> to have a net value among all promotions on the unit to actually do anything)
    Should be nice for a temporary effect by a Building or other unit combined with a really high iCasterXP
  2. <bNonWarWeariness> - Loss of Unit does not cause War Weariness
    Really nice for Cannon Fodder units. Could be appropriate on one of the more Aggressive Traits as a freebie.
  3. <bNoMapReveal> - Unit cannot move in such a manner as to reveal new Map space (the pure black areas where you don't even know the terrain yet)
    Great for a special Game setting which will cause all units except for UNITCOMBAT_RECON to start with this promotion for the first 100 turns :)
  4. <bCannotCapture> - Unit will not capture units in battle and cannot take Cities (might split this one into 2 seperate fields later now that I think about it...)
    Will be better split up so that you can have a special defensive building randomly apply it to enemy units in neighboring squares to keep them from sacking the city even when the last defender is dead
  5. <bNonAbandon> - Unit will not Abandon the Civilization when Civic or Religion pre-Reqs are no longer met
    MC will probably love this one. I picture it tied to a spell which requires you have not yet Moved that turn, takes all your moves away and causes you to count as having cast for the turn (ie - you can't do anything but cast this spell on that turn). Make the Promotion wear off on the next turn because the check for Abandoning is done before Temporary Promotions are removed :) Thus by not doing anything but casting a spell to gain this promotion each turn you can maintain a Hero unit through a temporary Civic/Religion change.

EDIT: Also made all of the beneficial Promotions available by Levels in some manner so they can be tested by non-modders.
 
Just out of interest, in the previous version (give us a chance to finish our games, Xienwolf!), there were several promotions in worldbuilder. What are these going to do?

EDIT: Didn't see you'd made them availiable in some degree.

EDIT2: I forgot to mention. Workers can get over 100XP for free. It takes a long time though. (I love my 106XP worker with 260% buildrate)
 
The raiders are a little overenthusiastic - they're stealing the trees as well! :D

(PillageOnMove destroys features on move too)


This ought to sort it though - right after the AutoPillage block

Code:
        if (m_pUnitInfo->isAutoRaze())
            {pPlot->setFeatureType(NO_FEATURE, -1);}
 
It would happen if they took the Ambassador promotion, but that requires Mobility 2, so they shouldn't be capable of doing that with all of their units. Workers, Settlers, Recon, Animals & Mounted would be the only ones capable of getting it then.

Yeah thats my problem. The units going through my territory don't have mobility 1,2 or the ambasador promotion. i just looked in the world builder.

-Edit- I Just noticed that my scouts are also able to do this. but only my scouts and not the rest of my units like the AI

Here is a save game.

Easy spot to see it is the Pyre Zombie beside the town in the NW corner of my territory.
 

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