Worker Mod

@Wyrmhero: You are correct that they can exceed 100, looking closer at it the 100 limit only applies to the automatic free XP from promotions using the same mechanic as Hero. The only limit to Caster XP is the sum of your free XP chance, and of course actually triggered in the 1% chance for that last point.

@Kasdar: Well I definitely broke something then. I'll check it out. Downloading the save now, but I haven't been checking if each successive build breaks savegames, and I don't have old versions handy anymore.


I had noticed the Feature Removal, and I considered it an effective anti-Elf tool, so I left it in after checking that it doesn't destroy permanent Features. I'll think on it some more, but initially I liked it as an anti-elf strategy. However if the tag were used for a promotion granted freely by Raiders trait that would be too common to be balanced if it decimates forests & Ancient Forests as well.


EDIT: I tried to load the save, but it wouldn't work for my current build. Unless you were working other Mods as well which I have to have up and ready (got a python exception, not the normal Broken Save deal).

If you can describe precisely how you can re-create the bug I'll see if I can do the same. It depends on which release version you had, but I did recently re-work how the whole thing is set up. Might be that it fixed it (or could be what broke it).

EDIT 2: I rean the current version and attempted to move 1 unit of each unitcombat into rival territory without Open Borders, none were able to do so. So for now I'll hope that it is fixed in current version and there was a formatting error the old way that I did it.
 
Are you sure it is removing features (like forests) and not just Unique Features (which is a misnomer, since these are actually improvements)?

If it does remove forests then this is a huge problem, especially since two elven leaders (Faeryl Viconia and Amelanchier) have the raiders trait.

Another tag that removed features could be nice, but frankly I think that would be better handled through a pyOnMove function, since you might only want to remove certain features (one unit might remove fallout, another forests, another sea ice)
 
Well it only happens if you are at war with the person, so unless the elves have a habit of declaring war on themselves it isn't an issue for them personally having Raiders trait.

And I forgot that the unique Features were Improvements actually. But it cannot destroy those of them which are flagged as Permanent (but be careful about moving across the Pyre! Pillage = Fire Elementals!)

Thinking of your PyOnMove junk, what are you trying to actually do with them? Because I can probably make a Boolean or an INT to accomplish it without needing the Python at all.

EDIT: Decided to remove this aspect for the Promotion. So War Machine and other units set to Auto-Raze in the UnitInfos still demolish forests, but PillageOnMove promoted Units will not.
 
I had noticed the Feature Removal, and I considered it an effective anti-Elf tool, so I left it in after checking that it doesn't destroy permanent Features. I'll think on it some more, but initially I liked it as an anti-elf strategy. However if the tag were used for a promotion granted freely by Raiders trait that would be too common to be balanced if it decimates forests & Ancient Forests as well.

Aye - I see your point. The AutoFeatureRazing works nicely for units such as the Warmachine (which is was originally designed for I think) - smashing it's way through the forests and crushing buildings without prejudice.

For the raiders though, I need them to have a little more "selectivity" about what they raid. Stealing trees isn't going to do Hannah much good - Faeryl might nick a few, but just for her garden. I'm intending to give The War Machine it's AutoRaze tag back in UnitInfos and just use the AutoPillage on Promotions as "Improvements Only".

EDIT: Pesky crossposts and great minds...

I'll make those changes on my end though so no need to worry too much about them. I actually merged the code in this morning and again - brilliantly simple due to the way you've commented it. Keep them coming :goodjob:
 
Still, elves will generally want to have the forests in the lands they conquer stay there. Destroying a feature that gives you combat and movement bonuses, plus will help your economy once you own the land, doesn't seem like a good idea.

I was thinking of several things. For one, I'd use it to bring back promotions like Forest Stealth. Of course, I guess I could just incorporate parts of mtagge's "Opp fire and unit promotion giving" momdod to do this. Mostly though, I'd want to force a unit to cast spells based on the terrain. I was thinking that an Eidolon's auto-defiling ability and a Paladin's auto-sanctifying ability might be better on move than perTurn. These aren't the best examples, but I can't really remember what it was I was thinking of that depended so heavily on it.

I also had some ideas that would depend on a pyCannotMove function, but I don't remember any of those that couldn't be handled more easily though other tags.

Assuming you're not going to add python functions anytime soon though, adding <TerrainImpassables>, <FeatureImpassables>, <TerrainPassableTechs>, and <FeaturePassableTechs> to promotions would be quite useful.


I was also just thinking of one very useful new tag/promotion: "Territorial" (or some better name), which would make rival units unable to move onto the unit's tile without declaring war on its owner.


I was just wondering about <iHurryMultiplier>. If a unit has this, but not <iBaseHurry>, can it hurry? If not, then I think it would be good to add this tag to promotions, and give it to lots of promotions (worker promos, combat promos, etc). Experienced Slaves and Soldiers of Kilmorph (and Great Engineers-they have all the ablities of workers in my version. I'll probably rename unitcombat_worker unitcombat_civilian, and add workboats and most great people to this unitcombat) should hurry things faster than newly acquired ones (their base hurry should be reduced though). It would also be good to give promotions a <iGreatWorkCulture>, so experienced disciples can provide more culture.

I was just thinking that it might be nice to replace sell slave with something like a great merchants trade mission, and to add the <iTradeMultiplier> tag to the worker promotions, making more experienced slaves more valuable.


<bSpy>, <bSabotage>, <bDestroy>, <bStealPlans>, <bInvestigate>, and <bCounterSpy> tags in promotions may eventally be useful, but I haven't figured out how to implement my style of FfH espionage (separating divination and subterfuge) yet.


<UnitCombatTargets> and <UnitCombatTargets> tags for promotions could be quite useful. I was just thinking that it would be nice to give marksmen spells that let then switch between promotions that target different types of units (sort of like crew promotions, but not just in cities), to give you a little more control of which you target.

Adding a similar tag to target units with certain promotions could be useful too.

Eventually I'd like to see the bonus of the Homeland promotions changed to be based on the percent of the owner's culture on the tile, rather than a flat bonus within your borders.
 
Well, only doing the Booleans for the moment, but most of the tags you mentioned from the UnitInfos are already planned. I like the sound of Territorial, and I think I know where to place it in the code too.

Reasonably certain that the Multiplier would give a unit the ability to perform the action without having the Base set. It would just count like a Base of 0, so you would only recieve the muiltplier * Population. It depends on precisely how the nesting is set up though. One could simply add Levels of the units in as multipliers as well.

I already have <bInvestigate> added, but have no plans to add the rest since they aren't used, but I'll add them to the Design Doc for Project 5 (and no Vehem I won't say what even the titles of the Projects are, because most of them are quite likely impossible for me to accomplish, and I know that all of them are desired by people on the forums).
 
Are hunters with no promotions supposed to have the ability to move through rival territory without open borders?
 
This automated hunter had no promotions at all and it had no problem moving into Khazad territory before either civ even had the tech to allow open borders.

I've also noticed that there are way too many forts, even more than in unmodded FfH. This was especially true for my Khazad neighbors, perhaps because of their higher workrate. About two thirds of the tiles in their territory had forts on them.


I really think that Ambassador is too easy to get. I also don't like how workers can build ritual nodes, although letting arcane units build them seems like it might be a good idea.
 
I was hoping to find a solution before the night was over, but Vehem informed me that since my massive addition of new Booleans there is a fault with loading savegames. So I am going to re-upload without them until Vehem or myself can sort it all out.

I really didn't intend to add any promotions at all beyond what was used in Worker Mod, but I decided I would give people examples of the code I was adding. I think that so I can maintain a stable version of Workermod though I will start up a new thread for my SDK work and leave it as simply a Modcomp. It is quite likely that I break many things, but it was nice to have 3 people actually playtesting it (well, only 3 are giving feedback anyways).


I attempted to replicate the Hunter issue, and I cannot manage. Maybe it is an AI only thing? I'll try checking that out.

EDIT: Just tried it out granting the AI a Hunter & a Warrior in other AI territory. They were ejected properly by my next turn (or deleted I suppose). So whatever the bug is I REALLY cannot see it. Maybe remove the Ambassador Promotion from your mod and give it a shot?
 
how would one go about removing the ambasador from the mod? and I also feel that there are way to many forts being built.
 
It is very simple just to remove the promotion from CIV4PromotionInfos.xml, but I don't think that changes the ability to get the promotion and I don't know if it would fix anything.

I seriously doubt that ambassador has anything to do with the forts. That is probably just the normal FfH problem of too many forts, made worse by faster workers.

I still really think that workers need to be nerfed if they are to have such promotions available to them. Mud Golems also probably need to be made stronger.
 
You have done a wonderful job Xienwolf keep up the good work.

I was wondering what file(s) I need to edit to adjust the priorities for the Autobuild.
 
I was wondering if you were aware that when a farm upgrades the farm graphic disapears from the tile
 
Yeah I attempted to fix that, but I only wound up causing the basic farms to also lose their graphics.

The graphics for Farms are VERY involved. Never would have thought so until I got around to editing them. But with all the different possible Religions & Civs, plus the fact that they extend beyond the borders of the tile they are on, so have to account for each possible neighboring tile...

If I remember right, in the Art Defines / LSystem file which controls these graphics (in the Buildings folder if you want to take a crack at it) there were about 5,000 entries of IMPROVEMENT_FARM.

It's a file I haven't touched before, and it is actually using REAL XML for the most part, not the typical DataStorage XML of the other files. So it'll take me a while to sort out how to rectify that.
 
If I remember right, in the Art Defines / LSystem file which controls these graphics (in the Buildings folder if you want to take a crack at it) there were about 5,000 entries of IMPROVEMENT_FARM.

It's a file I haven't touched before, and it is actually using REAL XML for the most part, not the typical DataStorage XML of the other files. So it'll take me a while to sort out how to rectify that.

I'd agree with that. I did at one point attempt to switch all the Religion art out and implement Civ-specific city artwork (with the intention of then re-adding Religion flavours to the city artwork of each civ), but after wrestling with the LSystem for a couple of hours and getting all manner of bizarre coloured buildings, I conceded defeat.

Short version: Tricky file to work with.
 
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