February 8th, 2012, 18:18
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Tholal Wrote:Immortals joining Flesh Golems is an easy fix. In fact, it looks like Kael tried to stop it but he didn't account for the Immortal units (or they were added later).
In CvSpellInterface.py, in the reqAddToFleshGolem() function , change
Code: if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_IMMORTAL')):
to
Code: if caster.isImmortal():
The Eternal Immortal Illusion fix requires an SDK change to the kill() function to block illusions from being reborn (again, it looks like Kael tried to take care of this in the python Mirror function by setting immortal to false, but it's not working for some reason).
I would also recommend blocking Great General promotions from being mirrored.
All of the above changes will be included in the next release of More Naval AI.
Awesome.
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February 17th, 2012, 02:29
Bobchillingworth
Unregistered
I have discovered a strange exploit / bug regarding the Order and city gifts between teammates. If I capture a city (or I assume simply found one, but I only discovered this with captured cities), and spread the Order to it, I get the standard Crusader / Acolyte pair. If I were to then gift said city to an ally, say Basium, upon taking the city he also receives a Crusader and Acolyte, even though the city already holds the Order. Then I can ask for the city back within the same turn, and I get two more free units! Repeat for endless Crusaders / Acolytes
February 17th, 2012, 10:09
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Its a feature! :P
lets use it in the next PBEM
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Bobchillingworth Wrote:I have discovered a strange exploit / bug regarding the Order and city gifts between teammates. If I capture a city (or I assume simply found one, but I only discovered this with captured cities), and spread the Order to it, I get the standard Crusader / Acolyte pair. If I were to then gift said city to an ally, say Basium, upon taking the city he also receives a Crusader and Acolyte, even though the city already holds the Order. Then I can ask for the city back within the same turn, and I get two more free units! Repeat for endless Crusaders / Acolytes
I was about to bring up a bug that stopped me from being able to trade with Basium when I summoned him. But seeing as Bob managed to trade with him i'm going to assume it was my computer and that I might be out of date patch wise.
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I've been running the armageddon counter up and it seems to cause way more severe effects than "promised". I found this from the FFH wiki:
Quote:AC 90
■The final part in the speech, The End will appear world-wide to all civilizations.
■The Avatar of Wrath will arrive and every living unit will have a 50% chance of "defecting" and going barbarian. It will be impossible to control the unit during this time, and it might attack enemy cities and wildlife. The unit may also walk in one direction for no purpose.
AC 100
■Armageddon occurs, having a 50% chance of killing any living unit on the map. This does however not count for demon units, like the Infernal units, undead/demon units, or units that has the attribute of "Not alive".
Based on couple of tests I would say AC90 enrages ~75% of all units and Armageddon kills 85-90% of all living units. Also AC100 more than halves the sizes of your cities (It is quite common that cities of size 6-7 are size 1 after AC has hit 100) that probably halfway intentional, but not directly mentioned above. Is this really as it is wanted to be? As you might imagine this makes defending against Armageddon pretty hard task in MP environment .
Bobchillingworth
Unregistered
I think the wikia is fairly out of date, even for regular FFH. Note that enraged units, while unreliable and prone to getting themselves killed messily, will never actually turn Barbarian. So losing city garrisons isn't necessarily a death-blow for a civ (which it would be if their former units were running amok burning their own cities).
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So if events don't work in Pitboss it should be fixable. They work in base BTS...
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I was looking in CvSpellInterface, and noticed that you had added code to Domination to check for Loyalty. But shouldn't it be checking for PROMOTION_LOYALTY instead of SPELL_LOYALTY?
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DaveV Wrote:I was looking in CvSpellInterface, and noticed that you had added code to Domination to check for Loyalty. But shouldn't it be checking for PROMOTION_LOYALTY instead of SPELL_LOYALTY?
Yes.
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In a SP game with the Elohim, I had the possibility to upgrade a Hunter to a Stonewarden.
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