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Post by Spiderweb on Mar 10, 2015 9:26:16 GMT
Had any luck with that? I tried a few things, but I think the structures might be hardcoded for very specific rewards. At first I tried tweaking the Shrine_BigTreasure to toss up a god power card reward, but got nothing. Looked at the Homeworld files and found an old Shrine_GodPower line and tried it, but I don't think that's remained through the updates (or been implemented yet/at all), as nothing appears. It might work with other stuff, as I didn't try anything else, but if nothing else, finding those old lines was pretty cool. Seems like at some point they were tossing around the idea of unlocking powers via a similar system to what we were looking into, but never got around to implementing it (which with the construction times we've seen, might have been for the better). I remember it being said that expansion can trigger cards somehow, maybe lua. I'll try to find some time today to look at the other stuff, most of my time on this is limited to playing with it during my lunch break or other quiet times so I'll see how I get on. I think lua triggers will be key to this. Easy to see how raiding parties were defined, as I suspected the direction changed on each beacon unlock/expansion. The raiding is triggered when you get finger of god (obviousy this will all change with combat). Haven't found it yet but the raid are attracted to the nearest settlement. elseif HashEquals("Card_Adv_FingerOfGod_1", context) then beginAstariRaids(1200,30) function onTempleComplete(context) if TempleUID(context) == EXPANSION_2_ID then Persist("AstariAttackFromX",TAUNT_LOC_3.x) Persist("AstariAttackFromY",TAUNT_LOC_3.y) if Persist("AstariTaunt") == 0 then Persist("AstariTaunt",2) nextAstariStep() else Persist("AstariTaunt",2) clearTaunt(currentTaunt) After(1, "playTaunt") end elseif TempleUID(context) == EXPANSION_3_ID then Persist("AstariTaunt",4) Persist("AstariAttackFromX",TAUNT_LOC_4.x) Persist("AstariAttackFromY",TAUNT_LOC_4.y) clearTaunt(currentTaunt) After(1, "playTaunt") elseif TempleUID(context) == EXPANSION_4_ID then Persist("AstariTaunt",5) Persist("AstariAttackFromX",TAUNT_LOC_5.x) Persist("AstariAttackFromY",TAUNT_LOC_5.y) clearTaunt(currentTaunt) After(1, "playTaunt") elseif TempleUID(context) == EXPANSION_5_ID then tryPushTwitterStickyTab() Persist("AstariTaunt",6) Persist("AstariAttackFromX",TAUNT_LOC_6.x) Persist("AstariAttackFromY",TAUNT_LOC_6.y) clearTaunt(currentTaunt) After(1, "playTaunt") elseif TempleUID(context) == EXPANSION_6_ID then Persist("AstariTaunt",7) Persist("AstariAttackFromX",TAUNT_LOC_7.x) Persist("AstariAttackFromY",TAUNT_LOC_7.y) clearTaunt(currentTaunt) After(1, "playTaunt") elseif TempleUID(context) == EXPANSION_7_ID then Persist("AstariTaunt",8) Persist("AstariAttackFromX",TAUNT_LOC_8.x) Persist("AstariAttackFromY",TAUNT_LOC_8.y) clearTaunt(currentTaunt) After(1, "playTaunt") elseif TempleUID(context) == EXPANSION_8_ID then Persist("AstariTaunt",9) Persist("AstariAttackFromX",TAUNT_LOC_9.x) Persist("AstariAttackFromY",TAUNT_LOC_9.y) clearTaunt(currentTaunt) After(1, "playTaunt") elseif TempleUID(context) == EXPANSION_9_ID then Persist("AstariTaunt",10) Persist("AstariAttackFromX",TAUNT_LOC_10.x) Persist("AstariAttackFromY",TAUNT_LOC_10.y) clearTaunt(currentTaunt) After(1, "playTaunt") end end
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Post by Spiderweb on Mar 10, 2015 9:59:00 GMT
I found the settlement incremental cost function (I dislike that idea so much it actually makes me shudder).
function onSettlementConfirmed(context) --Find the settlement that has been constructed and increase its cost for the next cast for i=1,#settlementPowers do if HashEquals(settlementPowers.name, selectedCardHash) then local newCost = Persist("Settlement" .. settlementPowers.tableRow .. "Cost", 0, settlementPowers.increment) + settlementPowers.increment Table("Power Data", "Cost 1", settlementPowers.tableRow, newCost) end end end
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Post by Spiderweb on Mar 10, 2015 11:09:16 GMT
I think the populous the beginning style I'm after is quite straightforward.
pitofsacrifice,293,351,25,,,,,1031,Card_GodPower_Settlement_2,100,3,,, Shrine_BigTreasure,287,351,25,,,,,1100,Card_GodPower_Settlement_2,1000,8,,, Shrine_GodPower,277,351,25,,,,,1029,Card_GodPower_Settlement_2,900,10,LOC_TemplePos_Title_Shrine,LOC_TemplePos_Descrip_Power,
Think it is a simple as placing a temple of choice and assigning a card. Need to play a little more. I also found the Shrine_Godpower temple,
I'll upload spiderworld3 to steam workshop, when I have the initial beacons sorted.
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Post by Spiderweb on Mar 10, 2015 12:06:30 GMT
mrdrpink Edit Worlds - The New Game option does not fully reset the current game, it leaves any prior edit (play through) in place and visible in the editor unless you restart godus.
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Post by Spiderweb on Mar 10, 2015 13:05:54 GMT
I want to do the card unlocks via temple repairs (more like populous the beginning). I'm going to try and figure that out next (if it is even possible). Had any luck with that? I tried a few things, but I think the structures might be hardcoded for very specific rewards. At first I tried tweaking the Shrine_BigTreasure to toss up a god power card reward, but got nothing. Looked at the Homeworld files and found an old Shrine_GodPower line and tried it, but I don't think that's remained through the updates (or been implemented yet/at all), as nothing appears. It might work with other stuff, as I didn't try anything else, but if nothing else, finding those old lines was pretty cool. Seems like at some point they were tossing around the idea of unlocking powers via a similar system to what we were looking into, but never got around to implementing it (which with the construction times we've seen, might have been for the better). # is comment, you may of left that on as it shrine_godpower worked for me.
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Post by Spiderweb on Mar 10, 2015 18:24:16 GMT
Annoyance! Abodes Cards don't seem to be allowed as temple rewards unless I'm missing something.
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Post by Gmr Leon on Mar 10, 2015 19:43:16 GMT
I think the populous the beginning style I'm after is quite straightforward. pitofsacrifice,293,351,25,,,,,1031,Card_GodPower_Settlement_2,100,3,,, Shrine_BigTreasure,287,351,25,,,,,1100,Card_GodPower_Settlement_2,1000,8,,, Shrine_GodPower,277,351,25,,,,,1029,Card_GodPower_Settlement_2,900,10,LOC_TemplePos_Title_Shrine,LOC_TemplePos_Descrip_Power, Think it is a simple as placing a temple of choice and assigning a card. Need to play a little more. I also found the Shrine_Godpower temple, I'll upload spiderworld3 to steam workshop, when I have the initial beacons sorted. See, that's what I thought too, and that's what I tried, but with no luck. Good finds on the other stuff (I had found some of them too, but I hadn't tried to adjust them to see if they had much effect in custom worlds yet). If you really wanna be grossed out, check out the rewardchests file from Homeworld and see how many leave the reward cell empty (thus essentially random). It's far more than it should be, if you ask me. Personally, if there's a way to script it in, I'd say they should all have a set amount of resources related to the age, and when you advance, they should all be upgraded, which I think is partially implemented, but I'm not sure if it affects the random chests or not.
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Post by Spiderweb on Mar 10, 2015 20:27:42 GMT
I think the populous the beginning style I'm after is quite straightforward. pitofsacrifice,293,351,25,,,,,1031,Card_GodPower_Settlement_2,100,3,,, Shrine_BigTreasure,287,351,25,,,,,1100,Card_GodPower_Settlement_2,1000,8,,, Shrine_GodPower,277,351,25,,,,,1029,Card_GodPower_Settlement_2,900,10,LOC_TemplePos_Title_Shrine,LOC_TemplePos_Descrip_Power, Think it is a simple as placing a temple of choice and assigning a card. Need to play a little more. I also found the Shrine_Godpower temple, I'll upload spiderworld3 to steam workshop, when I have the initial beacons sorted. See, that's what I thought too, and that's what I tried, but with no luck. Good finds on the other stuff (I had found some of them too, but I hadn't tried to adjust them to see if they had much effect in custom worlds yet). If you really wanna be grossed out, check out the rewardchests file from Homeworld and see how many leave the reward cell empty (thus essentially random). It's far more than it should be, if you ask me. Personally, if there's a way to script it in, I'd say they should all have a set amount of resources related to the age, and when you advance, they should all be upgraded, which I think is partially implemented, but I'm not sure if it affects the random chests or not. I'm planning to ignore chests and have lots of temples for stickers. I'll see if I can get the big packs in the smaller temples, doesn't look like it will work judging by abodes failure but I'll give it a try. I think a good idea for those planning worlds is to set up all your objects in a plain simple map and design your map seperately then move the objects in later by moving the csvs then adjust positioning and radius. Not great for influence zones but less fiddly than working with them all over the place.
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Post by Gmr Leon on Mar 10, 2015 20:35:52 GMT
See, that's what I thought too, and that's what I tried, but with no luck. Good finds on the other stuff (I had found some of them too, but I hadn't tried to adjust them to see if they had much effect in custom worlds yet). If you really wanna be grossed out, check out the rewardchests file from Homeworld and see how many leave the reward cell empty (thus essentially random). It's far more than it should be, if you ask me. Personally, if there's a way to script it in, I'd say they should all have a set amount of resources related to the age, and when you advance, they should all be upgraded, which I think is partially implemented, but I'm not sure if it affects the random chests or not. I'm planning to ignore chests and have lots of temples for stickers. I'll see if I can get the big packs in the smaller temples, doesn't look like it will work judging by abodes failure but I'll give it a try. I think a good idea for those planning worlds is to set up all your objects in a plain simple map and design your map seperately then move the objects in later by moving the csvs then adjust positioning and radius. Not great for influence zones but less fiddly than working with them all over the place. Pretty much agree. I've been using the treasures tutorial as my testing grounds for this kind of stuff.
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Post by Spiderweb on Mar 12, 2015 10:20:40 GMT
EDIT: So looks like these shrine_godpower/shrine_bigtreasure do work for any card/adobe upgrades, just the fact one of the upgrades was settles on grass threw me, now I need to actually have the cards fully unlock without stickers and I'm golden. Still not go it working My plan is to have progression driven by discovery of new temples, each temple gives new abilities (like they hold information/plans on how to do the next thing) no stickers!!! I'm going to put god powers in the large shrine as if workshipping/rebuilding increases my powers. End goal to trigger raiding parties (for now) to attack and I have to work my way around via my islands to their base, where I can defeat them, very much like conquering the maps in populous the beginning.
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Post by Spiderweb on Mar 12, 2015 15:34:55 GMT
It is so frustratingly hard to see the effects the changes to the csv make. I'm having to restart godus every time and deleting the save game inbetween!
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Lord Ba'al
Supreme Deity
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Post by Lord Ba'al on Mar 12, 2015 16:21:53 GMT
It is so frustratingly hard to see the effects the changes to the csv make. I'm having to restart godus every time and deleting the save game inbetween! I admire your hard work.
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Post by Spiderweb on Mar 13, 2015 23:24:59 GMT
Edit: more info In the folder customebalancemods/initialworldsetup[worldname] a file called carddata.csv are lots of AGE entries for cards, set the research needed to 0 (from 24 in this weyworld exmaple) and you get rid of the need for stickers, the card when discovered will instantly be ready to use! A big help, is the copy Weyworld and Homeworld and look at their .csv (credit to Gmr Leon). Unlock,Unlock Name,Type ID,Reward Type,Power Hash,Max Collectable,Era Available,Research Type, Research Needed,Silent Type,Is Rare,Prerequisite,Happiness Boost ,,,,,,,,,,,, # IMPERIAL AGE ADVANCES,,,,,,,,,,,, Card_AbodeType1_Imperial,Card_AbodeType1_Imperial,ADVANCE,PROGRESS,,1,1,TECH, 24,0,0,,0
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Post by Gmr Leon on Mar 13, 2015 23:34:33 GMT
It is so frustratingly hard to see the effects the changes to the csv make. I'm having to restart godus every time and deleting the save game inbetween! =O Not running a new game for the world you're customizing works for you? It has for me, for the most part. Btw, for anyone trying to follow, this is what it'd look like in the .csv file: Unlock | Unlock Name
| Type ID | Reward Type
| Power Hash
| Max Collectable
| Era Available
| Research Type
| Research Needed
| Silent Type
| Is Rare
| Prerequisite | Happiness Boost
| #IronAgeAdvances |
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| Card_AbodeType3_Rank3
| Card_AbodeType3_Rank3
| Advance
| Progress
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| 1
| 3
| Tech
| 15
| 0
| 0
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| 0
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Post by Spiderweb on Mar 14, 2015 6:20:27 GMT
Yeah "new world" works for some of the stuff, but if I unlock shrines/beacons they disappear until I restart. I've had no luck moving abodes to temples but god powers/sculpting menus unlocks is ok, as is all adobes via population level so I'm going with that. Hopefully publish my work in progress to the workshop next week.
Edit: if I could request a game change from 22cans (which I doubt I'd get) would be a temple that can unlock all cards types!!!!
mmm got me thinking, what if I change the cards type in carddata. Mmm try that out next!
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Post by Spiderweb on Mar 14, 2015 6:30:22 GMT
It is so frustratingly hard to see the effects the changes to the csv make. I'm having to restart godus every time and deleting the save game inbetween! =O Not running a new game for the world you're customizing works for you? It has for me, for the most part. Btw, for anyone trying to follow, this is what it'd look like in the .csv file: Unlock | Unlock Name
| Type ID | Reward Type
| Power Hash
| Max Collectable
| Era Available
| Research Type
| Research Needed
| Silent Type
| Is Rare
| Prerequisite | Happiness Boost
| #IronAgeAdvances |
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| Card_AbodeType3_Rank3
| Card_AbodeType3_Rank3
| Advance
| Progress
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| 1
| 3
| Tech
| 15
| 0
| 0
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| 0
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Era available is useful to note too In that and the unlocks.csv and the templepositions.csv, we really could do with a crib sheet for this stuff, I asked 22cans for something like that if they have it as it would help immensely. When I get some time I'll give more details on what I've found.
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Post by Gmr Leon on Mar 14, 2015 6:42:27 GMT
Yeah "new world" works for some of the stuff, but if I unlock shrines/beacons they disappear until I restart. I've had no luck moving abodes to temples but god powers/sculpting menus unlocks is ok, as is all adobes via population level so I'm going with that. Hopefully publish my work in progress to the workshop next week. ... Era available is useful to note too In that and the unlocks.csv and the templepositions.csv, we really could do with a crib sheet for this stuff, I asked 22cans for something like that if they have it as it would help immensely. When I get some time I'll give more details on what I've found. Weird. I've been able to use new game to reset it without much issue on my end. As to that last point, do you mean that figuring out which columns are useful to tweak would be good to know or...? I've been using the copy of Homeworld for reference for what I thought mattered a little more (e.g. different card/power names to swap stuff around). Outside of that, I kinda thought the column names were somewhat self-explanatory, aside from power hashes and prerequisites, since I've not seen them used in any way (so far).
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Post by Spiderweb on Mar 14, 2015 7:35:01 GMT
I mean a crib Sheet of all the working card names (and the actual values they represent)/unlocks names and value, by fluke I noticed some of the Adobe cards must have the same underlying value as powers, I tried to unlock adobes and got powers instead in a couple of cases with the godpower shrines. A general guide and example usage comment at the top of the file would be good, my company do this as a standard (although the documentation else where in our case is very lacklustre). I may add my understanding to my workshop files to help others. Edit: So when you restart a world and play it, then return to the editor your gameplay doesn't show the progression in the editor? this is an example of what is happening, I start a new game to check the game play elements I changed. I unlock a beacon and shrine, they disappear and my followers build a few abodes, I then edit the world again and in it the beacon and shrine have gone, there are abodes and followers in the editor ?
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Post by Gmr Leon on Mar 14, 2015 7:43:42 GMT
I mean a crib Sheet of all the working card names (and the actual values they represent)/unlocks names and value, by fluke I noticed some of the Adobe cards must have the same underlying value as powers, I tried to unlock adobes and got powers instead in a couple of cases with the godpower shrines. A general guide and example usage comment at the top of the file would be good, my company do this as a standard (although the documentation else where in our case in very lacklustre). I may add my understanding to my workshop files to help others. Gotcha, I thought that if you kept them in around the same places editing the spreadsheets that they wouldn't mix up like that, but either way, I definitely agree. Only reason I've been relying on homeworld in the first place was to try to generate something along those lines.
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Post by Spiderweb on Mar 16, 2015 11:58:59 GMT
World Editor: Is there a templeposition.csv entry to unlock adobe cards? I'd like to unlock adobes via a shrine of some sort, is it possible or not? if it is could you supply an example? I've posted this here and steam workshop, but hoping to get a response one way or another soon so I can proceed with my custom world design. I've tried Shrine_godpower/Shrine_BigTreasure either Shrine_LandExp, but they all fail to unlock adobe levels. Please Raspofabs, mrdrpink, FuriousMoo is it possible or am I wasting time trying to do it?
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