View Full Version : Minimod


Sureshot
Dec 01, 2007, 09:55 AM
I made this originally to make multiplayer a little more friendly for team games (since then it has grown to include other changes):
MultiMod21 (http://forums.civfanatics.com/uploads/82959/MultiMod21.zip) (for 0.30 shadow)

Main change to make it multiplayer friendly:
-Great People by one player does not increase the GP pool threshhold of other players on the same team

Other changes for funsies:
-Drown reskin to be blue and bruised
http://aycu27.webshots.com/image/35466/2003992850383431439_rs.jpg (http://allyoucanupload.webshots.com/v/2003992850383431439)
-all resource improvements buildable without resources on certain terrains, each has the chance to discover the resources they normally require (yields and restrictions listed below)
-tundra given +10% def
-snow given +25% def and costs 2 moves

Improvement Requirements and Yields:
Camp Buildable on all types of Forests +1 :food:, (+1 :commerce: with Commune with Nature tech)
Pasture Buildable on Plains +1 :food:, +1 :hammers:
Plantation Buildable on Grasslands +2 :commerce:
Winery Buildable on Plains and Grasslands +1 :food:, +1 :commerce:
Quarry Buildable on Flatlands and Hills -1 :food:, +1 :hammers:, +1 :commerce:
Fishing Boats Buildable on Coasts +1 :commerce:
Whaling Boats Buildable on Ocean +1 :hammers:
Note that all have a chance to discover the resources they normally improve, and that includes Farms. Also, the bonuses listed are also now added to the yields one would normally get from the resource with the improvement, making cottaging resources no longer optimal yieldwise.

Mana Nodes
Mineable/Quarriable (Requires Knowledge of Ether to provide resource) +7 :commerce:, -1 :food:, -1 :hammers:
-provides Enchanted Blade promotion to new units, +1 :yuck:
-mines/quarries have a chance to find Mana now


Avatars of Deities
Avatars of Civilizations Deity
0 :strength:
1 :move:
Hero, Channeling, and their manas spell promotion
+2 Affinity for the Civilizations main mana
Fire/Cold Immunity for those with Fire(or Unholy)/Cold based Damage, respectively
Water Walking for Lanun (Water)
Flying for Hippus (Air)

Sacrifices
Any unit in a stack with an Avatar can sacrifice itself for the good of the civilization, granting a small health boost to the Avatar and half of the sacrificed units experience.
Also, arcane and disciple units pass on their Channeling, Sorcery, Summoning, and Divine promotions. Note that this can eventually allow your Avatar to cast all spells associated with its mana eventually.

Screenshot of Avatars:
http://aycu16.webshots.com/image/38055/2003410387391444009_rs.jpg (http://allyoucanupload.webshots.com/v/2003410387391444009)

Installation:
Place Assets Folder into your /Fall from Heaven 2 030/ folder and let it overwrite.

You must also enable Modular Loading, to do so, edit the following file:

Fall from Heaven 2 030.ini

to change the following line (should be at the top of that file) :

; Modular XML Loading
ModularLoading = 0

to:

; Modular XML Loading
ModularLoading = 1


Uninstalling:
to remove this mod, simply delete MultiMod from the /Assets/Modules/ folder
that will remove everything except the drown reskin, to remove that simply delete the folder /Assets/Art/Units/Afterworld_Bleeder_Aberrant/
also, delete the GlobalDefines.xml and remove the BAK from the backup GlobalDefinesBAK.xml provided.

MagisterCultuum
Dec 01, 2007, 10:39 AM
Not really a fan of the new traits. Arendel Phaedra is the only elf that should be charismatic, and the dark elves need to have an Arcane leader. Why would Einion be a raider? he's a pacifist. I'd say the protective trait (I believe it is in, but that no one has it) would fit best for Amelanchier (although it should perhaps be strengthened slightly.)

Sureshot
Dec 01, 2007, 10:41 AM
oh, the trait changes had nothing to do with what should be, but rather what people requested.

Caradoc
Dec 01, 2007, 11:46 AM
Oh boy, I'm gonna have Wineries everywhere!

Sureshot
Dec 01, 2007, 11:51 AM
im thinking wineries are best along rivers with financial leaders.. with plantations on non-river grasslands with financial heh

camps are really useful for anyone going Fellowship of Leaves since unless youre elves they're the only thing you can build on ancient forests

quarries rock for OO (+1 production with slavery), ideally on plains hills and desert hills so you avoid the -1 food (grassland hills suffer from this), also good for financial leaders on hills along rivers.

pastures are a good time if you're surrounded by plains without fresh water.

and fishing and whaling boats make water much more viable heh

overall im really liking this setup over my previous attempt that was similar


generally the whole system is great to counter Blight, and so if you're missing a vital resource (like reagents or incense), theres still some hope

Black Attila
Dec 01, 2007, 01:02 PM
I like some of your ideas. The added terrain improvements seem interesting.

One thing though. Quarries are big holes...not hills, so it doesn't make sense that quarries could be built in hills. That huge mound of dirt that surrounds the quarry is the dirt that was dug from the hole and not a real hill... it's manmade!

The computer random start NEVER places marble in hills.

Sureshot
Dec 01, 2007, 01:05 PM
i always see marble on plains hills heh

zxcvbnm
Dec 01, 2007, 01:06 PM
So if you could build quarries on flat land *OR* hills you would end up with a lot of subtle choices about production balancing...
Sounds good

Sureshot
Dec 01, 2007, 01:16 PM
i cant say ive seen any flatland quarries before

i mean, they don't have to be on a hill like a grassy hill

but they tend to be in rocky areas, which i gather is what hill terrain represents in civ.

and the reason i specifically remember marble on hills in civ is because marble/plains/hill is one of the best city center tiles heh

westamastaflash
Dec 01, 2007, 02:26 PM
Never mind found it, just a change for -50% vs animals on deity...

Sureshot
Dec 01, 2007, 02:39 PM
im guessing you were wondering what change was made in the handicaps file? and ya i removed the bonus that the AI gets versus barbarians and animals since the amount is ridiculous and unneeded at deity and causes the AI to have a bunch of high xp scouts and its more annoying than difficult at deity level.

MagisterCultuum
Dec 01, 2007, 03:07 PM
Why should any one ever have a bonus vs. animals (apart from the subdue animal promotion or the innate ability of recon units)? That just leads to mass extinction, and making the Menagerie impossible.

Sureshot
Dec 01, 2007, 03:12 PM
dont ask me heh, i hate those bonuses vs. barbs and animals that the AIs get.

i only removed it from deity level because thats typically the level played in multiplayer, and where its negative effects are most obviously observed

Jono
Dec 01, 2007, 04:35 PM
Make Gypsy Wagons invisible, they're practically useless in PvP.

MagisterCultuum
Dec 01, 2007, 06:55 PM
Make Gypsy Wagons invisible, they're practically useless in PvP.

That might be overpowered. I make Loki invisible (and gave his spy abilities, and implemented espionage) and found that when an invisible unit that is unable to attack moves on to a tile with unit with whom its owner is at war (well, at least the barbs) that all those units are pushed off the tile. Invisible units can share a tile with enemies, but only if the enemies move onto their tile, not the other way around. If you made Gypsy wagons invisible, then the Balseraphs could force all your defenders out of your cities just before their army comes to take it (Invisible units also cannot capture cities). They would be almost unbeatable; with on army of only gypsies and a few mounted units they could raze everything and prevent their units from being attacked.

When I pushed Acheron out of his city I thought I might have just found why he isn't staying put, then I realized that there aren't many invisible units until Shadows in the main game, and that the problem is usually much earlier. You don't suppose an AI spider could be the problem, do you?

xienwolf
Dec 01, 2007, 08:37 PM
Spider might do it, but they tend not to move much, so it isn't too likely. But since the other AI could move near the city and kill the spider in defense, it is possible it happened and one never sees it.

Pretty sure I remember Kael saying that he has fixed the invisible unit push somewhere... For shadow obviously.

westamastaflash
Dec 01, 2007, 09:21 PM
Question - I copied the minimod files over, but now it seems that the art is screwed up and keeps changing back and forth when i use Nikis-Knights map with this minimod... any ideas?

xienwolf
Dec 01, 2007, 09:57 PM
Do you have animations frozen? That tends to be the primary cause of graphics changing back and forth mid-game

westamastaflash
Dec 02, 2007, 05:13 AM
Do you have animations frozen? That tends to be the primary cause of graphics changing back and forth mid-game

Yep. Must be that. I was trying to speed things up, but it doesn't seem to have much affect, I guess its the AI that's slow, not the graphics.

Thanks!

Caradoc
Dec 02, 2007, 04:23 PM
Actually, in addition to my Wineries, I ended up with Camps in all my forest squares. I may never have to farm again.

Sureshot
Dec 02, 2007, 04:54 PM
wineries are nice, but a farm still beats them out with the right techs and civics

aristocracy+agriculture+sanitation means
+2 food, +2 commerce per farm
which is twice as good as a winery in both respects.

wineries main use id think would be as a farm supplement for civs that start with crafting and dont have agriculture yet
also, theyre good because they can be used on hills, or for commerce before you get code of laws. tho when they find wines they become much better commerce yields than a corn or such, but you give up a lot of food.

camps are amazing tho, since they go on forests, you can include the forests benefit in the camps for comparison to others, so its like +2 production, +1 food, +0.5 health, and if you can get ancient forests thats +2 food, +2 production, and +0.5 health, and with guardian of nature thats +1 happiness too

the AI uses all these new options fairly well i must say

Sureshot
Dec 02, 2007, 06:15 PM
MultiMod8 (http://forums.civfanatics.com/uploads/82959/MultiMod8.zip)
I switched it all to Modular Loading and got rid of a lot of excess things it didnt need, which made it about 1/10th the size.

I made a few changes, made quarries buildable on flatlands as well. I removed the changes to leaders excepting the ones who had no traits (Faeryl and Morgoth).

For Modular Loading, you need to put the Assets folder in the same place, but you also have to edit the ini file, details in the readme, and quoted here:
Installation:
Place Assets Folder into your /Fall from Heaven 2 025/ folder and let it overwrite.

You must also enable Modular Loading, to do so, edit the following file:

Fall from Heaven 2 025.ini

to change the following line (should be at the top of that file) :

; Modular XML Loading
ModularLoading = 0

to:

; Modular XML Loading
ModularLoading = 1


Uninstalling:
to remove this mod, simply delete the /MultiMod/ folder from the /Assets/Modules/ folder
that will remove everything except the drown reskin, to remove that simply delete the folder /Assets/Art/Units/Afterworld_Bleeder_Aberrant/

westamastaflash
Dec 03, 2007, 12:21 AM
I would venture to say that camps are overpowered. Perhaps they should just provide +1 :food:. Lumbermills do +1 :hammers: and don't arrive for a long time...

Calavente
Dec 03, 2007, 09:30 AM
I haven't tested it yet, but it seems giving +2 is kinda big.. compared to mines and farms. almost competitive.
especially as mines are incompatible with forests... and thus gives +3 on hills and camps gives +2 +forest (+ ancient forest)...

maybe some of those improvement could be reduced to a net +1...?
(not all, but some)

and how did you balanced the 'discovery' rate of ressources ?
'coz if every improvement save cottage can find a ressource, there is the risk to discover a new ressource every odd turn.

Sureshot
Dec 03, 2007, 10:02 AM
they are all the same rate of discovery as mines without any earth manas

played a decently longer game last night of it and only found 1 corn out of a ton of farms and camps, so its not discovering too quickly

ive been considering changing camps to +1 production and +1 commerce

westamastaflash
Dec 03, 2007, 10:11 AM
ive been considering changing camps to +1 production and +1 commerce

+1 :food: i could live with. Add +1 :commerce: with Commune with Nature.

A forested plains hill with a camp is better than putting a mine on it until Arete (only if you're ROK) or blasting powder..

Plains Forest Hill with Camp:
1 :food:, 4 :hammers:, +0.5 :health:

Plains Hill with Mine
4 :hammers:, Hammers from chopping. +1 :hammers: with Arete, +1 :hammers: with blasting powder

Sureshot
Dec 03, 2007, 02:02 PM
MultiMod9 (http://forums.civfanatics.com/uploads/82959/MultiMod9.zip)

Some changes:
-made Faeryl Arcane/Charismatic to fit better and be a new interesting combination (should allow for some much quicker mages/conjurers)
-added leader Wickedshot for svartalfar, who is neutral with Phi/Rai traits
-made camps +1 :food:, with +1 :commerce: with Commune with Nature tech
-changed svartalfar secondary color for flags, still havent figured out how to fix the problem with the ljo units overriding the fewer svartalfar specific graphics

Sureshot
Dec 03, 2007, 09:32 PM
MultiMod10 (http://forums.civfanatics.com/uploads/82959/MultiMod10.rar)

only change over MultiMod9 is i fixed the svartalfar unit problem.

the problem was that svartalfar had the artstyle of their own for the archers and such that seZ made, but that the promotion_elf artstyle was overriding them, even the svartalfar ones that have been made. to fix it i merged the applicable ljosalfar art into the svartalfar artstyles, and removed the promotion elf change, and applied it directly to the ljo. a bit not as pretty as the way it was done, but no problematic overrides.

kidcarson
Dec 06, 2007, 12:44 AM
I like most of your mini-mod, but is there any way to make the improvements have an affinity like earth to mines for fishing/whaling boats to water,etc. ?

Caradoc
Dec 06, 2007, 01:12 AM
On a Plains/Hill/Forest an Elf Worker building a Pasture adds 2 food plus 1 hammer for a very nice 2 food + 4 hammers.

kidcarson
Dec 06, 2007, 01:34 AM
when i put the changes onto my computer, on every improvement I moved the second of the two bonuses to Communicate With Nature. So at beginning camp/pastures/winery only gives +1 food, and plantation only gives +1 gold. And not worried about what an elven worker can do he still takes a -20% hit on workrate to make up for it, just like when building the improvements on a resource

JDexter
Dec 06, 2007, 06:51 AM
Wow this is a nice modmod, I really like the idea of building the different improvements A LOT! It's boring to only have farms and cottages and maybe workshops - this spices up not only the visual but also the specialization aspect. Goody goody!

Sureshot
Dec 06, 2007, 11:26 AM
On a Plains/Hill/Forest an Elf Worker building a Pasture adds 2 food plus 1 hammer for a very nice 2 food + 4 hammers.

pastures only add +1 food and +1 hammer.. you're using Altered Civics mod as well i take it? (so am i heh)
its definitely nice, but then you need to make sure to avoid cottages (since villages and towns suffer -1 and -2 commerce respectively)

moving some of the bonus yields could be alright, ive thought of moving some of them to civics too, but i dont want any conflicts with altered civics.

all in all i made them to be competitive with mines and agri farms, so +2 production and +2 food respectively, so they seem balanced from the get-go to me (excepting camps which definitely needed a change when they were +1/+1)
but moving their 2nd yield to techs makes farms, mines and cottages superior, since they'll start out better and end up better.
farms start out +2 food and can end up +2 food/+2 commerce or +3 food. mines start out +2 production and can end up +4 production. cottages start out at 1 commerce and end at like 5 or 6 commerce. in that scenario i wouldnt bother building anything but cottages, mines and farms as per usual.

in fact, if i were to do anything onto techs for the new improvements i'd start with what i have and then add bonuses on top of those with techs or civics.

Caradoc
Dec 06, 2007, 02:24 PM
Yes, Altered Civics (thanks to your pointer about the ini file). I'm looking forward to when the Forest becomes Ancient.

Overall, I like all the changes. Any chance you'll put the Dwarven mines in someday?

And here's an odd thing that happened: I had a regular Worker build a Farm on an open plot. The next turn it became a Rice farm ... with a Forest on it. (I can understand how the elves might build cottages and pastures and maybe even plantations in the forest, but how do they manage to farm?)

Sureshot
Dec 06, 2007, 02:51 PM
not sure how they manage it heh, but thats in vanilla FfH

dwarven mines wouldn't be hard, i'll consider it in my next version of this if i think of some other stuff i want to do

MagisterCultuum
Dec 06, 2007, 03:22 PM
I've never liked dwarven mines; If you build one and latter discovered a resource there that mines don't harvest, then you are out of luck. (This would be especially bad now that the AI builds over mana nodes; they would become worthless permanently)

What I would like is the ability for dwarven workers to build mines on peaks (I've found that changing <bwater> from 1 to 0 allows workers to build roads there, if they can move impassible, but still can't find a way to build mines there, even on gens or iron)

Calavente
Dec 07, 2007, 03:13 AM
sureshot :
you say that farms and mines are equals to camp and pastures..
I think that's not really true :
-farms need fressh water tiles : close to rivers, at least until the good tech and then, you still need to maintain the irrigated chain. and never on hills.
-mines are limited to hills. (and ressources)
-cottage begins low and don't provide any food or hammer bonus.

fishing boats, camps, pastures and quarry are buildable everywhere in your mode and thus have an avantage over the 3 previous improvement. so making them having a bit less yield is not dommageable IMO.

I think in your mode, with the value you give, for all early game you will mostly have only camps and pastures... and maybe quarrys, few farms, few mines, few cottages.
and then, in late game, when mines are +4 and farms +3, workshops are+3, all that was done before will go toward mines, farm, workshops..
so the landscap will change around mid-game.
to counter that, maybe you can make camps... less powerful at early game, and then a bit better late game, (maybe pasture gets bonis with the horse line of techs) but always a bit less powerful than mines or farms as they are more versatil. thus you should have landscape with around 1/2 or 2/3 with cottage-mines-farms and 1/3-1/2 with camps ..Etc.
(and what about workshops, lumber-wind-water mills ???)

maybe if you made them on a 2 level improvement :

pasture (+1F) worked 20/30 turns goes into "corral" (+1F, +1H)
camps (+1F) worked 20/30 t goes into "hunter reserve" (+1F, +1c)
etc...
(but then ,you have to make corral and hunter ereserve able to harvest the ressources... maybe not easy to mod)

thus they would still have a +2 yield, people will be reluctant to erase those improvement they had worked for. and they won't be overpowered compared to early farms/mines, they would be choices.

westamastaflash
Dec 07, 2007, 07:12 AM
What I would like is the ability for dwarven workers to build mines on peaks (I've found that changing <bwater> from 1 to 0 allows workers to build roads there, if they can move impassible, but still can't find a way to build mines there, even on gens or iron)

Perhaps peaks could be changed to a regular terrain type, then just make them impassable? Map generation code would have to be rewritten but eliminating the "peak" type might help?

snarko
Dec 07, 2007, 09:48 AM
What I would like is the ability for dwarven workers to build mines on peaks (I've found that changing <bwater> from 1 to 0 allows workers to build roads there, if they can move impassible, but still can't find a way to build mines there, even on gens or iron)
You can't build improvements on plots that can't have them, impassable plots can't have improvements and peaks are coded in the SDK to be considered impassable.
If you turn on the appropriate python call (canBuild) you may be able to override this behavior.

Sureshot
Dec 07, 2007, 11:12 AM
Calavente, I can only guess you are misreading or ignoring what I have written, so I'll state it more clearly and with detailed comparisons:

Camps are only +1 :food: at the start, also note you need a tier2 tech to make them. they only gain +1 :commerce: after you get Commune with Nature. they are only buildable on forests. also note this is all written in the first post. yieldwise (if you consider commerce, production, and food equal) it is worse all around, and all the time, compared to a mine and just as restricted.

Pastures are only +1 :food: and +1 :hammers: at the start, also note you need a tier2 tech to make them. they gain nothing from techs. they are only buildable on plains. also note this is all written in the first post. yieldwise they are the same as a mine or a farm with agriculture from the start (and later become much worse), and just as restricted.

Farms (requires tier1 tech)
Worst Case Scenario:
+1 :food: , only around fresh water on flatlands
Best Case Scenario:
+3 :food: or +2 :food: / +2 :commerce: , any flatland

Mines (requires tier2 tech)
Worst Case Scenario
+2 :hammers: , any hill
Best Case Scenario
+4 :hammers:, any hill

Pastures (requires tier2 tech)
Best and Worst Case Scenarios
+1 :food: +1 :hammers: , only on Plains

Camps (requires tier2 tech)
Worst Case Scenario
+1 :food: , only on Forests
Best Case Scenario
+1 :food: +1 :commerce: , only on Forests

they are more than fairly balanced and in no way overpowered, they are terrain or feature specific and only match farms and mines at the start. if anything i'd make them more powerful (upping them to +3 or +4 total yield) with later techs, but in no way do i think they should be made any worse. the best reason to make them currently is for specific terrain or to get certain types of resources.

i didn't see a need to mention cottages because its outright foolish to think any of improvement changes i made can compete with an easy 5 :commerce: , people more often cottaged resources before than the proper improvement if they didn't need the resource, simply because the yield is better.

Elm
Dec 07, 2007, 12:12 PM
Not sure if this was noted. But you do not get the river commerce bonus if a tile has a forest on it. Something I have always found a bit annoying. Would be nice if commune with nature removed that limitation (allowed commerce on forested river tiles).

westamastaflash
Dec 07, 2007, 10:56 PM
i didn't see a need to mention cottages because its outright foolish to think any of improvement changes i made can compete with an easy 5 :commerce: , people more often cottaged resources before than the proper improvement if they didn't need the resource, simply because the yield is better.

I agree with sureshot here. I originally suggested toning down camps, which was done, since +1 :food: +4 :hammers: on a plains hill early game was incredibly powerful. I think they work well now, and probably could use an additional commerce boost. Pastures could probably get +1 :hammers: with say, stirrups (imagine the cowboys with better mounts to corral the cattle/horses/sheep/goats/etc).

westamastaflash
Dec 07, 2007, 11:00 PM
Also, note that a fully upgraded workshop yields 4 :hammers: (i think) to a pastures 1 :food: and 1 :hammers: Perhaps they could gain a bonus from a civic, say, +1 :commerce: and +1 :hammers: from feudalism?

Aroldo
Dec 11, 2007, 05:14 AM
Very nice Sureshot.

I only think pastures still need some tweaking. They compare too favorably to workshops, donīt you think? They effectively produce +2 food right from the start, with which you can feed a specialist and produce more or less as much as a tech-boosted workshop - plus the birth rate.

Sureshot
Dec 11, 2007, 04:21 PM
ive made everything to match Mines and Farms with Agriculture Civic. that is to say equal to +2 total yield.

workshops are just poop, ive never used them because they don't compare to normal improvements.

Locust-71
Dec 11, 2007, 05:06 PM
If you realy realy want something changed, then Do it. Its not difficult... :goodjob:

Grillick
Dec 11, 2007, 05:18 PM
Why didn't you change workshops, then? Perhaps -1 food, +1 production, +2 commerce?

westamastaflash
Dec 11, 2007, 05:27 PM
workshops are just poop, ive never used them because they don't compare to normal improvements.

Heh. Workshops are great for the Lanun, who have more food than they know what to do with.

Sureshot
Dec 11, 2007, 05:36 PM
i just ignored workshops, lumbermills, windmills, and watermills heh

i like the resource based improvements since theyre less stale since they have a chance to find stuff which is fun. i made them buildable without resources to make it so all resources could be found eventually if you're lucky, and balanced them against the other resource improvements.

the mills and workshops become better with certain techs, and i haven't put much thought into how they could be made more fun. i doubt ill do so before shadow comes out, but later on ill consider something for them.

westamastaflash
Dec 11, 2007, 06:05 PM
i just ignored workshops, lumbermills, windmills, and watermills heh

i like the resource based improvements since theyre less stale since they have a chance to find stuff which is fun. i made them buildable without resources to make it so all resources could be found eventually if you're lucky, and balanced them against the other resource improvements.

the mills and workshops become better with certain techs, and i haven't put much thought into how they could be made more fun. i doubt ill do so before shadow comes out, but later on ill consider something for them.

I like your changes, it makes it more interesting because of resource discovery, as you said :-). Shops are good the way they are, 4 hammers on a plains is plenty.

MagisterCultuum
Dec 11, 2007, 07:46 PM
I'd rather see them get upgraded gradually like cottages (or forts), or at least get boni from some later techs like machinery. It also seems like something that could get a boost from the Arete civic.

westamastaflash
Dec 11, 2007, 09:44 PM
I'd rather see them get upgraded gradually like cottages (or forts), or at least get boni from some later techs like machinery. It also seems like something that could get a boost from the Arete civic.

Agreed. See my other posts regarding gradual improvement upgrades. Think "factories"

Calavente
Dec 13, 2007, 05:17 AM
ok I've read your comment... it felt aggressive, but I'm sure it is only subjective reading on my part ... as you are putting my nose on mistakes I made :)
I didn't meant to misread or ignore what you had written.

-at the time I wrote my post, I did'nt re-read the 1st post, only the last updates and didn't saw that camps where changed.. I apologize.
-I'm not english so for me plain is often understood as flatland, unless I see it opposed to grassland somewhere so my mistake again.

I have no mmore comments.. it is just perfect ... ;) (save for mills... lol)
corrals are just as restricted as mines and farms. so it's ok for me
(save for camps: with bloom it is easy to create forests anywhere, then put camp then cut forest and have camp anywhere, and forest just have a trend to spread on any terrain save desert.)

Bringa
Dec 13, 2007, 08:08 AM
I'd really like to see the GP change in the main game. This makes team games with one person playing Grigori much more doable, for instance.

Sureshot
Dec 30, 2007, 09:54 AM
first multimod for shadow, this simply adds the improvements everywhere bit with chance to find resources. only new thing is i made raw mana nodes mineable, check first post for details:
MultiMod11b (http://forums.civfanatics.com/uploads/82959/MultiMod11b.rar)

Quetz
Dec 30, 2007, 05:07 PM
decided to give this a run, and am having a few probs. I had to quit to go do something else, and now I can't load my savegame, or even autosaves from the game (turn 150 or so, malakim) - the game crashes every time I try. Also while I was playing any cottages I built would not upgrade. Last but deifnately least, the Armageddon Counter blight had not effect - not that I minded that.

Pretty sure everything is installed right and I did the .ini tweak.

edit: It's just the post-blight saves that won't load. Loading a previous save and playing till blight causes game to crash :(

Caradoc
Dec 30, 2007, 09:36 PM
Sureshot, you are the tops! Just when I was starting to miss the old minimod, you come out with a version for 0.30. In case you ever wonder whether your efforts are appreciated, at least from this corner, they certainly are.

Sureshot
Dec 30, 2007, 10:10 PM
good to hear :p

Quetz, i havent had that problem myself.. haven't tried loading any games after Blight tho.. but have had blight come and go without problems i think

JDexter
Dec 31, 2007, 05:29 AM
Thanks a lot, will try this in my next game! :)

Falc
Dec 31, 2007, 07:47 AM
Something I saw in another thread was a mod where Cow and Wheat and such could be found just like you've got in here, but only if you already have access to it.

In other words, more like taking a few heads from one herd and moving them to form a new one, or shipping seeds. It's just a little something that makes it more credible than a field of Corn appearing out of nowhere :-)

Sureshot
Dec 31, 2007, 02:31 PM
well think of it like theres already a few cows there, but until you pasture it for a bit and have luck breeding them then theres not enough to constitute a proper herd and hence the appearance and benefits of a resource heh.

Caradoc
Dec 31, 2007, 04:22 PM
You might wanna update the installation instructions on the front page. Now says to edit the 0.25 ini.

Grey Fox
Dec 31, 2007, 06:22 PM
In regular FfH (and in Vanilla), Wind mills and water mills (and to some degree workshops) are great during golden ages because with those you get +1 hammer and/or +1 commerce on the tile. And during a golden age you get +1 commerce on tiles with at least 1 commerce, and +1 hammer on tiles with at least 1 hammer.

It's too bad that their boost comes so late. It's at machinery and I think that tech has been moved even later than before (or maybe it just feels that way cause some techs were removed).

Falc
Dec 31, 2007, 07:31 PM
I like Workshops for dedicated production sites, but beyond that I also don't use much else besides farm/mine/cottage. I'm not sure if it's due to playing Epic speed, but I hardly ever see the point of the others. Maybe, once in a blue moon, to reach a nice even 40 food production somewhere...

Now, though, I'm already liking the Camps as early improvements for forested tiles, before researching Bronze Working.

Falc
Jan 04, 2008, 01:10 PM
A request that might fall outside of the possibilities of a simple mod, but I'll ask anyway:

Is there any way to have inland seas treated as actual seas? They were already iffy and now that I can put fishing boats on every sea tile, the inland seas suck even more...

Sureshot
Jan 04, 2008, 01:15 PM
are you talking about fresh water lakes or the inland sea mapscript when you reference inland seas?

you can put fishing boats improvements in fresh water lakes atm, tho you can't build workboats without access to sea water.. in the past ive made workboats that you could build anywhere without access to sea water to allow building the workboats in freshwater lakes.

currently you can bypass that with advanced start so i haven't bothered with it yet (especially since my solution is kinda hacky in that i have to make it a national unit of a limit of 1 so that the ai doesnt build a ton of them where they can't use them).

Falc
Jan 05, 2008, 05:53 AM
Fresh water lake.

Falc
Jan 05, 2008, 06:54 PM
Two things I noticed in the game I'm playing (Luchuirp, Prince):

1) My cottages aren't growing anymore. I'll assume that's a bug because now they're very inferior to Plantations.

2) I discovered Sheut Stones without having any Hell terrain.

Sureshot
Jan 06, 2008, 05:17 PM
Minimod12 (http://forums.civfanatics.com/uploads/82959/MultiMod12.zip)
makes it so you cant find hell resources, also mana is quarriable too now

JDexter
Jan 06, 2008, 06:16 PM
The version before (11b) didn't let my cottages grow either. It didn't even show the "cottage must be worked to grow" or turn numbers for it.

Sureshot
Jan 06, 2008, 06:24 PM
not sure whats up with cottages.. i dont make any changes to them.. i suspect theres something wonky going on related to forts, even tho i dont change anything about them.. maybe my modularized version messes up some order with improvements file that is causing the trouble.

Caradoc
Jan 06, 2008, 07:54 PM
The version before (11b) didn't let my cottages grow either. It didn't even show the "cottage must be worked to grow" or turn numbers for it.

Same for Elven Cottages.

BTW: Where are the percentages for random appearance of resources (like Mine to Gold Mine) coded? I'd like to increase those a bit for water squares -- make it more like going fishing.

Sureshot
Jan 06, 2008, 08:12 PM
inside the Improvementinfos.xml its the following:
<BonusTypeStruct>
<BonusType>BONUS_DEER</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>2</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>

Sureshot
Jan 06, 2008, 08:39 PM
MultiMod13 (http://forums.civfanatics.com/uploads/82959/MultiMod13.zip)
finally got cottages working again

Falc
Jan 07, 2008, 07:40 AM
Great work and at such short notice, thank you very much.

Sureshot
Jan 07, 2008, 10:02 PM
MultiMod14 (http://forums.civfanatics.com/uploads/82959/MultiMod14.zip)

This adds the following to my minimod:

Avatars of Civilizations Deity
0 :strength:
1 :move:
+2 Affinity for the Civilizations main mana
Fire/Cold Immunity for those with Fire(or Unholy)/Cold based Damage, respectively

Example:
Avatar of Kilmorph (Khazad only; National Limit of 1; Disciple Unit)
0 :strength:
1 :move:
+2 Earth Mana Affinity


Some needed to be changed because some manas aren't in yet:
Kuriotates to Spirit
Sidar to Spirit
Amurites to Fire
Grigori to Spirit
Illians to Water
Sidar because they don't start with Death and seem unlikely to use it
the rest because they have that mana in their palace and seem to fit

First shot of them lined up, im just using random elementals and such resized for their graphics atm:
http://aycu16.webshots.com/image/38055/2003410387391444009_rs.jpg (http://allyoucanupload.webshots.com/v/2003410387391444009)

I used the following as a guide:
Bannor- Junil (Law)
Malakim- Lugus (Light, Sun)
Elohim- Sirona (Wisdom)
Luchuirp- Nantosuelta (Enchantment)
Kuriotates- Amathaon (Creation)
Ljosalfar- Cernunnos (Nature)
Khazad- Kilmorph (Earth)
Sidar- Arawn (Death)
Lanun- Danalin (Water)
Grigori- Agnostic but used to be Dagda (Force)
Hippus- Tali (Air)
Amurites- Oghma (Metamagic)
Doviello- Camulos (Chaos)
Balseraphs- Mammon (Mind)
Clan of Embers- Bhall (Fire)
Svartalfar- Esus (Shadow)
Calabim- Aeron (Body)
Sheiam- Ceridwen (Dimensional)
Illians- Mulcarn, kinda (Ice, Winter)
Infernal- Agares (Entropy)
Mercurians- Used to be Arawn. He is aligned with Life though and that is Sucellus' domain. i dont think he is affiliated with him though.

Sureshot
Jan 08, 2008, 01:00 AM
MultiMod15 (http://forums.civfanatics.com/uploads/82959/MultiMod15.zip)
made Lanuns Avatar of Danalin has water walking, Hippus' Avatar of Tali has Flying, and gave all the Avatars their manas level1 spell.

Im thinking about adding the ability to sacrifice plain units to the Avatars for XP (maybe like 50% of the units xp and a % heal), and sacrificing mages, conjurers, archmages, summoners, priests, and high priests/inquisitors/druids for channeling2+sorcery, channeling2+summoning, channeling3+sorcery, channeling3+summoning, channeling2+divine, and channeling3+divine respectively.

Sureshot
Jan 08, 2008, 06:58 AM
MultiMod16 (http://forums.civfanatics.com/uploads/82959/MultiMod16.zip)

Added the ability to sacrifice units to their civilizations Avatar if they're in the same stack.
50% of the units XP transfers to the Avatar
the sacrificed unit dies obviously heh
10% heal for the Avatar
sacrificing mages, conjurers, archmages, summoners, priests, or high priests/inquisitors/druids
gives the Avatar
channeling2+sorcery, channeling2+summoning, channeling3+sorcery, channeling3+summoning, channeling2+divine, or channeling3+divine respectively.

Sureshot
Jan 10, 2008, 02:03 AM
MultiMod17 (http://forums.civfanatics.com/uploads/82959/MultiMod17.zip)

All Avatars gained +1 physical strength
Made Doviellos Avatar a Melee unit instead of Disciple (this does not affect their ability to cast or gain spells, it changes their promotion choices however, and what free promotions that traits or buildings give them)
Made Doviellos Avatar able to get Copper/Iron/Mithril Weapons
Made Sheaims and Amurites Avatars Arcane instead of Disciple (they can now get any spell of manas they have access to)
Made Sidars and Svartalfars Avatars Recon instead of Disciple (this does not affect their ability to cast or gain spells, it changes their promotion choices however, and what free promotions that traits or buildings give them)
Gave civs Avatars their Racial promotion (Luchuirps got Golem instead of Dwarf, they can still gain levels and should benefit from Barnaxus Combat promotions, and golem buildings)
Gave all Avatars Medic1 (except Sheaim, Mercurians and Amurites)
Gave Mercurians Avatar Medic3

Caradoc
Jan 10, 2008, 12:51 PM
All great looking changes. However, you might want to see about delaying the appearance of the Avatar somehow. I built mine right away and after fattening up on a few early barbarians, I had a juggernaut that could easily have rolled over any opposition. Since it does not look like the AI will build Avatars, this could be really unbalancing in favor of the Human player. (My first game with the Avatar was at patch level e before the affinity bug was fixed, and let me tell you that was ridiculous -- Strength 55!)

BeefontheBone
Jan 10, 2008, 02:55 PM
Oooh, nice - I missed this gaining some new features.

I might have to second the above on the avatars - built the avatar of Lugus (who's a mean fogbuster, especially when you've already got lightbringers to hand!) with Barbarian World enabled and the early hero promotion really chews through those barbarians, even before it gains access to more magic and extra affinity. Could be as simple a change as giving them a tech requirement.

MagisterCultuum
Jan 10, 2008, 06:38 PM
Personally I really don't like the idea of Avatar Units: it sounds like a clear violation of the Compact. Plus, aren't the Mithril Golem, Messhaber of Dis, and The Avatar of Wrath already Avatars of their elements.

But, I guess its ok for a modmod, so long as you don't try convince anyone that it should be added to the main mod.

Sureshot
Jan 10, 2008, 08:02 PM
ya, make sure you got patch F heh

but its currently balanced i find, starts off as pretty much just a grigori warrior hero.

im surprised you havent seen the AIs making theirs, im always seeing them and having fun avatar vs. avatar battles, so much so that im considering making it so if an avatar kills another avatar they get a temporary immortal promotion that basically gives them a free life.

feedback is welcome, but avoid "i dont like this" comments if you're capable, im making these to add interesting mechanics

Niveras
Jan 11, 2008, 08:32 AM
Just started trying out this mod today, as I liked the idea of being able to build farms/pastures/plantations on non-bonus terrain and having a chance to gain a bonus (which made sense to me, basically planting the resource you want to grow, but it being more difficult to succeed given it is outside its natural environment). In any case, I wanted to modify it slightly more so that certain mana can give higher chances of making new bonuses appear, like Earth mana does for metals. For instance, sun mana could improve the chance of discovering farm resources, water mana improving the chances of discovering plantation resources, something-I-haven't-yet-decided to improve the chances of discovering pasture resources.

My difficulty is that I have no idea how this works. In the XML, the only thing I could find is that Earth Mana changed iDiscoverRandModifier from 0 to 20, with no stipulation as to what discovery it can make (e.g., whether it discovers metals or food resources). Additionally, while looking at the improvements.xml, the iDiscoverRand of the resources under Farm, Pasture, and Plantation were actually 0 - wouldn't this mean they actually have no chance of discovering resources? But if that's the case, why does the line about discovering resources show up in the game's interface when you go to build them? I was not able to find any references to Earth mana in the python files, so I figure however this functionality works, it's purely altered by XML.

I can only assume that there is only one variable to modify the discovery of any resource, and that since ordinarily discovering non-metals is not possible, Earth mana modifies this chance in the minimod, as it does to metals in FFH-vanilla. Still, why does the iDiscoverRand for all other resources show 0, when for the Mine, they are set to 10000?

Sureshot
Jan 11, 2008, 09:08 AM
you're prolly looking at the xml files in the assets/xml/terrain/ folder instead of in the assets/modules/multimod/ folder

and ya, it appears earth helps with all resources, i had thought to make other manas help with other resources but couldnt find a simple way to make it so

onedreamer
Jan 11, 2008, 10:31 AM
Main change to make it multiplayer friendly:
-Great People by one player does not increase the GP pool threshhold of other players on the same team


Doesn't this make Altar of Luonnotar a bit too easy ?

Falc
Jan 11, 2008, 10:52 AM
Since it does not look like the AI will build Avatars, this could be really unbalancing in favor of the Human player.

I certainly saw an avatar show up along with the rest of the AI army after just a few techs in an Epic speed game. Since my starting position sucked, it also killed me.

Heck, I managed to kill his first avatar and he rebuilt it...

xienwolf
Jan 11, 2008, 06:45 PM
Can you add in some more elements to allow other mana to make other resources more likely? (and restrict Earth mana, which seems like it might be a tad TOO good with your mod?)

Change from:
<iDiscoverRand>

To:
<iDiscoverRandMine>
<iDiscoverRandFarm>
<iDiscoverRandPasture>
<iDiscoverRandPlantation>
<iDiscoverRandCamp>

Then just set it at 0 for all but the improvement which can provide that resource.


Not entirely sure how hard it is to add a line, but should just have to edit the profile and then make sure to add it to each of the entries.

Sureshot
Jan 11, 2008, 09:47 PM
Doesn't this make Altar of Luonnotar a bit too easy ?

no easier than normal. ive never found it hard to get enough Great Prophets to build up the altar, the hardest part is teching to that last altarand building that, which can't be completed with Great Prophets.

Sureshot
Jan 11, 2008, 09:49 PM
Can you add in some more elements to allow other mana to make other resources more likely? (and restrict Earth mana, which seems like it might be a tad TOO good with your mod?)

Change from:
<iDiscoverRand>

To:
<iDiscoverRandMine>
<iDiscoverRandFarm>
<iDiscoverRandPasture>
<iDiscoverRandPlantation>
<iDiscoverRandCamp>

Then just set it at 0 for all but the improvement which can provide that resource.


Not entirely sure how hard it is to add a line, but should just have to edit the profile and then make sure to add it to each of the entries.
not seeing those specific xml tokens anywhere, and ive yet to try creating new tokens like that as it requires a different level of coding.

xienwolf
Jan 11, 2008, 09:51 PM
I used to have that problem. Start running one or 2 engineers in your GP forms and get (and save) some engineers. Makes it a bit too easy.

Sureshot
Jan 11, 2008, 10:09 PM
ive looked around the DLL a bit and found what id need to change to make different manas affect different improvements. i havent messed around with the DLL before so could take a bit to get it working but ill give it a try.

itll add 5megs before zipping to the download tho heh

Caradoc
Jan 11, 2008, 11:47 PM
After a second game, I take back what I said about the Avatar being overpowered. In that game I was playing Amurites with Faeryl. It was the Avatar of Oghma's having Adept in addition to Fire affinity that pumped it up.
With Ljosalfar, the Avatar did not get Adept EPs and did not become a super unit until it ate an Archmage.

Sureshot
Jan 12, 2008, 12:39 AM
Druids are the ideal thing to sacrifice, since it gives sorcery, divine, and channeling2 and 3.. tho for ljosalfar your avatar is pretty much just a weaker druid with less spells heh

Sureshot
Jan 12, 2008, 05:14 AM
MultiMod18 (http://forums.civfanatics.com/uploads/82959/MultiMod18.zip)

just added in that when an Avatar kills another Avatar its gains a free life via Immortal Promotion.

Mesix
Jan 12, 2008, 08:42 AM
sureshot :
you say that farms and mines are equals to camp and pastures..
I think that's not really true :
-farms need fressh water tiles : close to rivers, at least until the good tech and then, you still need to maintain the irrigated chain. and never on hills.
-mines are limited to hills. (and ressources)
-cottage begins low and don't provide any food or hammer bonus.

fishing boats, camps, pastures and quarry are buildable everywhere in your mode and thus have an avantage over the 3 previous improvement. so making them having a bit less yield is not dommageable IMO.

I think in your mode, with the value you give, for all early game you will mostly have only camps and pastures... and maybe quarrys, few farms, few mines, few cottages.
and then, in late game, when mines are +4 and farms +3, workshops are+3, all that was done before will go toward mines, farm, workshops..
so the landscap will change around mid-game.
to counter that, maybe you can make camps... less powerful at early game, and then a bit better late game, (maybe pasture gets bonis with the horse line of techs) but always a bit less powerful than mines or farms as they are more versatil. thus you should have landscape with around 1/2 or 2/3 with cottage-mines-farms and 1/3-1/2 with camps ..Etc.
(and what about workshops, lumber-wind-water mills ???)

maybe if you made them on a 2 level improvement :

pasture (+1F) worked 20/30 turns goes into "corral" (+1F, +1H)
camps (+1F) worked 20/30 t goes into "hunter reserve" (+1F, +1c)
etc...
(but then ,you have to make corral and hunter ereserve able to harvest the ressources... maybe not easy to mod)

thus they would still have a +2 yield, people will be reluctant to erase those improvement they had worked for. and they won't be overpowered compared to early farms/mines, they would be choices.

I always thought of camps as an early game necesisty and a late game luxery. Early on, hunters and gatherers go out to the forests in search of food. Later on, when farms and pastures are providing food for the masses, camps become hunting grounds for sport. Maybe the "hunter reserve" that you mention could provide +1 happy in the city. I also think that it should lose its +1 production, because loggers are not working the forest tile if the king has decreed that it is a hunting reserve.

Maybe the late game improvements that you came up with could be buildable improvements. A worker would have to return to an earlier improvement and upgrade it to the new improvement.

Mesix
Jan 12, 2008, 08:44 AM
I used to have that problem. Start running one or 2 engineers in your GP forms and get (and save) some engineers. Makes it a bit too easy.

This is good advice for both the Alter of Luonnatar and the Tower of Mastery victories. I wouldn't waste engineers on the four early towers, but the final tower takes a long time to build without engineers.

Mesix
Jan 12, 2008, 09:02 AM
One feature that I've always thought would be cool was a bonus to capturing the capital of another civ. Each unique capital gives three resources. It would be overpowering to just give the capital building (along with all of its bonuses) to the capturing civ, but it would be cool if one of the primary bonus mana types could be captured by a conquering civ.

This could be done one of two ways:

One way would involve a special national wonder that becomes available when you conquer an enemy capital (or maybe when you take their last city). Something like "Monument of Grigori" or "Khazad Forge" or "Lunan Harbor" that is thematic for each civ. The national wonder could provide a single resource (some mana, some not) and perhaps another small benefit that fits the theme of the civ that was conquered (bonus exp for units built, bonus GP points, bonus culture, bonus promotion for units of a particular type, work the third ring of the city, etc.).

Another way would be to add an item that could be moved and/or captured. This would work similar to the existing artifacts in the game, and each civ would either start with their artifact producing one of the resources for the capital, or have a unique artifact that they can build. This could be picked up and moved to another city (if the capital is being overrun for example) or captured by the enemy who takes the city.

Locust-71
Jan 12, 2008, 09:22 AM
I would like to see for example, if you take over a big elven or orcish city, the inhabitans of the city not just magicaly become human. So, if you as good player produce evil orcish units, with a small chance to run away.

Caradoc
Jan 12, 2008, 04:53 PM
After some fooling around with my Avatar, I notice that I can feed it a religion hero (Hemah). It can't be Mutated or merged into a Flesh Golem. As a Hero it is able to gain Twincast. (Haven't tried Govannonizing it yet.)

Just curious: the 'Pedia shows a long list of Promotions for the Avatar, including levels 2 and 3 from other spell spheres. Is there some way to get those?

Sureshot
Jan 12, 2008, 05:56 PM
results will vary with different civs avatars, but it sounds like you used Amurites, and theirs (and Sheaims) Avatars are Adepts, so they can learn other spheres, also Amurites is a Elemental so i don't think its considered alive, so thatll affect what things will work on it.

you can get the following promotions on your avatar by sacrificing another unit who has these to it:
Channeling2
Channeling3
Summoning
Sorcery
Divine

if you get channeling2, and sorcery (and/or summoning and/or divine) you can get level2 spells and if you get channeling3 you can get level3 spells.

Sureshot
Jan 13, 2008, 09:28 PM
MultiMod19 (http://forums.civfanatics.com/uploads/82959/MultiMod19.zip)
just fixed it so khazads avatar gets guerilla2 instead of dwarf, since dwarf wont work with elemental, same for elves, for malakim had to remove elemental because theres no non-racial promo for desert double moves; also switched the free promotion with raw mana to Magic Resistance instead of Enchanted Blade.

Caradoc
Jan 14, 2008, 12:24 AM
results will vary with different civs avatars, but it sounds like you used Amurites, and theirs (and Sheaims) Avatars are Adepts, so they can learn other spheres, also Amurites is a Elemental so i don't think its considered alive, so thatll affect what things will work on it.

you can get the following promotions on your avatar by sacrificing another unit who has these to it:
Channeling2
Channeling3
Summoning
Sorcery
Divine

if you get channeling2, and sorcery (and/or summoning and/or divine) you can get level2 spells and if you get channeling3 you can get level3 spells.

Govannon did not work, as you predicted. But Oggie is now developing nicely, thank to a little Adept factory I set up with a Command Post and Cave of Ancestors that spits out a 12EP sacrificial unit every other turn.

Moos
Jan 19, 2008, 07:38 PM
Found an error when using this mod and spawning the infernals.
Now I edited CIV4UnitInfos.xml to give Hyborem a small chance to spawn a Mane after combat and the same to the Avatar of Agares.
However now when I try to summon them or a turn or two after they're summoned I get this error:

Traceback (most recent call last):
File "CvEventInterface", line 23, in onEvent
File "CvEventManager", line 194, in handleEvent
File "CvEventManager", line 414, in onBeginGameTurn
File "CustomFunctions", line 126, in doMapTurn
RuntimeError: unidentifiable C++ exception
ERR: Python function onEvent failed, module CvEventInterface

So I saw you hadn't changed CustomFunctions but is it possible it's linked to a change in CvEventManager?

I can supply the savegame if you'd like?

Sureshot
Jan 22, 2008, 09:57 AM
i dont think that has to do with anything ive done, as ive not touched c++ (getting 4 errors when i try to compile FfH SDK heh), and didnt change anything in handleEvent or onBeginGameTurn.

ive updated my modmod to patch G:
MultiMod20 (http://forums.civfanatics.com/uploads/82959/MultiMod20.zip)

Moos
Jan 22, 2008, 10:42 AM
i dont think that has to do with anything ive done, as ive not touched c++ (getting 4 errors when i try to compile FfH SDK heh), and didnt change anything in handleEvent or onBeginGameTurn.

I did play around with removing or adding your terrain files and without them the error wasn't there and with them it was.
If I were to venture a guess I'd say some function that handles plot assignment in regards to switching to hell or not got a little error in it. And that would make it a python error.
However I'm a bit surprised it's only been me getting this problem so it is possible it's a fault on my end.
Would be great if you could supply a log or similar to tell what changes were made to the terrain files so I can have a look at my system and see if I can find anything.

But then again perhaps patch G and Multimod 20 will have sorted my problem out.

Caradoc
Jan 24, 2008, 04:26 PM
FYI: After 50+ turns it appears that the minimod is compatible with MagisterMod.

Sureshot
Jan 24, 2008, 04:32 PM
ya, i modularized everything i could. only things not modularized so far are 2 python files (EventManager and Spells) and GlobalDefinesAlt.xml because i havent found a good way that works to modularize them.

MagisterCultuum
Jan 24, 2008, 07:40 PM
I have made several changes to EventManager, so the mods aren't fully compatible.

The Infernals will have smaller cities, fewer free buildings, Manes/Angels won't come from Empyrean/Council of Esus units, the main effect of the Death III spell won't work, Azers/Fire Elementals won't cast Ring of Flames when they die, Mokkas Caudron will still make flesh golems instead of strong skeletons, etc.

But it makes sense that it wouldn't give any actual errors.

Falc
Jan 29, 2008, 12:50 PM
Patch G, MM 20:

When I switch to Hyborem, the game crashes on the next autosave. If that's not the exact next turn, I can save manually before that but it then crashes when I try to load that save.

Caradoc
Jul 13, 2008, 11:30 AM
I thought I'd resurrect this thread to ask about Multimod for .32. I really got a kick out of those Avatars and such.

Sureshot
Jul 13, 2008, 11:45 AM
i got ideas in my mind but nothing has coalesced into anything im really excited about so waiting a bit heh