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MagisterCultuum
Jan 20, 2008, 04:49 AM
Well, you asked for it, so here it is: the first version of Magister Modmod: http://forums.civfanatics.com/uploads/110578/Magister_Mod_FfH_II_030f-1.zip


It's still far from perfect, but I figured I should go ahead and share what I've done so far. There are still several things that don't seem to be working, but I think I've solved all the game breaking bugs I caused.


Unzip this file and copy the Assets folder into the main mod folder. You should probably backup the main mod first, or better yet,copy everything in your mod folder into another folder, called "Magister Mod" or whatever you want to call it, and then copy the assets folder into that folder. Each time it asks if you want to overwrite a file, say yes (or better yet, just say "yes to All" so you don't have to keep clicking). That should replace all the files I changed, and leave the others unchanged. (It would probably replace a few files I didn't change too, since I only left off the ones I was absolutely sure I hadn't altered.)


Unfortunately I wasn't planning to release this when I began, so I didn't document the changes very well. Also, there were some changes I was only playing around with, not intending to keep, which I forgot about/was to lazy to remove. The details in the following post will be mostly from memory. Future versions of the modmod should be more professional, as I'll document all my changes as I apply them to future releases of FfH

MagisterCultuum
Jan 20, 2008, 04:51 AM
very incomplete changelog:


rewrote Govannon's "train spell" ability: Now, instead of training "spells" he trains "Spell Spheres," and he can train all of them (plus extension), but only if he knows the second level in the sphere. However, he is now unable to train other arcane units, in addition to non-living, disciple, or animal units. Also, his training is not always successful; it has a random chance of working on each unit. There is also a smaller random chance that one of his students will also gain the Sorcery and Channeling2 promotions, if the unit is at least level 3. At at least level 5, there is a much smaller chance that a unit that already knows sorcery will gain the Channeling 3 promotion, becoming essentially an archmage, or to gain the "Tutor" promotion. (The ability to train spell spheres is no longer limited to Govannon, but to the new Tutor promotion. Govannon is the only unit that starts with it, and it can only be gained through the train spells.) Note that train __ does not discriminate based on what civ the units are from: if you train a sphere on a tile containing rival units, your rivals may learns a few spells. Rivals can take advantage of this by sending their units to learn from yours, and can use their new found arcane abilities against you. (I'll probably change this to be a PyPerTurn passive effect which is beyond the player's control)

Dimensional2 has been added, along with a dimensional 2 sorcery spell: Dimensional Gate. This creates a temporary Dimensional Gate building in the casters city, which is identical to an obsidian gate except unbuildable and requiring the caster to remain in the city. (Since releasing it, I made Dimensional 2 grant the Starting settler bonus to summons, i.e., +2 movement and +3 visibility. It also requires the Ethereal Call tech)

I added a "barrage" ability for all archery units, mostly copying from AoI but also giving boni for the terrain/features/improvement the unit is on, and possibly causing smoke in nearby forests if the unit had the Flaming arrows promotion. (note that I forgot to test this sine my latest change to it. It was working, then I broke it, and I'm not sure if I fixed it)

I added a random chance for archery units in cities with archery ranges (or Ljosalfar archery ranges) to gain +1 xp each turn (+2 for certain units, like longbowmen). I also added similar random xp gain for recon units in hunting lodges, for mounted unit in hippodromes, siege units in siege workshops, and arcane units in caves of the ancestors. (I haven't actually seen the units gain xp, so it might not be working. Then again, it was only a 5% chance, so I might have been unlucky)

I made it so that Planar gate units start with free xp based on the ac when they spawn (1/4 of the AC, rounded down)

I made pretty much every unit with visible wings in their graphics start with the flying promotion.

I reduced all level requirements by 1 (I'll probably not include this next time, since I added more ways to get xp)

I reintroduced the Patriarch mechanic,sorta. I didn't have the original code, which I think used C++ anyway, so I started from scratch. Instead of being a promotion, the patriarch is a unit. It is only available to Order civs. It can call holy wars, and can cause a worldwide inquisition (effecting every city of every civ with the Order state religion). A Prior becomes the patriarch through the new Ordain spell. (I'm thinking of making worldwide inquisition instead grant an inquisitor with limited duration in every city with the Order religion (unless the owner is at war with the Patriarch's owner), under the control of the city's owner.)

I added a Calabim UU for the Royal Guard: the Bloodguard. It doesn't have guardsman, spirit , or a strong defense, but it is stronger on the offense and starts with shadow1, law1, mind1, body1, channeling1, channeling2, sorcery, and vampirism, and can upgrade to a vampire lord.

the Vampire promotion now randomly causes the unit to gain a very negative promotion, Famished, when not in its territory or in the same tile as a bloodpet. (If it would have gotten the promotion were it not for the bloodpet, then the bloodpet gets damaged) This lowers spell strength/resistance, movement, strength, defensive strength, causes negative healing, xp lost,, and has a chance of making the unit turn barb.

Feast removes Famished and gives Satiated. This promotion is the opposite of Famished in every way, but will wear off and doesn't last after combat.

Feed now works with slaves and workers, and again gives the extra boni that it gave if a bloodpet is eaten instead. Also, feeding on a bloodpet grants satiated, and feeding at all removed Famished.

Hasted now lasts longer than 1 turn. It has a small (5%) chance of wearing off, but will otherwise remain only so long as the hasted unit is on the same tile as a unit with body 1 and channeling 1.

Most spells now have tech prereqs, so you can't summon extra planar units until the summoning tech, even with Ritualist. Archmage level spells require Strength of Will, Summoner level spells require Ethereal Call, etc.

Ritualists start with Arcane and Extension 1, and can upgrade to Archmages (allowing one unit to cast almost every spell)/ Extension 2 is also available to disciples, but only those that start with extension 1

Lightbringers are now Malakim UU for Ecclesiastics, being slightly cheaper and starting with more promotions.

Monks can cast life and spirit divine spells (starting with level 1, can learn level 2), and are weaker but have spirit mana affinity.

a Vicar (now called Vicarius) don't have law or earth magic, but they do have life and spirit now. They are the only priests that do not require their state religion in order to build. They cannot be ungraded to inquisitors. Confessors lost the spirit sphere.

Luridus renamed Illuminatus

2 great prophets have been removed, becoming heroes instead they are:
Vaghan of Lugus, a second Empyrean Hero (found in the Abashi pedia entry) at Righteousness, basically a paladin with demon slaying, undead slaying, courage, crown of brilliance, law1, spirit 1, life1, sun2, Hero, channeling 1, channeling 2, divine, and sorcery.
and, just as a joke, Talia Gossam has been added ad a Malakim druid hero (requiring they change to a neutral alignment). Because of her affair with the Baron, she is also a werewolf. :p

I added Orc slaying, elf slaying, dark elf slaying, dwarf slaying, angel slaying, but none of these are availible. I intend to make them be granted only by events, but have;t written any events yet. (I didn't add dark elf; Kael made a separate promotion so that the Svartalfar have different graphics from the Ljosalfar. The description still just says elf, but the name is promotion_dark_elf. I wanted to make one Elf Slaying promotion give a bonus versus both elf promotions, but that ability isn't in the xml)

The Council of Esus got a new hero too: Tsvarlain, the Druids' Bane at Malevolent Designs. He is a combined druid/shadow with dark elf, elf slaying, mind death, and shadow magic as well, plus a large combat bonus verses druids and most FoL units (almost certainly overpowered.) (I haven't written a pedia entry or anything, but thought this character up as a possible second leader for the Dark elves a while back. He was the Illegitimate son of Arendel Phaedra and Kyorlin, who was made Yvain's apprentice to keep him from embarrassing his mother at the summer court. He never really had much respect for nature though, and at his first visit to the winter court he fell madly in love with Faeryl Viconia (although he hid this pretty well). He is extremely intelligent and good at hiding his true intentions, but hates himself and doesn't consider himself worthy of her because he is a half-human bastard, and has gone to great lengths to try to prove to both himself and to Faeryl that he deserves her. This includes hunting down all the followers of Succellus and Cernunnos, and several almost successful murder attempts on both Yvain and his own mother. Also, many of the stranger actions of Yvain that made the leaves followers question his devotion were actually his apprentice impersonating him.)


Upon their deaths, both Azers and Fire Elementals cast ring of Flames.

I added code that should make goblins again turn to wolf riders when they defeat wolves, but it doesn't seem to be working.

I made Liches start with extension1 and combat 1-3, and removed the limit from how many you can have.

Arcane units and Vampire lords with channeling 2 can become liches if they either have the Staff of Souls (Barbatos's equipment) or are standing on the Broken sepulcher. (in the next version, Lichdom requires Soul Debt and can be casted on any death mana node, destroying the node and resource in the process)

The Death III sorcery spell has been replace by "Curse the Ground" this raises the plot counter slightly (moving lands towards becoming hell), and creates the "Accursed Ground" terrain feature. Undead units have a 60% bonus on this feature, and any living unit killed here should be raised as a barbarian skeleton of the same strength and most of the same promotions (I finally got this to work after releasing it)

Skeletons are now melee units, and so can get promotions

Treants are now Siege units, can get siege promotions, and can bombard and cause collateral damage.

In the March of the Trees spell, Treants from ancient forests start with the strong promotion, without fire resistance, and with duration of 7 instead of 5.

The staff of Souls, channeling3, and the necromacy tech allow the "Necromastery" spell. This gives the caster control of all undead units except liches within 2 tiles.

The Gela (hyborem's trident) grants 2 entropy affinity instead of +2 holy strength. With the AV state religion, Infernal Pact tech, and herois strength 2, this allows "Dynamis Agares," a spell that gives you control of all demons within 2 tiles.

I added a spell that allows Shadows to remove other religions much like inquisition (but killing population in the process), but is costs a lot of gold (the amount depends on the pop, the religion, the temples present, etc) (it doesn't seem to be working)

Inquisition was changed from requiring unitclass_inquisitor to unit_inquisitor, and the Luonnatar were given a different spell: Enlighten. This is just like inquisiton, but ignores state religions; it removes all religions, even the state religion of the owner of the city it is in.

Luonnatar can move in rival territory.

I added a spell to allow you to get Smugglers Ports

I added a 3 new Luchuirp UBs that grant promotions to golems. Golems in a city with a promotion granting building may be retrofitted (a spell that costs a little gold and makes the unit immobile for a couple of turns) to have the promotions they grant.

Motherlode was rewritten to increase the gold and production yields of all peaks in Khazad territory by 1, plus cause most of them to gain either mines or quarries, plus making gems, gold, marble, iron, copper, mithril or rarely shuet stone appear on peaks.

Peaks were changed to land terrain, and dwarven workers/slaves can move impassible; this allows the Khazad to build roads to the resources granted by their world spell

Most unique features and mana nodes become more productive with higher techs (I was mostly just playing around here, and am not sure if I'll keep most of them)

Odio's Prison provides Body mana

I added the Forests Preserves from BtS. they are currently available at Way of the Forests and are made better by Hidden Paths and Commune with Nature. All workers, most FoL units, and Treants can build forests preserves on forests, ancient forests, and jungles. Groves and Temples of Leaves grant a free specialist per forest preserve in the city radius. they are improved by the Guardian of Nature civic.

I added an Altar of Bhall improvement, which can only be built in flames. They are buildable by any worker at elementalism, and improved by malevolent designs. The Infernal Palace, Clan of Embers palace, and Demons altars allow free specialist per altar of bhall, and they are improved by the Sacrifice the weak civic

The consumption civic causes more unhealthiness, allows gold rushing, and has more buildings that cause happiness (gambling house, hippodrome), plus some that casue unhappiness (temples of good religions, temple of temporance)

Fend for themselves grants +2 xp, and theology grants 3 instead of 2 xp in cities of state religion.

Undercouncil causes unhappiness whit temples of the empyrean and happiness with smugglers ports

Overcouncil is a compassion high civic (its category hasn't changed, it was just playing around giving it another effect on diplomacy), and causes happiness whit temples of the empyrean and unhappiness with smugglers ports

Temples of the Empyrean grant +20% GPP, but -15% military production.

Spellstaffs are now equipment, which only arcane units can take. They grant a little spell resistance/caster xp in addition to being breakable in order to regain the ability to cast.

Feast and Consume soul can continue until the city would be reduced to size 0, at which point it is razed. (I'll get around to only allowing this allowing it if the no city razing option is on, and to giving a diplomatic malus)

The Infernal Grimoire produces 2 entropy in its building form. The equipment can be dropped to return it to being a wonder. Building it triggers an attack nor by only 2 Balor, but by any where from Zero to to Thirteen. (note the Balor spawning isn't working, and that the free tech is granted whenever it is dropped. This will be changed)

Balor's base/unholy strength was reduced, but they were given +1 fire affinity and +2 entropy affinity.

Since the Sheaim don't have any immortals, I gave Eaters of Dreams the Immortal promotion.

Basium got the Immortal promotion just like Hyborem

The Barbarian State has Agnostic/Aggressive/Charismatic/Raiders/Summoning/Arcane/Magic Resistant.

Barbatos's death triggers the barb's loss of their arcane/summoners/magic resistant traits

Orthus's death triggers the loss of their Aggressive/Charismatic/Raiders traits (I may decide not to give them the traits until the Orthus spawns, and may do something similar for the 4 horsemen and the Avatar of Wrath)

I could have sworn I'd given Basium and Hyborem an enormous number of very powerful traits (to be lost upon their heroes deaths), but looking at the file I somehow returned them to their default traits.

I strengthened the religious weightings for most leaders.

Basuim and Hyborem start with several very advanced techs, plus those of their summoner. (I found that they still don't get the techs thay should, only those of their summoner)

Infernal cities start at size 6 rather than 3, and with a couple more free buildings.

The Empyrean is automatically removed from Infernal Cities, just like the Order is.

I went ahead and fixed the getHero function so that resurrect works for the Malakim, Svartalfar, Illians, Infernals, and Mercurians. (Kael already did this in .31, but hasn't patched .30 since I pointed this error out to him)

MagisterCultuum
Jan 20, 2008, 04:53 AM
I really should be doing my homework instead of posting this, but i decided to put forth some of my plans for the future of the modmod instead.



Weapons promotions changes:

I already removed the promotions from archers, but I'd like to totally rework them. I'm hesitant though, because it would be bad for the AI.

I would get rid of granting the promotions for free with resources, instead making them spells requiring techs, buildings, resources, and gold. Weapons can later be pawned for half their cost (another spell). I'm thinking that the Khazad should pay less, and that all Doviello units steal weapons promotions from any unit they defeat. The best weapons could perhaps be equipment so anyone could steal them.

Also, I would change the workings of rust: it will now force a unit to call effectCorrosion. Some weapons promotions will automatically corode under other circumstances, while others are immune to the effect.


Weapon promotion-----Resource-----Tech----Building-----Cost-----effect


copper weapons---------------copper------smelting------------NONE------20gold----+1 str, corrodes randomly

bronze weapons--------------copper------bronze weapons------Forge------30gold----+2 str, corrodible

brass weapons---------------copper------bronze weapons------Forge------35gold----+2 str, not corrodible

Iron weapons-----------------Iron------Iron working-------------NONE------4gold----+2 str, corrodes randomly

Steel weapons----------------Iron------Iron Weapons-----------Forge------8gold----+2 str, corrodible

Dwarven Steel weapons-------Iron------Iron Weapons--------Dwarven Smithy------8gold----+3 str, not corrodible

Galvorn weapons--------------NONE-------NONE----------The Black Forge of Eol------60gold----+3 death str +4 attack strength , not corrodible, (is equipment?)

Mithril weapons---------------Mithril-----Mithril Weapons---------Weaponsmith-------300gold----+7 str, not corrodible, (is equipment?)


Silver weapons-----------------silver------smelting----------------Forge------------50gold------+1 str, +100% vs Werewolf, corrodible

Lead weapons-------------------lead-------smelting------------------Forge------6gold----+2 str, +2terrain movement costs, corrodible, +20% magic resistance, can randomly poison the unit.



Potential Wonders:

Temple of Virtue: Requires: Righteousness tech, Empyrean State Religion, Sun mana, Spirit mana. -50% crime in the city, +20% GPP, +2 or 3 relations with all leaders (perhaps -2 or 3 with AV civs instead)

Throne of the Just: Requires: Divine Right tech, Order State Religion, Law mana, Spirit mana. -100% crime rate, +1 health/happiness in all cities, negates unhappiness from civics/violating council votes(?)

Gardens of Cernunnos: Requires: Commune with Nature tech, FoL state religion, nature mana, life mana. Removes no unhealthiness in the city, +1 specialist per forest preserve in the city radius.

The Smugglers' Syndicate: Requires: Council of Esus State religion, Mercantilism tech, and Smuggling Ring Undercouncil vote. +2 trade routes per city. Allows units in the city to cast spells creating buildings that can provide any resource that its owner does not already have, if its owner has contact with a civ that does have the resource. (These buildings are very bad for the economy, and increase crime.)

The Alchemist's Laboratory (now a National wonder, not a normal building): Requires: Strength of Will Tech. +1 commerce per sage and great sage. Allows units in the city to cast various spells, each of which creates a building in the city, which consumes one resource to provide another. (Mostly metals, stones, gems, but also able to make reagents)

The Tome of Toxology: Requires: Poisons tech. Provides +1 (or maybe 2) health in all cities (I'd rather make it be from herbalists/infirmaries, but the capacity for that isn't in the xml). Allows units to gain a new promotion that grants extra healing to units on the same tile and +1 reagent affinity (which is now in poison damage), either free to arcane units or available through a spell that costs gold.

The Nullstone Citadel: Requires: Engineering and Arcane Lore Techs. All units in the city are immune to all magic, +100% city defense.

The Black Forge of Eol: Requires: Rage tech, Weaponsmith building, fire mana, iron resources. Allows units in the city to get the new Galvorn weapons promotion.

Spire to Heaven: Requires: Theology Tech? Causes all state religion buildings to provide +2 hammers, +1 gold

(already in) National University: requires: 5 academies, Education tech. Boosts most specialists, gives free xp for disciples, adepts, siege, and naval units.

(changed) Bazaar of Mammon: increases yields/commerce from merchants/great merchants, lowers yields from priets/great prophets.



Resources:

Silver
Lead
Goats
Camels
ice mana


Barbs:

I'm thinking about splitting the barbarian state into 3 minor civs:
The Barbarian Horde: Orkish Barbs, plus probably Acheron. This is the civ that the Doviello and Clan have peace with from their barbarian trait.

The Legions of Darkness: Undead/Demonic barbarians, AC heroes. This is the civ the Hyborem has peace with. AV events/rituals may be added that give temporary peace with the Legion of Darkness

(I am also considering making liches this civs UUs (Lich=Mage, Lich Sorcerer=Archmage, Lich Summoner=summoner, Lich Lord=Immortal); this would make the Lichdom spell no longer circumvent the limits on national units, but be purely to make the units stronger.)


The Creatures of Nature: Animals, Gurid, other beasts. I'd take away HN from animals so thay aren't hunted down so brutally. I'm thinking about letting the elves start at peace with the animals, and/or creating FoL events/ritual that does makes peace with them.


I should note that I currently have no idea how to do this. Also, I don't know which civ enraged/burning blood promotions should go to (one of the first 2 I think, but for werewolves 3 makes since too)


Infrastructure:

I have no idea how to do it, but I would like to finally get around to implementing some of the ideas I had last year, in what I believe was the first thread I proposed here (it was either this one or where I proposed changing Govannon to train all spheres passively, as I'm doing now): Improving infrastructure: http://forums.civfanatics.com/showthread.php?p=5166992#post5166992


In the meantime, I'll probably just allow you to pillage your own roads.



Ice sphere:

I'm thinking I don't want to wait for Ice to have the Ice sphere. I'm planing to give the Illians several "White Hand" disciple units as UUs, at least a unique Inquisitor (probably with access to all Ice spells, but no other sphere).

I'll also add ice mana, make Letum Frigus provide Ice mana, give it to the Illians and maybe Doviello, have Dovielo and Illians start with cold resistance(/Immunity for Illians?), add ice sphere promotions and spells:
(Does any one remember whether Kael went ahead and made it so that being hurt by cold damage has a chance of making a unit becoming immobile, or should I make it an effect of spells?)

Ice 1: Frost: transforms terrain to temporary (using function added for End of Winter) tundra, or snow if already tundra.

Ice2 Sorcery: Frostbite: does cold damage, has a chance to immobilize. Possibly instead adds a Frostbite promotion that will randomly either immobilize of cause damage each turn until removed.

Ice2 Summoning: Summon Frostling (copied from AoI), probably only on tundra or ice, probably either cannot leave ice/tundra or slowly dies on other terrain

Ice3 Sorcery: Blizzard: Does Cold Damage to all units nearby units (with a chance of making them immobile), and creates temporary tundra/snow on all nearby tiles (using function added for the end of winter option. Note that I'll allow this also on water, so it can create temporary ice bridges)

Ice3 Summoning: Summon Frost Giant? (or maybe Ice Golem) (unit copied from AoI) Only on Ice terrain, probably permanent summon that cannot leave ice/tundra or slowly dies on other terrain, probably with ice affinity

Ice2 Divine: Icebox?: creates temporary building that stores food, +1 health, slows both city growth and shrinkage (if possible)?

Ice3 Divine: The Sinister Icy Black (or probably White) Hand of Death: does cold and death damage, chance to immobilize (eventually huge loss of morale, if the morale mechanic is added)


Other spell changes

I already added dimensional2, now I'm adding dimensional3
Dimensional 3 Sorcery: Tesseract: summons a Tesseract unit, which has 0 strength, immobile, 8 cargo capacity and the ability to airdrop within a 12 tile radius (paratrooper mechanic), allowing you to carry units across seas or behind enemy lines.

I'm still deciding whether the promotion itself should use pyperturn to boost the duration of summons on its tile or just grant a promotion that gives +1 dimensional affinity to all summons.

MetaMagic 1 will have no spell, but will boost caster xp gain and increase the damage done by spells (actually all metamagic promotions will probably do this)

Meta Magic 2 Sorcery: Dispel Magic (moved away from Chaos 2 sorcery)

Meta Magic 2 Sorcery: (yes, this sphere has multiple sorcery spells for the same level) Ring of Warding: creates the building of the same name (which would be made unbuildable) or implements it in some other way (improvement, feature, magic resistant promotion for all units on tile, caster promotion that protects agianst magic in python, etc)

Meta Magic 2 Summoning: Un-Summoning: destroys all summons within a 2 tile radius

Meta Magic 3 Sorcery: Sourcery? : Sacrifices caster to create a new mana node anywhere you want. (I might make it only have a chance of killing the caster)

Meta Magic 3 Sorcery: Negatus Mysterium: Destroys mana sources and removes all spell sphere promotions from all Arcane units within a 1 tile range (including the caster. It effects all arcane units regardless of who owns them, and does count as an act of war.)

Meta Magic 3 Summoning: Re-Invoke: increases the duration of all summons on the tile.


Metamagic will be a starting mana only of the Amurites (replacing Mind probably). Only Archmages (and archmage heroes) can contruct meta magic nodes.

Eventually I'd like this mana to increase the passive effects of all other manas, to increase the chances of rival spells failing/miscasting in your territory and to improve the the changes your units of successfully casting


Advanced Temples


I'm reimplementing advanced temples, largely copying from the old implementation:
The Order:

+Inquisitional Hall (concept: strict)
Removes all religions but the Order from the city
Keeps religions from spreading to the city (not in yet)
Inquisitioners given +4 xp
Paladins created in this city gain the Command promotion
+10% Maintenance

+Enforcement Office (concept: managed)
-50% war weariness
-50% maintenance
-1 maintenance per happy (not in yet)
-1 maintenance per military unti in city (not in yet)
Doubled effect of great commanders recruit ability

The Ashen Veil:

+Demon's altar (concept: demon worship, dark magic)
All units can be sacrificed for research, the higher the level of the unit, the more research is given
Units created here start with a +40% vs disciples promotion
-2 Happy

Forbidden Library (concept: intellegent)
-20% culture, +10% science
Trade routes yeild science instead of gold.
10% chance of providing a Mind mana resource

The Fellowship of Leaves:

+The Golden Wood (concept: open, elegant)
+25% culture
+1 trade routes
+1 great artist
-25% city defense

+The Shadowed Vale (concept: closed, mystical)
Triple the chance of generating Treants
+1 great sage
-1 trade routes
-25% culture

Runes of Kilmorph:

+Hall of Granite (concept: insular, defensive)
+50% defense
-20% Culture
+10% Production
Non Kilmorph religions give -1 happiness each (not in yet)
-1 Trade route
City is more likely to culture flip away from non-Runes civs (not in yet)
Stone gives +3 hammers

+RuneVault (concept: wise, traditional)
Gems give +1 Happy
-10% production
+2 Prophet GP points
+4 Research per Gems
Allows the Rune Guard unit (rooted, 1 per city, defensive)

Octopus Overlords:

+Overseer's Residence (concept: punishing, controlling)
Doubles effects of slaves sacrificed for production (not in)
+1 Research per Orc, Elf, Human or Dwarf pen.
Population sacrificed for production gives double effects (not in)
-10% gold, culture
-1 Happy

+Theater of Dreams (concept: insane)
25% of the units produced in this city are Crazed
Combat 1 promotion for Lunatics
+1 Culture per animal pen
City is more likely to culture flip away from non-OO civs (not in)


Obviously I wouldn't implement the building with the same name as a current wonder. I think I'll come up with new advanced temples for OO, and will consider changing all the others.

The Empyrean's advanced Temples:

Circles of Charity: (focuses on those who live out their philosophy for the good of all, caring for and education those less fourtunate)
+3 happy, +4 healthy
+10% GPP
-5 trade
+10% maintenance
-10% crime

Agora of Truth: (focus on philosophical discussions of deep matters at the expense of needed action)
-60% military production
+10% war weariness
+1 research per priest in city, +2 per great prophet
+1 culture per sage in city, +2 per great sage


Esus buildings are a little different: they are built by spells in rival cities

Councils of Treason:
has a chance of making the city go into anarchy each turn
the spell has a small chance of accidentally making the caster declare war on the cities owner


Black Market:
+2 trade routes
half of the city's gold is divided between all undercouncil members

Kol.7
Jan 20, 2008, 06:35 AM
Cool these changes look great. Some questions though,

1. I assume that Dynamis Agares doesn't work on Hyborem or demons in cities, the infernals are ususally screwed enough as it is without losing all their cities to this spell. Nice idea though.

2. Can your new lich spell basically make you have infinite archmages -> seriously overpowered to the controller of the tomb or staff.


I really like the spells that require certain items to use.
I especially like the obscure UUs that require certain civics, alignments etc to build. But in the case of the malakim maybe their other hero should require a good alignment? Otherwise everyone would just religion juggle, OO -> Emp, neutral allignment, still get all the bonuses + the new hero.

Is your modmod stable atm? does it cause any Ctds etc?

MagisterCultuum
Jan 20, 2008, 06:59 AM
1. is does work on Hyborem and on Infernal cities, but it were to be balanced it probably shouldn't. I'll probably change it. I also noticed that it only makes you declare war on the units owner if you cast it from in their territory. In my last Sheaim game (testing/cheating a lot in worldbuilder) I managed to steal all of Hyborem's units, including Hyborem, from my territory.

Still, this promotion is the equipment that Hyborem starts with, so you would probably have to kill him before you have the promotions needed to cast the spell. Also, you need your hero to use it. It is mostly designed to let Hyborem himself take over other civs demonic units.

2. Liches don't start with Channeling III or sorcery; when you turn a unit into a Lich, it doesn't gain access to any more spells. It only makes them undead units/slightly stronger in combat. Since a lich cannot be upgraded, you are losing out on the ability to gain top tier spells if you cast it early. Still, if you can manage to get enough arcane units with enough xp, then you can get unlimited archmages and summoners.


The new Malakim UU is mostly a joke about the affair Varn's wife had with a werewolf. You aren't really meant to build it that often. A druid hero doesn't really fit the Malakim theme, even though Varn was married to a witch/druidess who practiced her pagan religion within the temple of Lugus.



Edit: Although not everything seems to be working as it should, I haven't gotten any CtDs or any other errors for that matter. I was getting a strange error (but no error report) that made units gain insanely large negative values for their strength, movement, etc. When such units are selected, they cannot be unselected, and the game freezes. I've found that not even Ctrl-Alt-Del does anything; it requires restaring the computer. I figured out that these are caused by adding or removing a promotion that isn't defined in the xml; I had a few typos. I'vejust corrected the last of them now and this error is fixed, but when I released version 1 there were still typos in the part of "def onUnitKilled(self, argsList):" that handle Mokkas Cauldron and the effect of the new Accursed Ground Improvement. I woudl recommend not casting death III sorcery until updating to my next release. (Even now living units that die on accursed ground are not raised as barbarian skeletons as they are supposed to be, so this spell is very weak at the moment anyway)

Grillick
Jan 20, 2008, 11:46 AM
Overcouncil is a compassion high civic, and causes happiness whit temples of the empyrean and unhappiness with smugglers ports

The Infernal Grimoire grants 2 entropy affinity in its building form. The equipment can be dropped to return it to being a wonder. Building it triggers an attack nor by only 2 balor, but by any where from Zero to to Thirteen.

Does this mean one can be a member of both the Overcouncil and the Undercouncil in your ModMod?

Also, have you tested this Infernal Grimoire change? I know it's equipment in the base game, too, but when you rebuild the wonder, do you get another free tech? I know it displays the message that the wonder has been built again when you do it with Syliven's Perfect Lyre...

MagisterCultuum
Jan 20, 2008, 12:54 PM
No being members of both councils. I didn't change the category, just the tag that effects peoples opinion of you. Most good and neutral civs will like you a little better, but the Calabim will hate you for it.

I hadn't thought about it giving a free tech every time you drop it. I just tested it, and it does. I'll have to change this.

Cuteunit
Jan 20, 2008, 01:01 PM
yay for making Hemah fair and making archers suck less

I download

Cuteunit
Jan 20, 2008, 01:04 PM
Small request please : can Sidar recon line units ( scouts, hunter, etc) start with one charge of the Hidden promotion? Only Ghosts would be able to recast it of course, but Sandalphon flat out says " We have passed through your lands invisibly many times" when you meet him and that's just not the way it is, sidar don't even get shadow mana..

Or can you point to me what file to edit to make this change in my game

MagisterCultuum
Jan 20, 2008, 01:08 PM
Hmm, I'll have to think of a way to give it to them without requiring new UUs for every recon unit. Giving them a building that grants the promotions (like the Hippus Stable grants horselord, the Ljosalfar Archery Range grants Dexterous, the Svartalfar Hunting lodge srants Sinister, and the Bannor Training Yard grants Guardsman) would probably be best


Edit: I just gave the Sidar a new UB, the Sidar Elder Council. That seems to fit the theme of immortal shades better than a hunting lodge, and the Philosophical trait makes building it faster. It grants a free Hidden promotion to both recon and arcane units, and generates +1 culture in addition to the normal +2 research and sage slot. I'll include it in version 2, whenever I get around to releasing it. I also decided to make the other promotion-granting UBs grant 2 free xp to their appropriate unitcombats.

I don't intend to give them any Priest/Great Prophet bonus. They may revere Arawn, but they don't truly worship him, and he doesn't reward their reverence for him. Stronger Priests don't fit the Sidar theme, imho, but remember that the Sidar can still get the Altars of the Luonnatar so all their specialists will be better.

Cuteunit
Jan 20, 2008, 01:16 PM
Pagan temple, for sure.

Rex rgis of Ter
Jan 20, 2008, 01:22 PM
Hmm, I'll have to think of a way to give it to them without requiring new UUs for every recon unit. I'll probably add a new Sidar UB that grants hidden in my next release. What do you think it should replace?

Sidar Hunting Lodge:
Grants all Recon units built in the city hidden
Along with all the other bonuses

Looks great!:goodjob:

Cuteunit
Jan 20, 2008, 01:37 PM
the hunter lodge sounds like a good idea too

kenken244
Jan 20, 2008, 01:42 PM
I think that getting a free tech from dropping the infernal grimore is good, as long as it triggers the demon spawning event again

Cuteunit
Jan 20, 2008, 02:11 PM
Please also give some bonus to assigned Prophet/Great Prophet to sidar. They are the only great person that sidar doesn't add anything to. It's not like they are agnostic like grigori.. they do revere arawn and such...

MagisterCultuum
Jan 20, 2008, 06:39 PM
I won't be working on this anymore tonight or probably tomorrow, because:

1.) I'm getting behind on my homework

2.) I stayed up until past sunrise working on the mod last night. I need sleep, especially if I have somewhere to go the next day.

3.) (most importantly) Kael just announced that his work so far on .31 will be released as the patch for .30 instead (g, presumably), probably tomorrow. The second version of Magister Modmod won't be a correction of the current files, but rather .30g with my changes added. I'll try to document all changes as I make them, so Magister ModMod FfH II 030g-2 should be much more professionally done than Magister ModMod FfH II 030f-1 was.


I suspect that it will take about a week to release it, assuming I don't blow off any classes or homework.

xienwolf
Jan 20, 2008, 09:32 PM
Love the use of the Tutor promotion for Govannon :) Overall his implementation seems to be a pretty nice deal.

Dimension 2 spell rules... Sorcery, or Summoning? Either could work I suppose. Both?

Why do arcane only gain exp in cave of ancestors instead of Mage guild? I loved that you did it for essentially all units, makes it so that you can choose to have "enforced guard duty" for all of your "citizens" so that by sitting around guarding the homefront you can pull out a couple of low end promotions before you see combat :) But overall, helps out defenders and builders to keep from being blindsided by the big warmongers.

Temple of Bhall... How many civs have workers who can get into flames? Hopefully at least the ones who thematically ought to be able to do such a building :)

Idea for fixing Infernal Grimoire: Make it a ritual that gives a free tech and also this building. Then making the building doesn't actually give the tech :) Or just remove the free tech aspect of building it completely I guess could work, since there is now other reason to have it.

MagisterCultuum
Jan 20, 2008, 10:24 PM
Although I said I wouldn't work on it tonight, I did. I fixed the Accursed Ground mechanic, and improved the implementation of Mokkas Cauldron. I also added a new unit, Ship of the Damned, an Undead Infernal Privateer UU with the abilities of a death/entropy conjurer that is also a planar gate unit generated in cities with Smugglers Ports. I let Succubi upgrade to Courtesans (and made courtesans both the Balseraph and Sheaim Shadow UU. Keelyn's mother was a Sheaim Courtesan), and made Sheaim Courtesans look like Succubi. Still, I haven't done enough to warrant uploading a new version yet.

The dimensional II spell was sorcery only. I just made Dimensional2 require Ethereal Call (it is too powerful for the early game, but Ethereal call is still much sooner than Pass through the Ether), and grant the starting settler bonus (+3 visibility, +2 movement) to all summons.

I'll think about making it so that both mage guilds and caves of the Ancestors can give free xp. (Note that I've yet to see any of the building-based passive xp actually work.) I think the reason I didn't before is that I would rather put the Amurites adepts at an advantage than put Clan and Doviello at a disadvantage (they can't build mage guilds). I may also grant free xp gain to naval units from harbors/lanun harbors and arcane and disciple units from certain wonders. I don't plan to boost melee with any free xp (if I change my mind I'll at least require a very late game building, maybe certain traits or only for certain civs), since people have been complaining about how overpowered the melee line is.

The Altar of Bhall is an improvement that can be built by any worker or slave, but only Orcs and Demons can actually move into flame to build it. The Clan of Embers and the Infernals are the thematically appropriate civs, and they never have a problem building them. Other civs could have a worker wait for flames to spread to its tile, or just use Orkish Slaves (which can be bought through the slave trade).


I'm thinking that I'll remove the free tech upon completion from the Infernal Grimoire, but make it so that a free tech (or free research points, which I think is easier to code) is one of the possible effects of the "Read the Grimoire" Spell. I'm also thinking of several other possible outcome for this spell, mostly stronger than the current ones and mostly negative. I'm toying with the idea actually removing the spell, and instead making its random effects happen every turn, whether you are willing to risk it or not.

For some reason, the Balors aren't being triggered like they should. I'm pretty sure the code is the same as what I had working in .25, but I've yet to see one balor, much less 13, appear when the Grimoire is built (either constructed or dropped). I may make barbarian demon spawning instead be a negative outcome of the spell/passive promotion effect, so it won't hurt you all at once but throughout the game.

xienwolf
Jan 21, 2008, 02:29 AM
Yeah, I kinda overlooked the fact that Arcane units get the free exp of their own mechanic anyway, so limited to the Cave is just a nice additional boost for the Amurites :) Putting it on every mage guild would be a bit much, and hurt those who cannot build the mage guilds a fair deal.

Love the implementation of Dimension 2 for Summoners :) Passive boosts can never be underestimated.

Caradoc
Jan 21, 2008, 10:13 AM
Great ideas! I'm looking forward to all of it.

When you put in Elf/Dwarf/Orc Slaying, since they come from events and figure to affect only a single unit, why not boost the effect so that that the Slayer becomes a true nemesis?

UPDATE: Got in 150 turns last night with no problems whatsoever. Tonight Govannon will make his appearance and we'll see about that part. One new twist was that Scouts apparently cannot attack units other than animals -- I suppose that was intentional and it does make sense, but it came as something of a surprise.

As far as I can tell, it may be possible to overlay Sureshot's mod on top of this one. I'll try it and report back.

it-ogo
Jan 21, 2008, 10:56 AM
rewrote Govannon's "train spell" ability...

Dimensional2
:goodjob:

I added a "barrage" ability for all archery units
Hard to balance...

I added a random chance ... to gain +1 xp each turn ...

I made it so that Planar gate units start with free xp based on the ac when they spawn (1/4 of the AC, rounded down)

:goodjob:

I made pretty much every unit with visible wings in their graphics start with the flying promotion.
Doubt...

and can cause a worldwide inquisition (effecting every city of every civ with the Order state religion).

Then i will hardly accept Order if have no holy city. I do not like it in gameplay. But the logic is good.

the Vampire promotion now randomly causes the unit to gain a very negative promotion,
Disagree from both viewpoints. This is chaotic mechanism, close to mutation, while Calabim tend to law. Very bad intuitive contradiction. Also it involves unnecessary micromanagement.

BTW now Contagion causes Diseased and Calabim got even more synergy with good religions. As well as Death mana usage in general. You should be well protected from your weapon - that is a basic strategy.

Most spells now have tech prereqs
Very bad. Less effect from caster heroes and bad for possible scenarios.

Lightbringers are now Malakim UU for Ecclesiastics, being slightly cheaper and starting with more promotions.
Not good.

Monks can cast life and spirit divine spells (starting with level 1, can learn level 2), and are weaker but have spirit affinity.
Bad. Life 1 for monks is OK, maybe Body 1, maybe bonus against vampires. But for divine we need priests. Affinity is counter-intuitive as all mana "mined" in Erebus is arcane, for divine spells you get mana from... let us say, outer planes.

a Vicar (now called Vicarius) don't have law or earth magic, but they do have life and spirit. They are the only priests that do not require their state religion in order to build.
Bad. Cure Disease was very serious balance feature against evil religions.

Vaghan of Lugus, a second Empyrean Hero at Righteousness
Slightly too general. And I do not think that Righteousness and paladins provide good accent for Empyrean. If they still "have a point". :crazyeye:

Talia Gossam has been added ad a Malakim druid hero (requiring they change to a neutral alignment). Because of her affair with the Baron, she is also a werewolf. :p
:goodjob:

I added Orc slaying, elf slaying, dark elf slaying, dwarf slaying, angel slaying, but none of these are availible. I intend to make them be granted only by events, but have;t written any events yet.

Do not like new race "dark elf". Events OK.

The Council of Esus got a new hero too: Tsvarlain
Druid with Death magic? Fallen druid? :crazyeye: No, not good. Overall I feel that death magic feat CoE badly. Mind - OK.

plus a large combat bonus verses druids and most FoL units (almost certainly overpowered.)
"Elf butcher" promo... Prominent person but bad as Druid and bad for CoE. CoE is not an extremal religion like Order and AV. Not for hating self. You need still mind and good self control to deceive. Still Druid for CoE is OK.

Arcane units and Vampire lords with channeling 2 can become liches if they either have the Staff of Souls (Barbatos's equipment) or are standing on the Broken sepulcher.
Sounds like one big exploit.

The Death III sorcery spell has been replace by "Curse the Ground"
Interesting...

Treants are now Siege, and can bombard and cause collateral damage.
OK

In the March of the Trees spell
Too much IMO.

control of all demons within 2 tiles.
Demons are bad object for control.

I added a spell that allows Shadows to remove other religions muh like inquisition (but killing population in the process)
Bad. Again Inquizition is for extremal religions, not for hidden one.

I added the Forests Preserves from BtS.
More and more micromanagement. Overall looks like completely overpowered. And I do not like specialist economy emphasis for elves.

I added an Altar of Bhall improvement
Now with new tweak - no unhappiness for infernals - it is inacceptable for them.

The consumption civic
Don't like.

Fend for themselves grants +2 xp, and theology grants 3 instead of 2 xp in cities of state religion.
:goodjob:

Temples of the Empyrean grant +20% GPP, but -15% military production
In my feeling overall bonus is strongly negative. Although I am builder. When I gain Theology, build National epic and start rush for Altar few less turns before final great prophet is not of much help. But no matter in this case the best is to have Emp temple in one city, but never follow the religion.

Spellstaffs are now equipment
:goodjob:

Feast and Consume soul can continue until the city would be reduced to size 0, at which point it is razed.
:goodjob: But if option "no city razing" works with it? And attitude penalty for captured cities?

The Infernal Grimoire grants 2 entropy affinity in its building form.
Grants to whom? All units built in the city?

The Barbarian State has
No much sence in late time as it is not playable and heroes will not be protected. Bad at early time with raging barbs as RB is mainly problem for AI player. You will often have an early conquest as barbs will do your job with Aggressive/Charismatic/Raiders. :) No?

woodelf
Jan 21, 2008, 11:02 AM
This is an impressive modmod. I can't wait to try it after 0.31

kenken244
Jan 21, 2008, 12:24 PM
Heroic stength 1 and heroic strength 2 bolth grant heroic stength 1 to summoned units. I assume that heroic stength 2 should give heroic stength 2 to summmoned units instead of heroic strength 1

Kol.7
Jan 21, 2008, 01:28 PM
Hmmm not sure about making Empy priests buildable for everyone, kinda detracts from the already lacking point of the empyrean :p. Also, I always interpreted the Spirit promo of Order priests to represent sirona/lugus priests working with them.

MagisterCultuum
Jan 21, 2008, 01:58 PM
I'm giving the Empyrean some other bonuses to compensate, like their second hero and probably a FoL-treant-esque (but rarer) chance of having invaded deserts spawn Sand Lion or Aurealis defender (perhaps more likely in Malakim lands).

I want Empyrean Priests to be available to both Empyrean State religion and Order state religion Civs, since it is clearly stated that the Priests of Lugus and Sirona are officially sanctioned but required to assist the Order in its Crusades. I also wanted to give the religion a better chance to spread, as it is a late religion.

I'll probably insert a python block to limit their availability. I'm thinking they should require either Empyrean state religion or Good alignment (so the Order civs could still build, as could Good Leaves and Runes.)



Because of the frequent complaints about Lichdom being unbalanced for the civ that control the Sepulcher and/or Staff of Souls, I'm requiring the Soul Debt tech and allowing it to be cast by any arcane unit on any Death Node. Casting it will destroy the node and mana source, just like resurrection destroys life nodes/mana. I think I'll also forbid Good civs from using it (maybe also neutral)

I'm considering removing Channeling 2 and 3, combining the channeling 2 abilities with Sorcery/Summoning/Divine and combining channeling 3 with new Sorcery2/Summoning2/Divine2 promotions. Splitting it up like this will let me better control what spells a unit can cast.

I'm also considering reducing micromanagement by removing the train sphere spells, instead making them a <PyPerTurn> effect of the Tutor promotion. Since the Magical Aristocracy disapproves of Govannon's teachings, why should they(/you) control what he teaches, to whom, and when? Making it a passive effect also frees you to use Govannon and his students as actual mages/archmages, instead of just having them stay home and teach your army.

MagisterCultuum
Jan 21, 2008, 06:24 PM
What would you think if a added a unit for each of the Towers that lead to the Tower of Mastery? I'm not sure whether I want world units or national units (limit 1 either way), or if I want to make them very expensive, cheap, or even free to the first player to finish the appropriate tower, or if they should require upgrading from an arcane unit of a certain minimum level. I'm thinking:

Great Necromancer: requires Tower of Necromancy. Starts with Hero, channeling 1-3, Sorcery, Summoning, Death 1-2, Dimensional 1. Strength 1, movement 1, 2 death affinity. Can cast Necromastery without the Staff of Souls.

Lord of the Elements: requires Tower of Elements. Starts with Hero, channeling 1-3, Sorcery, Summoning, Water 1, Fire 1, Earth 1, Air 1. Strength 1, movement 1, 1 Fire affinity, 1 Water affinity, 1 Air affinity, 1 Earth affinity. Can cast a new "Elemental Mastery" spell, basically the same as Necromastery or Dynamis Agares, but for Elementals instead of Demons or the Undead.

Magic Infuser (probably needs a better name): requires Tower of Alteration. Starts with Hero, channeling 1-3, Sorcery, Divine, Enchantment, Nature 1, Body 1. Has a spell that creates some new pieces of Equipment (not sure what yet)

For the Tower of Divination I can't think of a good unit, so I'm thinking of having it provide a free Great Prophet instead. The Wonder already grants a free tech anyway, so it doesn't need a huge bonus.

kenken244
Jan 21, 2008, 07:26 PM
I like that idea

Cuteunit
Jan 21, 2008, 10:24 PM
Death 3 is still coming up as lichdom in my game using the modmod.

MagisterCultuum
Jan 21, 2008, 10:48 PM
Does the Spell say Death III or is it just the civilopedia? I haven't updated the Civilopedia at all, or created any textkeys. So far I've just been writing the names of spells, untis, etc, directly in their xml files. If I take the time to earn how to update the pedia and create textkeys my mod may be delayed.

Try cheating in world builder (perhaps giving yourself 2 archmages, 1 with death III and the other with the Staff of Souls) if you want to test the actual mechanics. I suspect it is only a cosmetic issue related to my laziness and ignorance of textkeys.



So, do you think that the Towers' units should be world or national? Expensive, cheap, free, or upgrades only?

Cuteunit
Jan 21, 2008, 10:53 PM
my friend built 3 liches in our MP game just now the standard way, death 3. he didnt have the barbarian lich's staff or anything.

Cuteunit
Jan 21, 2008, 10:54 PM
National, cheap, upgrade only.

Cuteunit
Jan 21, 2008, 10:57 PM
Alchemy lab is way way too expensive to build in terms of hammers.

MagisterCultuum
Jan 21, 2008, 11:13 PM
Are you sure your friend was using my modmod? It the code clearly states that it requires channeling 2, unitcombat_adept or unit_vampire_lord, and Staff of souls or broken sepulcher.

I guess its possible that I loaded the wrong files. Do my other spells work?


What level requirements (if any) do you think the Tower Masters (I guess I'll use this term for them collectively) should have?

I don't think I did anything with the Alchemy Lab, so the cost isn't my fault. Bring it up though makes me think I should give it some more abilities instead of just making it cheaper. What if it allowed arcane units in the city to cast spells that generated temporary buildings that consume certain resources to create others? It could give free gold, iron, reagents, mana, maybe even mithril. Also maybe some promotions that give death- and/or poison- damage granting promotions?



You should probably just edit your old post instead of making a new one every few minutes.

Cuteunit
Jan 21, 2008, 11:30 PM
Probably, but I've had an extremely depressing day ( as in losing a thousand dollars and other things) so I've no care for such things.

we both used the modmod.

Kol.7
Jan 22, 2008, 11:03 AM
Hey Magister, I think the ability to specialise mages would be cool. For eg, you could specialise a mage making them a water mage, could require a certain amount of water manas under your control and require water 2 and gives the unit acces to all water spells (all tiers) except for divine magic. You would be limitted to maybe 1 with two mana of that type (in my eg: water mana), 2 with 3 mana of the type, 3 with 5. It should balance itself out because to have a lot of specialist mages you'd need a LOT of mana. What do you think?

MagisterCultuum
Jan 22, 2008, 05:00 PM
Honestly I'm not quite sure I agree, but I see where you are coming from.

I was actually thinking that I might get rid of the current mechanic of giving a free promotion at 2, and giving 2 free promotions at 3 with something more random. You wouldn't be guaranteed any free promotions, but would have a chance of getting them (say, (# of a type of mana / 50)%) and an equal chance of getting the next level if the unit already has the first, and an equal chance of getting the third if it has the second. This would encourage specialization. I might make it so that all Amurite units have this chance, and that their arcane units have a much higher chance.

(Also, I'm planning to add the Tower Master units (Great Necromancer, Lord of the Elements, something for the tower of Alteration too), which will have access to both sorcery and summoning spells in their spheres.)


I wasn't wanting to implement this idea until the game had more sources of mana and more ways to gain caster xp. I was wanting to make the palaces give more of their civs characteristic mana than of the other types, and to make the Amurites and maybe Sidar get more mana than most civs. This is not currently possible, so I'm waiting to see if I can convince Kael to make an xml schema change.

kenken244
Jan 22, 2008, 05:02 PM
You could just give a free building in the civs capitol that provides more mana

MagisterCultuum
Jan 22, 2008, 05:19 PM
I could, but I don't want to. I've thought of a lot of spells that would require adding more buildings, and don't want the total number to double or triple. I'd rather just be able to have a building grant any number of any number of resources (an also to forbid the use of multiple resources)


I've also considered making the first city built by some civs create a unique feature (but not set as unique, just unbuildable, or else the Elohim would meet everyone instantly) that grants mana and other boni (e.g., give Braduk the Burning the Eternal Flame improvement (at least until Kael adds the Equipment as a reward with certain trophies), with basically the abilities of the Pyre of the Seraphic.)

MagisterCultuum
Jan 22, 2008, 09:11 PM
I just added ideas that I'm considering but not decided about/sure how to implement to post 3 of this thread. Feel free to critique them.

Cuteunit
Jan 22, 2008, 09:49 PM
Arrow Barrage is doing no damage in our modmodded MP game.

edit: using ljosalfar archers

MagisterCultuum
Jan 22, 2008, 10:04 PM
Yeah, I kinda figured that I hadn't fixed it after breaking it. It was working before I tried to make terrain/improvements/buildings alter the amount of damage, but messed it up then. The spell was "working" but not doing any damage the last time I tested it. I changed the was the terrain boni were given, but somehow forgot that fix.

I'll make sure its working before releasing the next version, but that might be a while. I have a lot of homeworks due tomorrow, and have barely started. Also, I intend for it to be a much larger modmod than version 1.

Cuteunit
Jan 22, 2008, 10:23 PM
Fawns and other disciple units are taking 2million and change turns to preserve forest. I mean that literally, 2147483647 is the actual number I'm looking at here.

MagisterCultuum
Jan 22, 2008, 10:45 PM
Oh, that means I forgot to give them a work rate. Only workers, slaves and arcane units have work rate normally, because they are the only units to build anything. The number is what the computer believes a number divided by 0 equals (it certainly can't represent infinity or undefined as an int or a double)

Thats an easy change to make, just put some value in the <iWorkRate> tag or the units that are taking too long. I believe that 100 is the normal worker work rate (it is a percentage of the standard rate, I believe), but that elven workers have a work rate of 80, dwarven workers have a rate of 125,mud golems have a rate of 150, adepts have a rate of 300, and slaves have a rate of 50. Pick any rate you want.

You could also just use workers.


Why am I still on here and not doing my home work?!

Cuteunit
Jan 22, 2008, 11:37 PM
Ljos workers cannot Preserve forests at all in my modmodd'd mp game

MagisterCultuum
Jan 23, 2008, 12:13 AM
It appears I left off a unit. Oddly, Elven workers and elven slaves are the only workers and slaves NOT able to preserve forests. That seems counter intuitive. Oh well, elves don't really need another forests improvement, do they? ;)

I'll fix it in the next version, or maybe limit it to FoL units instead (and give them build rates).

In the mean time, you can use slavery and preserve the forests with all non-elven slaves.


By the way, what do you think about Eleven workers being slower than others, and not having the ability to build on forests? (thats civ specific) I'm thinking of removing the Elf and Dwarven worker UUs, and just having the graphics differ based on the racial promotion (maybe also giving a work rate boost from the Khazad Palace). Of course, tieing graphics to promotiosn might require C++, in which case it would have to wait at least several months (or never happen)

xienwolf
Jan 23, 2008, 12:59 AM
Well, elves ARE pretty physically weak, and/or lazy due to longer lifespan. So it does make sense they work poorly for other people. And for themselves it makes sense to take longer for work because either they are working in a forest, or they are wishing they were working in a forest ;)

Cuteunit
Jan 23, 2008, 01:08 AM
No need to completely reinvent the wheel when it comes to workers.

Mesix
Jan 23, 2008, 05:35 AM
I found this in the subforum. I had been waiting for it in the main forum.

Not to sound like a pain-in-the-arse (that I am), but when will it be patch G compliant???

woodelf
Jan 23, 2008, 06:25 AM
I'd love to see your ideas and implementation of splitting the barbarian state. That sounds cool. And more resources are always a good idea IMO!

MagisterCultuum
Jan 23, 2008, 06:56 AM
Not to sound like a pain-in-the-arse (that I am), but when will it be patch G compliant???

Definitely not this week. I'm probably about to fail a homework assignment because I've been spending too much time here or coming up with new ideas. They will take time to implement. I'll be starting from scratch for patch g version (well, using a compare tool to copy some of my changes, and starting from scratch on others), I haven't started yet, and I want to include more features than I have time to code.

It is possible that I'll get it out around Sunday, but my personal goal is to release it on my 20th birthday (next Friday, February 1st); it could take longer.

Mesix
Jan 23, 2008, 07:47 AM
I'm giving the Empyrean some other bonuses to compensate, like their second hero and probably a FoL-treant-esque (but rarer) chance of having invaded deserts spawn Sand Lion or Aurealis defender (perhaps more likely in Malakim lands).

I want Empyrean Priests to be available to both Empyrean State religion and Order state religion Civs, since it is clearly stated that the Priests of Lugus and Sirona are officially sanctioned but required to assist the Order in its Crusades. I also wanted to give the religion a better chance to spread, as it is a late religion.

I'll probably insert a python block to limit their availability. I'm thinking they should require either Empyrean state religion or Good alignment (so the Order civs could still build, as could Good Leaves and Runes.)



Because of the frequent complaints about Lichdom being unbalanced for the civ that control the Sepulcher and/or Staff of Souls, I'm requiring the Soul Debt tech and allowing it to be cast by any arcane unit on any Death Node. Casting it will destroy the node and mana source, just like resurrection destroys life nodes/mana. I think I'll also forbid Good civs from using it (maybe also neutral)


I think that it would be much more interesting if you could make the player alignment shift one step toward evil (like a religion does) for creating a lich rather than blocking it outright. This would represent a cost for seeking power in unnatural ways and incur possible diplo penalties ("you use death mana" and "you are evil"). Power corrupts!

Mesix
Jan 23, 2008, 07:55 AM
What would you think if a added a unit for each of the Towers that lead to the Tower of Mastery? I'm not sure whether I want world units or national units (limit 1 either way), or if I want to make them very expensive, cheap, or even free to the first player to finish the appropriate tower, or if they should require upgrading from an arcane unit of a certain minimum level. I'm thinking:

Great Necromancer: requires Tower of Necromancy. Starts with Hero, channeling 1-3, Sorcery, Summoning, Death 1-2, Dimensional 1. Strength 1, movement 1, 2 death affinity. Can cast Necromastery without the Staff of Souls.

Lord of the Elements: requires Tower of Elements. Starts with Hero, channeling 1-3, Sorcery, Summoning, Water 1, Fire 1, Earth 1, Air 1. Strength 1, movement 1, 1 Fire affinity, 1 Water affinity, 1 Air affinity, 1 Earth affinity. Can cast a new "Elemental Mastery" spell, basically the same as Necromastery or Dynamis Agares, but for Elementals instead of Demons or the Undead.

Magic Infuser (probably needs a better name): requires Tower of Alteration. Starts with Hero, channeling 1-3, Sorcery, Divine, Enchantment, Nature 1, Body 1. Has a spell that creates some new pieces of Equipment (not sure what yet)

For the Tower of Divination I can't think of a good unit, so I'm thinking of having it provide a free Great Prophet instead. The Wonder already grants a free tech anyway, so it doesn't need a huge bonus.

I like this. This would be a good way to eliminate the annoying aspect of not getting archmages on maps that fail to generate reagents. Perhaps Archmage could be reduced to a national unit with a limit of 1 and each of the specialized great mages would round out the top tier magicians. I definately like the idea of making them national units to keep the game competative in more ways than just racing to be the first to build.

Is there a way that you can prompt the player to name national units (like naming a city when it is built)? It would be cool if the game would encourage naing Archmages et al. I realize that this is already possible if you click on them...

I don't think that they need the hero promotion. They will gain exp fast enough anyway. Perhaps allow them to get "free promotions" when built. Perhaps have some special promotions that they can get with Combat V (like mana affinity, protection from marksmen, etc.) the way that heroes get special promos with Combat V

Mesix
Jan 23, 2008, 08:05 AM
Definitely not this week. I'm probably about to fail a homework assignment because I've been spending too much time here or coming up with new ideas. They will take time to implement. I'll be starting from scratch for patch g version (well, using a compare tool to copy some of my changes, and starting from scratch on others), I haven't started yet, and I want to include more features than I have time to code.

It is possible that I'll get it out around Sunday, but my personal goal is to release it on my 20th birthday (next Friday, February 1st); it could take longer.

Happy Birthday!

Take your time and make it right. I'll give it a run when you have some of the bugs worked out.

I plan to install your mod in its own directory called FfH Magister Mod so I will actually have two installs of FfH in my BTS/Mods directory. Your name will be a directory on my computer...Even Kael doesn't have his own directory!

Not to sound preachy, but do your homework first. You will be happier in the long run if you do. Take it from a 31 year old college student for the 2 cents that it is worth (I don't feel too bad being a student at 31, I started my Masters studies this past year).

xienwolf
Jan 23, 2008, 02:05 PM
If you are making a folder for the mod (which I highly suggest), here is an Icon to use for your new shortcut ;) (it's just Magister's Avatar. Anyone have a better choice let me know, piece of cake to make small Icons).

Cuteunit
Jan 23, 2008, 04:19 PM
Please make Treants not cost military support (ljos world spell = instant -100+ per turn)

Please make the circle of Gaelan not such an impossibility to found. It's not just rare, it's absent. I have 24 hours invested in my current game and it's never been founded, even after the first event goes off.

Please improve the Rathus Denmora hero. He's no Gilden Silveric even with the netherblade. In fact, I tend to build him just to get the netherblade on somebody else ( like a religious hero.. Sphener is a beast with the netherblade added to him) and just ignore Rathus after that.

Please add second hero for the Amurites,like a melee or firebow hero.

xienwolf
Jan 23, 2008, 04:23 PM
Cute: Just go change the <iWeight>400/1600/3200</iWeight> (respectively) to something like <iWeight>32/32/32</iWeight> or even <iWeight>-1/-1/-1</iWeight>.

Second option means that 3 turns after the first mage guild is built the Circle will be founded (assuming proper options are selected). The other should work and keep it from happening TOO quickly, but still happen.

And make sure you build the first Mage Guild, the computer might be beating you to it and selecting the wrong options.

Cuteunit
Jan 23, 2008, 04:29 PM
no wonder it never was founded, with chances like that...

MagisterCultuum
Jan 23, 2008, 04:34 PM
I don't yet know how to add any events. I probably won't include any event changes in the next version, because I'd rather have more experience first



I'm not sure How I want to improve Rathus yet.

I don't intend to give the Amurites (or any civ) a second normal national hero; however, eventually I'd like every civ to have a national/religious hero and/or a religious UUs for each religion they could choose. For example, The Amurites could have an arcane Archmage/Summoner/Divine AV hero, a Philosopher-Mage (perhaps having the Peace spell like Corindale) for the Empyrean, or Holy Firebows for the Order.

Cuteunit
Jan 23, 2008, 06:47 PM
make the circle of gaelan possible, thats all I ask

Cuteunit
Jan 23, 2008, 08:42 PM
which file do I edit the weights in? eventschema or eventtriggerinfos?

MagisterCultuum
Jan 23, 2008, 09:25 PM
I don't know anything about how events work, but I can say that EventSchema doesn't contain any info on how an individual event works; schema files define what the tags should be, and what types of info can validly go there.

The Weights are in EventTriggerInfos, although I'm not really sure what the numbers there mean.

Caradoc
Jan 23, 2008, 10:11 PM
ABOUT GOVANNON

Govannon seems to be working correctly, but so far I have not been able to get the higher level promotions. I imagine if I keep trying I will eventually get one with Channeling 2.

So far I have not had a miss at the first level. Can Govannon keep trying for a unit that failed to gain the sphere or is it a one shot opportunity? I assume failing for one sphere would not prevent an attempt for another.

Does it make any difference whether Govannon has level 2 or level 3 in the sphere he is tutoring?

Other than acquiring Sorcery along with the Channeling 2 promotion from Govannon, I can't think of any way for a non-Arcane unit available to the Amurites to have Sorcery. (Maybe I'm missing something.) Does this mean only units that got the level 2 promotion would qualify for Channeling 3 or Tutor? Just what are the odds of that?

In my opinion the passive implementation of Tutor may not be needed. Because Govannon needs to level up to tutor new spheres, there is a strong incentive to get him into some battles. I have had him traveling with a group of 'student' units.

Finally, please note that the texts for the Tutor commands all refer to the Death promotion.

xienwolf
Jan 23, 2008, 10:49 PM
I don't precisely know how to translate EVERYTHING in the Triggers and other files, but once you understand what all of the events do it begins to flow fairly well. I don't feel too bad writing up some of it here since MC may use it to work in some event controlled ideas or new events some day :)

EventSchema is just the layout for the EventInfos file. If you add a new line to an event you create, it probably has to be added here as well, and to every event already existing. Since you might also need changes in Python or other areas, I tend to avoid this. So basically, Schema is a useless file to us.

EventInfos: This tells you what selecting a specific option actually DOES, gameplay-wise. Typically if there is no number on the end of it then there was no option for the event. If there is one number, that is the order in which the options appear in the Event Pop-up, and if there are 2 numbers, that is the order of an event chain, then the order it shows up in the Event Pop-up for that portion of the chain.

To Highlight some tags I understand mostly, or seem important:
<Description> tag points you to the Text Folder's only file: CIV4GameText_FFH2, and more specifically to the precise text displayed for this option. If the key isn't in this file, it is an event from basic BtS and the information is all in their files still.
<WorldNewsTexts> is what will be broadcast to all players if you select this option, <OtherPlayerPopup> would be similar, but a full pop-up window instead of just a news blurb they'll probably miss.
Next couple dozen lines are just possible rewards/costs associated with the selection
<AdditionalEvents> Took a while to find something that actually uses this tag. Seems to be used when there is a chance of different outcomes, which will be handled as immediately following events.
<ClearEvents> Seems to set the chance of a follow-up event happening. For example: All 4 options for Farm Bandits set it to be 100 chance for the Farm bandits event to happen again (seems wrong though). Could also be an issue with the Gaelan event chain if that is the case, but I did get them to work when I made them a guaranteed event...

The rest is Python calls and Pre-reqs. Plus the AI Value, which I assume assigns how likely they are to select that particular option. It is set to 0 for all of the Gaelan events, so again, that could be an issue.


EventTriggerInfos: This one groups all of the options together into the window for an event. And decides when/why you will see any event happen.

Again, the World Text is the information at the top of the event, before your options. Trigger Text is what the options will be
<bSinglePlayer> Seems to me if this is 0 it affects 1 person, if it is 1 it affects 2 people, or at least uses the name of another player/civilization somewhere. Like relation affecting events.
<iPercentGamesActive> Pretty straightforward, this is how often it will actually be in the game. If you want a REALLY lively game, set all of these to 100 to make sure every event is always possible. If you detest a certain event, set it to 0 and it'll never happen.
<iWeight>: I'm guessing on this, but I am pretty sure it is the chance of it happening each turn. Not a percentage base. Highest ones are 1000 for Ancient Ruins, Brothers in Need, Controversial Philosopher. Looking at them now, Kael fixed Gaelan to be much lower on all 3 :) Hopefully it works now.

The Probability Multiply entries are probably to make the event more likely if you have a certain Unit/Building, after that is a bunch of requirements, then finally the list of what options you will have, this time calling the actual events instead of just their text keys.

After that is info on if it happens to all members of a team, if it is a recurring event, or if it is a global only event, python calls and some information on deciding where the event happens, or possibly just more pre-req info.


That's most all I know about events for now. Glad to have wrote that up so I can spot that Gaelan was fixed. Let me know if it actually happens, and if you get 2 Gaelan units when it does still ;)

xienwolf
Jan 23, 2008, 10:57 PM
ABOUT GOVANNON

Govannon seems to be working correctly, but so far I have not been able to get the higher level promotions. I imagine if I keep trying I will eventually get one with Channeling 2.

So far I have not had a miss at the first level. Can Govannon keep trying for a unit that failed to gain the sphere or is it a one shot opportunity? I assume failing for one sphere would not prevent an attempt for another.

Does it make any difference whether Govannon has level 2 or level 3 in the sphere he is tutoring?

Other than acquiring Sorcery along with the Channeling 2 promotion from Govannon, I can't think of any way for a non-Arcane unit available to the Amurites to have Sorcery. (Maybe I'm missing something.) Does this mean only units that got the level 2 promotion would qualify for Channeling 3 or Tutor? Just what are the odds of that?

In my opinion the passive implementation of Tutor may not be needed. Because Govannon needs to level up to tutor new spheres, there is a strong incentive to get him into some battles. I have had him traveling with a group of 'student' units.

Finally, please note that the texts for the Tutor commands all refer to the Death promotion.


Seems to me that he probably wrote it to exclude teaching to units with the Arcane promotion from how he wrote it, so you should be able to keep trying on a unit already taught one thing and hope he is taught another. Either that or he tied it to the Channeling promotion and you only get the one chance to learn anything. He could have tied it to the unit classes, but that is 5 tags, where doing it by promotion would be a single one.

But reading the rest of his writeup about it, sounds to me like you are intended to keep going back to him as the unit levels up and trying to learn a bit more. Or if you are already level 5 you can just hang with him until you are finally lucky enough to get Channeling 3 or Tutor. And yes, you have to have first got Sorcery and Channeling 2 from him, so it'll probably be a bit of a long wait.

Passive is required if you want Govannon to be able to cast spells for offense, and still have a chance to teach some of your invasion stack a few new tricks while in the field. Also, I would hope since it is passive now he has a chance to teach more than 1 sphere at a time, which would be AMAZING in my opinion.

Seems so far like having Rank 2 of a sphere makes it viable to teach rank 1, and nothing but level 3 on the unit attempting to learn from him is a requirement to get Channeling 2/Sorcery.

MagisterCultuum
Jan 23, 2008, 11:02 PM
@ charleswatkins:
I have level requirements for getting Sorcery/Channeling2 (level 3+) or Chenneling2 or Tutor (level 5+), plus the chances are lower (and only apply if it the unit was chosen to learn something the first time).

The first level has a high chance of working, but if used on large stacks it isn't likely that everyone of them will learn a sphere. Also, like everything else in this mod, it relies on a random number generator that seems to clump similar numbers together causing trends where Govannon is very effective for a long time and then very ineffective for a while (not that hat is unrealistic). Yeah, he can keep trying to teach the same unit over and over. I was too lazy to try to develop a system for tracking which unit were "better students," and I don't really think it would have been an improvement anyway.

Level 2 is all that matters, not level 3. If I go passive, I may change it so that he can train at level 1, but become far more successful with levels 2 and 3. I may even make training the second level sphere possible if the Tutor has the third level already.

Well, Firebows and Royals guards start with the needed promotions (I gave Royal Guards channeling2 mostly for this reason). Other than that, yeah you need to get channeling2/sorcery from the spell before having a chance to get tutor or channeling3. However, the check that determines if a unit can get channeling3 or tutor comes right after the code that gives out the promotions, and the check to see if a unit can get channeling2/sorcery comes after the first promotion is granted; if you are lucky, a unit can get Sorcery and Channeling 1, 2, and 3 (or tutor) all at once.


The reason I'm thinking of a passive implementation isn't so that Govannon would get used more as an Archmage, but to reduce micromanagement. Also, a passive effect not controlled by the player just seems more in line with his flavor, imho, since he is opposed to hierarchies determining who can and who can't teach magic. Also, it would mean smaller, less cluttered files/civilopedia, which could get rather unwieldy if I add all of my ideas, especially if I try to update the pedia too.


Yeah, that type of mistake is to be expected, when you copy and paste all the spells and don't make any new textkeys. If I go the passive route none of that will matter.


@ xienwolf: I did it by unitcombats (not unitclasses or promoions), making UNITCOMBAT_ADEPT, UNITCOMBAT_DISCIPLE, and UNITCOMBAT_ANIMAL ineligible, not making only the other unitcombats eligible; units without unitcombats (workers, settlers, Great people, Loki) can still be taught. Actually, Animals and Disciples were ineligible already.

And I probably will make it so the sphere he teaches is randomly determined for each unit, with the probability tied to the number of promotions he has in each sphere. I'll make is so that he can train a sphere while knowing only level 1, but isn't likely to succeed. The next two levels make it more likely, and level 3 of a sphere makes it possible (but not particularly likely) that he will teach levels a second level spell. I'll also tie the chances to the Level that the Tutor is at, or maybe xp instead; if you want to, you'll be able to specialize Tutors in one sphere but give them lots of combat promotions to make it almost certain that they will train that sphere. I'm also thinking that I may remove the level restrictions but make it so that the chances of training a unit are dependent on the strength and experience, probably so that he is more likely to try to train weaker units (especially workers) but that low experience units would be less likely to successfully learn (you might have to keep him away from all those pesky little peasants he cares so much for if you want him to train your armies :)). I may remove the inability to train arcane units too, or make it so that he will only teach them the Tutor promotion; since his opposes the Mage Guilds on the grounds that they suppress arcane knowledge, it wouldn't make sense for him to focus on training their students, but he would try to convince them to join him in spreading magic to everyone.

xienwolf
Jan 24, 2008, 01:38 AM
Ah, I forgot about Unitcombat types. That makes complete sense in retrospect :) Are boats and other non-alive still eligible then? Beware my skeleton summoning fleet of Workboats!


Really looking forward to getting my laptop back so I can try out everything you changed and then cannibalize your code to keep what I like ;) All as a convenient excuse to not work on my own pet project of the Sevomod.

Cuteunit
Jan 24, 2008, 02:21 AM
It occurs to me that raise skeleton and Spring are the only spells worth teaching to other units.

Mesix
Jan 24, 2008, 02:50 AM
It occurs to me that raise skeleton and Spring are the only spells worth teaching to other units.

You haven't seen a stack of Luchrip Iron Golems that spew Fireballs then, have you? A friend of mine plays the Luchrip almost exclusively. HE gets a stack of 10-12 Iron Golems. Their free Fireball promotion allows them to both requce city defenses to 0% and kill (or at least seriously injure) every unit in the city before they even reach it.

Teaching Fireball to melee units would be a great benefit. The Amurites do get Firebow units already, so it might not be necessary.

Cuteunit
Jan 24, 2008, 04:27 AM
I was referring to things Govanon teaches from the first tier.

MagisterCultuum
Jan 24, 2008, 07:55 AM
Ah, I forgot about Unitcombat types. That makes complete sense in retrospect :) Are boats and other non-alive still eligible then? Beware my skeleton summoning fleet of Workboats!


Really looking forward to getting my laptop back so I can try out everything you changed and then cannibalize your code to keep what I like ;) All as a convenient excuse to not work on my own pet project of the Sevomod.

I forgot to mention that I also left the .isAlive() requirement in place. So no, ships and siege units, as well as angels, demons, and the undead, are not eligible.

However based my understanding of a "bug" with the warrens building, I think that workboats (because they lack a unitcombat) aren't being marked as non-living.

xienwolf
Jan 24, 2008, 12:56 PM
Cute: Haste is also quite worth teaching, as well as Escape. And since you are posting in MC Mod, that means he isn't stuck to teaching just level 1 spells, so the list goes on and on when you add in Level 2 and 3.

DharmaMcLaren
Jan 24, 2008, 03:06 PM
If you are making a folder for the mod (which I highly suggest), here is an Icon to use for your new shortcut ;) (it's just Magister's Avatar. Anyone have a better choice let me know, piece of cake to make small Icons).

*Ahem*... err, so how exactly would you make a folder for this (i.e., where do you put it and what do you call it, and what goes in it), and how do you make a shortcut that makes the game load the mod-mod instead of the mod?

xienwolf
Jan 24, 2008, 03:20 PM
Find the folder that FfH 2030 is in, create a new folder in this same location with the new name you want (ie - MagiMod), copy everything from the FfH folder into this folder.

Now go into the folder and rename the FfH 2030.ini to MagiMod.ini (should match folder name), and edit the shortcut. At the end of the TARGET line it has the name for FfH 2030, change that to the new name (MagiMod). Then change the icon to the new one so you can tell them apart, and rename the actual shortcut itself.

EDIT: Oh yeah, don't forget to install the actual MagiMod in this folder, not the FfH one :)

Cuteunit
Jan 24, 2008, 03:31 PM
I'm waiting for the next version. The one that works hehe ^^

Caradoc
Jan 24, 2008, 04:24 PM
FYI: I tried adding Sureshot's multimod and after 50+ turns have seen no problems.

Von Evilstein
Jan 25, 2008, 06:51 AM
Hi Magister, a little mistake in your Unitinfo files :

For the nightwatch:

<iCollateralDamage>50</iCollateralDamage>
<iCollateralDamageLimit>6</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>

I should be Damage Limit 50 and damage max units 6.

I make the same change for my archers :p.

Cuteunit
Jan 30, 2008, 08:37 AM
I'm desirous of an update

MagisterCultuum
Jan 30, 2008, 08:50 AM
I already converted all the old stuff to patch g and added a few new features, but have been far too busy lately to work on it more. Besides, patch h will come out soon, so it would make more sense to wait until after I've converted the mod to that patch to make any more real additions.

Cuteunit
Jan 30, 2008, 09:16 AM
Can you check the requests I just added to my Wants thread regarding earth and water terrain changing spells?

MagisterCultuum
Jan 30, 2008, 05:25 PM
I checked that before I checked this.

I'll probably add more terraforming (mostly random and/or temporary), but know that your request may have delayed the modmod for at least another week. :p

Cuteunit
Jan 31, 2008, 05:00 AM
perma is a lot more fun. I want to build peaks rivers and hills with my arcane society.

By the way, tower of elements giving fresh water access to all tiles in the empire ( maybe even the +1 coin like they were next to a river) would be a worthy bonus for the piece of junk.

MagisterCultuum
Jan 31, 2008, 08:19 AM
Earthquakes terrain effects will probably be permanent (although a future earthquake could undo it) and Tsunami's might be a mix of permanent and temporary (with you not knowing which until it reverts). Blizzards effects really need to be temporary though, since one snow storm couldn't leave a land as a perpetual tundra. However, it is also the only one of these that would have a 100% chance of actually changing the terrain.

I would like to have spells (spring, earthquake...) create/move rivers, but I don't know how. I do now that is it probably much more complicated than changing terrain/features/improvements.

I have no idea how (and doubt it is possible) to give freshwater access to all tiles, and don't really like the idea of giving the +1 coin (that wouldn't be hard to do, but it would require looping through every tile in the world, and wouldn't be worth the computation costs, imho. Also, it just doesn't seem particularly thematic.)

Cuteunit
Jan 31, 2008, 09:40 AM
You've never played Jade Empire then :P

Shame, was an idea though. those towers are such junk. Impossible to build ( never enough mana nodes anywhere, ever) and give you nothing.

xienwolf
Jan 31, 2008, 10:09 AM
I don't see how Jade Empire ties into anything in here... Are there two games by the name maybe?

Cuteunit
Jan 31, 2008, 10:22 AM
Wasnt JE the game where the rulers were supplying all the water to the nation directly from the palace via those giant spouts?

MagisterCultuum
Jan 31, 2008, 10:45 AM
I've never heard of Jade Emperor.

Also, remember that the Towers are going to provide access to the Tower Master Mages (Great Necromancer, Lord of the Elements, etc), a free archmage/summoner that start with the first couple levels of their spheres and have unique spells as well. (I'm thinking that I should perhaps make them count as disciples instead of arcane units though, because I really want them to stay specialized and it doesn't seem right for the necromancer to also be a master of law and fire magic.)


It does seem like providing fresh water everywhere would be nice (although I don't think it is possible, except by changing half of the tiles to coasts, or adding a lot of rivers which I don't know how to do), but I see the gold bonus as a result of trade along the water routes; just having fresh water doesn't mean you have an easier way to carry your good to new markets)

If it were possible to add more than 3 resources for a building, them I would probably also make every tower provide every resource needed to build it.

xienwolf
Jan 31, 2008, 10:50 AM
Ok, now I can sorta see the tie in. Yes, the Emperor's brother had slain the Emperor AND crippled the goddess of Water and was using her remaining life force to generate mass quantities of water for the Empire, at the expense of all neighboring countries. And since the Dragon of Water was also in charge of the Cycle of Life, has subsequently caused a massive uprising of undead/demon activity in his Empire.

I think however that MC meant programming-wise, not in-game justification.

MC: How about making it so that each tower grants all Arcane units the Rank 1 & 2 spells in those spheres as free promotions? Then you get on of the effects of more mana still. And I think that making the Super-Specialist mages from the Tower Disciple type so they cannot get outside spheres is perfect.

Grillick
Jan 31, 2008, 12:04 PM
Wouldn't you be able to keep them from getting outside spheres simply by not giving then Channelling I? Why would a Master of Elements waste hsi time casting Spring and Blaze?

MagisterCultuum
Jan 31, 2008, 12:25 PM
As an arcane unit, they would get free sphere promotions based on what mana you have if you build them, and if they were only upgrades than they would start with the promotions that they had before upgrading.

@ Xienwolf: currently a building is only able to grant one free promotion, however I guess I could edit CvEventManager.py to give the promotions (the same way adepts currently get promotions from mana or free xp from the cave of ancestors)

MrUnderhill
Jan 31, 2008, 04:09 PM
I kept my versions of the Tower Mages from getting new spheres by changing one of the lines in CvEventManager (so that you need Channeling 1 as well as the Adept class). It's a pretty easy fix, and I wonder why it hasn't been implemented in stock FFH (maybe because there was never a need).
Here's the line I changed in OnUnitBuilt, right before it gives out the free promotions: if unit.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_ADEPT') and unit.isHasPromotion(gc.getInfoTypeForString('PROMO TION_CHANNELING1')):

xienwolf
Jan 31, 2008, 06:31 PM
Well, if you don't actually build the unit then there still is no need I guess. So the question comes down to: How is the unit obtained?

If an upgrade from a pre-existing unit: Need to strip the non-appropriate spheres.

If you actually have to build it: MrUnderhill's fix should do it.

If completiong of the tower simply generates the unit upon completion: Just don't allow Channeling 1 as an initial Promotion.

Cuteunit
Jan 31, 2008, 11:41 PM
Just double checking, but you're going to give sidars shadow mana and make the hunter's lodge add one charge of Hidden to recon units built there right?

MagisterCultuum
Feb 01, 2008, 12:24 AM
I'm going their Elder Council grant the hidden promotion to their recon (and arcane) units (plus either give some culture, make sages in that city generate +1 culture, or allow 2 sages instead of 1), and leave their mana as is.

If I could add a fourth palace mana, then I'd give them shadow too, but I think that body, enchantment, and especially spirit mana are more appropriate.

reverend oats
Feb 02, 2008, 03:22 PM
The new Malakim UU is mostly a joke about the affair Varn's wife had with a werewolf. You aren't really meant to build it that often. A druid hero doesn't really fit the Malakim theme, even though Varn was married to a witch/druidess who practiced her pagan religion within the temple of Lugus.

Out of curiosity, where did you find this in the Civilopedia? I read some of the entries but don't have time for them all.

MagisterCultuum
Feb 02, 2008, 04:47 PM
I don't think it is in the civilopedia, and it probably isn't canonical FfH, but Kael has mentioned it several times when talking about the D&D campaigns that he based the game on.

reverend oats
Feb 02, 2008, 06:38 PM
Ahh, thanks. I just didn't know much about Varn and wondered where I could get more info.

MagisterCultuum
Feb 03, 2008, 11:29 AM
I'm thinking that I may base the next version of my modmod off of the Unit Statistics for FfH modmod instead of just FfH .30h; I think that there are a couple of files that both of our mods change (and that if I base mine on it that it may refer to some function not normally in the game), so you may need to install that mod before installing mine.

If you want your version to be the same as mine, you would also need to install the alternate "Fangorn Style" Ancient Forests Graphics (not those change any mechanics or would be necessary)

xienwolf
Feb 03, 2008, 12:22 PM
I am assuming there will be links to collecting each of those in the first thread when it happens?

Definately love the Unitstats, and it is rather non-intrusive for people who don't want to use it, so glad to see it'll work with your mod-mod later on :)

Cuteunit
Feb 03, 2008, 03:01 PM
http://www.dropfiles.net//files/635/Centaurman.jpg

Built from http://i5.photobucket.com/albums/y163/madamedysmorphic/CQ20-20Centaur20and20His20Mate.jpg
(warning, fantasy nipples on original)

Suit your request?

xienwolf
Feb 03, 2008, 03:11 PM
I kinda thought you would wind up with http://alanlathwell.deviantart.com/art/Centaur-66470232. Strikes me as the "General" type of person (probably just the white hair)

Cuteunit
Feb 03, 2008, 03:14 PM
that's a nice picture too.

MagisterCultuum
Feb 03, 2008, 03:46 PM
Eh...not exactly.

Although I'll probably make this leader Neutral instead of Good like Cardith, this one looks to cruel and evil. He also seems to embody the wild, licentious nature associated with centaurs, while I envision the leader as being a more civilized centaur like Chiron. I see him as a much older centaur that has grown tame and kind in his old age, and devoted himself to civilizing the Centaur race. He is also the closest adviser to and practically the adopted father of Cardith, although he too is rather fearful of the "Lorda"(Eurabatres) personality. Cardith has always been kind to him, but he sometimes suspects he knows the truth: that all the kindness he has shown to the boy came from the guilt over having personally killed Cardiths parents and burned their village to the ground in a raid he lead in his younger years.

He should be older, probably with gray or graying hair and beard, a more thoughtful (maybe worried) countenance, a little less muscular, probably wearing some clothing (a breastplate and a cloak over his shoulders would be nice), and with a much less massive weapon. He isn't much of a fighter anymore, but is still a very skilled field tactician.

Edit: xienwolfs recommendation might be a little closer, but it seems too lean and like a possible violation of the princess rule. I'm thinking the horse part should be like a heavy warhorse, and the torso should be somewhat stouter as well. He should look much older than Cuteunits, but more battle hardened that xienwolf's.

kenken244
Feb 03, 2008, 03:47 PM
I read the plans for the new weapon system and I have a few comments:

1. The nullstone weapons seem to make the crown of azakrien underpowered. you already would not want to take it out of its city, and now that you can get the same effect for just a few gold, not having to build an expensive wonder, it is even weaker. I think it should make spells be more powerful and less easily resisted, and make the rate of exp gain be greatly increased

2. Shoudn't lead weapons add poison strength instead of regular? it seems wierd that getting cut up by lead weapons is not going to give you lead poisoning but simply holding it will. It might be interesting to let assasins get lead wapons too then.

3. are you going to allow melee disciple units to get weapon promotions?

MagisterCultuum
Feb 03, 2008, 04:17 PM
1. I'm actually thinking I'll probably not include nullstone weapons anyway, or the resource (but still the Nullstone Citadel Wonder). It seems like more trouble than its worth, and yeah, it might nerf the Crown of Akarien. I may instead make a nullstone item that provides this effect, and is only gained through random events (probably just appending it to the list of items the adventure event can find)

2. I'm pretty lead poisoning almost always results only from long term exposure to/accumulation of lead. Lead wouldn't be toxic if it didn't bond to enzymes that are supposed to bond with iron/zinc/calcium, but not perform the role that those metals would. I considered giving +1 poison, but even that seemed a little much.

3. I'll probably let some disciples (Paladins, Eidola, Paramanders, Crusaders, Stygian Guards, maybe Sphener/Mardero, possibly RoK disciples) use weapons, but most disciple won't be able to.

Cuteunit
Feb 03, 2008, 07:25 PM
And here all I wanted was a nice lady leaderhead and some tweaks to sidar :P

Eldric IV
Feb 03, 2008, 08:11 PM
2. I'm pretty lead poisoning almost always results only from long term exposure to/accumulation of lead. Lead wouldn't be toxic if it didn't bond to enzymes that are supposed to bond with iron/zinc/calcium, but not perform the role that those metals would
That is how lead poisoning works. Real life lead weapons, such as lead shot, do not cause lead poisoning unless they stay lodged inside and break down.

thomas.berubeg
Feb 03, 2008, 08:27 PM
Someon along the lines of

http://costumes.narniaweb.com/Narnians/centaurs/oreius1.jpg

Rex rgis of Ter
Feb 03, 2008, 08:34 PM
@ thomas.berubeg
I think you could use that if you edited it heavily. If you've seen the TAM mod, it's all LHs from movies like Troy that have been made very blurry. It could work well, espescially in creating a very dark mood from the Centaurs penetance from killing Lorda's parents. What will the new leader's traits be? I'd go Sprawling/Raiders/Charismatic. Also, I'd like him to have a warmongerer personality, similar to Alexis.

MagisterCultuum
Feb 03, 2008, 08:52 PM
Well, I don't think I want to steal a photo from The Lion the Witch and the Wardrobe movie. I doubt any photo could be made to fit in well with the other leaders.

I'm also not sure why the human part looks so non-human. I guess its ok since they are a totally different species, but I don't think the Centaur units have ears or a jaw like that (admittedly, it's hard to tell because of their size) and I'm not a fan it for their leader. And of course, he looks to young to me.

I don't think the Centaur should be wearing a saddle, unless perhaps if he is carrying a very young (maybe sleeping?) Cardith on his back in his pic.


I haven't really decided about his traits yet. Raiders would certainly make sense for him in his youth, and would probably still be fine. However, Raiders and Charismatic together are probably overpowered. How would Raiders/Philosophical be? I'm also undecided about whether both Kuriotates leaders need the Sprawling trait.

Rex rgis of Ter
Feb 03, 2008, 08:57 PM
Then how about Raiders/Creative. It says in your description he seeks the civilization of the Centaur race, so a culture bonus makes sense.

When Lamia's are finally put in the game will make a a leader for them. Arcane/Expansive Lamia Queen.

MagisterCultuum
Feb 03, 2008, 09:00 PM
I'm thinking of adding a "Mount" spell allowing goblins on the same tile as a wolf/wolf pack to become a wolf rider (since I can't seem to get the old way of auto-promoting from combat to work), and thinking it would also be cool to let Svartalfar scouts mount on giant spiders to form a new spider rider UU.

If you like the idea and have the skills feel free to make the graphics for me. Just using the svartalfar scout and giant spider graphics (with the scout sitting on the spider's back) would be fine, and I don't think it would be very hard (although I have no clue how to do it. My modding abilities are purely xml/python.)

Rex rgis of Ter
Feb 03, 2008, 09:04 PM
This Thread (http://forums.civfanatics.com/showthread.php?t=261260) discussed this. This is my idea for it.

It would be interesting if a Spider Pen allowed you to make spider riders.

Spider Pen
Can be built by a Spider
Provides 1 silk
Can build Spider Riders

The Tainted Web
World Wonder
Requires Animal Handling
Requires Spider Pen
Double Production with Shadow Mana
Creates a Spider Pen in all cities

Spider Rider
Requires Spider Pen or Stirrups
2 :move:, double movement in forest
4 :strength:, +1 poison :strength:
Invisible to most units

I'm not sure as too the hammer costs.

MagisterCultuum
Feb 03, 2008, 09:12 PM
Yeah, but it doesn't include the graphics. Thats the part I don't know how to do.

I don't intend to add the wonder, and may or may not allow you to actually build them (definitely not without a spider pen).

I do think that allowing them to build a web terrain improvement would be nice. It would be buildable out side of borders, and could render units on the tile immobile for a turn (each turn the unit on the tile would either be held one more turn, or it would destroy the web). It would probably have a large negative combat bonus associated with it. (I might allow normal giant spider to build these too.)

Cuteunit
Feb 04, 2008, 05:48 AM
Maybe sort your desires into the realm of what you know you can do, and what you cannot do, and focus on column A first, or your ambitions will collapse under their own weight and nothing gets done.

I know from experience.

Cuteunit
Feb 07, 2008, 01:19 AM
Use this.
http://www.dropfiles.net//files/635/Myriel%20Leaderhead%20images.

MagisterCultuum
Feb 07, 2008, 06:31 AM
"File not found"

Rex rgis of Ter
Feb 07, 2008, 08:16 PM
What are your plans for the Illians/Ice Sphere? I'm interested in what you have planned.

MagisterCultuum
Feb 07, 2008, 08:40 PM
I already listed all I'd come up with in a spoiler at the bottom of the third post. I've been really busy lately, and haven't had time to implement anything.

Cuteunit
Feb 08, 2008, 08:44 AM
http://www.dropfiles.net//files/635/Myrielimages.rar

MagisterCultuum
Feb 08, 2008, 08:25 PM
I am still probably way to busy to be working on this, but today I have been anyway. I think I've already implemented everything from the first version that I intend to, and have begun to implement some of the new stuff. here is the current (as of 9pm on Friday, 2/8/2008) changelog:


XML:


GlobalDefinesAlt.xml:
removed xp limits, OCC national wonder limit, team GPP modifier


CIV4SpecialistInfos.xml:

added Local legend and Great General specialist



CIV4CivicInfos.xml:

theocracy +4 xp from state religion

Guardian of n