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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

Ekolite
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

Ekolite
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.

Ekolite
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 nature yield boost from forests preserves

+2 xp from fend for themselves

(added CIV4CultureLevelInfos.xml and changed CIV4GameSpeedInfos.xml add a custom speed)


CIV4BonusInfos.xml:

made mithril not spawn on grass
made law/life/spirit do holy damage, shadow poison

Added Ice mana, goats, camels, silver, lead


CIV4FeatureInfos.xml:
added accursed ground


CIV4ImprovementInfos.xm:
citadels act as cities again
hellfire has 60% defense
letum frigus provides ice mana, acts as city
mines can harness lead and silver, changed iron mines more productive, mithril gives more gold
Odio's prison provides body mana, acts as city
pastures can provide goats and camels




CIV4TerrainInfos.xml:

made peaks require more movement, block vision, give more vision, count as land (so roads may be build there), and have a slower build rate



CIV4BuildInfos.xml:
added preserve forest

CIV4PromotionInfos.xml:
made dimensional 1 be covered by 2
increased enraged chance to go barbarian, made the promotion wear off, give +1 str
allow extension 2 for disciples
replaced Gela's 2 unholy damage with 2 entropy affinity
hasted wears off if caste not on tile
hero gives navigation 1 to summons
heroic defense gives heroic defense to summons
heroic defense2 gives heroic defense2 to summons
heroic Strength gives heroic defense to Strength
heroic Strength2 gives heroic defense to Strength2
hidden allows enemy route
mobility2 requires stirrups
nomad gives +40 instad of +20 attack and defense in deserts
rod of winds gives navigation 2 to summons
spellstaff are equipment and give 5 magic resistance
subdue animal moved to hunting
subdue beasts is availible to disciples
vampires less likely to defend, must be alive, has a pyperturn effect
withered causes always heal
added Angel slaying, dark elf slaying, dwarf slaying, orc slaying, elf slaying, tutor, satiated, famished, angel bane, dark elf slaying, dwarf bane, orc bane, elf bane,

copper, bronze, brass, iron, steel, dwarven steel, galvorn, mithril, silver, and lead weapons promotions.
Added Malleus Vindex (Basium's hammer equipment)




CIV4UnitCombatInfos.xml:

added patriarchh, Vaghan, spellstaff, and malleus vindex unitclass

CIV4UnitInfos.xml:
abashi has flying
acheron has flat movement costs, move impassible, all terrain, 2 fire affinity
adepts/imps double speed production for arcane trait civs
adventurers can be settled as local legends
angels start wiht flying (yeah, probably over powered)
archers have collateral damage limit 30, 3 units max (used in bombardment)
dvarven archers have collateral damage limit 35, 3 units max (used in bombardment)
javalin thrower have collateral damage limit 40, 3 units max (used in bombardment), never go obsolete, weapon tier 2
arquebus have collateral damage limit 30, 4 units max (used in bombardment)
arthendain have collateral damage limit 50, 7 units max (used in bombardment)
tasksmasters never go obsolete
basium starts with immortal, maleus vindex
balors defensive strength 1, unholy 1, 1 fire afinity, 2 entropy affinity
great commanders can join cities as great generals
crossbowmen cost reduced to 200, combat reduced to 8,combat defense reduced to 1 have collateral damage limit 50, 6 units max (used in bombardment)
flurry strenth increased to 13, have collateral damage limit 70, 7 units max (used in bombardment), no weapon tier
disciple of leaves can preserve forest, workrate 100
druids have life 1, can build forest preserves, nature nodes, workrate 100
dwarven druids can build mines, quarries, earth nodes, wor rate 100
fawns can build forests preserves, work rate 100
gilden has collateral damage limit 70, 7 units max (used in bombardment)
govannon starts with arcane, tutor
high priests of kilmorph start with earth2, enchantment 1, 2, body 1
high priests of leaves can preserve forest, workrate 100, have sorcery, life 1, nature 1,2
high prists of empyrean has sun2, spirit2, fire 2, life1
high priests of order has law2, life1, fire2
high priests of OO have water2, mind2, death1
high priests of veil have extension1, arcane, fire1, fire2, death1, entropy1
hyborem starts with flying
bison riders require buildingclass hippodrome instad of the building
death knight require buildingclass hippodrome instad of the building
horn guard require buildingclass hippodrome instad of the building
knight require buildingclass hippodrome instad of the building
orge warchief don't require building
liches have combat 1-3, extension1
lightbringer have channeling1, sun1
firebow cost increased to 220, never obsolete, no weapon tier, combat/combat defense increased to 7, collateral damage limit 70, 5 units max (used in bombardment)
longbow cost increased to 220, never obsolete, no weapon tier, combat/combat defense increased to 7, collateral damage limit 70, 4 units max (used in bombardment)
losha has shadow1, 1 shadow affinity
pit beasts have flying
mardero has flying
marksem collateral damage limit 80, 2 units max (used in bombardment)
meshabber's 6 fire/6 unholy strength changed to 3 entropy affinity, 2 fire affinity
mithril golem is magic immune, has 2 enchentment, 1 earth, 1 mithril affinity
monk combat reduced to 1, defense to 3, never obsolete, spirit1/life1/channeling1, 2 spirit affinty
nightwatch strength and defense increased to 4, collateral damage limit 50, 6 units max (used in bombardment), no metal weapons
manticore have flying
high priests of leaves can preserve forest, workrate 100
vicars can't upgrade to inquisitors, can become monks, never obsolete, don't require state religion, have medic 1-3, spheres now life1, sun2, spirit1, fire1
ritualists can be upgraded to archmages, have arcane.
talia gossam and vaghan of lugus removed from great prophet list
repentant angel has no building requirement
added bloodguard calabim royal guard UU
satyr can preserve forest, workrate 100
scouts are only defensive
settlers faster build with expansive, sprawlling
skeletons are now melee (can get promotions)
sphener has flying
succubi can upgrade to shadows, have shadow and flying
eaters of dreams start with immortal
Teutorix has collateral damage limit 50, 5 units max (used in bombardment)
treants now siege units (can get promotions), can build forest preserves, work rate 200, collateral damage 70, collateral damage limit 50, 7 units max, bombard rate 20
war chariot require buildingclass hippodrome instad of the building
dwarven workers can move impassible (and build roads on peaks)
yvain can preserve forest, workrate 100, hassorcery and extension1
added patriarch, vaghan of lugus, talia gossam, spellstaff, tsvarlain, ship of the damned (infernal privateer undead UU, also a planar gate unit), Malleus Vindex (basium's hammer equipment), great necromancer, lord of the elements, inbuer



CIV4SpellInfos.xml:

bloom uses python instead of just xml, so eles can use it on improvements
consume soul can raze a city (python call) if it is too small
declare nationality causes war, units can still cast other spells ofterwards
defile uses python to raise plotcounter (can be used to aggressively spread hell, even in good lands, if used enough)
drown works though python istead of xml, for any living melee unit
entangel woks though python to imobilize for longer based on features, terrain, nature mana
feast removed famished, adds satiated, (in python razes cities too small)
feed removes famished, can be used before and after other spells
inquisition requires inquisitor unit instead of unitclass
enlighten added (luonnatar version of inquisition, removed religions regardless of whose state religion)
lichdom requirements changed to chaneling2, no loger displayed when not availible, (in python it requires living, either staff of souls or broken sepulcher, unitcombat_arcane or unit_vampire_lord
rusts requirements/effects all though python
spread council of esus doesn't require esus state religion (python call requires undercouncil membership)
spring can be misscast (misscast spring in python tunrs the land to coast)
stoneskin effects all living units on tile
added take spellstaff
removed all of Govannons training spells (now a passive, pyperturn effect of the Tutor promotion)
added: necromstery, (necromatsery2, the same spell for a different unit),(Takes over nearby undead)
elemental mastery, (takes over nearby elementals)
curse the ground, (new death III sorcery spell, creates accursed ground, where dieing living unit will be rased as skeletons)
Dynamis Agares, (requires gela, takes over nearby demons)
Holy War, (lets owner of the patriach force order civs into war)
world wise inquisition, (lets patriarch summon limited duration inquisitors in all order cities, under their owner;s control)
ordain, (lets the strongest prior become the patriarch)
assassinate order believers, assassinate empyrean believers, assassinate fellowship beleivers, assassinate kilmorph believers, assassinate overlords believers, assassinate ashen veil believers, (an expensive version of inquisition that shadows can use agaisnt specific religions)
barrage,
dimensional gate,
smugglers port,
retrofit light,
retrofit Heavy,
retrofit assault,
retrofit defensive,
retrofit blasting,
drop infernal grimoire,
take malleus vindex



CIV4BuildingClassInfos.xml:
added custom house, levee, nation university, dimensional gate, temple of virtue,throne of the just, gardens of cernunnos, smugglers syndicate, nullstone citadel, black forge of Eol, tome of toxology, spire to heaven building classes

CIV4BuildingInfos.xml:
alchemy lad requires strength of will, gives 2 free arcane xp (will allow alchemy lab experiment buildings, converting one resource to another)
ljosalfer archery range provides +2 archer xp,
Bazaar of mammon requires 3 markets, 3 carnivals, boosts merchant/great merchant yields, reduces priests/great priests yields, increases merchant, great artists, engineer, great engineer comerces
added assault workshop luchuip bear totem ub
moved city of a thousand slums to taxation, increased rime by 15 instead of 10
blasting workshop allows a fre engineer
added sidar elder council ub
increased yields of dwarven smithies, give 2 free engineers instead of 1
groves provinde a free specislist per forest preserve
added golem race track luchuirp hippodrome ub
svartalfar hunting lodges provide +2 recon xp
infernal grimoire provindes +2 entropy mana, no techs
siege workshps allow 1 engineer
hippus stables provinde 2 mounted xp
temple of leaves provides free specialist with forest preserve
temple of the empyrean gives +20% GPP, -10% military production
bannor training yard +2 melee, +1 disciple xp
added luchirp armamant moulds weaponsmith ub
added costom house, fieoria ub for lanun
added levee, dike ub for lanun
added national university wonder (requires 5 academies, give 2 free sages, +2 xp for adepts, disciples, naval, siege, increases yields of engineers, greatengineers, priests, great prophets, commerces of sages, great sages, artists, great artists, priests, great prophets, engineers, great engineers
added dimensional gate (like obsidain gate, but a temporary spell building, requireing dimentsional2 sorcery caster remon in city
added the black forge of eol wonder
added nullstone citadel
added gardens of cernnunos (fol wonder)
added temeple of virtue (Empyrean wonder)
added throne ofthe just (order rwonder)
added smugglers syndicate (council of esus wonder)
added tome of toxology wonder


CIV4ArtDefines_LeaderHead.xml:
added Myriel art defines

CIV4GameText_FFH2.xml:
renamed guild of hammers guild of endeavors
renemed Luridus Illuminatus




CIV4TechInfos.xml:

animal husbandry can be reached though either agriculture or hunting
astronomy cost reduced to 1300 (from 1600), requires cartography and calender
dvination requires either knowlege of the ether or priesthood
malevolent designs requires deception
orders from heaven requires either cod eof laws or divination
righteousness requires honor
seafaring allows working water tiles
way of the earth mother requirs mining or masonry


CIV4Civilization infos:
gave most civs "NONE" as their talia gossam UU
gave luchuirp the assault workshop, golem racetrack, and arament molds UBs
gave sidar their elder council UB
gave lanun dike and fietoria ub
gave calabim their bloodguard ub
gave sheaim the cortesan uu
gave infernals the Ship of the Damned UU
let barbs build settlers, arcane units
added Myriel to the Sidar


CIV4TraitInfos.xml:

aggressive gives free combat 1 to all unitclasses
added protective (city raider and drill 1 and 2 for archers, disciples)

CIV4UnitArtStyleTypeINfos.xml:
made sheaim cortesans look like succubi

CIV4LeaderHeadInfos.xml:
barbs now aggressive/agnostic/arcane/charismatic/magic resistant/raiders/summoner (lose traits at deaths of orthus and barbatos)
sabathiel's favorite religion order, weightings now +45 for order, +10for empyrean, +30 for CoE/OO/AV
capria favorite religion order, weightings now -30 OO-40AV, +45Order, +10Empyrean
Varn favorite religion Empyrean, weights -30OO/AV/Esus, +35 Empyrean
Ethne given spiritual trait again, weights -15 OO, -20AV, -10Esus, +20Empyrean
Einion given spiritual again, weights -25 OO, -50 AV, +15 Empyrean
Basium now aggressive/Ingenuity/Raiders/Spiritual/Charismatic/Magic Resistant/Organized, weight -100 AV/OO
Garrim fovorite religion Runes, has arcane trait, +40 Runes
Beeri favorite religion Runes, +30 runes
cardith weithings +10 order, +20 empyrean, +20 FoL, -10Esus
amelanchier fav relingion FoL, has protective, weight +50 FoL, -50 AV/OO
Arendel fav religion FoL, has charismatic, religion weights +45 Fol, -100 Esus, -20 OO/AV
Thessa fav religion Fol, +35Fol
Arcturus fav religion RoK, +45 RoK, -20 OO
Kandros fav Religion RoK, +45 Rok, -20 OO
Sandalphon given philosophical, weights +10 Esus, +5 FoL, -60 Order, +5 Empyrean, -90 OO
Falamar weights +20 OO, +5 Empyrean, -90 Order, -90 AV, +10 Esus
Hannah favorite religion OO, +55 OO, -25 Empyrean, -30 Order, +10 AV
Valledia fav religion Esus,weights +15 Fol, +25 Esus
Dain favorite religion Empyrean, wrights +10 Fol/Empyrean
Keelyn weightings +25 AV, +20 OO, +50 Order, -30 Empyrean
perpentach +25 esus, -20 runes, -30Empyrean, -70 Order
Alexis +25 AV, -100 Empyrean, -10 RoK, +20 Esus
flauros +10 OO, -100 Empyrean, +50 Esus
Tebyrn weightings -20 RoK, +45 AV, -10 FoL, -30 Empyrean, -90 Order
Os-Gabela -20 Rok, +35 Av, -30 Empyrean, -100 Order
Hyborem Fav religion AV, traits barbarian/aggressive/arcane/raiders/charismatic/magic resistant/spiritual/financial/expansive,fallow, summoner, religion weights -80 Esus, +100 AV, -90 OO, -100 Runes, -100 Empyrean, -100 Order
Auric's traits are charismatic/spiritual/arcane/agnostic
Added Myriel (thanks to CuteUnit)



CIV4EventTriggerInfos.xml:
changed weights for Gaelen events all to 400




Python:

CvEnentManager:
tower of divination gives a free great prophet
grove building and forest preserve improvement make treat spawing more likely
gridlines give golems city garrison 2, assault workshops give city raider 2, armamanr molds give heavy, golem race tracks give light
warrens doubles non-diciple orcs instead of non-siege, non-navel units, and they get their free experiance/promotions

azers and fire elementals cast ing of flames when they die, pyre zombies cast pillar of flames when they die

living units that dies on the accursed ground feature are raised as skeletons, with most of their old promotions (not channeling1-3, sorcery, summoning, divine, most spell spheres, racial promotions, valor, morale, blessed, burning blood) and with their old base strength/base defensive strength, (@50% health)
Mokkas Cauldron similarly turns living units into skeletons instead of flesh golems, adjustes the strength, and gives most promotions

council of esus units go to hyborem, empyrean to basium

when a treant dies on a new forest it becomes a normal forests, when one dies on a normal forests it becomes an ancient forest

the death of orthus costs the barbarian state the aggressive/charismatic/raiders traits
the death of barbatos costs the barbarian state the arcane/summoner traits

Infernal cities start size 6 (instead of 3), with demons altars (in adition to their other free buildings)

each turn there is 1 in 20 chance that an archery range/ljosalfar archery range will grant 1 xp to all unitcombat_archer units in the city,and an additional 1 for unitclass_longbowmen)
each turn there is 1 in 20 chance that a hunting lodge/svartalfar hunting lodge will grant 1 xp to all unitcombat_recon units in the city
each turn there is 1 in 20 chance that a hippidrome/golem racetrack will grant 1 xp to all unitcombat_mounted units in the city
each turn there is 1 in 20 chance that a cave of the ancestors will grant 1 xp to all unitcombat_adept units in the city
each turn there is 1 in 20 chance that an siege workshop will grant 1 xp to all unitcombat_siege units in the city
each turn there is 1 in 20 chance that an lanun harbor will grant 1 xp to all unitcombat_naval units in the city

removed some references to nonexistant technologies

ship of the damned (the new infernal privateer UU, an undead pirate with channeling1-2, entropy1, death1, and summoning) can also granted to the sheaim as a planar gate in cities with a smugglers port

all planar gate units start with (AC/4, rounded down) xp (moebius withches don't get their old free xp/levels, but still get their free promotions)

the empyrean is removed from Infernal cities just like the order


drown works on non immortal units (either unit or promotion. the xml part require it be melee) instead of only on unitclass_warrior

drown handled through python, unit becomes a drown with same promotions and base strength

cities of less than size 3 can be featsed upon, the AI won't feast at les than size 5 unless the city is in revolt.
feast razes cities below size 1

feed works regardless of health, AI will use it if the unit is damaged more than 20 or is famished. it works on bloodpets, slaves, and workers
feed kills the weakest bloodpet/slave/worker on the tile to heal the caster. If a bloodpet is eaten, the caster gets +1 moves, the satiated promotion, and the ability to attack again

for the horde can work on heroes (orthus)

added enlighten (like inquisition, but ignoring all references to state religion)

lichdom requires a living unit, wither unitcombat_adept or a vampire lord, with either the staff of souls (equipment) promotion, or on the broken sepulcher unique feature's tile

pirates coves can'r be built too close to pirates harbors or ports

march of the trees treants from normals forests only last 3 turns, those from ancient forests last 7 turns, have the strong promotion, and not the vulnerable to fire promotion

instead of dealing with gold, motherlode increases the gold and production yields of all peaks within Khazad Cultural borders, and puts mines or quarries on most of them. Randomly places mithril, gems, gold, iron, copper, silver, lead, marble, and shuet stone on peaks with the proper improvements
The AI must control 3 peaks to use it

mercenaries hired by Magnadine have loyalty, horselord, morale, and valor

Sanctify works near accursed gound, and Good Civs will use it in rival territory. It removed accursed ground

slave trade requires the slavery civic

bloom implemented through python, ljosalfar, svartalfar, and civs with both the guardian of nature civic and the gardens of cernunnos wonder can cast bloom even on tiles with improvements or in cities

added necromastery
added mastery of the elements
added dynamic agares
added overgrowth
made entange cause immobility for longer based on how much nature mana the caster's owner owns and on the presence of forests/ancient forests/jungles

added holy war
added world wide inquisition
added ordain
added barrage
added asassinate believers
added passive effect of vampirism
aded validate haste (the promotion wears off every turn that the unit is away from a caster
added retrofit
added a spell to let ships create smugglers ports, if a full member of the undercouncil





Since he next version is based on the Unit Statistics modmod for FfH 0.30h, instead of the main game. You should probably install it before installing the next version of my mod. It can be found here:

http://forums.civfanatics.com/showthread.php?t=261642

On the other hand, I don't think I've found any files that both mods need to change. It would probably be fine to install my mod first, or not to use the stats mod at all.

If you want you game to be just like mine (which is not really necessary), you would also need to download the "Fangorn Style" Ancient Forests graphics here:
http://forums.civfanatics.com/showpost.php?p=6270791&postcount=410

It really isn't necesary though, its just for show.

Cuteunit
Feb 08, 2008, 10:18 PM
I dont like the +2 exp for fend for themselves. That overpowers the option greatly, considering it's also dirt cheap to run and has no drawbacks other than -1 health.

kenken244
Feb 09, 2008, 11:20 AM
Making emperyan priests avalable to everyone is not so good. would it be possible to make them not be avalable to evil civs, and if you have the emperyan state religion gain the sorcery promotion (all of the sorcery spells fit with their theme, some even more then their current spells)

MagisterCultuum
Feb 09, 2008, 12:08 PM
The first part is definitely possible, and planned (I just haven't gotten around to adding the python block yet. I may require either Empyrean state religion or Good Alignment, or require either Empyrean or Order religion))

I'm not quite so sure that fireball or especially meteor fit them well, and giving those with the state religion the sorcery promotion would be a little harder. Sun, life, and spirit sorcery spells do make sense though. Do you think it would be ok for these priests to not to have fire magic, even though so many of Bhall's angels now serve Lugus?

Caradoc
Feb 09, 2008, 12:10 PM
I dont like the +2 exp for fend for themselves. That overpowers the option greatly, considering it's also dirt cheap to run and has no drawbacks other than -1 health.

Shhhh. I was hoping no one would bring this up.

MaxAstro
Feb 09, 2008, 12:23 PM
Well, technically it has the drawback of -1 relations with certain leaders. But that's not much of a balancing factor, especially considering there is little reason for non-Expansive leaders to run Protect the Meek, and even Public Healers isn't quite worth it's upkeep, IMO.

MagisterCultuum
Feb 09, 2008, 01:52 PM
I think I'll add 1 unhappiness to fend for themselves civic too. At least 1 free xp is needed, imho

I just noticed that the all the graphics in AoI used are found uncompressed in the folder. I think that means that mammoth riders, polar bears, disciples of the hand, frostlings, frost giants, ice golems, and maybe Drifa the White Dragon (summoned through the Illian word spell? along with casting blizzard on every tile?) will be making a comeback in my modmod very soon...


Also, I was wondering if someone would like to create the graphics for the new promotions and spell buttons, and possibly also a few buildings and units. Currently I'm reusing other buttons, and I don't mind that personally, but it could eventually get confusing. Currently dimensional 1 and 2 look the same, Ice promotions look the same as Air (Ice mana resource also looks the same as Air, but I don't think that matters. The button to build the node should probably be different though), Tutor looks like arcane, "prone to melting" (which will make ice summons weaken and die in warmer tiles, and weaken them to fire) looks like vulnerable to fire, famished looks like weak, satiated looks like strong, Malleus Vindex (Basium's war hammer equipment) looks like a golden hammer (both promo and unit), anti-racial promotions (both ___Slayer and ___Bane) look exactly like the racial promotions they fight, the the new weapons promotions look like the old ones (which are still in, in a modified form), frostbite (given by offensive ice spells, will randomly either damage or immobilize a unit each turn), looks like contagion. Also I'd like new looks for some resources, at least camels and goats.

xienwolf
Feb 09, 2008, 02:19 PM
I do believe that gaining a Dragon from your Worldspell will be by far the most beneficial long-term effect of any existing spells. Could be cool, but will need a requirement fairly late in the tech tree or you'd have no reason NOT to use it on turn 1. Personally I prefer to have as few or as early of requirements on world spells as possible so that it must be weighed strategically on when to use it, not just tossed as soon as available.

Going to come up with a "storyline" reason why they can make golems now that Barnaxus is gone?

MagisterCultuum
Feb 09, 2008, 02:56 PM
I'd kinda assumed that Barnaxus taught Mulcarn and his priests to build them, instead of making them all personally. I don't have any strong evidence to support that, but maybe I'll use the mechanic that they spawned only from GPP provided by temples of the hand to justify it. :p Or I could make it so that either the Luchuirp or Illians can rebuild Barnaxus, and then make the spell both civ specific and unit specific.

I'm thinking the Illian worldspell is has to be quite powerful, representing the ascension of Auric back into godhood and the beginning of a second ice age. I'm thinking it should require Divine Essence, Ice III promotion on the caster, maybe a minimum level, and can only be cast on Letum Frigus. It would be the strongest spell in the game, but also the hardest to get.


Would it be possible to make a building (or wonder) that stops a city from ever shrinking? Possibly also slowing (but probably not completely stopping) the growth rate? That seems like an excellent effect for an ice-mana-requireing building/wonder, possible a temporary spell-building to replace one of these spells. The spells I've added in xml (but not yet in Python) so far are all militant, and I'd like a good peaceful "stasis sphere" spell.

Caradoc
Feb 09, 2008, 06:38 PM
For Fend for Themselves, I'd say the unhappiness penalty may be a little much. Maybe better to take a second Health. The reason is that the unit bonus comes into play only in a few cities and only every few turns, while the health/happiness penalties hit every city all the time.

Even so, FFT is still the most attractive option for this Civic. There are so many better and cheaper ways to deal with health that I rarely use the ones coming from the advanced techs. I'd like to see either their costs lowered or their bonuses increased.

xienwolf
Feb 09, 2008, 10:33 PM
Well, from the Lore, I am wondering if the Illian people are actually people, or just ghosts. I haven't read much lore on them overall.

Maybe you could toss in a unique ritual, with HUGE production requirements, to cause the Letum Frigus to appear on the map in a random location if it is not already on the map? Be a nice solution to the possibility that it simply isn't on the map.

Overall, pretty awesome that it is so hard to get and potentially so strong. Using the Frozen World mechanic for the Blizzard? If so, ought to think about just how many turns you want the freeze to last. I'd aim for maybe 80-190 turns random on each tile.

Smokehouse and Granary retain 20% food on population growth... can you easily set a trigger for food retention on population loss? Maybe make a building with 100% food retention on loss of population, thus meaning they immediately can regrow the lost population? And I assume you already picked apart Fallow's code to see if it could help?

MagisterCultuum
Feb 09, 2008, 11:05 PM
I'm pretty sure that Illians are indeed living, mortal men who worshiped Mulcarn. Some of them have spent much of their life frozen solid though, in stasis until they are needed in the battle field.

Eh, I guess I could add a ritual that creates the unique feature if not present, but then you'd just ask for one for every other unique feature. ;) :p It also seems like a bigger deal if you have to search the world to find your old palace, and quite possibly fail. (If I wanted to delve into code for map generation, I could probably make it so that the Letum Frigus would always be in the game is the Illians are)

I was thinking that the number of turns that blizzard turns land to tundra/snow would be random for each tile but based on a number of factors, such as the amount of Ice mana the caster's civ controls and possibly the amount of sun/fire/nature mana that the tile's owner has. I'm adding blizzard as the Sorcery III Ice spell (I've already finished the xml part, mostly copying Maelstrom, but not yet done the python), which would their world spell would cast everywhere, or just have similar but more widespread effects. If I choose the latter, I'll probably make it cover the land with ice for far longer.


I don't think that retaining food on population loss is possible/easy to do. I haven't looked at the Fallow trait code, because I believe it is all compiled C++ code in the custom .dll.

vehem has gotten I want to work (see the [MODCOMP] Doviello Icehouse thread), but it also relies on a modified SDK. I don't think I'll be able to add both the ability to make the spell work this way and to keep all the abilities of the Unit Statistics modmod, unless I learn a lot about C++ coding in a very short time.

Edit: vehem went ahead and compiled a dll combining his changes, UnitStats, and the fix for events always selecting the same unit. It isn't as big as I'd feared, so I'll be using it. The Ice sphere is pretty much done, as is The Illian World Spell ("Return of Mulcarn"), but there are still some bugs to work out and some more features to add. Also, I really shouldn't be working on it when I have this much homework to do...

Caradoc
Feb 14, 2008, 05:20 PM
So how's that homework coming along? I'm really looking forward to the next version of your mod.

MagisterCultuum
Feb 15, 2008, 12:48 PM
Well, I'm still kinda busy but I have done some work on the mod lately. Unfortunately my attempt to borrow unit graphics from AoI (Ice Golems, Frostings, Frost Giants, Mammoth Riders, and Drifa the White Dragon) seems to cause the came to crash before it finished loading. I think I may have to go back to the normal graphics and then very carefully add one unit's graphics at a time.

MagisterCultuum
Feb 15, 2008, 05:55 PM
Kael just released another patch, so my modmod will be based on patch I. Since I have already added a bunch of stuff and since it may take some time to make the UnitStats mod and Doviello icehouse C++ code compatible, this may delay my modmod yet again. If I have time I'll try to teach myself enough C++ to include these and a few changes of my own, but having vehem do it for me again would be nice (this assumes that the patch changes the SDK at all)

Actually, I was thinking of starting over anyway. I though I had undone whatever problems I caused when trying to include AoI graphics, but it was still crashing before it finished loading every time.

Cuteunit
Feb 16, 2008, 10:28 PM
As long as you enjoy the learning and crafting process.

I'm doing a bit of work on nwn2 and the frustration takes turns with the satisfaction... usually when things i'm sure would work turn out not to, for no discernable reason.

grumble

Rex rgis of Ter
Feb 17, 2008, 12:25 PM
Will you add the Creation and Metamagic Spell spheres?

MagisterCultuum
Feb 17, 2008, 02:58 PM
I don't know, maybe eventually. I haven't though of anything for the creation sphere (I probably won't add it), and I'm not sure how I want to implement Metamagic yet (or how to implement what I'm thinking of).


I really can't think of any summoning (or Divine, but what religion would have metamagic?) spells. Perhaps I would take a similar approach as with Dimensional II and make it grant promotions to summons instead (maybe making it replace the empower promotions with actual combat promotions for metamagic 1, giving both for matamagic 2, and giving most of the caster's other promotions (city raider, shock, cover, heroic strength, etc) for matamagic 3. (This would probably require changes in the SDK)

I would really like it if matamagic would increase the passive effects of the other mana types, and would make your casters stronger/more likely to cast successfully (not fail or miscast. Chaos mana should increase miscasting chances) and make your rivals spells less likely to successfully cast spells in your territory. I might also make each level grant a little free caster xp. Only the Amurites would start with this mana, and I might not even let other civs get it (or not allow adepts to build it. You need a more knowledgeable mage to understand how to harness higher magic.)

I was thinking of making Ring of Warding a metamagic spell instead of a constructed building, but I'm not sure how I want to do it yet. I could make it a temporary building like Hope or Inspiration, but I would rather you be able to cast it anywhere, even outside of cities. I making it either a feature or improvement, but I that would unfortunately remove either other features (like forests) or other improvements (like forts and even unique features). I would also have to make the feature/improvement be temporary somehow, possibly through editing the doMapTurn function in CustomFunctions.py, and wouldn't like that you would never be able to get the old feature/improvement back (I would also like to make wall of stone work like this, creating a temporary fort). I guess I could just have it work through promotions...

I was also thinking of moving dispel magic from chaos to metamagic, but I'm not sure what to put in the Chaos II Sorcery spot. Also, I don't know if this or ring of warning should be level 1 or two; both seem like a level 2 spell to me.

Hmm...it might make sense for metamagic not to have a level 1 spell at all (giving free caster xp for level 1 instead), bit have 2 level 2 spells. It seems logical that it would take more study to utilize the deeper principles of magic.

I was thinking that metamagic 3 would be able both to create a raw mana resource anywhere you want or to destroy an existing mana source (probably in enemy territory; this would be an act of war), but would kill the caster.

Ekolite
Feb 17, 2008, 03:29 PM
Cool. Will you add force?

MagisterCultuum
Feb 17, 2008, 03:42 PM
I haven't though of anything for force yet either. It is as unlikely as Creation, but I'm not ruling either out entirely in case I get some epiphany about some truly awesome, flavorful spells (or if someone gives me a really good suggestion) that I know how to implement.

Force actually doesn't seem like a sphere of magic at all; it seems to me like it would represent actual physics like in the real world, in which case it is represented by every currently in the game except for magic (both arcane and divine), angels, demons, undead, (un)holy damage, death damage, etc. I don't think that it really need to be implemented magically.

Rex rgis of Ter
Feb 17, 2008, 03:51 PM
I have suggestions for Metamagic
Metamagic (Sorcery) III could be a spell with a 50% chance of destroying an enemy mages promotion (all of them). It is very powerful, and a failed attempt would cause the caster to lose Metamgic II and III. Metamagic (Sorcery) II could prevent mages from casting in ajacent tiles for the next 10 turns.

MagisterCultuum
Feb 17, 2008, 04:49 PM
It looks like my modmod will either be significantly delayed or won't include the Icehouse spell/building or the UnitStats mod. I'm starting over with patch j, which includes a new dll.

Seventh Star
Feb 17, 2008, 07:41 PM
Well, the force sphere also includes balance and judgement, apparently.

Can we please have a version with what you have working now relatively soon? I think this is suffering from feature creep.

MagisterCultuum
Feb 17, 2008, 08:22 PM
Well, I was getting pretty close to releasing a version compatible with patch h, but its having huge problems now. I tried to introduce some graphics from AoI, and something went horribly wrong. It has a CtD before it finishes loading every time. I think I undid all the changes I had made since it was working, but it still crashes every time.

I'll try to move all the I can to the patch j version (or higher if another patch is released soon) and try to release in about a week, but it will not include one of the Ice spells or the UnitStats modmod. Those rely on custom dll vehem made for me (well, he combined the unitstats dll with a minor change of his own and with c.fe's bug fix) and won't work since the newest version has a new dll with several fixes/changes.

(I might be able to get them working by putting the needed files in an SDK folder instead, by asking vehem to to the work for me, or by learning enough about C++ to compile a new dll myself; however, that would require waiting until Kael releases the new dll uncompiled so I can know what changes have been made)

xienwolf
Feb 18, 2008, 03:26 AM
Well, the good news is that the event bug fix was placed into the main FfH mod, so you just need either Unitstats or the Icehouse DLL to be updated and you can proceed with just that one of them to begin with.

For Metamagic, you could easily make it so that only Mage/Conjurer or even Archmage/Summoner are able to build the nodes instead of allowing Adepts to do so at all. Then it will be able to be accesible to non-Amurite, but not until much later in the game.

MagisterCultuum
Feb 18, 2008, 08:13 PM
Ok, It seems like I'm a little further behind one a project than I thought I was, and I got a few new homework assignments due next week. It would be irresponsible to work on my modmod for the next week or two, which means I might not.

zxcvbnm
Feb 19, 2008, 09:40 AM
Well, I was getting pretty close to releasing a version compatible with patch h, but its having huge problems now. I tried to introduce some graphics from AoI, and something went horribly wrong. It has a CtD before it finishes loading every time. I think I undid all the changes I had made since it was working, but it still crashes every time.

What did you actually do? I'd like to know if I have a similar issue



About Creation mana, what do you think of the idea of it allowing terraforming with the appropriate other manas?

MaxAstro
Feb 19, 2008, 12:15 PM
This is random, but I've always felt that the Metamagic III summon should be a creature with low or zero base strength, but affinity for BONUSCLASS_MANA (I'm assuming affinity for a BONUSCLASS is possible), so that it's strength is entirely based on the total amount of mana you have.

hbar
Feb 19, 2008, 12:56 PM
So if you do end up putting Creation and Force mana in, why not have the towers grant them? Something like Divination -> Creation, Necromancy -> Force, and Elements -> Metamagic

Of course, homework takes priority. I hardly get to even play FFH anymore...

kenken244
Feb 19, 2008, 04:50 PM
I would put metamagic at arcane lore so that each group can get 5.

Caradoc
Feb 19, 2008, 07:13 PM
It looks like my modmod will either be significantly delayed or won't include the Icehouse spell/building or the UnitStats mod. I'm starting over with patch j, which includes a new dll.

For what it's worth, I'd prefer a release that gets caught up to the new patch level sooner, even if it lacks the new features. In the meantime, post your homework assignments and we'll see if we can help out on those. :mischief:

MagisterCultuum
Feb 19, 2008, 10:33 PM
There not really the kind of assignments I can post. Perhaps some of the Statics or the Environmental Engineering problems could be posted, but that is probably more trouble than its worth if you don't have the same textbook. Besides, I'm almost done with those (which are due next Monday).

The class I'm behind in is a drafting/CAD class. You can't exactly help that with the overdue hand drawn floorplans for a dream beach house (due the Thursday before last), or that much with the autoCAD portions of the project that is based on them (The final version is due next Thursday). I also need to start on my part of a group project, involving hand sketches, autoCAD, and Solid Edge 3D Modeling (and eventually animation)

Oh, and it would be too ironic for you to do my Ethics homework for me. (it is mostly reading, but I do have a short essay due Friday)

MagisterCultuum
Feb 21, 2008, 01:19 PM
I'm still way too far behind to do any work on this within at least the next week, but I'm thinking of going ahead and including the MetaMagic Sphere in the next version. Since I'd probably move dispel magic to metamagic, what do you think should go in the chaos 3 sorcery spell? I was thinking it could be cool to make it randomly cast any spell in the game, but that might be overpowered (for instance, if you use it to cast another civ's world spell).

This will probably have only sorcery spells, although I was just thinking that giving it a summoning spell that unsummons rival ubits and one that boosts the duration of friendly summons might be nice (not exactly summons, but still relevant to summoning).

I'll probably make the Amurites be the only civ that stats with it, and not let mere adepts build metamagic nodes (but everyone's mages or at least archmages will be able to)

I'll probably make metamagic promotions have passive boosts too, probably SpellCasterXP/spellDamageModify/resist magic for now but eventually I want it to effect miscast chances. I'm not going to try to implement the passive effects of the mana yet (I want it to increase the effect of all mana you control, plus decrease the chance of your units miscasting and increasing the chance of spells cast by rivals in your territory miscasting/being resisted.

I also plan to add a 3rd level dimensional sorcery spell that summons a 0 str, 0 movement unit that can transport 7 unit and can airdrop (like BtS paratroopers) within a large range, carrying its cargo with it accross seas, behind enemy lines, etc. I'm thinking of giving the promotion another passive effect on summons, either making it give them a promotion that gives them 1 dimensional affinity, or giving it a pyperturn function that increases the duration of all units on the summoners tile (if they stay with him, they will essentially all be permanent summons)

kenken244
Feb 24, 2008, 03:53 PM
I think that the suggestions you posted in the 2nd post about metamagic spells makes archmages almost never want to take metamagic 3. All of the spells either kill the caster or render him unable to cast spells anymore. thus they are only for specific curcumstances and will be very rarely used.

Caradoc
Feb 24, 2008, 04:58 PM
If you would like a really chaotic spell for Chaos 3, how about Polymorph? Pick a set of, say, a dozen types of units, mainly tier 1. Convert the target unit at random, carrying over the polymorphed unit's EPs, plus any promotions allowed by the new type. Assign a Polymorphed property to prevent reuse/abuse.

xienwolf
Feb 24, 2008, 06:14 PM
You just gave me a fun idea, but I have no idea where to put it.

Have a spell which will turn a unit into a 0 XP Adventurer unit, with all of the current promotions intact. Then you can upgrade it back into any unit you want (for some gold of course) and start gaining new levels from scratch, but now with a considerable stack of promotions from the get-go :)


WAY powerful spell IMO. Maybe fun for a Hero unit, and allow it to be cast only once per unit (ala Mutate)...


BTW: Here are your Camels (http://forums.civfanatics.com/showthread.php?t=264730) Magister :)

Another thought: Since you want HN units to be able to spawn units, for the moment why don't you set them as "Can explore Rival Territory" and "Always Aggressive"? Then you get every benefit of HN (since people generally know who is doing it anyway) with the ability to spawn units kept intact (and you can capture cities too!)

xienwolf
Feb 28, 2008, 11:40 AM
Magi, thought you might like to see this code (http://forums.civfanatics.com/showthread.php?t=252243) for disbanding buildings and cities by python

Wyrmhero
Mar 01, 2008, 03:12 PM
Downloaded the mod-mod. What patch does the one on the first post actually run with? Because I can't find the City of a Thousand Slums anywhere.

MagisterCultuum
Mar 01, 2008, 05:43 PM
For come reason I was thinking it was for patch h, but looking back at the files (or just the name) of the version I actually released it is clear that it was just patch f.

I have a more complete modmod on my computer that is for patch h, but when I was almost ready to release it I did something wrong that causes it to crash as soon as it loads. Plus, that was after patch i came out. (In that version the City of a Thousand Slums is present, but moved to Taxation instead of Engineering.)


Honestly I'm still way to busy to work on it, but I did try including xienwolf's last two links in the main mod just to see if it works. The resource mod doesn't make it clear where to put all the files, and the raze city mod doesn't seem to work (perhaps because FfH doesn't use custom assets, but trying to include in in the main folder or including their functions in the files I think they are supposed to override doesn't seem to work either). I did manage to get resurce graphics from TAM to work, but I'm not sure I like most of them.

Wyrmhero
Mar 02, 2008, 11:25 AM
Another thing. In the changelog it says Altars of Bhall can only be built in Hellfire terrain. In my current game as the Amurites, I was able to build one on a hill where there was a pig resource, and also on top of an entropy node I pillaged to get the extra benefit of the Altar...

MagisterCultuum
Mar 02, 2008, 01:10 PM
It is supposed to be only on the flames feature (not only hell, it could be built in a forests fire and should help the fire spread), but I've found they can be built on forests too. It seems they are allowed on any feature, not just the one I specified. I'm not sure what is wrong there. I couldn't find a way to fix it, so I'm not including them in later versions. Besides, both civs it was really meant to help (Infernals and the Clan) have gotten really good UBs since then that probably nagate the need for the extra boost.

Wyrmhero
Mar 02, 2008, 01:34 PM
Keep them. I like the maximum +9:hammers: you can get :D

Ahwaric
Mar 02, 2008, 06:06 PM
Magister, the city/building raze mod works fine in my modmod (and I am quite sure it will work in vanilla FfH too). The tricky part was to find that you need both open city screen and press ctrl+x, not ctrl+d like in the first version.
It took me a rather long while to find this info in the readme ;)

Edit:
One more thing, I have noticed in CIV4PromotionInfos.xml of your modmod that Dimensional 2 promotion requires channeling 1. So, it is possible to get this promotion with an adept. Also, it requires dimensional mana, even if you have already dimensional 1. Probably leftover from copy and paste

MagisterCultuum
Mar 02, 2008, 06:12 PM
ctrl+x? Oh. Maybe I should try again then. ;)

Edit: Ok, I guess it does work.

On your edit: yeah, I found and fixed that just after I released it, but didn't think it was important enough to start all over. I'm starting over from scratch for my next one anyway (based on whatever the most recent patch is when I finally have time to work on it), so such errors will not carry over. It will also have Dimensional III too , with a sorcery spell that summons an airdropping transport unit, "Tesseract," and some sort of passive bonus for summons (probably a free promotion that grants dimensional affinity to all summons, but possibly a duration boost). I'm also adding full Ice and Metamagic spheres.

xienwolf
Mar 02, 2008, 09:07 PM
Well, I bet this will be too long for a PM, so at the risk of threadjacking for a while I am going to let you know how I added units to my modules since you have mentioned having problems doing so in other posts.

First off, you really need to get inside that PAK. So go here (http://forums.civfanatics.com/downloads.php?do=file&id=2384)and crack that baby open.

Main reason you need inside the PAK is to find the precise nesting structure that is being referenced, otherwise you are horked from the begining. You'll want to open up the PAK for FfH, and also the 4 PAKs for Vanilla (lots of things will refer all the way back to this). I personally keep the 4 from vanilla packaged together and the FfH ones seperate, but you can easily place them all in the same spot, that is how the game sees it anyway.

Now, unless you are willing to just use the graphics that someone else has made, completely as they are, you will want to toy with things. So go and get this program (http://forums.civfanatics.com/downloads.php?do=file&id=2383) for skinning as well as this program (http://niftools.sourceforge.net/wiki/NIF_File_Format_Library_and_Tools)for fiddling with the model itself.

DDS is what all the graphics are in. So congratulations you can make buttons now too. Nifty side bonus eh?

Nifskope takes some getting used to, but there is actually a LOT you can do with it. Look at my new graphics for the Midas Flies for instance. I actually have little things buzzing around, and if you get them in a battle with another set of Midas Flies it really does look like a swarm of flies. All of that was through Nifskope really. The re-color that I did in the DDS doesn't even show up since it is so tiny.

One last file you might want for the debugging when things utterly fail is this one here (http://forums.civfanatics.com/showthread.php?t=263215&highlight=nifskope). Thus far I have used it twice and each time it revealed that there wasn't a problem on that end, but saved me a couple hours of worrying if it was.


Now, getting a model to actually work.

The important bits are the .NIF (this is the model) and the .KFM (This calls the actions, the actions themselves are just .KF). Ideally the NIF and KFM will have the same name and be in the same folder. But that would require that the animation be specifically for that model. Most of the models people make are done without unique animations because either they don't have the files to create them or because there was already an animation that did the job well enough.

You have to set up the XML in the Assets/XML/Art/CIV4ArtDefines_Unit file to call the correct files. In general there will be both a *.NIF and a *_fx.NIF. The first is called as the <NIF> and the second is called as the <SHADERNIF>. If there is not a _fx.NIF, then you want to call the same file in both lines. Supposedly some models freak out big time if you don't do this redundant call, but I have seen numerous models work without a SHADERNIF line in the XML at all.

As long as the unit has been made, tweaked, and skinned to your liking by someone else, all you have to do is the XML part. So the only one of the files I had you download that is needed is possibly the unPAKer. If they didn't create their own KFM, or include the one they are working off of, then they should have told you what unit to use. You can either browse through the un-PAKed files for the unit pathway yourself, or go to the Vanilla XML and get the filestructure from their XML.

Also, another small thing that I am quite sure you are aware of, but many other people on the forum might read this and try it out so I want to mention, is that if you are grabbing files from another mod, you have to include it in a folder in the mod you are wanting them to appear in. Only Vanilla files and the Mod you load will be loaded up. So for instance if I want to use a unit from Age of Ice, I have to move the folder with the KFM and NIF into my mod that I am playing with, and it has to be somewhere inside the Assets folder (where precisely doesn't matter since you will tell the XML where to look). If you want to have the unit show up in the Civlopedia you will need to make sure that the .KFM has a .NIF by the same name in the folder with it (even if you don't use that NIF).


Now, if you want to modify the model it becomes more tricky. First rule is simple: RENAME NOTHING! The KFM file calls all of the .KF files, so if you rename those files, or move them out of the directory that the KFM is in, then you hork things up again. Now, with the KFM Konverter you can open this up and rename/redirect things, so THEN it is safe to rename bits and pieces, but I haven't actually tried this yet so cannot vouch for the safety of doing so. Main use for the Konverter should be if there are animations from multiple models which you want to make use of (I want the Warriors Attack 1, but I want the Swordsman's Attack 2 and the Chariot's Death...).


Now, the NIF contains a model and a skeleton, but they are completely colorless. The color (skin) is in the DDS files. That is what the DDS editor is for. I own photoshop and use that for my work, so I can't tell you much about the capabilities of that particular DDS editor sadly.


Been mostly just writing as I review the process in my head, but that should cover everything. I personally HIGHLY advise you use Modular Loading to test graphics. Then you have a single folder to run everything in and you will be able to easily isolate any glitches while you work out the filestructure and XML. All you will need is the UnitInfos to declare a new test unit (I call them SS in the description to make it easy to find in the Civlopedia), the UnitClassInfos since you are making a new unit, and the CIV4ArtDefines_Unit, which is where you will point it at the required NIF & KFM files (Plus the Schema file for each of them of course).

MagisterCultuum
Mar 02, 2008, 10:23 PM
Well, I certainly don't intend to deal with the PAK for my next version. I'm really too busy to work on it as it is. Are you trying to delay my mod until Ice? ;) :p

Eventually it would be good to know though.


Edit: I did decide to go ahead and unpack the Pak just to glance at it. It looks like it already includes the Iceball effects that Drifa used. (I'm thinking that I'll probably have to change the breath fire spell that dragons use if I add the ice dragon.) I also found that Parrots and Ravens are still in the Pak. Also, the names of animal graphics files (like lioness and Hyena) do not often match their contents.

Ahwaric
Mar 04, 2008, 08:14 AM
ctrl+x? Oh. Maybe I should try again then. ;)

It will also have Dimensional III too , with a sorcery spell that summons an airdropping transport unit, "Tesseract," and some sort of passive bonus for summons (probably a free promotion that grants dimensional affinity to all summons, but possibly a duration boost). I'm also adding full Ice and Metamagic spheres.

I know, and waiting for it :) I have already stolen Dimensional 2 for my modmod...
I wanted to do this spells too, but as I am not so good with python I decided to focus on other things (like activating Great General in Ffh ;)

MagisterCultuum
Mar 04, 2008, 08:54 AM
Actually, both dimensional spells are purely xml

Wyrmhero
Mar 05, 2008, 02:02 PM
Something I noticed playing against Alexis. Some time through the game, Alexis was defeated. I went into worldbuilder, as I thought no-one had that amount of power yet, and I found nothing at all on their little island. I think they may have got their first vampire and just continuously consumed pop. points... Also, I loaded a game, came into an alliance with Capria, and she had a Lich... She had no Archmages, no Death Mana, and I don't think she killed Barbatos.

MagisterCultuum
Mar 05, 2008, 02:25 PM
Hmm..it seems I forgot to add the code requiring a minimum size for cities to be feasted upon in the first version, although I did make it so that cities are razed when they would have their population reach 0 so a city never has a negative population. I fixed this just after the release. In later (unreleased because of major graphics bugs) versions they can only feed if the city either has a population of at least 5 or is in revolt (useful when you wan't to raze a captured city, but not until eating all the citizens). I guess the released version might cause the Calabim to kill themselves off for no good reason. Where there city ruins left in the cities' place?


Vampires also have a chance of getting the famished promotion if not accompanied by Bloodpets out of borders and not fed. This can be removed by feeding, but otherwise give it a chance ot turn barbarian. It is possible that the Calabim let one of their vamps starve, then he went crazy, turned on them, and wiped them out. This does seem unlikely though, since their (defensive) strength and movement are reduced by the promotion as well.

Was Barbatos at least in the game at some point? You don't have to have been the one to kill him, but Lichdom does require either the staff of souls (Barbatos's equipment) or the broken sepulcher (the place he spawns). It can be cast by any arcane unit with channeling 2 (at least mages or conjurers, not necessarily Archmages) or by Vampire Lords (which I doubt the Bannor ever had). Not sure what is going on here.

Wyrmhero
Mar 05, 2008, 03:05 PM
Yeah, and I don't think the Vampire went berserk, as there was litterally no-one on the island. And there were ruins in their place. The Bannor, at this time, didn't have any units with Channeling 2, to my knowledge, although I could be wrong... I'll be able to check tommorow and get back to you on that.

Wyrmhero
Mar 06, 2008, 11:03 AM
Although the Bannor's Lich has Channeling 2, it doesn't have Channeling 1, so it was a Vicarius (their religion is Empyrean). The only unique features on their island are the Yggdrasil, and the Mirror of Heaven.

MagisterCultuum
Mar 06, 2008, 11:58 AM
Are you sure it doesn't have channeling1? Normally that wouldn't show up if covered by channeling2.

If it was a vicarius, it sounds like it isn't checking the python prereq for some reason.

Wyrmhero
Mar 06, 2008, 01:30 PM
No, I checked in WB. And priests don't start with channeling1 anyway. I'm guessing its a vicarius though, as they are Empyrean, and it has Spirit Guide as a promotion, although I could be wrong. The Bannor used to have the Order as their religeon, but I 'persuaded' them to change it. So, it could be an order priest lichified.

MagisterCultuum
Mar 06, 2008, 01:36 PM
You should be able to tell by what spell spheres it has, shouldn't you?

Wyrmhero
Mar 06, 2008, 03:18 PM
I think it had Spirit II... And I think Life as well, but I can't remember the rest.

MagisterCultuum
Mar 06, 2008, 04:56 PM
Normally Confessors would have those promotions and Vicars would not, but not so in my modmod. Sun and Law spheres would be a better determinate. I believe I removed Spirit from Confessors, so it probably was a vicar(ius)

Rex rgis of Ter
Mar 11, 2008, 09:20 PM
Well, luckily for you Frostlings will be added in the next patch, so less work for you;)



30. Added the Frostling unit.
31. Added the Frostling event.

MagisterCultuum
Mar 11, 2008, 09:31 PM
Yeah, I noticed. Kael said that he will probably add all of the units I was wanting to borrow from AoI himself, but not soon enough for me to use most of them in the next verion. I may try to borrow straight from AoI again, being very careful this time. I'll probably test it before the next patch, so I'd be starting over anyway if I break anything. I'm still to busy to work on it now though (I probably shouldn't be taking the time to read/respond to this)

xienwolf
Mar 12, 2008, 03:38 PM
Mammoths: Uses the same main art folder as the Mammoth Riders, I just included all that because it was quicker for me than weeding out what wasn't needed and mentioning how you need to call it.

Mammoth Rider: To change between Illians, Doviello & Amurites, just change the name of the Civ which it is calling in the NIF line.

Disciples of the Hand: Nifty looking fellow. If you want him re-painted to get rid of the Civ specific marks I suppose I could do that sometime as well.

Drifa the White Dragon: I included my entire UnitArt testing module in with Drifa. It should be pretty obvious looking at this and the others how I test artwork out, maybe it'll work for you to do units for yourself in the future. Initial setup/troubleshooting is the perfect field for Modular XML in my opinion. All you have to do is load the files needed for the new artwork into the Unit folder, then redefine the NIF and KFM targets to what is needed, then you can load the game and see if it works for you. (and if there was already XML declarations for the units you can just have them tell you what to put in for Shadow, Scale and KFM/NIF selection)

If you need the others later just let me know.

MagisterCultuum
Mar 12, 2008, 04:29 PM
Cool, but I think the biggest problem was probably making sure the paths and names are all correct, which I'm not sure that these folders have. It seems you are doing it modularly, which I have never tried. Also, is there a reason you used "pray" for all the buttons? Does the dragon have all the files it needs to have its normal icebreath when it attacks?


Assuming that the civ specific markings on the Disciple of the Hand are Illian, I see no reason to remove them. I intend to use the Disciple of the Hand graphics for the remaining disciple of Mulcarn, who would be Illian UUs . Of course, if you feel like making some modifications to distinguish between different level, that could be nice. I at least intend to add one priest (with Ice I, Divine, Sorcery, Summoning, channeling 1 and 2, and the ability to be sacrificed to contruct Temples of the Hand, an Illian Pagan Temple UB) and one Inquisitor UU (like a normal Inquisitor but with Ice Affinity, would have the ability to cast all ice spells) as its upgrade. A high priest seem a little less necessary when your God is in human form and gives you orders directly, and since I'm not implementing the Hand as a religion you can spread first level disciples have little purpose.

xienwolf
Mar 12, 2008, 05:00 PM
I didn't try out the Icebreath, but it ought to. If not I will break open the KFM and check out things in there.

The paths are all defined relative, so as long as you change the KFM and NIF lines to read proper for where you move the graphics to you are set. (the part you can break most easily is if you move the KFM away from the files which it calls, since generally the relative path is that the other files must be in the same directory).

As for why I use the Pray button, it is because the ONLY things I change are the graphic units themselves since I am just testing it in here and will move it elsewhere (and define a new button) later. For now, I am just praying that it works ;) (and it sticks out amongst the other unit buttons in the Civlopedia). That is also why the unit which the new graphics show up on is called SS, it places it on the first pedia screen right near where my cursor is when I select the UNITS section.

MagisterCultuum
Mar 12, 2008, 05:22 PM
You know, Iceball is in the pak (along with fireball, toxicball_green, and toxicball_purple, in the Dragon file of the Effects file of the art file). I think that is related to the icebreath, but I'm not sure how it works (I believe that I had messed around with this just before the mod started crashing)

Oh, It might also be a good idea to make an iceball unit for the dragon to create instead of a meteor. The "Breath Fire" spell doesn't seem particularly fitting for an Ice Dragon. I may just remove the spell entirely and give the dragons the promotions they would need to cast other spells. I might give the current dragons fire II or III and sorcery (fireball or meteor shower) while Drifa instead gets Ice III Sorcery (Blizzard)


I take it it doesn't really matter that all the other civ-specific graphics in FfH 2 are defined in the ...Desktop\pak\art\units\civs\civ_name\unit_name format instead of ..Desktop\pak\art\units\unit_name\civ_name? Also, are the whole files needed for the civ-specific graphics, or could I just use the files in the civ-specific part? (I'll probably just have the mammoth riders be civ specific graphics for the Illians and Doviello, so can I just use the Illian's and Doviello's folder's files)

xienwolf
Mar 12, 2008, 11:52 PM
Normally I don't have effects enabled since I run on my laptop which is a tablet, so not so hot on the graphics side of things. But I loaded it up with Drifa as is and she does do Ice Breath effects while attacking. So you don't need to worry about the effects folder, whatever they need is already there.

Actual location of the files doesn't matter one whit, as long as you call them properly and they have the right paths relative to one another for the KFM (basically all the KF for the unit in the same folder as the KFM, and one NIF of the same name as the KFM, even if you do not actually use THAT NIF at all.).

You don't need the Amurite folder if you aren't going to use the Amurite Mammoth rider, but you do need all of the war elephant files in the Mammoth Rider folder, that is where your KFMs are at. You only need the one copy of those though for the Illian & Doviello Rider as well as for the riderless Mammoth.

PrinnySquad
Mar 13, 2008, 03:13 AM
The download link no longer seems to work :(

MagisterCultuum
Mar 14, 2008, 10:25 PM
It seems you can serve two masters


When I compiled a dll for my modmod I decided to go ahead and allow humans to be vassals of an AI. I may have commented out more than I meant to, because I was accepted as a vassal of both Ethne and Cassiel at the same time (I was stinger than both of them, I just wanted to see what would happen)



I do think I hate one and love the other though. Ethne is demanding a new resource nearly every turn (she already has all my palace mana), while Cassiel just decided to gift me a technology, and then gave me a reasonable price for 4 more techs.

Edit: Yeah, that settles it. Cassiel just gifted me a resource, then Ethne immediately took it away. The next turn he gifted me another tech, and she demanded another resource. I may have to start refusing soon

blackCat
Mar 15, 2008, 02:56 AM
The download link no longer seems to work :(

:confused:

Hey Magister, have u read this ??

What's going on with the link to download your mod?

Hum :trouble:

Rex rgis of Ter
Mar 15, 2008, 09:29 AM
BlackCat, you mght want to read This (http://forums.civfanatics.com/announcement.php?f=190&a=503). This is why the download is down. I thikn MC is just going to release a new version.

blackCat
Mar 15, 2008, 11:53 AM
U're going to laugh Rex because your link also does not work

but thank u for the infos :lol:

I can wait

MagisterCultuum
Mar 15, 2008, 12:11 PM
His link worked for me.

I was planning to release the next version for patch n/.31, but it may be a while before ot gets released. Also, it seems that Kael has decided to way too much from the game imho (I'd rather see him bring back old features). I may go ahead and work off of the latest version of .30 and release a new modmod in about a week. I am a little concerned though, because I'll definitely require SDK changes and the latest uncompiled DLL I have to work with is for patch h. Some SDK fixes from patches i, j, and k might not work.

I really wish he had released it as patch n (or l) before making the cuts. He had added several functions I really wanted to use.

blackCat
Mar 15, 2008, 12:24 PM
U're right his link is working

Maybe I was in adimensional pocket when I use it but now It is working. :eek:

Anyway thanks for the answer. :)

and apologiez to Rex :D

MagisterCultuum
Mar 16, 2008, 12:08 PM
I added the Disciple of Mulcarn and Drifa the White Dragon yesterday, including their graphics. Drifa works fine (except that with the scale xienwolf's file used he is tiny, and rather cute. I changed the scale to make him ferocious again), but the Disciples of Mulcarn are a bit odd. They are not animated, they move as if they are one solid piece with arms always outstretched. When you select them it still shows the details for the previous unit instead of it, even though it is clearly selected and can be moved. When it gains xp and gets promotions they don't disappear after being chosen. The unit can get the promotion, but the higher level promotions never become available. Their civilopedia only shows the pic, with no sections for the text or details, like was the case for Carbulin the Assassin in AoI before the last BtS patch. (I haven't written anything for civilopedias yet, just changed the names so I can later come in with the textkeys, but they seems to be working fine for Drifa and the other units I added.)

Vehem
Mar 16, 2008, 12:14 PM
I added the Disciple of Mulcarn and Drifa the White Dragon yesterday, including their graphics. Drifa works fine (except that with the scale xienwolf's file used he is tiny, and rather cute. I changed the scale to make him ferocious again), but the Disciples of Mulcarn are a bit odd. They are not animated, they move as if they are one solid piece with arms always outstretched. When you select them it still shows the details for the previous unit instead of it, even though it is clearly selected and can be moved. When it gains xp and gets promotions they don't disappear after being chosen. The unit can get the promotion, but the higher level promotions never become available. Their civilopedia only shows the pic, with no sections for the text or details, like was the case for Carbulin the Assassin in AoI before the last BtS patch. (I haven't written anything for civilopedias yet, just changed the names so I can later come in with the textkeys, but they seems to be working fine for Drifa and the other units I added.)

The arms-out-animation part is normally either a missing or incompatible KFM. Not sure about the other odd behaviour though (I've seen incorrect KFMs cause crashes, but not what you've mentioned here).

xienwolf
Mar 16, 2008, 12:55 PM
I just loaded up the Disciple using the Zip I posted here, and it is working fine for me. So I guess just check to make certain that your KFM reference is written in correctly, and ensure that you don't have a modified Axeman file in your art folder which is overriding the one from the PAK.

MagisterCultuum
Mar 16, 2008, 01:03 PM
Ok, I might have assumed that the axeman kfm file was in the same place as its nif and change that when I changed the path from your modules to correspond with where I actually put the files.

(By the way, I easily found the AoI .dds buttons for the units, and am using them instead of Pray)

Edit: It is all working now.

xienwolf
Mar 16, 2008, 03:31 PM
I kinda hoped you would change your button choices ;) Glad to hear it works now.

MagisterCultuum
Mar 17, 2008, 06:13 AM
It was working, then I used Winmerge to include most of my last version in the current one. Now it crashes just before a game loads, and I'm not sure why. It still lets you start the mod (the crash that delayed my patch h version happened when the program loaded, this is just for loading a new game, iirc) and look in the civilopedia though. I noticed that the civilopedia is not showing the bottom half of any unit (or hero) entry. It shows the picture, the requirements, the upgrades, the unitcombat, and the stats, but not the the history, background, strategy, promotions, special abilities, etc.


Edit: Since Kael plans to release .31 on Friday, I might just wait until then and base my modmod on .31 as I had planned (I sure hope he releases the DLL quickly)

Broken Hawk
Mar 17, 2008, 12:55 PM
Hi Magister,

Is it possible to make a playable civ that is actually a business that transcends the borders of other civs. I was thinking too hard yesterday and came up with the idea. The business would be able to establish itself in cities all over the map selling it's good and services similar to the guilds except you are in control of units, buildings, techs, etc.?

Thanks

MagisterCultuum
Mar 17, 2008, 06:18 PM
Umm....Maybe, but it would require huge changes in the SDK. It is certainly beyond my abilities. It could be interesting, but I'm not sure if the "business-model" really fits in FfH. Of course, the Elohim might be good if they weren't a real civ with their own cities, since they of course didn't have real empire but rather small communities of monks and the people supporting them throughout the lands of other empires. (Of course, I think they did at least have one city and there was a nation that sheltered the monks more than others)

MagisterCultuum
Mar 18, 2008, 01:15 AM
Ok, I managed to get the Civilopedia working again (it shows strategy, history, special abilities, promotions, etc now), but the game still crashes while loading. For some reason it wasn't telling me that I had forgotten to define the promotion which I had already made Dimensional3 grant to all summons (granting dimensional affinity). It wasn't displaying any errors until I made a minor change to the Dragon promotion (making them immune to Fear), which doesn't seem related at all.

I'll probably wait and start over on .31, but I would really like to know what is causing the crash. It is apparently unrelated to the promotion xml problem. Maybe an error in python?

Vehem
Mar 20, 2008, 04:13 AM
I'll probably wait and start over on .31, but I would really like to know what is causing the crash. It is apparently unrelated to the promotion xml problem. Maybe an error in python?

Have you got a copy of the working code from before the merge? If so, revert to that and try adding the changed code one part at a time to see what causes the problem.

MagisterCultuum
Mar 20, 2008, 07:09 PM
I would (again. I've basically done that 4 times, but was a little careless after I thought I had figured out what step messed me up), but .31 is supposed to come out tomorrow. I'd rather wait and be able to take advantage of some of the new functions (like pyOnCombatVictory and pyOnCombatDefeat)

Rex rgis of Ter
Mar 21, 2008, 11:39 PM
So what's the ETA on the modmod?

MagisterCultuum
Mar 22, 2008, 03:33 PM
Well, I just got back to school about 15 minutes ago (I'm stuck with dial-up at home), so I haven;t even downloaded .31 yet. I'm planning on making the next version a modmod of .31, and I'd probably want to play it unmodded first to see what changes I think it could use, and then take a look at the code to see what changes I could easily do. It might also be good to wait for a few more patches so I'll have a more stable base to work off of.

I'm also still behind on a school project, so it may be a while before I can even start. No ETA ATM.

kenken244
Mar 29, 2008, 11:54 AM
Magister, while looking through your code, I saw that the reason altars of bhall don't work properly is that you did not tell it to chop down forests when it is built in CIV4BuildInfos.

MagisterCultuum
Mar 29, 2008, 12:04 PM
Are you sure? You know they are not supposed to be able to be built on forests anyway, just on Flames. Still, I probably won't keep them.

kenken244
Mar 29, 2008, 12:11 PM
According to the improvement info, you are allowing it to be build on any feature that it does not remove when built. thus if you were to make it chop down forests, then it would not be able ot be built in forests.

Rothos
Mar 30, 2008, 11:55 AM
Why don't you have it chop burnt forests? I would think that would be a logical compromise.

thomas.berubeg
Apr 02, 2008, 04:06 PM
http://justinsweet.com/GALLERY/DETAIL/121_kronos.jpg
another centaure

Seventh Star
Apr 19, 2008, 02:38 PM
Any news or an ETA?

MagisterCultuum
Apr 19, 2008, 05:04 PM
Unforunately, I'm still about 2 months behind on a project due in a week. After that, I'll have 3 days full of finals. I'm to busy to even think of working on it until the start of next month. Then I'll probably spend most of my time at home working on it, but won't be able to upload it till I get back for the summer semester. I'll probably upload it around May 11.

My modmod will probably include Broader Alignments, Unit Statistics, Worker Mod, Abandon City/Raze Building, Doviello Icehouse (SDK portion, but used for different buildings), and Alignment Options, in addition to plenty of changes of my own.

mtagge
Apr 24, 2008, 11:32 AM
Unforunately, I'm still about 2 months behind on a project due in a week. After that, I'll have 3 days full of finals. I'm to busy to even think of working on it until the start of next month. Then I'll probably spend most of my time at home working on it, but won't be able to upload it till I get back for the summer semester. I'll probably upload it around May 11.

My modmod will probably include Broader Alignments, Unit Statistics, Worker Mod, Abandon City/Raze Building, Doviello Icehouse (SDK portion, but used for different buildings), and Alignment Options, in addition to plenty of changes of my own.

I did get the python code for promotions based on terrain optimized in case you want to use it. (I had a promotion that made Druids, Rangers, and Satyrs invisible in forests).

xienwolf
Apr 27, 2008, 10:56 PM
I haven't dug through the rest of the code involved (what it references), but it sure does read at first glance like a PyperTurn function already exists for Promotions.

if (!isEmpty(GC.getPromotionInfo((PromotionTypes)iI). getPyPerTurn()))
{
CyUnit* pyUnit = new CyUnit(this);
CyArgsList argsList;
argsList.add(gDLL->getPythonIFace()->makePythonObject(pyUnit)); // pass in unit class
argsList.add(iI);//the promotion #
gDLL->getPythonIFace()->callFunction(PYSpellModule, "effect", argsList.makeFunctionArgs()); //, &lResult
delete pyUnit; // python fxn must not hold on to this pointer
}

MagisterCultuum
Apr 27, 2008, 11:59 PM
Yeah. <PyPerTurn> exists only for promotions, and <PythonPostCombatWon> and <PythonPostCombatWon> only for units. I was wanting them all to exist for both units and promotions.

Grey Fox already implemented it that way in Broader Alignments, at my request, since I said I was probably going to use this as a base for my modmod.

xienwolf
Apr 28, 2008, 12:11 AM
Ah, nifty then. No need to keep that one in the back of my mind any longer :)

Vehem
Apr 28, 2008, 03:58 AM
Grey Fox already implemented it that way in Broader Alignments, at my request, since I said I was probably going to use this as a base for my modmod.

It works nicely too - I've ported it to FfH and use it to reset Hyborem's AI once he loses his immortal promotion.

MagisterCultuum
Apr 28, 2008, 06:12 PM
I finally finished my project! Well, maybe "finished" isn't the best word, since what I turned in wasn't entirely complete, but it is over anyway. I still have 2 days of Finals, and then I start modding again.

MagisterCultuum
May 02, 2008, 09:35 PM
Why is it that Abandon Cities/Raze Buildings python modmod never works when I try to merge it with UnitStats? On its own it is fine.

My laptop seems to be overheating and shutting down a lot (unless I put it in the refrigerator to cool before that happens). I may take my computer to see if I can get this fixed, which might mean I won't have it when I'm home for a week before the summer term. As such, I may try to upload an unfinished version tomorrow night.

BlazeRedSXT
May 03, 2008, 01:25 PM
Probably just dust build up in the fans. Use some air duster to blow out the vents on the laptop. I've seen it before. It might be a failed fan, but... worth a shot.

Cheers!

MagisterCultuum
May 03, 2008, 02:30 PM
Yeah, thats what I figured. I think it would be easier for me to just take it Best Buy tomorrow and have them blow it out (they'll do it for free if its under their warranty) instead of getting an air duster to do it myself. Plus, while they're in there they can see if there is a problem with the fan. Chances are I'll only be without the computer for about 10 minutes, so I don't think I'll bother releasing a version before I come back for the summer term (i.e., next week).

MagisterCultuum
May 06, 2008, 12:35 AM
Well, I got the dust out yesterday and haven't had any overheating problems since.

I'm making progress on the modmod, but I haven't really been documenting things very well. I'm not quite sure what files I've changed. I might decide not to release this version, but start over when I get back to school and have internet fast enough to let me download and borrow from some other modmods.

I am getting a lot of WoCs (perhaps related to several build orders that units other than workers have), but otherwise things are going fine. I keep thinking of things I want to add that would require SDK changes that I'm not up to trying yet (my C++ experance is minimal)

Rex rgis of Ter
May 06, 2008, 05:42 PM
Are you still looking for goats and camels? I found this post with goats, and camels are on page 3, last post. They are not uploaded independently, but you could ask the thread maker for the art.

http://forums.civfanatics.com/showpost.php?p=6505360&postcount=123

MagisterCultuum
May 07, 2008, 08:26 PM
I haven't given goats or camels much thought lately, but I may still use them. I'll wait until I'm back at school with faster internet to look into them.


Right now the modmod seems plagued by WoC errors. I may have to remove the build abilities from Druids, Settlers, Great Engineers, and all FoL UUs.

MagisterCultuum
May 14, 2008, 04:14 PM
Why is it that in my current Sidar game I had a Priest of the Leaves among my starting units? I've never had this happen before, but I don't usually play classical age games without advanced start. Could this be related to my making the priests no longer require the state religion (but their spells all require state religion)? And/or to making Priesthood come before Philosophy (Priesthood, Way of the Wicked, and Way of the Wise all come straight from Mysticism, and Philosophy requires either Way of the Wise or Wicked)?

I've also seen barbarian FoL and RoK priests running around. (Until I gave the Barbs NONE as a UU to stop that.)

Caradoc
May 14, 2008, 06:38 PM
Hey, I like the idea of Barb Priests.

(And how's it going? Are you waiting for .32?)

MagisterCultuum
May 14, 2008, 08:08 PM
Well, if they don't have any spells (since the barbs can't have a religion) most of them wouldn't be bad. Water Walking Cultists and Stonewardens moving through peaks with siege units as cargo could be a bit much though. I'm still trying to figure out the best way to give priests cooler abilities only while owned by civs of their state religion. The bib problem though is if a priest shows up and uses "found temple" before anyone has researched the tech founding its religion. That religion then doesn't get a holy city, and researching that religion founding tech lets you choose a religion; when all the religions have been founded and someone gets another religion founding tech, the game crashes.

Right now I'm thinking the barbs might be denied War Elephants for a reason. When I allowed them they were as common as warriors (well, axemen; it was a classical start).




I'm not sure. I was planning on releasing it by now, but I've be a bit lazy lately. I didn't get as much done as I had planned to in my 1 week break between spring and summer semesters. Also, and I changed more files than usual and haven't documented the changes I have made well at all, so I'm afraid I'll leave out some important files unless I start over again. Also, for some reason I just really don't feel like compiling a DLL again. That is probably in part because it can take so long, partly because my computer overheated and shut down the last couple times I tried, and partially because xienwolf seems to release a new version of his xml modcomp (which I'm including in my modmod) as soon as I compile one. I'm also just tried Fall Further and am trying to decide whether I want to include Fall Further. I'm leaning towards not including the civs or civics, but including all the same modmods as he did (plus more) and maybe the new terrains and equipment. I defiantly want Marnok's explorable lairs. I already included Xienwolf's xml modcomp (albeit not the latest version) and broader alignment (and UnitStats)

It does seem like .32 has a lot of good stuff in it, so I may decide to wait.

Caradoc
May 14, 2008, 10:59 PM
If you are thinking about bringing back Prophets, that would take care of the problem with building temples. (Can Prophets build Pagan Temples, I wonder?)

As to the next version, don't feel like you have to rush it out -- or put in everything at once. With Kael cranking out new features and Xienwolf and the other modulists adding even more, you're always going to have a moving target. So have fun doing it and when it comes out, we'll have fun playing it.

MagisterCultuum
May 14, 2008, 11:56 PM
I wasn't planning to bring back prophets (and I have removed Lightbringers), but I may consider adding them and a unit specific spell that makes pagan temples. I probably won't though.

I fail to see how this would take care of the temple problem. Each temple is made by a separate unit-specific spell, which also spreads the religion. The easiest solution is probably to make these spells have the appropriate religion-founding tech as a prerequisite.

Would it be too much to make the found temple spells require the state religion too? That would mean that the only spell priests could cast while not of the state religion would be cure disease, which in my version requires medic 2. This was mostly for the sake of Grigori Medics, preventing extreme abuse of "And Now For Something Completely Different" and stopping then from having unlimited high priest equivalents.

I'm also thinking I'll remove the medic promotions from the priests of the evil religions, replacing it with a more sinister alternatives. I don't want Order civs using Ritualists and Cultists to heal their troops. Their version of cure disease (which good civ's couldn't use, and which would move your broader alignment towards evil) would actually turn diseased units into disease carriers, so your units aren't hurt by it but still spread disease to your enemies. Their version of Heal will probably also Mutate. (The mutate spell itself is gone, since it detracts from the passive effect of Chaos mana and from Freaks. Chaos II is summon Chaos Marauder. Summoned Marauders again start enraged, and enraged is no longer removed by combat and has a higher chance to turn a unit barbarian but may randomly wear off. Oh, and Chaos Marauders now start mutated, just like Freaks.) It will probably work on demons and undead instead of just living units, and might work though killing the weakest living unit to heal the stronger ones.


Hmm...Should I make it so that you can sacrifice a high priest to get a cathedral/advanced temple of its religion, if you have the state religion, tech requirement, and enough temples? Or even so you need to? It might probably be a good idea to do so, since these are very powerful buildings. I''ll probably nerf them an give them more thematic effects, but currently they are all much better than most (all?) wonders, and their bonuses stack the more you build. I didn't implement my real ideas, but basically just copied the same thing, with slight changes. For now, they all boost the yields/commerces of certain specialists (well, I removed this from the OO one when I made it provide hammers for riverside and water tiles, a la BtS's Dike) in all cities (is there a way I could make it only apply to the one city?), provide a very useful promotion (currently the OO one gives melee/disciple units in the city water Walking, Empyrean give disciples Crown of Brilliance, FoL gives Subdue Beast, RoK gives Mountaineer (xienwolf's: allows move impassible), Order gives Inquisitor, CoE gives Sneaky (xienwolf's: allows units to see the details of rival cities), and AV gives extension 2 (it also generates 1 entropy mana). All Cathedrals deny access to an opposed mana type (Order-chaos, Empyrean-Shadow, RoK-Air, OO & AV-spirit), so adepts build there won't get the free promotions.


It doesn't seem like it is requiring 3 temples per cathedral like I intended (once you have 3 temples, you can build a cathedral in each) and I'm not sure why, but if I make them only available though spells with python then I can easily take the number of both types of buildings into account.

MagisterCultuum
May 15, 2008, 08:47 PM
I'm thinking I probably will wait for .32 for my next modmod. Some spells I've thought of would be better if they took a few turns.


I'm thinking that instead of having a world spell that lets RoK civs discover gems/copper/iron/gold/mithril/marble (with mines/quarries) on peaks, I'll give Stonewardens a new-delayed action spell: Delve. This could be cast on hills or Peaks (Runes priests can move impassible) and would have a good chance to randomly discover a resource (gems, gold, copper, iron, mithril, or marble) and (at least if on a peak) create a mine and road on the tile to connect it to your trade network. There would also be a small chance of other consequences, like extra base gold and/or production yields on the tile, the death or damage of the caster and nearby units, an earthquake, triggering the volcano event, or awakening barbarian Balors. I'm thinking this is better than a world spell that gives you a chance to discover/harness resources on all peaks in your empire all at once.


Summon Tiger will be changed to a spell that summons a random animal, if in its native environment. Caster levels might be requirements for the stronger animals.


Water walking spells for cultists (and maybe mages too) will grant a temporary water walking promotion to units on the tile. (They won't start with water walking anymore so you can't abuse them when not of the state religion.) I might wait until someone adds TerrainImpassibles to promotion infos though.


Empyrean High Priests might not get another spell, but instead have the ability to start golden ages. (The Empyrean is a somewhat great-people oriented religion in my version. Its temple reduces military production and boosts GPP).

Confessors will again have Ring of Flames (I guess it is ok for this militant religion's preists to have only military spells) and Priors Pillar of fire.


I'll look into either implementing espionage or giving Esus units some espionage like spells

Ritualists will probably have their current spells, plus ring flames, and the ability to upgrade to archmages. There will be religion specific mage/archmage spells too, especially entropy/fire/chaos spells for AV. Profanes will probably also gain Pillar of Fire and have a spell that can grant temporary peace with the barbarian state. Either that or a religion specific ritual.



I might leave the world spells unchanged, but just turn them off by default, or try to rework all of them. I find most of them annoying, but can't think of good replacements for most of them which wouldn't infringe on other spell ideas. I was thinking I'm make world spells religion specific, but that usually leads to half the civs casting Gifts of Nantosuelta before any other spell become available, and thus being unable to cast spells that would be better/more thematic.

Caradoc
May 15, 2008, 11:03 PM
My thoughts:

My assumption was that since Prophets did not have a religious alignment (until upgraded), they would not be able to build Temples -- or only Pagan Temples, which would suit the Barbarians. The idea was to give the Barbs a way to get Medic promotions.

As to requiring the sacrifice of the Great Prophet for a Cathedral, that seems to duplicate the Holy Shrines. And I would not want Disease to be all that common. I'd rather see the Cultist do real healing, but with a remote chance of Mutation. And I'd like to have the Mutation spell stay, perhaps at at level 3 or as a special for OO High Priest. Ritualists are powerful enough without the Disease side effect.

I would not cry if the world spells came out. I could see handling them like Rituals instead of freebies. Summoned animals should not get Hidden Nationality.

MagisterCultuum
May 16, 2008, 12:17 AM
I'll think about reimplementing prophets (with a build pagan temple spell), but I probably won't do it. Also, the temple founding spells aren't tied to the units religion, just to the unit itself.

If I do add them back, how would adding a Bhall Orc Clan/Barbarian UU (a prophet with Fire I) sound? (Since priests don't have channeling in my version, this would not give Clan Priests access to other fire spells, just let them set fires really early. (Right now I've actually added a Sacred Pyre pagan temple UB, which grants fire 1 to all units built in the city)


I didn't propose requiring a Great Prophet, I proposed needinga High Priest. This would also give High Priests the ability to spread their religion, which they currently cannot do. (Although when I implement the Evangelist promotion they can get that and have a small random change to spread their religion passively.)

Oh, I don't think I'd mentioned that all the Holy Shrines produce twice the mana and are now equipment. Dropping them in a new city (which requires you follow the appropriate state religion) causes it to become the new Holy City of said religion. I tried to make it so that you can't pick it up from a city but could still grab the equipment unit spawned from razing the city, but I had some trouble with that. For now, only high priests of the appropriate religion can pick up the shrines.



Mutation seems way too weak for a high priest spell to me, since it is also a passive mana effect. I might consider making it cultist spell, but I think I prefer removing it. I'll probably make the darker heal spell randomly either heal a disease or make the unit merely a carrier. I don't consider disease to be too strong considering every civ will have units to heal them (normal religious priests for most, plus Grigori Medics for the Grigori and Priests of the Hand for the Illians). AV civs are currently able to use disease against their enemies, using diseased corpses, can cure disease, and can field lots of undead and demonic units that are immune anyway, so I don't think this will be that over powered.


Yeah, rituals seem like a better idea. The game needs more rituals.


Kael has already removed HN from the unit defines in .32. I was considering making animals never be HN, but instead having a "Feral" promotion that makes them always hostile (requiring xienwolf's code) anyway. Hmm...it might be nice if this made the also had a chance of making the unit turn barbarian again, and to let units with subdue animal remove the promotion once you have animal handling (subdue animal was moved to hunting) or Animal Mastery. It might be nice if animals (and beasts?) had a spell to get this promotion back at feral bond. Or overpowered. Would letting you purchase this promotion again with xp be better?



I'm still very open to suggestions for spells, rituals, etc., especially civ specific, alignment specific, cross-sphere, and religious spells (not limited to priests spells: I'm thinking it could be good for mages with religions to have extra spells from the spheres that best fit with the religion. I don't really care about trying to balance out the numbers of spells for different spheres, religions, etc, so don't feel that filling a slot with one spell means you can;t put another one there.). I'd have no problem a spell with several of these requirements either. An Evil, Sidar, Spirit/Enchantment, Laroth-style spell could be cool. Fire/Entropy AV, Sun/Spirit Empyrean, Shadow/Mind Esus, ect, all seem appropriate. I think that Druids and FoL priests should have different spells available for Good, Neutral, and Evil alignments. Powerful Good-AV and Evil-Order spells could be interesting; it is extremely difficult to get these combinations (impossible without Broader Alignments), so it seems there should be an incentive to try.

xienwolf
May 16, 2008, 12:34 AM
I still think it would be nice to make it possible to have Unique Religions for each Civilization. Then each Civ can have their own "Good" "Good Neutral" "Neutral" "Evil Neutral" and "Evil" religion type. Some would follow the same Gods, but in different ways.

This would be done best in conjunction with making Unique Technologies. Same place in the Tech Tree, but uniquely named and with unique bonuses for each Civ. Primary among them would be that each of the religious Techs would found the Unique Religions for the Civ. Other uses would be to move all the Cavalry Units to be unlocked 1 Tech earlier by the Hippus, to alter research values for various Techs for everybody as appropriate, to unlcock certain Wonders earlier or later for various Civs, and to provide other Tech Bonuses (like Sight Range, Movement, Worker Rate) all over the place.

Minor difficulty with that would of course be when you spread your religion to other Civilizations it would show up as THEIR version of the Good Religion (or whichever one it was that you spread). But personally I am content with that, as you are spreading Ideals, instead of Beliefs. The first is far more likely in a world such as FfH than the second.

MagisterCultuum
May 17, 2008, 02:06 AM
Well, I don't think I should take it that far, but I have no problem with making religions vary a little from civ to civ (although I not every civ would be unique). I don't intend to have unique techs for founding "different" religions. This would require giving every civ an unresearchable starting tech as a prereq, right? Plus make for a very crowded and confusing tech screen. Or do you mean implementing a new mechanism, similar to how UUs and UBs work? That could be interesting, but is way beyond me.


I don't want the religions to actually be different, just have different regional/cultural/racial emphases. Hmm...it could be nice if Bannor Council of Esus appeared to the rest of the world as the (fallen version of) The Order though.

xienwolf
May 17, 2008, 04:06 AM
Damnit, I just realized you changed your freaking Avatar :p I thought I had seen that you responded to the post, but the Avatar wasn't yours, so it must obviously have been someone else :p


I did mean a new mechanism similar to UUs and UBs. That would be MY approach to it, but there is another person doing a modcomp which allows you to assign a completely seperate Tech Tree to any Civilization you want. I will probably import that to FfH once he is finished with it, though I haven't got any plans which use it yet (could be nice for the Barbarians though...)

Caradoc
May 30, 2008, 06:22 PM
Just thought I'd bump the thread to see if there's any news.

MagisterCultuum
May 30, 2008, 06:58 PM
Well, not really. I was waiting to see if Xienwolf would include some more of my suggested changes in his modcomp first. Also, I've fallen pretty far behind in one of my summer classes. I have to make up two overdue essays and do one new homework assignment by Tuesday, which is also the date of our first test. I'll be really busy until then.

If I don't get everything done by Tuesday, I'll probably go ahead and drop that class. (It turns out that the early assignments were worth more than I thought, so it would be almost impossible to get even a B. Its too late to drop it with no record of ever having taken it, but a W would not hurt my GPA) My other classes are not nearly so time consuming, so I would probably have plenty of time for modmoding, at least for a few weeks. (One of my summer classes is a short-term class which doesn't start until June 16th.)

If I don't drop the class, I doubt I'll have much time for FfH (either modding or playing) this summer. There is a group project for that class (and another one for another class) hat will probably take up a lot of my time, which we are getting started on next week. Tuesday is about as late as I can drop without making the group suffer.

If I don't drop, I'll probably start working on my modmod at the beginning of August. I'd have 2 or 3 weeks off (and stuck with dial-up) with little to do but mod. I'd release it as soon as the Fall semester begins.

Azure-Dreamer
May 30, 2008, 07:23 PM
Hey magister just wondering but, whats with the broken download link in the first post. might be a stupid question but i didnt bother reading all of the thread.

MagisterCultuum
May 30, 2008, 07:32 PM
A month or two after I released the first version of my modmod there was a crash or hacker or something that messed up essentially all the files uploaded to CFF. Everyone had to re-upload their mods, maps, graphics, etc. I was planning to release a new version anyway (I don't think anyone really wanted to back to patch f to play my modmod anyway) so I didn't repost it the old one. (I'd already made changes to that version on my computer, fixing all its bugs but later introducing bigger ones). I kept coming very close to releasing a new version (updated to the latest version of FfH with a released DLL, and with new features), and then introducing some unexplained major errors.

Azure-Dreamer
May 30, 2008, 07:35 PM
oh yeah, i forgot about the hacker incident. happend on divX a few months back too

Tarquelne
May 31, 2008, 10:59 AM
Magister, IIRC you got Forrests to "Bloom" without the need to remove an improvement in the tile first. How'd you do that?

MagisterCultuum
May 31, 2008, 11:14 AM
I used python prereqs and effects.

I think that Kael recently made SDK changes that make this unnecessary (for the elven civs)

Tarquelne
May 31, 2008, 12:26 PM
Could you show me the python, please? It'd be a huge help - I'd like to allow the Scion's Haunted Lands to be created without needing to get rid of improvements first. I can't look at a downloaded copy - I had to re-download everything last week after a HD crash.

MagisterCultuum
Jun 01, 2008, 02:11 PM
Here is the bloom code.

def reqBloom(caster):
pPlayer = gc.getPlayer(caster.getOwner())
pPlot = caster.plot()
if pPlot.isWater():
return False
iNewForest= gc.getInfoTypeForString('FEATURE_FOREST_NEW')
iForest= gc.getInfoTypeForString('FEATURE_FOREST')
iAncientForest= gc.getInfoTypeForString('FEATURE_FOREST_ANCIENT')
iJungle= gc.getInfoTypeForString('FEATURE_JUNGLE')
if pPlot.getTerrainType() != gc.getInfoTypeForString('TERRAIN_GRASS') and pPlot.getTerrainType() != gc.getInfoTypeForString('TERRAIN_PLAINS') and pPlot.getTerrainType() != gc.getInfoTypeForString('TERRAIN_TUNDRA'):
return False
if (pPlot.getFeatureType() == iNewForest or pPlot.getFeatureType() == iForest or pPlot.getFeatureType() == iAncientForest or pPlot.getFeatureType() == iJungle):
return False
if (pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_SVARTALFAR') and pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_LJOSALFAR')) :
if pPlot.isCity():
return False
if pPlot.getImprovementType() != -1:
return False
return True

def spellBloom(caster):
pPlot = caster.plot()
pPlot.setFeatureType(gc.getInfoTypeForString('FEAT URE_FOREST_NEW'),0)

MagisterCultuum
Jun 02, 2008, 02:02 PM
I went ahead and dropped the class, so I'll probably start on the modmod again soon. (Although I'm still hoping that Veham will include the latest xienwolf modcomp first so I don't have to do as much SDK work)


Any requests for the next version? Any ideas for Force or Creation spheres? If I can think of spells (or expect that I will eventually), I might as well implement all 21 mana types in the next version.

Also, how exactly would I go about making all the spheres appear on the mana bar? Does anyone have good icons and promotions pics for these spheres?

Tarquelne
Jun 02, 2008, 02:34 PM
Thanks! That should show me what to do. :thumbsup:

Rex rgis of Ter
Jun 02, 2008, 03:53 PM
Creation

Cornucopia
Gives +1 :health: for every creation mana, and saves 20% :food: after growth.

Dryad
Summons a dryad unit, which is a permenant summon. The unit has no strength, but has access to Tier I & II of one of the following sphere- Life, Nature, or Creation.

Begining
The caster is sacrificed to create a random resource (logically chosen, so no Deer in deserts).

jimi12
Jun 02, 2008, 05:03 PM
u should use the spell chart that shows all the different spheres and what they oppose to get icons for the spheres. i think xienwolf has a link to it in his sig

Ekolite
Jun 04, 2008, 06:40 AM
Force 1: Deflect Arrows

Gives units in the tile a promotion giving them a 20% bonus against archery units.

Force 2:

Increases hammer production of workshops in a radius of 2 squares by 2.

Force 3: Force shield

Prevents enemy units entering any tile next to the one the caster is in, including the one where the caster is in. But does not remove units already present in the target area.

MagisterCultuum
Jun 06, 2008, 05:28 PM
It it weren't for CtD's a weird bug that makes the game go crazy when you try to use worldbuilder, I'd probably release a new version pretty soon. I'll probably just start over after the next patch of the main game.


I'm afraid that Archers may be too useful in my version. In my current game the AI is using their ranged attacks very effectively, and my invasion is not going well.

Edit: Well, I solved the worldbuilder problem. I think it was due to one spell referencing a non-existent pedia entry. I haven't really fixed the tendency to CtD though. I'll probably start over after the next patch anyway.

Caradoc
Jun 28, 2008, 07:28 PM
Hate to see this topic drop off the first page, so I thought I'd give it a <bump>.

Since we're up to patch 'i' and it looks like the major changes are all done and we have a good, stable version, maybe it's a good time to re-implement the modmod. Or are you still buried in schoolwork?

MagisterCultuum
Jun 28, 2008, 07:46 PM
Well, I do have plenty of school stuff to do, but mostly I'm waiting for xienwolf 's xml modcomp and Vehem's Fall Further to be updated to the latest patch. Many of my ideas depend pretty heavily on SDK/schema changes included in one mod or the other. (I'm really hoping that I can convince vehem to go ahead and include all the xml modcomp changes, since my last attemp to merge the mods failed.)



I guess it is possible that I could be convince to release a less complete version while waiting for someone to do the SDK/schema work for me...