[MOD] MagisterModmod

Am I the only one who finds roads kinda useless in the early game? As so many civs have some or the other "double movement in x terrain", roads feel quite underwhelming till engineering. Provided they can an occasional hill, dwarves can move as fast as my own units in my territory.
The second problem this leads to is that as such civilizations, often (in your own territory) making roads makes no sense since in most cases your units can move 2 tiles anyway. I mean I know dwarves are quicker on hills, but shouldn't they get quicker with roads on them?
For this I'd suggest making roads cost a base 1/3:move:, upgrading to 1/4:move: with engineering.

It doesn't make sense that dwarves can move twice as fast in hills than on regular territory anyway. Sure, they shouldn't be slowed down by it, but becoming faster? That never made sense, even in regular BtS with the appropriate promotions.

The only problem with that is I'd have to burn down all the cities in my way. And now I can't remember why I didn't do that :lol:

Probably because burning requires fire, the use of which would be sacrilegious for a follower of the God of Winter. :p
 
Has anyone tried yet to worship The White Hand, but not play as Auric? I was thinking of doing a game like that, probably playing as the Luchuirp as i would imagine they can get access to Ice Golems then.

On a semi-related note, is the Illian agnosticism tied to Auric or to the civilization? I ask because in my game i had the incredible fortune of finding a Savant in a dungeon not 5 tiles from my capital, leading to Garduk becoming the AV holy city - but i could not convert to the faith, and i had not yet done The White Hand ritual. I don't see the trait itself when i hover over my flag. Also, when i snagged Ashen Veil, the Sheiams went for the next best thing - empyrean :lol:
 
It doesn't make sense that dwarves can move twice as fast in hills than on regular territory anyway. Sure, they shouldn't be slowed down by it, but becoming faster? That never made sense, even in regular BtS with the appropriate promotions.

This too.

Probably because burning requires fire, the use of which would be sacrilegious for a follower of the God of Winter. :p

Well I just ascended, and now since razing gives me a good supply of manes I really dont care :mwaha:
I also razed the infernal capital that the Sheaim had captured (and had the white hand, and 119 pop). I got a manes in each of my cities, and the infernals got around 50 in their only city :lol:

On a semi-related note, is the Illian agnosticism tied to Auric or to the civilization? I ask because in my game i had the incredible fortune of finding a Savant in a dungeon not 5 tiles from my capital, leading to Garduk becoming the AV holy city - but i could not convert to the faith, and i had not yet done The White Hand ritual. I don't see the trait itself when i hover over my flag. Also, when i snagged Ashen Veil, the Sheiams went for the next best thing - empyrean :lol:

:lol:



Some other things:
-Bug in the frigate cargo space. Allows only birds.
-The "call blizzard" spell wasn't working with any of my units.
-Who gets to use the defile spell?
-Edit: Forgot this, I know its been mentioned before, but the Temple of the Hand is absolutely ridiculous. I would prefer talking away all the food related bonuses from it and giving it something else. Maybe a free promotion or something. Additionally priests of the hand seem way too strong. Or maybe its the ice elementals buffed with mana so early, idk :lol:
 
The frigate change is not a bug, actually. I brought it up a couple pages ago and Tholal apparently made the change to make frigates less overpowering in the optics era. I still don't like it, personally, as it makes overseas expansion really difficult. Before Astronomy the only ship capable of carrying settlers across the high seas is the caravel, and that has a measly 1 cargo space. Given how strong the barbarians are (including barbarian triremes, who will kill unescorted caravels), you're looking at a good-sized fleet just to settle an unoccupied island.
 
Is anyone else experiencing some serious audio trouble with many spells? Particularly Ice II and III make a fairly loud noise, but it seems to glitch out when cast by several casters simultaneously - having 5 priests conjure Ice Elementals at once is painful, 10+ sounds like it damages my headphones and forces me to mute all sounds for a few seconds. Does anyone know why this might be, and if there's an audio option to change it - or otherwise a way to replace the audio files with blanks?
 
It doesn't make sense that dwarves can move twice as fast in hills than on regular territory anyway. Sure, they shouldn't be slowed down by it, but becoming faster? That never made sense, even in regular BtS with the appropriate promotions.

It's not because they walk up the hill faster, it's because they roll down the hill. It is scary see a stack of promoted Soldiers of Kilmorph zip around on your hills though.
 
The new version has been uploaded.

The April 16 version is based on Tholal's More Naval AI v2.7Beta4 and Platyping's Worldbuilder v4.17b.


It extends WorldBuilder's Diplomacy screen to take into account Advanced Tactics/Diplomacy features like Right of Passage Agreements, Non-Aggression Pacts, and Planning War status. AI Autoplay through Worldbuilder has been fixed.


It adds two new wonders: The Museum of Maponos and the Crucible. The former costs gold but grants free Creation mana and improves settled great persons. The latter could mean the end of all magic.

It changes the free mana from the Grigori Palace and the Children of the One holy shrine.

It fixes a bug in the Call Blizzard spell.

It reduces the benefits of the Temple of the Hand.

It reduces the size of the army summoned by The White Hand, and improves Auric's withdrawal chance.

It changes Mobius Witches so that they have Unholy Taint instead of Channeling 2, letting them access mage level spells for only 9 "evil" spheres instead of all 21. They may upgrade to Eaters of Dreams or Ritualists.

Unholy Taint now only makes summons that are ordinarily Angels be Demons, leaving Elementals and the Undead unchanged. Summon Imp now requires both Unholy Taint and Entropy 1. The promotion no longer allows free upgrades or quite as much free xp gain. It does allow access to Death magic.

The Kuriotates researching Righteousness or Tebryn Arbandi researching Malevolent Designs will trigger an event letting them choose to gain a Dragon Fanatic, potentially letting them found the Cult of the Dragon if it is not yet founded.

Water Elementals are faster, can carry more ships as cargo, and can capture ships through the boarding promotion.

Rifts have a reduced cargo capacity and movement, but can escape back to the capital regardless of movement points remaining.
 
Yes, this update will definitely break saves.


The defile spell cannot ever be casted by itself, but may be triggered by either the Wonder or Read the Grimoire spells.

The inability to research religious techs or build such units is part of the Illian civ, but the state religion limits are based on the leader. Braeden the Laconic can adopt other faiths, and often does follow the Overlords.
 
I started a new game with the current version, again as Illians, and again Letum Frigus is on the other side of the world, and this time pretty much surrounded by jungle so my Hollow Men have to be left behind by their God. :lol:

Is it intentional that new cities now start with 2 population?

I still think the Illians should only get a single food from Snow, not two.

The BUG options for showing how many cities and relative power ratio other civs have still don't work.
 
I started a new game with the current version, again as Illians, and again Letum Frigus is on the other side of the world, and this time pretty much surrounded by jungle so my Hollow Men have to be left behind by their God. :lol:

Is it intentional that new cities now start with 2 population?

I still think the Illians should only get a single food from Snow, not two.

The BUG options for showing how many cities and relative power ratio other civs have still don't work.

:lol:
I noticed the size 2 thing as well, seems to be happening with all cities.
Also when do you get a priest on founding a religion? Is it after you research priesthood?
 
I did modify my Crucible code so that the effect starts slow and gets stronger with time. I have the number of mana sources destroyed or spell spheres removed ech turn based on a random number up to 1/7th of the number of turns it has been since the wonder was completed. In my test games so far, that tends to mean you are unlike to notice much for the first 20 turns but all the world's mana is destroyed within about 75 turns and no units are left able to use any magic within about a hundred turns.

Originally I coded it so that it eliminated unimproved mana first, then nodes, and then unique features, but I think the code is simpler and more elegant if they are all treated the same (except only ordinary nodes disappear with the bonus itself).

Now I just have it first eliminate mana from the map, then from cities, and then start taking promotions away from units. It starts with archmage level promotions, then mage level, then adept level, then buffs, then finally starts destroying equipment.


I'm thinking of also causing the Crucible to cause newly trained arcane units to begin without their highest level channeling promotion, so mages become de facto adepts and archmages are basically mages. The existence of the Crucible would also stop adepts from getting their free civ-specific spell spheres which normally don't require mana..

I'm also thinking of it making Elementals, the Undead, Angels, Demons, and Golems start out weak, and having it start killing those units outright once all the other magic is gone from the world.


Originally I was thinking of the Crucible as primarily a technological machine of industry that just happened to inefficiently use mana as its power source, but now I'm thinking of it in more the metaphorical sense of a device designed to refine a crude ore by separating out all the impurities. I'm thinking its original purpose was likely to cleanse the world of the taint of hell still left behind after the reconquest of the Fane of the Lessers. It might not be primarily anti-magic, but anti-Armageddon. I'm thinking of making it reduce the Armageddon Counter each turn by just as much as it reduces the world's mana supply. Maybe Righteousness would be a more appropriate tech prereq, or an additional one.





How attached are you to the idea of effects being permanent? Would it be better if razing the city where the wonder is located reverses the effect?

I originally said permanent because I didn't think it would be possible to restore the mana from buildings accurately, but I think I've figured it out. Restoring mana granted by unique features is fairly simple if the improvements themselves stay on the map the whole time.

I think I could use the temp bonus feature without an actual temp timer to store the data of regular mana sources (and similar the temp improvements feature to store the nodes ), but if something else changed a counter it could mess stuff up. I think changing the normal bonus or improvement might clear the temp one too, so building a farm and then discovering wheat or something there could permanently eliminate a mana node. (I definitely would not want to risk losing unique features through such a method.)

It is probably not worth restoring ordinary mana sources on the map at all, as The Rites of Oghma can make up for their loss.

Personally, I'd say permanent. But I can definitely see the magic slowly return, maybe at half the original speed of its removal? The more "powerful"(lorewise) Unique Features should regain it first, as they would have the most magic centered around them. I agree with you on the Rites of Oghma. Maybe you could have whichever civ currently controlling the Crown of Akharien get a speed boost to completing the rites of Oghma. Or maybe if you sacrifice it, twice the normal amount of mana appears in the next use of the Rites of Oghma. I'm not sure how difficult that'd be though
 
First play through.

EMP on Erebus map with Illians.

Still feel like they are the strongest civ. Auric ascended turn 315. You did manage to slow me down with the temple adjustments.

BIGGEST change in the game for me so far was the power score adjustment for the Soldiers of Kilmorph. First time I can recall a neighbor grabbing that religion and not attacking me.
 
So I've been binge playing the scenarios using magister, and I'm wondering how aggressive one needs to be in the Lord of the Balors scenario, because it is bogging down by turn 100 into ten minute AI turns, while the AC goes up and up very quickly. I'm not sure how I can win this if I die of old age before I can send an army up into hell on earth. Do I need to play this in vanilla to keep turn speed up?
 
Early game diplomacy (i.e before currency) is extremely annoying with advanced tactics on. Even for establishing embassies the AI expects to get a tech or resource in return (unless they themselves propose a fair deal, which they do, but not that often). Once you do get currency they usually agree to take 15-20 gold/ 1-2 gpt for such deals, so it's not like the trade was one-sided enough to warrant giving them a tech.


EMP on Erebus map with Illians.

Still feel like they are the strongest civ. Auric ascended turn 315. You did manage to slow me down with the temple adjustments.

Maybe the AI would do better as Auric if he didn't choose to beeline Samhain everytime :lol: Samhain should probably be coded to be lower on the AI's list and the white hand higher.

So I've been binge playing the scenarios using magister, and I'm wondering how aggressive one needs to be in the Lord of the Balors scenario, because it is bogging down by turn 100 into ten minute AI turns, while the AC goes up and up very quickly. I'm not sure how I can win this if I die of old age before I can send an army up into hell on earth. Do I need to play this in vanilla to keep turn speed up?

:wow:
I've only played the scenarios on vanilla so I don't know about this. Looks like Tholals more aggressive AI goes a bit too far :lol: that scenario anyway had a lot of scope for Infernal unit spamming.
 
Yeah, check this ss out http://i.imgur.com/3vjvl9R.jpg


The AC hit 80 around turn 140 and so if you look at the minimap you see not only massive demon factions but on the main screen you see now those demon spawning hell portals or whatever everywhere as well. 10-20 minute ai turns. It's a slog, I dunno if I should restart, abandon, or go vanilla (ugh, ranged units without bombard, kill me now)
 
All those Hellfire tiles - by Agares, what have you let loose?

You are probably screwed, but i think there's definitiely a shot at making a lategame recovery. Remember to suicide lots of guys to feed the Mercurians.

Also, i can't recall ever seeing infernal cities named after other civ's cities. Is is particular to that map? Was quite a while ago i played it.
 
I rushed Auric early in the game and while I was in the middle of picking off his defenders in Garduk he built the bone palace. His arrogance was his downfall.

In the same game the Bannor and the Clan were fighting when the Bannor converted to Ashen veil and the clan converted to the order. Was strange to say the least.
 
Top Bottom