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    [MOD] MagisterModmod

    That worked. Thank you.
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    [MOD] MagisterModmod

    Thank you for your quick response. Yesterday I installed the update, but did change the Python. I started a new game and tried to explore a dungeon. The explore spell appeared, but was greyed out. I also tried to explore a major dungeon with the same result. However I could explore graveyards...
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    [MOD] MagisterModmod

    Thank you for the new version. However when I tried it I could not explore lairs. Also could you clarify where in CvSpellInterface the extra lines go.
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    [MOD] MagisterModmod

    I very much enjoy this modmod, but there are a few things that seem like bug or very imbalanced. Longbowmen cost 240:hammers: and Crossbowmen 100:hammers:. Acheron's Wyrmhold generates generic GPP (= to its cultural bonus?) when captured. That is a ton of GPP early and the fact it is generic...
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    Lanun is Amazing on Deity

    What do you look for in a starting location?
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    ExtraModMod

    Thank you for the new release. I tried a game, and I Iove the new animals :love:. I am not sure about diplomacy, the AI seems to want a lot of cash up front for a resource trade. I found a problem with the Foreign Trade civic. It is not creating extra trade routes, nor any bonus yield to...
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    [MOD] MagisterModmod

    I like this idea, but I would not tie it to druids. By the time you get druids, one extra food or hammer hardly matters. Making it a Nature 1 or 2 ability would actually make it useful. As for druids, I think a casting time for vitalize + affects adjacent tiles (or has a chance to) would be...
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    [MOD] MagisterModmod

    Hi Magister, Here is a saved game. I killed Orthus, there was a notice that the Barbarians had created his axe, but no axe appeared.
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    ExtraModMod

    Hi Terkhen, I enjoy ExtraModMod a lot, but I have a few bug reports. First, Unrestricted Leaders does not work. I can check it, but leaders will only lead their normal civs. Second, the Missionary promotion does not work. I have failed to spread religion a couple of times. Neither time was...
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    [MOD] MagisterModmod

    Hi Magister, I just played a game with the CoE, and I did not like the ability to upgrade shaman to mages. It was imbalanced, they got far too many mages. Effectively it gives the CoE the Catacomb Libralus and Warrens. Particularly Jonas can switch to high XP civic and spam shamans who...
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    ExtraModMod

    Hi Terkhen, Thank you for all your hard work. I played a game: Difficulty: Emperor Civilization: Hippus/Rhoanna Number of players: 7 MapScript: Erebus Continents (high cohesion) Map size: Standard Raging barbarians: (Y/N) N Wildlands: (Y/N) N Spawning rate: (Perfect, too frequent, too low and...
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    [MOD] MagisterModmod

    Hi Magister, I was having a fun time as the Svarts running over the map. I decided that the best course of action would be for some hidden nationality units to visit the Ljosalfar, where they would carry on a philosophical discussion about reuniting the elves. Sadly, when I cast Veil of...
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    Animals in BAT 4.0

    @Gwynnja Thanks, I was thinking of something like this, but you put it so clearly Also I am pretty sure that the cute animals spawn bust. So killing them is counter productive: penguins protect against polar bears. @Lemon Merchant Wow! you are incredible. A soft fix and a promise of a hard...
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    Animals in BAT 4.0

    Thanks LM. I like the new animals, but they are definitely nastier than usual. I've seen Cheetahs 2:strength: 3:move:, Lionesses 3:strength: 2:move:, and Polar Bears 6:strength: 2:move: :wow:. I might change my mind if a 3:move: critter ate a settler. Even the cute ones running around can...
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    Animals in BAT 4.0

    Hi Lemon Merchant, First let me thank you for your hard work in putting out BAT 4.0. The animals in BAT 4.0 are upgraded, which seems to me is a game play alteration. Is there a way to use the default animals?
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    Optimizing my game play: moving up to Emperor

    Interesting game. I wonder if Pacal can get Jannisaries fast enough to use their bonus? I'm a struggling Emperor player, but I think I see a problem.
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    [MOD] More Naval AI

    Some further notes on the problem. I re-installed More Naval AI and it worked fine. Until I turned on the map grid, which caused the same error. I fixed this one by loading up a new game of Vanilla FFH, the game started with the grid on. I turned it off and everything has been fine since...
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    [MOD] More Naval AI

    I often get the "Loading Previous Save, Loading Previous Previous Save" error message, doesn't everyone? ;)
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    [MOD] More Naval AI

    Thanks for the modmod, it is really nice. however it crashed on me. Played one game until t222, no problem technically, but the AI kicked my butt. Tried again, and the game crashed on t182. Now when I load FFH the main screen comes up but load game/play game crash about when they see to...
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    Great wall rush

    Besides its timing, I have two issue with the Great Wall on Monarch/Emperor. First, I find while it saves on troops for anti-barb duty it doesn't completely eliminate the need for them. You still need to escort settlers. Also, it does nothing about the barbs who brilliantly settled on top...
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