[MOD] MagisterModmod

The Creation Mana appearing at random is a normal effect of the Amathaon constellation event. It is a bit odd for it to happen that often that soon, but not beyond the bounds of reason. Pseudorandom numbers can be like that.

I went ahead and increased the base strength of Scouts, but I don't think I'll change the other recon units.


I don't think that the Force sphere is weak compared to other spheres. Temporance is great if you are at war with the Mercurians or Infernal, or an AV civ or heavy user of demonic summons. Ring of Warding is one of the best spells in the game, especially against enemies that rely heavily on summons. (If I did not really like it, I would not waste the python resources it requires.) Runewyns actually have higher base strength than Mustforms. The main benefit of Runewyns is not their direct combat ability though, but the fact that they automatically remove all spell sphere promotions from their enemies, as well as spell buff promotions from all others unis in their stack and all spell buildings from hostile cities. They are also the one summon that can pass through the Force II Ring of Warding, and can remove it to allow other summons to attack. Since they may have to face disciple spell casters instead of only arcane units which they are already so strong against, I think I'll give them the Scourge promotion too. The big weakness of Runewyns compared to other summons is probably that neither the Tower of the Elements nor the Tower of Necromancy gives them any free promotions. As such, I think I'll give them a free promotion pick for every source of Force mana instead.


I don't intend to add any extra unique buildings just to give the Grigori more free specialists, especially as those specialist can dilute the adventurer pool.


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I have finished merging in a new WorldBuilder update, and will probably upload a new MagisterModmod release this evening. (First I need to get some sleep, and then playtest a bit more.)

Are people still unhappy with the hosting site which bought out my old host? Where would you prefer I host it (for free)?
 
I just finished uploading the new version.

You may download the installer here or the archive here.


Since people were unhappy with the host I was using, I decided to go back and upload these to GameFront (even though I embarrassingly misspelled my username there and cannot change it).

It is a good thing I did not upload last night, as I had accidentally overwritten CvGameUtils.py with the MNAI version and thus broken many important features of the mod. The extra time also allowed me to fix a great number of typos in the civilopedia and mouseovers.
 
gamefront says "file not found"....
 
It does? That is odd. When I clock the links I find both versions just fine, and had no problem downloading them even without signing into my account.

It also says that there have been 7 downloads of the .7z and 16 downloads of the .exe, so I would guess that most other people aren't having your problem Calvente.
 
I do have the same problem.
Trying to download the archive gives a "403 - forbidden" while the exe is rather "file not found".
But the result is the same :(
 
Odd, I managed to download the exe just fine.

What do you guys think of this joker unit i'm currently trying to create for the Balseraph Immortal? I still need to shade the clothes and work on the lower half of the unit, as well as fix a lot of the wierd issues like the loincloth in the back. Eventually I would like to have 2 pauldrons with the Balseraph insignia on its shoulders, but I am taking this project one step at a time.

I am basing it off of the joker from batman, and am using the Eidalon from Masters of Mana as the base model. Keep in mind I am still working on it however.
 

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dunno if it's a bug:

-Grigori Medic (aventurer) does not revert back to adventurer even while idling in city.
I've had a hunter in next city go "hunter->dragon slayer-->adept-->back to hunter" in the meantime. and all my other adventurer got at least 2 "revert" during said time.
I was wondering if it has something to do with it being a medic.

-getting the "religious wonder of children of the One" is very difficult : how do you get a Great Prophet (how do you get priests specialists / priest gpp)? I tried to be first to theology.. but I missed it.

-Everytime I summon an imp he is forbidden to cast "muse" even when I give him the spell-sphere... but mind 1 or earth 1 are ok.
 
I cannot think of any reason why Grigori Medics would be less likely to revert to Adventurers than any other units. I am pretty positive that I have seen it happen. You may just be getting unlucky with your random number generator.

The things that prevent such a reversion are:
Not having another defender on the tile
Not being in a city
Having the city be in revolt
Having more of another team's culture than your team's culture on the tile
Having hostile units (whether at war, hidden nationality, or always hostile) in adjacent tiles


It is possible for a hidden nationality Shadow to be hiding adjacent to the city and preventing the adventurer from trying something completely different.
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It is possible to use Luonnotar units to construct Altars of the Luonnotar, and assign priests to them to generate great prophet points. It is of course also possible to capture other shrines and use them.

I think I'll make things easier on you though, and allow you to sacrifice a Luonnotar directly to build the shrine.
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I set all of the Creation sphere spells to have <bCasterNoDuration>1<bCasterNoDuration>, for some reason that I cannot right now recall. I guess I'll change it unless I remember a really good reason not to do so.

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Since some people are having trouble with GameFront, should I go back to the other host for my next update? Is there another free host yo would recommend?
 
yep, that was it: bad rand generator luck.
after a llooong time the medic switched.
but a luonnatar also had a long switch time, which does not happen for "army-units".

didn't knew about the "no-other defender"... (the grigori medic was in a city with a defending axeman)
I'll have to move my units around then.

as a side note:
well done that chan 1-2-3 are removed when switching ... it infuriated me when I became aware of it (couldn't have my mage-became-slayer learn level2 spell when level 1 were done....)
well, I only had to switch back to adept/mage ^^ and gain +2 promotions doing so.
 
I noticed that gorillas have Guerrilla 2. Wouldn't it be more appropriate for them to have woodsman 2 instead? They are a jungle creature.
 
"I am almost certain that many moderns suffer from what may be called the disease of the suppressed pun." - GKC

The increase in strength given to scouts has made them very powerful. Perhaps too powerful? In my most recent game no scout lost a battle -- encountering various animals, goblins, and lizardmen -- until a battle with a +40% strength scorpion.
 
well, 3 -30% becomes 2.1... and with 1-2 promotions it becomes quickly an advantage version the old scout (2str)...
however, acrux, I estimate that either you had forgotten about the old scout, or you had a huge rand-generator luck.
Indeed, when I played 2 +light scout, I had 1.4str... and lost versus every animals, even wolves.
the only fights I won, were wolves or str2 gorilla.. when THEY attacked me, and I was on hill+forest.

remember that normal FFH you could even defend against tigers or lions if you managed to positionned yourself on a hill and/or behind river/on forest.


@Magister: I take bac what I said once about longbows : they are nice as is (drill 1-3)... When I made my remark I hadn't yet attained crossbows.
with the current crossbow, the longbows (which cannot upgrade to Xbow) are ok. However I think LB could still get a further boost.... maybe an upgrade to a new unit ? or something..

currently I build 1 LB every 4 Xbow... (just to have an easy blitz/keen-eye/precision unit per border city, for the defensive strikes) but the true defense is done by the Xbow... 9/11 ! (versus the 6/7 of LB!)
 
There doesn't seem to be much activity in any of the FfH stuff recently. Have most of the people lost interest or moved on to other things?
 
Erebus in the Balance has a bit of activity and is a week or two from a release. I just haven't had the time to post it all over here.

Then again, it is quite a different style of moding to MMM.
 
maybe it's only that it's summer ^^
 
Where does this new version store the AI logs? Neither BBAI, nor BBAIlog-username appear to be updating as new turns occur. I know that with the new MNAI there should be additional log files, but I am not seeing them, or the ones that I do see don't appear to be updating. I was trying to troubleshoot an endless ai turn issue, and I noticed that those files do not appear to be updating so they weren't that helpful.

Upon further review, I am pretty sure there is a bug where the mod isn't writing to BBAI logs, either regular or username. The last time either of those files were changed on my computer was last month or so, even though I am actively playing the mod currently.

Is anyone else having this problem or is it just me?
 
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