BlackArchon
Warlord
Hi there,
LordShaggynator and I were working on some Master of Mana fixes, and we want to share the first batch of these with you.
You must have installed patch 1.42 before (it can be found right here). Then download our patch archive and extract it to your "Civilization 4\Beyond the Sword\Mods\Master of Mana" folder, overwriting the files. A nice installer is on our roadmap.
Changes for Patch C (also contains all fixes from patch A and B):
Aos Sí
- Furies now correctly cost unit support (Assets\Modules\NormalModules\Expansion\Civs\Faeries\FAERIES_CIV4UnitInfos.xml)
- heroes and other units with a race promotion (like Liches) now don't get it replaced with the Faerie race
- Fetches now don't try to steal Combat I, II or III promotions anymore
Balseraph
- Mimics now don't try to steal Combat I, II or III promotions anymore
- Nojah no longer costs unit support (heroes never cost unit support, Assets\XML\Units\CIV4UnitInfos.xml)
Frozen
- Frost Giants now correctly cost unit support (Assets\Modules\NormalModules\Frozen\Frozen_CIV4UnitInfos.xml)
Pirates
- Explorers no longer cost unit support (none other of their ships cost unit support before, Assets\Modules\NormalModules\Pirates\PIRATES_CIV4UnitInfos.xml)
Infernals
- Balors now correctly cost unit support (Assets\XML\Units\CIV4UnitInfos.xml)
Sheaim
- Os-Gabella no longer costs unit support (heroes never cost unit support, Assets\XML\Units\CIV4UnitInfos.xml)
Misc
- Gaelan no longer costs unit support (heroes never cost unit support, Assets\XML\Units\CIV4UnitInfos.xml)
- Mokka no longer costs unit support (heroes never cost unit support, Assets\XML\Units\CIV4UnitInfos.xml)
- Tumtum no longer costs unit support (heroes never cost unit support, Assets\XML\Units\CIV4UnitInfos.xml)
- The game option 'Permanent Alliances' is working again (DLL)
- Animals and Barbarians weren't spawning on scenarios, fixed (DLL)
- Cities with Merchant Districts caused Python exceptions if this city had tiles outside of the map, fixed (Assets\Python\CvEventManager.py)
- The progress bar of great persons is fixed (Assets\Python\Screens\CvMainInterface.py)
- The forecasted casting length of magic rituals is now correct (DLL and Assets\Python\Screens\CvMainInterface.py)
- Removed some old references to obsolete game mechanics (Assets\XML\Events\CIV4EventInfos.xml, DLL (CvUnitAI.cpp))
==============================
Here are the changes of our patch B:
Civilizations
* Aos Sí
** Sprites now correctly cost unit support (Assets\Modules\NormalModules\Expansion\Civs\Faeries\FAERIES_CIV4UnitInfos.xml)
** Eternal Court fixed (indeed many small fixes) (Assets\Python\Wildmana\Civs\CvFaeries.py)
** passive terraforming now checks only Faerie-controlled tiles instead of the entire map (Assets\Python\Wildmana\Civs\CvFaeries.py)
** Pixies are no longer activated every turn when switching to Winter Court (Assets\Python\Wildmana\Civs\CvFaeries.py)
** changing Eternal Court to Winter or Summer Court is now correctly processed (color and Lord conversions) (Assets\Python\Wildmana\Civs\CvFaeries.py)
** multiple color promotions are no longer possible (if an old savegame containing units with broken color promotions is loaded, they get also fixed!)
** starting units now get correctly their color promotions (Assets\Python\Wildmana\Civs\CvFaeries.py)
** random color when a Faerie unit is build now works as intended (before some colors were impossible to get)
** Sprites can now upgrade to Dryads
** Pixies can now upgrade to Furies
** Erlking and Furies now start with generic Faerie race
** added a check which fixes wrong color promotions of Faerie units from older savegames
* Austrin
** when building "The Joining", only civs with a AI script can be summoned (Assets\Python\Wildmana\Civs\CvAustrin.py)
** additionally, the human player gets asked if he wants to change his civilization to the new one (similar to summoning the Mercurians or Infernals) (Assets\Python\Wildmana\Civs\CvAustrin.py)
** Sorah now only casts her city converting spell if her civilization doesn't already have a city (Assets\Python\Wildmana\Civs\austrin.py and Assets\Modules\NormalModules\Expansion\Civs\Austrin\AUSTRIN_CIV4SpellInfos.xml)
** Sorah now has the hero promotion, since she is definitely a hero unit (Assets\Modules\NormalModules\Expansion\Civs\Austrin\AUSTRIN_CIV4UnitInfos.xml)
* Scion
** Bone Horde now correctly cost unit support (Assets\Modules\NormalModules\Expansion\Civs\Scions of Patria\SCIONS_CIV4UnitInfos.xml)
** Thaumaturge's Keep doesn't try to teach arcane units spells anymore, since this was obsoleted by the fundamental changes related to magic use (fixes a python exception) (Assets\Python\Wildmana\Civs\CvScions.py)
* Malakim
** passive terraforming now checks only Malakim-controlled tiles instead of the entire map (Assets\Python\Wildmana\Civs\CvMalakim.py)
Religions
* Bounty of Kilmorph (High Priest of Kilmorph) now works as intended and no longer causes OOS in multiplayer games (Assets\Python\Wildmana\Modular Python\CvFaith.py)
* Lunatics now correctly cost unit support (Assets\XML\Units\CIV4UnitInfos.xml)
* Fearful Presence (Cultist) does no longer strengthen enemy units
Misc
* "Vulnerable to Lightning" now has the promotion symbol of "Lightning Resistance", just as "Vulnerable to Cold" has the symbol of "Cold Resistance" (Assets\XML\Units\CIV4PromotionInfos.xml)
Stay tuned for more patches. The performance gains for auto-terraform civilizations like Aos Sí and Malakim are quite huge.
LordShaggynator and I were working on some Master of Mana fixes, and we want to share the first batch of these with you.
You must have installed patch 1.42 before (it can be found right here). Then download our patch archive and extract it to your "Civilization 4\Beyond the Sword\Mods\Master of Mana" folder, overwriting the files. A nice installer is on our roadmap.
Changes for Patch C (also contains all fixes from patch A and B):
Aos Sí
- Furies now correctly cost unit support (Assets\Modules\NormalModules\Expansion\Civs\Faeries\FAERIES_CIV4UnitInfos.xml)
- heroes and other units with a race promotion (like Liches) now don't get it replaced with the Faerie race
- Fetches now don't try to steal Combat I, II or III promotions anymore
Balseraph
- Mimics now don't try to steal Combat I, II or III promotions anymore
- Nojah no longer costs unit support (heroes never cost unit support, Assets\XML\Units\CIV4UnitInfos.xml)
Frozen
- Frost Giants now correctly cost unit support (Assets\Modules\NormalModules\Frozen\Frozen_CIV4UnitInfos.xml)
Pirates
- Explorers no longer cost unit support (none other of their ships cost unit support before, Assets\Modules\NormalModules\Pirates\PIRATES_CIV4UnitInfos.xml)
Infernals
- Balors now correctly cost unit support (Assets\XML\Units\CIV4UnitInfos.xml)
Sheaim
- Os-Gabella no longer costs unit support (heroes never cost unit support, Assets\XML\Units\CIV4UnitInfos.xml)
Misc
- Gaelan no longer costs unit support (heroes never cost unit support, Assets\XML\Units\CIV4UnitInfos.xml)
- Mokka no longer costs unit support (heroes never cost unit support, Assets\XML\Units\CIV4UnitInfos.xml)
- Tumtum no longer costs unit support (heroes never cost unit support, Assets\XML\Units\CIV4UnitInfos.xml)
- The game option 'Permanent Alliances' is working again (DLL)
- Animals and Barbarians weren't spawning on scenarios, fixed (DLL)
- Cities with Merchant Districts caused Python exceptions if this city had tiles outside of the map, fixed (Assets\Python\CvEventManager.py)
- The progress bar of great persons is fixed (Assets\Python\Screens\CvMainInterface.py)
- The forecasted casting length of magic rituals is now correct (DLL and Assets\Python\Screens\CvMainInterface.py)
- Removed some old references to obsolete game mechanics (Assets\XML\Events\CIV4EventInfos.xml, DLL (CvUnitAI.cpp))
==============================
Here are the changes of our patch B:
Civilizations
* Aos Sí
** Sprites now correctly cost unit support (Assets\Modules\NormalModules\Expansion\Civs\Faeries\FAERIES_CIV4UnitInfos.xml)
** Eternal Court fixed (indeed many small fixes) (Assets\Python\Wildmana\Civs\CvFaeries.py)
** passive terraforming now checks only Faerie-controlled tiles instead of the entire map (Assets\Python\Wildmana\Civs\CvFaeries.py)
** Pixies are no longer activated every turn when switching to Winter Court (Assets\Python\Wildmana\Civs\CvFaeries.py)
** changing Eternal Court to Winter or Summer Court is now correctly processed (color and Lord conversions) (Assets\Python\Wildmana\Civs\CvFaeries.py)
** multiple color promotions are no longer possible (if an old savegame containing units with broken color promotions is loaded, they get also fixed!)
** starting units now get correctly their color promotions (Assets\Python\Wildmana\Civs\CvFaeries.py)
** random color when a Faerie unit is build now works as intended (before some colors were impossible to get)
** Sprites can now upgrade to Dryads
** Pixies can now upgrade to Furies
** Erlking and Furies now start with generic Faerie race
** added a check which fixes wrong color promotions of Faerie units from older savegames
* Austrin
** when building "The Joining", only civs with a AI script can be summoned (Assets\Python\Wildmana\Civs\CvAustrin.py)
** additionally, the human player gets asked if he wants to change his civilization to the new one (similar to summoning the Mercurians or Infernals) (Assets\Python\Wildmana\Civs\CvAustrin.py)
** Sorah now only casts her city converting spell if her civilization doesn't already have a city (Assets\Python\Wildmana\Civs\austrin.py and Assets\Modules\NormalModules\Expansion\Civs\Austrin\AUSTRIN_CIV4SpellInfos.xml)
** Sorah now has the hero promotion, since she is definitely a hero unit (Assets\Modules\NormalModules\Expansion\Civs\Austrin\AUSTRIN_CIV4UnitInfos.xml)
* Scion
** Bone Horde now correctly cost unit support (Assets\Modules\NormalModules\Expansion\Civs\Scions of Patria\SCIONS_CIV4UnitInfos.xml)
** Thaumaturge's Keep doesn't try to teach arcane units spells anymore, since this was obsoleted by the fundamental changes related to magic use (fixes a python exception) (Assets\Python\Wildmana\Civs\CvScions.py)
* Malakim
** passive terraforming now checks only Malakim-controlled tiles instead of the entire map (Assets\Python\Wildmana\Civs\CvMalakim.py)
Religions
* Bounty of Kilmorph (High Priest of Kilmorph) now works as intended and no longer causes OOS in multiplayer games (Assets\Python\Wildmana\Modular Python\CvFaith.py)
* Lunatics now correctly cost unit support (Assets\XML\Units\CIV4UnitInfos.xml)
* Fearful Presence (Cultist) does no longer strengthen enemy units
Misc
* "Vulnerable to Lightning" now has the promotion symbol of "Lightning Resistance", just as "Vulnerable to Cold" has the symbol of "Cold Resistance" (Assets\XML\Units\CIV4PromotionInfos.xml)
Stay tuned for more patches. The performance gains for auto-terraform civilizations like Aos Sí and Malakim are quite huge.