[MOD] MagisterModmod

I believe it wakes them as appropriate. Acheron will always wake, Abashi will if the Sheaim are around, ditto Driffa for the Illians, and if the owner of the OO holy city follows OO, I think they'd get Thalawhatever.

Does that mean if the Ilian say did the Stir from Slumber ritual, that the appopriate dragon spawns in the appropriate place? The Ilians get Drifa, Sheaim get Abashi, Kuriotates get Eurabates?

Are there any more dragons besides Acheron out there? I know about the Octopus Overlords one.
 
Stupid Modmod trick:

You can merge your heroes with flesh golems and then use Life III to bring them back. You can probably do this in vanilla FFH2, but only with national heroes. This makes for some really spectacular flesh golems.

Also, any unit that has the great commander promotion can pass it on to the flesh golem and if the first unit was hero if you resurrect it, it will come back with the great commander promotion. This enables the player to gather as many free great commanders as you have Life III spells (for all that's worth. It's hardly gamebreaking.)
 
From what people said, I entered world builder and placed cult of dragon in one of my cities (that religion, at this late stage in my game is nearly non existent because of wars). This then, did allow me to build stir from slumber. Upon completion Archon and Drifa came to life (other dragon civs dead), however, both were barb unit, even though I was Illian.
 
I played the mod last night, with what I presume is the latest version downloaded last night.

I played the Grigori and my adventurers wouldn't "hold" the unit I upgraded them too.

I made my first adventurer a hunter, and after a few rounds he would become an adventurer again. I upgraded him again, and a few rounds later he was an adventurer again. The same thing happened with my next one as well.
 
With the adventurers now, you cannot leave them unmoved for a turn in your territory without them turning back. Just keep them moving and you're OK. If you want to give them promotions in one area, they still work when you change the profession.
 
With the adventurers now, you cannot leave them unmoved for a turn in your territory without them turning back. Just keep them moving and you're OK. If you want to give them promotions in one area, they still work when you change the profession.

There's a chance they'll turn back every turn. It's not a guaranteed "don't move them and they turn into an adventurer".
 
amurite mages and wizards are rebelling - I do not know, why or from where they get rebellious promo... Cult of dragon - nowhere....firebows, warriors, rebelling
 
Your modmod has been suggested for a Divine Intervention game (http://forums.civfanatics.com/showthread.php?t=460451).
It's also been suggested to try the DI game with multiple mortal players.

Do you think your modmod is stable enough to support that sort of game?
 
It seems pretty stable, but I have never played any multiplayer games of Civ4 except for a few hotseat games against myself so I can't be sure how stable it is in multilayer.

I think there may have been one or two minor stability issues in the last release which I have since then fixed, but I don't plan to release a new version until after Tholal does. I use the same dll as More Naval AI, and the last version of that introduced the issue of religious units (like priests) not being able to upgrade to units without religious prerequisites (like Paladins).
 
Just registered to express my appreciation for this wonderful modmod - having lots of fun with it. :)

Also, a question; does the Herald's Call spell no longer kill the living units affected by it? From the looks of it, it bestows neither Burning Blood nor limited duration, but instead a powerful Herald's Blessing promotion which will eventually expire. I'd like to make use of it, but as I'm not playing the Mercurians (got the Angel from exploring a dungeon), being certain that it won't eventually kill off my army would be nice ;)
 
The Herald's Blessing promotion has a python effect that kills the units that have it and makes them return as Angels. I do not use limited duration because dying that way does not let them return as Angels.
 
Many thanks for the super-quick reply!

I just tested Herald's Call with some 20 of my Moroi; after a couple of turns the Blessing on a few of them had worn off, with all still alive - however, the Mercurians have not entered this game yet, so perhaps that stops the python effect from executing?
 
I just noticed that the angel gifting code uses caster.getReligion() when it should use unit.getReligion(), as caster was not defined in that function. That stops the code from actually doing anything.

If it were working, there would be a 60% chance of killing the unit each turn.
 
Ah, I see. I suppose it's open to exploitation at the moment then, as theoretically a single Herald, casting it every turn, could give an entire army heroic-level xp gain etc. without apparent drawback. Meh, would be too easy; I'll stick with Valor + actual fighting to blood my troops. :)
 
I don't know if anyone has reported before , the ability that unit can turn defeated unit into food and production isn't working. Not even inside the boundary that the ability suppose to be in effect.
 
I had a lot of instability problems in my last game, once I had a lot of units and the map was nearly all revealed. I don't know if that's a flaw in my system though.
 
I'm getting an error. I was playing and the game crashed (it was open for a number of hours so that's not really a surprise). I restarted and loaded up the newest autosave, which happened to be the same turn I completed the Tower of Divination. When I was queued for my free tech, I pick a tech and I get an error message that says "You've already picked your free tech(s)," and I don't get a tech. I had previously selected my free tech before the game crashed.

I rather doubt that this is actually caused by MC's mod, but I figured I would post it all the same.
 
The Lurchuip got a significant power boost. The Golem King now has to be present with other golems to "train" them, but he now grants actual combat and drill promotions rather than empower promotions. Also, golems can now receive mobility and strong promotions through buildings, and the gargoyle has received a significant (and, IMO, overpowered) boost. Finally, the sculptor's studio now grants a free specialist for every workshop in the city's radius.
 
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