[MOD] MagisterModmod

I never see kelp, haunted lands or ancient forests in my games. I use the erebus continent map script with unique features turned on. Any other suggestion for a good map script to use with this mod?

Also about the ring of carcer: The spell button for freeing bridged should be there allways but greyed out with a text for the prereqs.
 
I accidently hit some command that hides all my units from me. But I don't know what I hit. What's the command to undo that?
 
Ah, ok, thanks for the reply.

Also, in my latest game, I am running into the python2 errors again. Did not go to artistorcracy, so not sure what's going on. Include save game.

About the rail, only great engineers can build it, not workers.

Edit. After enabling all of the logs, and searching through them, it seemed like something in the BAI file was causing the problem as the sidar (first team mentioned, was trying to do something). In world builder, I removed the sidar, and then the game was able to continue. Not sure if the problem revolves around the sidar, or if the sidar was doing something that was the problem. Shame to have to kill of this civ, but will, and see if problem resurfaces.

Neither PythonErr2.log or BBAI.log would be causing the issue, only possibly recording what is going wrong.

I have not actually tested your saved game yet, but have noticed issues when the AI has Severed Souls. I think it might be caused by how the python prereq of the Call Form ability kills the caster if its summoner no longer exists. I should probably remove that and add some code unfer onUnitLost that checks to see if the unit has the Soul Splitter promotion, and if so deletes any Severed Souls that have that summoner.

Is there a way to make the mercurians an independent civ when summoned? I always thought it was weird that whoever summons the mercurians essentially gets two civs to add to his score.

I could make an alternate spell that summons Basium as an independent player, but I don't intend to. There could be complications related to open borders and such.

Do I need to intstall patch 'o' or patch 'p' or none of them?
There is no official patch 'p' and the unofficial one makes only one change which my mod makes also, in a file that my mod completely overwrites. It should not make any difference. You could probably go a couple patched further back that that too, although there could be some issues with artwork then.
Found out how to send Trojan Horse to another continent. Have an archmage create a rift gate.
Yeah, any domain_land unit can travel that way. Obsidian Gates or the Nexus would work just as well.
As Calabim I can only build Man-at-arms and not Vampires. Why is that?

Because the Calabim can't build Vampires, they can only build Men-at-arms. You'll need either Fanaticism (Losha Valas) or Fuedalism (Blood Guards, their Royal Guard UU) to spread the gift around. You may also be able to vampirise level 6 units if you just have a governor's mansion in the city, I'm not sure.
Vampirism is stronger in my modmod, and the Vampire unit was too easy to get.

At one point I deleted the Vampire unit, but then ran into issues where the unit was referenced in python. I could have searched and changed all of them I suppose, but I decided it was easier to leave the unit in than change the exploration result that creates a barbarian vampire to instead give the Vampire promotion to another unit. (The lack of the Vampire unit also certainly brakes many scenarios.)
Indeed. Any living unit of level 6 can be gifted vampirism from the manor. Also, mori's (can't remember how to spell it) can do so at level 4.
Moroi
When I tried playing the Fall of Cuantine scenario with this mod Orders from Heaven were mysteriously locked and I couldn't finish that scenario... is this normal?
I believe Kael made that mod use the options to disable all religions except The Order and The Overlords. The game options that prevent specific religions from being founded are hardcoded based on the order in which the religions are listed in the XML, which also controls the order in which they are displayed in the game. I rearranged the main 7 religions into a more logical alignment based order; the game option meant to block the Fellowship of the Leaves now blocks The Order.

Just played a fun game with the Sidar. Here's what I noticed:

- the vote menu for the undercouncil says I'm head of the United Nations

- I didn't find any description about what the resolutions of the undercouncil actually do

- at some point in the game the mana list at the far left disapeared and clicking the appropriate button to bring it back didn't bring it back. It was just gone.

- Basium did a good job of conquering other civs (I read somewhere he sometimes doesn't so I'm mentioning it here that he did good)

- I entered the ring of carcer with a level 14 Rathus Denmora but nothing happened. Rathus was not hidden and there was no ability button like explore lair available. How do I free Bridget?

- My Rathus Denmora apart from having the Netherblade picked up Orthus Axe and Basiums weapon. That surely gives him a lot of power but seems not quite right to wield three weapons.
A restriction to only be allowed to have one weapon at a time would be nice. That way a player also gets encouraged to build more super units than just one.

- World spells should be announced

- Thanks for this great mod :)

World spell are working fine, at least in my games.

Ring of carcer: Its now a spell, I believe you need fantatacism, and be either neutral of good (plus the level fourteen) and you will then see a spell for releasing him.

Undercouncil. Really need MagisterCultuum for all of these. Some of the changes he made included share of maps each turn with other members.

I do not think the scenarios work with this mod, as many changes (espicailly with religions) have been made. (could be wrong here)
There are a lot of issues with the Overcouncil/Undercouncl using United Nations text in normal FfH2. I fixed most of these, but I guess I missed some. I see if I can find ans fix the rest of them.

I believe that I made the pedia entries for the Overcouncil and Undercouncil explain their respective resolutions. I'll try to give more details though.

I've noticed Basium excelling lately too. I guess Tholal's last AI updates really help them.

The spell to free Brigit should appear if its prereqs are met.

It would be too complicated to specifically ban units from carrying multiple weapons. I could prevent units from carrying more than one piece of equipment at a time fairly easily, but I don't want to do that.

I did not do anything that would prevent world spells from being used or announced, so that issue should be taken to Tholal if it is happening
You need to have the scores in the bottom right corner of the screen displayed.
Maybe this is true, but I've never had the issue so I don't know.
Does anyone know where I'm getting rebellious promotions from? Every now and then, I just lose some of my units when they become barbarians, and I cannot work out why.

Could you give us some more details? Which civ are you playing when this happens?

If you're playing the Calabim, it could be because some of your units are Empyrean. Otherwise it might be because the Cult of the Dragon is spreading in your lands.
Correct. Note that the Loyalty spell removes Rebellious, but it will come back if due the Cult of the Dragon. Being Kuriotates, Sheaim, or owning any of the dragons prevents issues with the Cult of the Dragon.

What does that mean? Why would scenarios be buggy if changes were made?
Lots of changes could cause problems in scenarios. The most obvious issues are when the scenario contain things (units, promotions, buildings, improvements, etc) that are no longer present in the xml defines. I know that older versions of my modmod broke most of the scenarios, and would be suprised if many of them work now. Eventually I may release compatible versions of the scenarios and maybe even some new ones of my own, but that could be a while.
I never see kelp, haunted lands or ancient forests in my games. I use the erebus continent map script with unique features turned on. Any other suggestion for a good map script to use with this mod?

Also about the ring of carcer: The spell button for freeing bridged should be there allways but greyed out with a text for the prereqs.
Kelp and Haunted Lands do not exist in this mod, so it would be stranger if you did see them.

Like in normal FfH2, Ancient Forests are never placed on a random map but upgrade from Forests (also Jungles in this modmod) in the territory of a player with the Fellowship of the Leaves state religion.


Personally I tend to prefer the Tectonics mapscript, with either Mediterranean or Lakes modes. There are probably better options somewhere though.


The spells to free Brigit or Odio are already set to be displayed when disabled, but I don't think the DLL is set up to show spells not allowed due to level or technology prereqs.

I accidently hit some command that hides all my units from me. But I don't know what I hit. What's the command to undo that?

You probably hit the "Toggle Bare Map" button, above the minimap between "Toggle Show Tiles" and "Toggle Yield Display" buttons. You can also turn this option on and off by the keystroke <Ctrl+B>

I don't think this has anything to do with my mod, or even with the BUG mod which it includes. I believe this is normal vanilla behavior.
 
I'm not sure if anyone else raised this issue, but you may want to examine the relative strengths of the Gargoyles and Iron Golems. The Gargoyles have the same strength as the Iron Golems, can obtain the same golem promotions, receive bonus promotions, do not require any resource to build, require less tech investment, and are cheaper to construct if you have marble and iron. Unless I am missing something, the Gargoyles are superior in every way.

Also, what is the trigger for new golems to receive the strong promotion?

Check out my super city. I think I have 49 free specialists.
 
I'm not sure if anyone else raised this issue, but you may want to examine the relative strengths of the Gargoyles and Iron Golems. The Gargoyles have the same strength as the Iron Golems, can obtain the same golem promotions, receive bonus promotions, do not require any resource to build, require less tech investment, and are cheaper to construct if you have marble and iron. Unless I am missing something, the Gargoyles are superior in every way.

Also, what is the trigger for new golems to receive the strong promotion?

Check out my super city. I think I have 49 free specialists.

Lurchuirp is OP every way in Mag's momod. Too many free GP.

I noticed gargoyle bonuses too... the best units - cheaper and more promos.

I'd reduce gargoyle's str to 4/6 but keep promos and remove building bonuses.
 
Lurchuirp is OP every way in Mag's momod. Too many free GP.

But that's okay because Luchiurp are awesome. In vanilla FFH the overpowered civ was the Hippus...

Anyway, thanks Magister for your cool modmod and your answers. I really appreciate it, I appreciate the fact that you spent time modding, reworking and polishing your modmod in your devotion to the FFH lore.
 
Lurchuirp is OP every way in Mag's momod. Too many free GP.

I noticed gargoyle bonuses too... the best units - cheaper and more promos.

I'd reduce gargoyle's str to 4/6 but keep promos and remove building bonuses.

Not sure of the mechanics of this, but in the last 5 games I have played, every time the Lurchuirp are the dominate force. In terms of the size of their empire, they are good, but in terms of their research, they are HUGE. Every time they are absolutely miles ahead of every other ai, and quite a bit ahead of me (I play monarch level). While its great that there is some challenging here, why is there such a discrepancy between them and everyone else?
 
I'd remove free GP from workshops for lurchuirp and for Guild of Endeavours, that is all.
 
Amarites are overpowered as well. All those free spells. The problem though is that the AI does not make good use of all that extra power. So the unbalance is not so much that some civs have far too much power, but that that power is only really available to the human player.
 
I don't know, when I can summon dozens of skeletons per turn, it doesn't really matter how weak they are individually. And summoning a djinn with a strength of 85, before promotions, means there is essentially nothing you can't beat.

 
Re: djinns: yeah, they're a lot more powerful thanks to the amount of extra mana you can get in this Mod Mod. Having four super djinns is pretty big, but as the Illians you can also get some sick ice elementals because the deepening (or something) increases the amount of ice mana on the board.
 
Not even someone with Unsummon?

Doesn't help in turn based. A player summons it, uses it, and then it expires after 1 turn. So once used, who cares if it's unsummoned, and that even assumes that the AI would use the spell. AI spell use (the lack thereof) is a real weakness.
 
Just a couple of questions about the illians.

1. Iv'e just completed divine essence, and it says that if I have the white hand holy city (I do) I can build aquilians beast units. Cannot find their icon to build.

2. Are the illians considered to have a dragon unit (Drifa) ? In the civ info is says they have this dragon, however, in the units section its says drifa is a beast unit. Having just completed divine essence, I cannot see awake from slumber ritual as being available, so I'm assuming the illians cannot build it?
 
In order to use Awake from Slumber you need the Dragon Fanatic religion in the city building it. But I thought it would wake all the dragons, instead it only woke 2 of them.
 
In order to use Awake from Slumber you need the Dragon Fanatic religion in the city building it. But I thought it would wake all the dragons, instead it only woke 2 of them.

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.
 
I got Driffa, which happened to be near my capital, but I was playing Amarites.
 
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