[MODULE] Xtended MoM

esvath

Apprentice of Erebus
Joined
Mar 27, 2008
Messages
1,403
Installation instruction :
  1. Extract Xtended Magic.zip and put the folder Xtended Magic to Assets\Modules\NormalModules\
  2. Extract Xtended Buttons.zip and put the folder Xtended to Assets\Art\Interface\Buttons


version 1.8 (02 March 2011) :
* compatible with patch 1.1

Xtended Vampire

Do you feel that Calabim Vampires were nerfed when we move to MoM? Do you miss the glory of old day to raise skeletons and spectres to be your cannon fodder? Worry not! The new era of Calabim Vampire has arrive!

You can choose one from three Courts to strengthen your Vampires. Each has its own strength, weakness and focus.

Black Court :
+ : necromancy, raise skeleton minions, summon spectre, combat aura strengthening your undead
- : weak physical strength

Promotions :
* Black Court : 50% creating Skeleton Minion after combat, -1 str, level : 6 --> weakness : reduced str
* Pacify Undead : Pass Charm promo with <PromotionMustHave>PROMOTION_UNDEAD</PromotionMustHave>, level 8
* Black Lord : Gain CombatAura works on Undead, heal effect, -1 str, level : 10
* Death Embrace : pass Death Kiss (+1 Death, 20% creating Skeleton Minion) to all undead, req : Black Lord
* Defile Life : Boiling Blood spell pass Defiled : -100% Death Resist, -10% str, req : Black Lord
* Soul Trap : 50% get Soul Harvest after combat, req : Black Lord
*** Soul Harvest : pass Strong promotion to all undead, 20% chance exp
*** *** Summon Spectre : summon a spectre, remove Soul Harvest promotion


Red Court :
+ : pure physical powerhouse
- : increase chance to went berserk

Promotions :
* Red Court : +1 offensive, -1 def, level : 6 --> weakness : % chance to enrage
* Blood Rite : +2xp from combat, level : 8
* Battle Lust : +20% heal after combat, +20% at full HP, 50% gain Strong after combat level : 10
* Ethereal Body : immune to strikes, +1 first strike, level : 10
* Champion of Chaos* : +1 Body Affinity, +1 Chaos Affinity, immune to magic, level : 10
* Red Duke : Gain Blitz, + 1 move, enemy route, level : 13


White Court :
+ : incubus/mage hybrid, get Charm, Domination and other spells, reduce mana cost
- : more vulnerable to Holy and Fire damage

Promotions :
* White Court : +20% gain Willpower per turn, level : 6 --> weakness : +holy and fire dmg vulnerability
* Meditation : +20% gain Willpower per turn, level : 8
* Majestic Presence : combat apply Charmed (50%), Gain Charm spell, level : 8
* Chaotic Mind : -10 caster resist, Gain Cloud of Confusion spell (range 1, 100% trigger at adj plot), level : 8
* Willpower Mastery : -10 caster resist, +10% gain Willpower, Gain Bend Wills spell (Domination), +1 gold level : 10
* White Prince : immune to fear, immune to capture, 50 fear, Gain Grand Ward effect, +1 gold, level : 13

Xtended Religion

* Order :
** Abolish Magic (dispel all enemy buff in range 1) req : Order, 50 Faith
** Anti Magic Zone : remove Willpower, add Suppressed Magic (+50% mana cost), 100 Faith, Req : Seeker
** Destroy Undead : 50 Holy dmg, 50 Faith
** Banish Demon : 30 Holy dmg, 50 Faith
** Spirit Guide now combat aura effect (no longer a spell), req : Channeling III, level : 10

* Empyrean :
** Festival of Sun (24-turn golden age), req : Empyrean, 3000 Faith, Channeling 3

* Kilmorph :
** Reduce Spiritual Hammer's secondary plot chance to 20% (it used to be 25)

* Leaf :
** Nature Bond now gives combat aura promotion "Regeneration" (previously it increases your heal rate, which still require your units to spend turns to heal. no more of that!)

* Ashen Veil :
** Burning Land (15 fire dmg, max : 50, 20% secondary plot chance), req : 50 Faith
** Master of Fire makes Burning Land and Ring of Fire spells pass Immolation promotion
** Blood Edict give +1 strength after combat
** Rites of Ceridwen is working now :)

* Civilization specifics :
** Balseraph puppet's spells are updated to 1.1
** Govannon's teached spells are updated to 1.1, cost = normal spells' cost
** Sheaim Eater of Dreams can consume soul (-1 population, remove has casted, +100 mana)
* Arcane :
** Water 1 teaches Spring spell (50 Mana, desert -> plains, remove smoke)
** Enchantment 5 teaches Arcana Ultima global enchantment (cost : 800 mana, 0 upkeep, free spellstaff promo for arcane units, +2 Mana per cities)

Known Bug :
none, atm

OPTIONAL : Xtended Graphic module v1.84
1. Download my reskins in one file! Check here for Xtended18.fpk : http://download.hellshare.com/xtended18-fpk/2473360/.

2. Place it in the Asset folder

3. Choose which one(s) you want and delete the rest
** XGRAPHIC_CIV4ArtDefines_Units.xml and XGRAPHIC_CIV4UnitArtStyleTypeInfos.xml change several unit graphics into my reskins.
** XGRAPHIC_CIV4SpellInfos.xml change spell effects from existing spells (DOES NOT add new spells). It's purely cosmetic :)

4. Remember to keep the schema files :)
 

Attachments

  • Xtended Magic 1.8.rar
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  • Xtended Button 1.8.rar
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  • Xtended Graphic 1.84.rar
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Here are the details :

DIVINE COMBATAURA and MIRACLES
Order :
1. Theme : Offensive (holy, spirit, anti-demon, anti-undead, anti-evil)
2. Powerfull buff
* Holy Commander : +3 aura target, apply Righteous Strike
* Righteous Strike : 50% chance to apply Shattered Armor
* Shattered Armor : -50% defense, removed when healed
* Demon hunter : 20% vs Demon
* Undead hunter : 20% vs Undead
* Witch hunter : 20% vs adepts, +10 MR
** Bless : +1 Holy, 20% vs Demon, 50 Faith, all disciple
** Spirit Guide : range :2, add Spirit Guide, 300 Faith, Req : Channeling 3
3. Range 2 (extended)
4. Target 6 (standard)
5. Gives +20% vs evil

Empyrean :
1. Theme : XP buff, healing, fire, light
2. Mediocre buff
* Armor of Dawn : +30 combat defense, +100 fire resist, +50 death/unholy resist
* Enlightenment : remove Anarchy, Mesmerized, +10% combat aura xp effect, req : level 6
* Eye of Lugus : caster buff, +2 visible, see invisible
** Greater Sun Light : 25 dmg, immobile 2, 40 Faith, (req faith for all : Radiant Guard/Ratha/Priest)
** Revelation : dispel, destroy illusion, remove invisibility, 100 Faith
** Crown of Brilliance : 40 dmg, 300 Faith, Req : Channeling 3
** Tower of Wisdom : Build Tower of Wisdom (+25% science, +25% culture, 20 MR), 1000 Faith, Req : Channeling 3
3. Range 1 (standard)
4. Target 6 (standard)
5. Gives +10% exp
6. Not implemented yet :
(?) faith for science, faith for happiness, faith for commerce (req Python, not implemented yet)
(?) Festival of Sun : Golden Age, 2000 Faith, Req : Channeling 3, (req Python, not implemented yet)
Kilmorph :
1. Theme : defensive, holy, earth, physical
2. Weak buff/mediocre direct damage
* Shield of Faith : +1 Def, able to choose one of these runes :
* Rune of Gallantry : combataura apply Courage
* Rune of Healing : combataura heals +10%
* Rune of Protection : combataura ignore first strike +20%
* Rune of Warding : combataura apply Magic Protection (immune to magic)​
* Another Rune at level 6
** Spiritual Hammer : 40 Holy, 25% chance to trigger in adj tiles, 100 Faith
** Soldier of Kilmorph : 30 hammer, 100 Faith, all disciple
** Miracle of Kilmorph : 300 metal, 200 Faith, all disciple
** Bounty of Kilmorph : 1 bonus, 1000 Faith, Req : Channeling 3
3. Range 1 (standar)
4. Target 8 (extended)
5. Gives +5% strength, +10% guardian angel

Fellowship of Leaves :
1. Theme : strength, anti-magic, nature, poison
2. Mediocre buff/weak direct damage
* Fairy Dance : +1 move, +20 withdrawl
* Nature Bond : combataura gives +5 healing, +10 combataura effect, Req : level 6, able to choose one from these aspects :
* Eagle Eye : +1 visibility, immune first strike, immune defensive strike, ignore building def
* Cheetah Speed : blitz, grass+plains double move, forest+ancient forest double move
* Bear Strength : +3 strength, -1 move,
* Snake Strike : +1 poison dmg, +1 first strike, target weakest unit
** Forest Fury : 30 Dmg, 60 Faith, 5% chance to trigger in adj tiles, Req : Forest, Ancient Forest
** Bloom : create Forest, 200 Faith, all disciple
** Summon Tiger : 1 Tiger, 50 Faith, all disciple
** Summon Treant : 1 Treant, 300 Faith
** Throw Rocks : 5 dmg, bombard, 20 Faith
3. Range 1 (standard)
4. Target 6 (standard)
5. Gives +8% strength, +5% magic resistance

Octopus Overlords :
1. Theme : Offensive curses (mind, chaos, water)
2. Powerfull curses
* Mesmer : enemy is only defend, -100% defend chance, -100% perform defensive strike, 50% remove chance
* Feeblemind : <iCombatAuraExperienceChange>-10</iCombatAuraExperienceChange>
* Ward of Terror : buff caster, add 20 Fear auraeffect, remove Loyalty, Req : level 4
* Lord of Anarchy : anarchy (+50 betrayal chance, AI Controlled, 80% expire chance), Req : level 6
** Hideous Dream : 30 Dmg, remove Courage, 80 Faith
3. Range 1 (standar)
4. Target 8 (extended)
5. Gives -5% magic resistance, -8% strength

Ashen Veil :
1. Theme : Offensive blessings (fire, unholy, arcane, demon)
2. Mediocre blessings/Mediocre direct damage
* Blood Edict : +20% vs Disciple, target disciple, immune to capture
* Demonic Aura : caster buff, +10 resist magic, +10 spell dmg, apply Unholy Strength
* Unholy Strength : +2 Unholy Dmg, -2 Def
** Ring of Flame : 30 dmg, 50 Faith
** Rites of Ceridwen : gain 100 mana, 200 Faith, 2 turns
3. Range standar
4. Target standar
5. Gives +10% spell power, +2% spellcaster xp
6. Not implemented yet : faith for mana, faith for research, people for mana

Esus : there is already Esus miracles modular mod. But I add a Esus combataura and a Darkmistress unit, just in case :)
1. Theme : shadow, poison, spying, sabotage

RELIGIOUS HEROES
Chalid :
* Chalid may get Empyrean combataura if you take the right promotion
* Pillar of Fire : 50 dmg, flame features, 100 Faith

Gibbon :
* Starts with Aura of Illusionist : combataura apply Hidden

Hemah :
* Starts with Aura Dreamer of Weaves : +20% spell target increase, +4 combat aura target, combataura apply Water Walking

Mithril Golem :
* Get cursing combat aura : +20% rust, 20% holy dmg, apply Weakness

Meshabber of Dis :
* Get cursing combat aura : +25% fear, 20% unholy dmg, apply Cursed


CIV SPECIFIC HEROES
Auric Ascended :
* Get cursing combat aura : +20% fear, 20% cold dmg, apply Slow

Basium :
* Get blessing combataura : +30% vs demon

Corlindale :
* Starts with Aura of Peace promotion : +3 combataura target, combataura apply Pacifist, can not leave culture (Corlindale can not leave your cultural border), promotion exclude Pacifist
* Pacifist : -1 str/+1 def, combat apply Charmed (100%), can not leave culture
(now, using Corlindale really means defensive. If you want to amass tremendeous army and attack your neighbour, make sure Corlindale is not around :D :D :D)

Govannon :
* new buttons for Arcane Shield and Arcane Weapon
* Govannon Legacy makes your non-arcane units capable to cast 1st tier spells if you have the appropriate spell tech.
* the spells cost +50% mana, though.

Hyborem :
* Get blessing combataura : +10% first strike, apply Soul Hunter
* Soul Hunter : -10% caster resist modify, +25% combat capture chance
(actually, I want to make Soul Hunter promo to create Manes after combat, but couldn't find the appropriate tags. If someone could help me, I'd be grateful :D)

OTHER HEROES
Brigit :
* Get blessing combataura : +10% guardian angel, apply Immolation aura

Gaelan :
* Starts with Aura of Careless Experiments promotion : -10% caster resist modify, +10% spell damage, +3 spell target increased, apply Careless Experiment, excludes Careless Experiment
* Careless Experiment : -10% caster resist modify, +10% spell damage, +3 spell target increased, randomly apply Anarchy promotion (+50 betrayal chance, AI Controlled, 80% expire chance)


CIVILIZATIONS (Trait/specialization/etc)
Balseraph arcane :
* Can choose Puppeteer promotion
* Gives spell : create puppet (permanent), no mana req
* Combat aura gives Channeling Puppet promotion to all units within with Puppet promotion.
* Channeling Puppet enables Puppets to cast 1st tier spells if you have the appropriate spell tech.
* normal mana cost
* destroy the puppets
Sheaim arcane :
* Summoner :
* +1 combataura range
* apply Promotion Strengthened Summon to units within with Summon promotion.
> +20% combat
> +5% heal rate
> +10% combat aura strength
* Sundered :
* +1 combataura range
* 25% unholy resist
* apply Promotion Stigmata to units within with Summon promotion.​

Luchuirp arcane :
* Luchuirp arcane units can choose Artificer promotion
* Blocks (and being blocked by) Holy Armor, Elemental Augmentation, Dark Blessing.
* Blocks Enlarged Combat Aura, Spell Extension, Spell Power.
* Give an Artificer combat aura, which affects only unit with Golem promotion (range : 1, target : 2)
* A whole list of promotion for Artificer :
* Infused Golem 1-5 golem +10% str for golems
* Master Artificer : +1 str for golems, +2 combat aura target, req : min level 4, channeling 2
* Implant Mana : +1 combat aura range, +2 combat aura target, req : min level 8, channeling 2
* Grandmaster Artificer : +1 str for golems, +2 combat aura target, req : min level 8, channeling 3
* Accelerator : +1 move for golems, req : Master Artificer, blocks Powerbuild
* Powerbuild : +20% str for golems, req : Master Artificer, blocks Accelerator
* Assault Golem : +1 move, blitz for golems, req : Master Artificer, blocks Shield Golem
* Shield Golem : double fortify bonus, marksman counter, better defender req : Master Artificer, blocks Assault Golem
* Infuse Life : +10% regen for golems, req : GM Artificers, Basic Light Magic tech
* Smoke Screen : Hidden promotion for golems, req : GM Artificers, Basic Dark Magic tech
* Fire Oscillator : +1 fire dmg, +50 resist vs fire, req : GM Artificers, Basic Elemental Magic tech
 
Thanks for sharing this Esvath. The changes look very interesting. My only concern is that you might have made the game a bit to easy by adding power without adding cost. Auras are already very powerful. Perhaps you could change some of the stronger abilities to temporary and/or castable?
 
Thanks for sharing this Esvath. The changes look very interesting. My only concern is that you might have made the game a bit to easy by adding power without adding cost. Auras are already very powerful. Perhaps you could change some of the stronger abilities to temporary and/or castable?

Thanks, Wauthan. I'll try to address your concern.

At present, Priests don't have combataura at all. Thus, I made these for them.

For the Sheaim and Balseraphs, I don't think my changes are OP (of course, if many play this module and feel that the changes are OP, I'll tone them down). The main objective of this module is to re-introduce flavors using current magic system.

Of course, how powerful Keelyn with my module is another question :lol:
 
I'm interested in your work. I extracted the files as instructed and they went into the directories listed below. To my eyes, it looks like there is an extra directory created that serves no real purpose. Is this what was intended?

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\FFH Wild Mana\Assets\Modules\NormalModules\Xtended Magic\Xtended Magic

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\FFH Wild Mana\Assets\Art\Interface\Xtended Buttons\Xtended
 
Did you right-click on the archieve, and choose extract to Xtended Buttons\? If so, then there will be one unnecessary folder created. Just delete that folder.

The files should be at
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Master of Mana\Assets\Art\Interface\Buttons\Xtended
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Master of Mana\Assets\Modules\NormalModules\Xtended Magic
 
Did you right-click on the archieve, and choose extract to Xtended Buttons\? If so, then there will be one unnecessary folder created. Just delete that folder.

The files should be at
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Master of Mana\Assets\Art\Interface\Buttons\Xtended
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Master of Mana\Assets\Modules\NormalModules\Xtended Magic

Thanks. I think the rar extractor was adding a directory with the same name as the archive.
 
First post updated with a link to Xtended18.fpk, a file which contains all of my reskins and some other reskins I use and Xtended Graphic 1.84 module.

Enjoy!
 
If you are interested in playing Xtended for Master of Mana 1.4, please check this : http://www.masterofmana.com/phpBB3/viewtopic.php?f=24&t=2013

Change log :

* Adding various global miracles
* Order :
*** Purge : 75% chance to destroy hostile enchantment, 800 Faith
*** Suppress Magic : reduce enemy mana creation by 50%, 2000 Faith, 25 Faith/turn
* Empyrean :
*** Protected Realm : create Wall of Light (25% def, 50% bombard def), 1200 Faith, 20 Faith/turn
* Fellowship of Leaves :
*** Evergrow Realm : turns terrain into grassland/tundra, create forest, 3000 Faith, 100 Faith/turn
*** Mantle of Cernunnos : 100% protect from hostile terraforming, 2000 Faith, 40 Faith/turn
* Octopus Overlords :
*** Dance of Ecstasy : convert all cities' commerce into culture, 1600 Faith, 20 Faith/turn
*** Master of Nightmare : reduces exp in enemies' cities, 2000 Faith, 25 Faith/turn
* Ashen Veil :
*** Rain of Fire : transform forests and new forests into burnt forests, create smoke, 2400 Faith
*** Requiem for the Last Hope : -1 happy in all cities, +[total cities -1] happiness in Noble Districts, 5000 Faith, 100 Faith/turn, req AC = 70
* Available to all :
*** Purity : removes hell terrains, -1 AC/turn, req : Righteousness, 2000 Faith, 30 Faith/turn
*** Call to Power : +1 hammer/culture level in all cities, trigger Desecration (creates hell terrain, +1 AC/turn), req : Malevolent Designs, 2000 Faith, 30 Faith/turn
 
I also made a module to tweak the promotions. Essentially, there are several pools of promotions.

  • Unit combat-based pools : ~12-15 promotions for each unit combats.
  • Discipline-based pools : ~15-19 promotions for each disciplines.

Your unit can choose from its unit combat pool and (after selecting a discipline), can also access its discipline pool.

At level 8, you can choose a class. At level 15, you can choose another class. Most classes have prereq on unitcombat/discipline combination. For example, Watchful Eyes (+1 visibility, see invisible, +20% vs recon units) requires Archer/Defense.

I also added several classes which opened for several unitcombat/discipline. For example, Shield Breaker (+50% vs units with Defense discipline), can be selected by Melee/Offense, Melee/Vengeance, Recon/Vengeance and Recon/Skirmish.

Visit here to download and post feedback : http://www.masterofmana.com/phpBB3/viewtopic.php?f=24&t=2456

:)
 


At first, it just a whisper. Then, dreams. Later, it became a vision for every prophets, sages and seers in your realm. A beautiful woman, stood above the sea water. Her dress is rippling ocean foam. Her wings translucent green, her eyes pearly black.

"I am Condatis, archangel of Danalin."

Long under the influence of Hastur, Danalin fell into slumber and produced the Overlords as the result of His dream (or His dream's nightmare). Now, His archangel, the serene Condatis, asked for your help in eradicating the foul Overlords. Will you help her, and her disciples known as the Children of Condatis? Or will you betray her to the Overlords?


========

Do you want to know what happened with Condatis after she had rescued Falamar? Now you can play her in Master of Mana! Visit my thread about her in here : http://www.masterofmana.com/phpBB3/viewtopic.php?f=24&p=24015
 

Attachments

  • condatis.jpg
    condatis.jpg
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  • XDanalin4.rar
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is it an update or just you being nice and uploading the former links from the MoM site ?
 
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