[MOD] MagisterModmod

Oof, those are some nasty side effects. I hope the doctors are able to figure everything out correctly. Very glad your dad's doing better. Life isn't any fun with stuff like that hanging over your head.

On a lighter note: playing Decius with the Calabim. Was surprised to see the Arrogator trait on him, but really loving how it fits. He's a guy able to lead different civs, so why wouldn't he be able to do something like that?
Playing with RoK, and enjoying the little changes to it. Soldiers of Kilmorph now feel like unique units, rather then just hammer expensive axeman that can be sacrificed for production. Like the scouts with Light, it's great to see Heavy being used. There are so many interesting promotions in the game that just never see the light of day and I'm glad to see you using them.
 
Edit2: Mom talked to his doctor on the phone, as was told that there is a good chance he can come home tomorrow afternoon.

That is great news, MC. I hope things go smoothly, and your father is well.
 
Edit: I just looked up Levaquin, and found that the list of its potential side effects includes all of his symptoms. (He did already have the thrush for months before taking it, but it could have exacerbated that too.) Things could have been worse; since he was over 60 and was taking a corticosteroid at the same time, there was a huge risk that it could have caused his tendons to rupture.

Edit2: Mom talked to his doctor on the phone, as was told that there is a good chance he can come home tomorrow afternoon.

this is good news, glad to hear that!! About your first edit... I guess they didn't doublecheck his actual medication. They really put him at a high risk. In their position I would be afraid of being sued.

Greez,

Tschuggi
 
yes!!! i've (at last) finished my Elohim game (with march 4th version).
so my final comments:

dimensionnal III is a bit too strong. I conquered the world in 20-50 turns using only 11:strength: monks and corindale with dimensionnal III. : want to go to war : declare war, dim III, arrive newt to capitol, take capitol, give to puppet state, heal, take the 4 surrounding cities and give them to puppet state, ennemy capitulates. then, goto next ennemy..

and on the other hand, the creation of the dimensional rift in cities is so disadvantageous (and can only paradrop 1unit/turn) that I never used it.

I prefered to use the rift on tiles to move. I sacrify 1 tile, go to a deserted land, transforme it into a nexus by buildign roads that link 9 rifts. I could go to any places in my empire and my vassals. (I could even build shortcuts in my vassal lands where I don't care about losing a tile)

maybe dimensionnal III could "only" give a "paradrop-like" effect to all units in tile? with a limited range : 5? 10?, useable only once(per unit, and in the same turn) and only for 1 turn ?

regarding the free specialists from temples : it is a vey nice effect.(balanced as availalble to all) however, empy are disadvantaged here. so is OO (it is easy and controllable to have 3+mines or 3+ forts.. hovewer more than 2 fishboats is rare, and the empys...;bleh.)

However, getting the same in holy shrines is a bit.. too much as it doubles with the temple. (maybe just remove that effect from the holy shrine? with the free promotions, the happies, the mana and the income they are already nice.
 
regarding the free specialists from temples : it is a vey nice effect.(balanced as availalble to all) however, empy are disadvantaged here. so is OO (it is easy and controllable to have 3+mines or 3+ forts.. hovewer more than 2 fishboats is rare, and the empys...;bleh.)

However, getting the same in holy shrines is a bit.. too much as it doubles with the temple. (maybe just remove that effect from the holy shrine? with the free promotions, the happies, the mana and the income they are already nice.
+1

Always RoK now as a main religion - holy shrine+arete+Mines of gal dur+GoE. Simply no reason to switch before.

I'm trying Basium - summoned him from - yeah, Tablets of Bambur City and took it of course. Arrogator for basium is definitely fun.Also, basium cities get by default among of other buildings forges, right. The problem is - civ specific buiding - dwarven forge do not replace forge...forge and dwarven forge at the same city.

For instance , at the former malakim city shrine is replaced with malakim UB shrine.
 
That's good news MC. Thrush can be very painful. Hopefully any anti-fungal agent he is on will kick in soon.
 
We just brought him home from the hospital. Right now he is at his computer downstairs, going through the emails that have accumulated since Tuesday morning.

I never heard anything from the doctor, but the nurse still agrees that it was probably just a bad reaction to Levaquin, even though out of thousands of patients she's treated who were on the drug he is only the second to have any adverse reaction.


He was taken off his IVs early this morning (except for saline/glucose, which he was still on when we visited at lunch time), and given a "Magic Mouthwash" for the thrush instead. He didn't think that the IV antifungal was helping, and seems to think that this works much better. I presume this contains a local anesthetic and an antifungal, but I don't know for sure as the hospital forgot to include the recipe with the prescription. Dad only has half the amount left that he is supposed to take just before bed, and is unlikely to get more on time to take his morning dose because the pharmacy is having trouble finding out what they are supposed to make for him.

He was eating fine on Wednesday, but refused to have anything but Glucerna on Thursday and for breakfast and lunch today. He apparently had no problem eating the dinner they brought him an hour before releasing him though.


------
Giving a paradrop like effect to all units would be much harder to code and would require a custom DLL.

I suppose the easiest way to change the spell would be to give the Rift unit a large cargo capacity and allow it to carry units to their destination rather than creating a portal. You might risk losing all those units though, as even if they make it to their destination they could all be killed when the summon's duration expires if you forget to unload them. In a much older version of my modmod that used the Broader Alignments DLL I convinced the DLL's maker to add a line forcing summons to unload their cargo before their expired duration kills them. I suppose I could convince Tholal to add this single line to his DLL if the consensus is that making Summon Rift work like that would be an improvement.


In my last release I already changed Summon Rift so that it cannot be cast too close to an existing portal, so that it cannot destroy unique features, and so that it should always create a portal even if they cannot open quite where you want them to open. Maybe you should play that version before deciding.


I decided to remove the free specialists that temples grant from non-unique improvements.

I'm afraid there is not much I can do about wonders granting the civilization's building UB while the city might also have the city's civilization type UB. I can however update the python code to make Basium's free Forge be of the city's civilization type so he cannot have both a Forge and Dwarven Forge without the Guild of Hammers.
 
I'm just about to the end of one game. And something I don't understand, none of the AIs used their world spells. It's turned on, because I can and did use mine. But not a one of the others was used. Is that some tweak in the system that didn't tell them to use it?
 
You need to remake the installer Magister this one has some problems. I play version 1,7:cry:
 
Is it possible that scouts could be split into explorers, terrain-ignorers who can enter right-of-passage lands, and poachers, who are more useful for dealing with early animals and such?
 
speakin of berserk and crazed promo by default - spending 240 hammers for uncontrollable at the best one hit "wonder" is neither worth a shot nor researching of specific tehnology. Yeah, thematically crazed promo for berserk fits but not from players' perspective. For better raging - in addition to crazed promo - add march and +1 movement. In fact, I'd like to see blitz promo too by default - nasty maybe even OP, but totally uncontrollable warriors.Or atleast cannibalize promo. As it is now - I do not want to uprgrade my experienced lower tier warriors to berserks - they die very quickly. Historically - under posession (drugs) berserkers ignored pain and wounds but needed extra care after returning to sanity. In short, under berserkerung - berserks move faster, heal quickly but after "session" are weakened and seriously wounded.( there are pleny of pormos for simulating this mechanic).
 
Malakims imba: rush way of the wise (don't build 2nd city), found Emperyan, then you can use sand lions to conquer nearby cities, even in deity level.

This mod is a race of imbalance. I kind of liked it. Anyone knows where I can play multiplayer with?
 
Not being balanced is what makes FFH2 so much fun. That isn't really because of Magister's mod.
 
elephant den is a helluva big cage - bigger than city itself.

spying is rewarding but expensive - eyes and ears network surely do not operate as a free service, in my opinion. This wonder definitely needs maintenace via hard currency

txt key spell eremite

txt key spell paranoia placeholder

AI heroes tend to wander alone, w/stacks, easy to kill (probably Tholal's mod issue)

As a infernal - you still can build mercurian gate in conquered cities

Judecca - his beast of agares summon spell is totally overpowered. Simply remove it. Judecca already has plenty of options anyway.
 
Tried several times to start a multiplayer game with one person as the Illians and one as the Doviello. OOS on turn 1 every time.

Also, asylums don't seem to be stopping the enraged promo. I keep the crazed units in the city with the building, but they enrage and run off anyways.
Not that I will ever build an asylum again. It seems to be mutating every unit I build, almost always with the crazed promo. Makes me really wish that buildings could be removed from cities.
Also got a blind settler. That was fun...
 
Also, asylums don't seem to be stopping the enraged promo. I keep the crazed units in the city with the building, but they enrage and run off anyways.
Not that I will ever build an asylum again. It seems to be mutating every unit I build, almost always with the crazed promo. Makes me really wish that buildings could be removed from cities.
Asylums were never meant to stop the enraged promotion. They allow the building of Lunatics and give a % chance for each unit built in the city to start with Crazed.
 
Yeah, only use I've ever found for the asylum is very situational.

Build one in a city close to a civ you want to weaken. Just pump the lunatics out and hope they go inside that civ's borders.

Lunatics look good in some ways, and their craziness is something you could live with. The problem is when you affect the the other units you have. It doesn't affect drowns and Stygian Guards (not sure about Hemah), but you are generally going to have more units than those in a city.

Might be a style thing, but an almost totally unusable building in my opinion. Unless you build one in a city whose whole purpose is to create lunatics. Call it Arkham or something.
 
Top Bottom