[MOD] MagisterModmod

[*]Building the Alters of Lunator with Lunator (sp) units is just too cheap of a way towards victory. That should be disabled.

You need many Luonnotar, Divine Essence and then you have to build a production-costly wonder. It's not cheap; by the time you get to Divine Essence you should have already won (or lost) the game.
 
and as grigori have no temples... they get very few chances to get great prophets... so without this system they are barred from this victory
 
That many be true. But as they only need to beline the relevant techs, it still comes too easy.
 
I don't think Basium can convert his summoner's city any more, and whenever an Infernal civ is summoned, they take an Ashen Veil city that doesn't belong to their summoner.

I'm sorry if this more of a general FfH question (I haven't played the base mod much) but when I built Infernal Pact, I made sure to spread Ashen Veil to one city from another civ. I expected the Infernals to take that city, but instead they spawned in a tundra area. Is that normal? Could Ashen Veil have spread to a barbarian city?

Also, again, are the BUG alerts working? Can anyone confirm that they aren't firing? Micromanaging population is a gigantic pain in the ass, and I really miss not having either the alerts or RifE's Avoid Unhappiness/Unhealthiness toggles.
 
That many be true. But as they only need to beline the relevant techs, it still comes too easy.
well, you mean beelining through all those uninteresting religious techs that have almost no benefits if you can't take a religion ?
well, they can .. but...
and last level is at omniscience.. so anybody trying to go Altar victory can easily geet 6-7 GP before having omniscience.

Save the grigori....so they can build using luonnatars... but still have to tech toward omniscience
and as a side effect the earlier levels of the Altar are very interesting to get by themselves for anybody.. but less so for the grigori (grigori won't make much use of the +2:hammers: per priest or the +xp to disciple units ... they have no temples so very few priest slots and very few disciple units that may use the xp)

On the whole, yes, grigori can get the altar victory as fast as others.
However it doesn't synergize with their gameplay at all until they get luonnatar (and even then it is not much).
And as said before, as divine altar needs omniscience tech... anybody should have had enough GP by that time.
 
I'm sorry if this more of a general FfH question (I haven't played the base mod much) but when I built Infernal Pact, I made sure to spread Ashen Veil to one city from another civ. I expected the Infernals to take that city, but instead they spawned in a tundra area. Is that normal? Could Ashen Veil have spread to a barbarian city?
theoretically (unless Magsiter changed that) Hyborem is summoned on a patch of land that is out of any cultural borders. He is summoned with manes and with a settler. (thus He will never be summoned inside your civ or any other civ territory .. a consequence is that often Hyborem is summoned in tundra or desert as those are generaly the only un-civilized places remaining.)

Then he can use his world spell to subdue/convert some cities with AV on them. But that is a different matter.
 
They might be able to only take a city from a civ that actually follows the Veil, as well.
 
Tholal has still not released an update of More Naval AI, so I still cannot fix the biggest bugs i my modmod yet. I guess I'll take this time to reply to a couple pages of this thread instead.

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.


Gargoyles were made stronger because they replace Longbowmen, which are much more useful in my modmod. It didn't seem right though to give them Ranged Attacks. I guess I just did not notice that their strength ended up tying with Iron Golems.

What would be a good way of changing that? Maybe give Gargolyes greater defensive strength and lower offensive strength? Maybe weaken them overall but give them the Winged promotion (which lets them add and remove Flying)?

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 think a big part of it is their Creation mana, which gives research and great person rate bonuses as well as very useful spells to give more specialists, food, and health. The only other civ to start with this mana is the Kuriotates, which cannot take full advantage of it in their settlements. If I recall correctly, in classical start games the Luchuirp start with Adepts whereas the Kuriotates do not, which lets them use the advantage sooner. One of their leaders also has the arcane trait, letting them use Creation II and III sooner.

This is thematically appropriate though, so I probably won't change it.

I'd remove free GP from workshops for lurchuirp and for Guild of Endeavours, that is all.
I have already removed the GP from Sculter's Studios, but don't plan to change the wonder that any civ could build.

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.
They are impressive, but not all that effective against Magic Immune units.
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?

You should be able to build Aquilans in the White Hand Holy city if you have the White Hand state religion and the Divine Essence technology.

Beast units are a unitcombat, like Melee, Archer, or Mounted. Drifa is a beast unit that should only serve the Illians (Auric)

The Stir from Slumber ritual requires the Cult of the Dragon religion be present in the city performing it.

Stir from Slumber will only give Drifa to Auric if someone has already completed The Draw. Drifa will not rise to serve just any Illian leader, but only one who is close to becoming a god.

I think you need Drifa's bones in order to be able to perform the Stir from Slumber ritual.
You don't need to control the Bones of Drifa, but Drifa will be created on the tile that held her bones.

Drifa can also be acquired by casting the Resurrection spell on the site of her bones, but only after Stir from Slumber is completed. This can be used if she was awakened and then killed (leaving her bones behind where she died) or if you did not get her because The Draw had not been completed.

I got Driffa, which happened to be near my capital, but I was playing Amarites.
Do you mean that Drifa was under your control as an Amurite (that should not have happened) or that an Illian player got her through the ritual when you happened to be nearby?
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.
There are 5 dragons, all spawned on the site of their bones.

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.)

I intend to remove these exploits.

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.
Drifa was a barbarian? That should not be happening unless a barbairan Beastmaster captured her from Auric.
The prereqs should be made known somewhere. E.g. the civilopedia. Otherwise its kinda hard to just guess them.

I thought that the civilopedia would already show it automatically, but I don't feel like checking at this moment. If it does not, then I'll add an explanation there. (A mouseover strategy or help text would do no good if the ability is unavailable because you don't havethe right tech yet.)

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.

It was working last time I tested it.

Are the zero tile yields for black sea and abyss intentional? Found it surprising, given that the basic yields don't change on land (from e.g. grassland to broken lands).

I forget. The descriptions of hell's bodies of water don't sound like anything that would provide much seafood though.

Have been messing with the Infernal Grimoire a bit, and decided to have a peek at what the possible outcomes of reading it are; while doing so noticed PROMOTION_POTENCY in a couple of places - should that be PROMOTION_ARCANE instead, given the way (I believe) this mod has revamped the Arcane trait?
Thanks. I fixed this.
when trading units with another civ, now many turns have to pass before they can move?
I have no idea how that is determined. I have not touched Tholal's code there.
Spotted a typo in the section of CvSpellInterface.py for the spell Wonder: "pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MUSHROOM'))'" ought to be "pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MUSHROOMS'))" - noticed when I got the effect and it removed the previous bonus rather than replacing it with mushrooms.

Also, I see that some of the more exotic new animal buildings (I really like this feature, incidentally), like the Sea Serpent and Giant Tortoise Tank, give neither culture, additional happiness or resources/promotions like the Spider and Scorpion counterparts do; is this as intended, or are they a work-in-progress? Adding bonuses on par with e.g. the Tiger Cage would be suitable, IMHO.

Thanks again. I fixed the typo and plan to add the cage bonuses.


Is there a way to prevent the game from removing the wrong religions in scenarios?

You would have to edit the scenario files.

I was thinking the game options were set in a long series of 0s and 1s like in the ini files, but when I opened Fall of Cuantine in Notepad++ to check I found that they are actually written out in full. That should make them pretty easy to change.

Option=GAMEOPTION_NO_RELIGION_0 => Option=GAMEOPTION_NO_RELIGION_3

Option=GAMEOPTION_NO_RELIGION_1 => Option=GAMEOPTION_NO_RELIGION_0

Option=GAMEOPTION_NO_RELIGION_2 => Option=GAMEOPTION_NO_RELIGION_4

Option=GAMEOPTION_NO_RELIGION_3 => Option=GAMEOPTION_NO_RELIGION_2

Option=GAMEOPTION_NO_RELIGION_4 => Option=GAMEOPTION_NO_RELIGION_6

Option=GAMEOPTION_NO_RELIGION_5 => Option=GAMEOPTION_NO_RELIGION_1

Option=GAMEOPTION_NO_RELIGION_6 => Option=GAMEOPTION_NO_RELIGION_5

Note that this change is needed to use scenarios with my modmod at all:
ModPath=Mods\Fall from Heaven 2 => ModPath=Mods\Magister Modmod for FfH2

I would make these changes myself and include the modified versions of the scenarios in the installer, but I'm pretty sure at least a couple of the scenarios are no longer compatible with my modmod anyway. I'd rather not bother until I can assure compatibility.

I'm approaching the end of another game. This time as the Grigori. And there's a few points I'd like to raise for consideration. As a whole, I am enjoying much of the modmod. There are a lot of interesting things in it that make the game different and complex. But there are a few things that I think someone should look into changing if possible.


[*]Explroring a lot, I got 3 treasure chests. 2 of them contained Tomor Masks.There should be some check so that unique items can't be duplicated like that,
That lair exploring behavior is unchanged from base FfH2. I suppose I could add checks to prevent pieces of equipment from being generated if they have existed in the game already, but that would be a bit of a hassle. I'm not completely sure that things like the Jade Torq are meant to be truly unique. I don't think I should allow more than one Spear of Majosi though.
[*]Weapons like Orcus's Ax should not be something that can be taken by another unit after it has been used in combat that turn. I faced a stack much larger than mine, but with more strong units on my side and more with multiple moves. By taking the ax by unit after unit I got something like 20-25 kills more than I would have if only one unit kept the ax.
I suppose I could add a check to prevent taking equipment from a unit that has already attacked (it would have to apply to all equipment, as the code would quickly get to complicated otherwise), but I rather like that exploit. It can be really hard for a poor human like me to compete with all the fodder of those cheating AIs otherwise.
[*]Building the Alters of Lunator with Lunator (sp) units is just too cheap of a way towards victory. That should be disabled.
I have no intention of removing this feature, although I may increase (double?) the level prerequisites for each Altar building ability.
[*]Does it really make sense that triremes can routinely beat privateers?
[*]Does it make sense that privateers and frigates can be built without blasting powder?
I don't recall adjusting anything about these units (except adding ranged attacks to Frigates). I may do so. I might also decide to remove the Privateer unit entirely and instead make it a promotion.
[*]I built the Mercurian Gate because the Infernal was destroying a continent. But then Basius just sat there. 50 Angels locked up in one of my cities for 20 turns while the Basius unit suicided a lone charge against a stack 70 strong.
The suicidal behavior of heroes is caused by a bug that Tholal introduced into his last release of More Naval AI, which is included in my modmod. He clams to have fixed it but we are still waiting for his next update. The other issue I believe is related to his lack of a city, which I explain later.
[*]At the same time, that stack did not come after me right after I DoWed. If it had, I was scattered, and could have been hurt really bad. What I am looking for in a game is not just an AI that builds a ton of units, and not one that will declare war at the drop of a hat, but one that makes better decisions on where and when to fight. I don't know how to do that, or if it can be done. But that's what I really want. And better decisions on which units to build. Building 60 imps or dozens of adepts doesn't help an AI that does not really use the magic spells. If that had been 60 axmen, it would have been far more effective. And why did that stack not attack the other enemies before I got over to that continent? They were at war long before I crossed the ocean.

I'm afraid I know little to nothing about programming AI behavior. I rely on Tholal for that.

I was just playing a game as Tebryn, with Bones of Abashi on a hill near my capital. A little ways into the game, units in my capital started to gain the enraged promotion and move out of the city. At the same time, I noticed Bones of Abashi had disappeared. What happened? I was completely isolated by peaks in this game, so I hadn't met any other players let alone gone to war.

Bones of Abashi should not disappear until Stir from Slumber is completed (in which case Abashi would be created on the site, under Tebryn's control if he is in the game and another Sheaim leader otherwise), but the Bones of Acheron tend to disappear early when the Barbarian state builds Acheron.

It is important for reasons I won't go into that the Bones of Acheron be marked as bUnique. The game engine automatically places improvements with this tag on the map, and there is not much I could do about it. I suppose I could remove it in python at the start of the game, but that might cause issues if people choose to regenerate the map. It would also not stop the improvement from influencing starting positions on the map.

Enraged may be granted either by Crazed or Rebellious. Rebellious is given automatically to units of the Cult of the Dragon religion that belong to players that don't have dragons. A while back I changed it so that Sheaim (or Kuriotates, or Barbarian) units should never be effected by that, but you may be using an older version.

I should have been the Bones of acheron ..
Acheron is "raised" relatively earlyin the game by the barbs, so his skeleton disappears very quickly.

as for the enraged, no ideas.


@ magister:
I didn't notice at that time, but as girgori are atheist.. they can't get any temple... and thus can't get any of all those free specialists... wouldn't that boni (the temples specialists bonus) be a double edge sword that strikes the grigori in full force ?
I actually ended up removing the Agnostic/Misotheist trait as it wasn't really doing much, but the Grigori still cannot build temples. Other players can use priests to build temples in their cities though.

When my units go on to serve the Infernal, is that killing my living units or resurrecting my dead?

When units die, there is a chance that their death will provide the Infernals or Mercurians with Manes or Angels. As far as the game is concerned it just creates a new unit, but they do get the religion and xp of the unit you lost.

OK, Something just happened that I don't understand. When I completed the Mercurian Gate, the Mercurians didn't get a city. They are still hold up in one of my cities, and not moving. But when an AI completed Infernal Pact, I got kicked out of a city I had just taken from the other Infernal to create a new Infernal civ. Why is it happening like that?

In basic FfH2 Basium's Convert City spell allows him to take control only of a city containing the Mercurian Gate. I changed it so that it has no building requirement, but only works in cities owned by AI teammates. It cannot take Capital cities and unless the other player has at least twice as many cities as Basium it will only work in Settlements.

I disabled the spell in cities owned by human players because I strongly prefer being able to choose what cities to give my ally rather. This worked well for a while, but unfortunately without my knowledge Tholal's last More Naval AI update disabled all diplomatic relations with AI players that do not own any cities. (Apparently this was to fix problems related to diplomacy with rebel factions generated by the revolutions component.) He has since then agreed to make an exception that permits diplomacy with teammates even when they do not own cities, but he has not released another update since then.

I think the Mercurians start out with a very military focused AI, which might stop them from using their settler very well. On the other hand, they are much better at conquest once they get going, and are often the strongest civ in my games.



Infernal Pact should never give the Infernals a city owned by the player that summoned them. It should only select cities that have the Ashen Veil present and belong to one of their summoner's rivals (and not anyone's capital city). Which qualifying city is determined by factors like population, buildings, and wonders present in the city.

Is it possible that another player happened to finish the Infernal Pact at the same time you did, and your city was taken by the Demon Lord they summoned?

Are the BUG alerts working? I have them enabled in the BUG options but none are firing.
I don't really know anything about BUG alerts. It should work the same in my modmod as it does in Tholal's More Naval AI, as I did not touch anything BUG related that I copied from it.


I'm sorry if this more of a general FfH question (I haven't played the base mod much) but when I built Infernal Pact, I made sure to spread Ashen Veil to one city from another civ. I expected the Infernals to take that city, but instead they spawned in a tundra area. Is that normal? Could Ashen Veil have spread to a barbarian city?
theoretically (unless Magsiter changed that) Hyborem is summoned on a patch of land that is out of any cultural borders. He is summoned with manes and with a settler. (thus He will never be summoned inside your civ or any other civ territory .. a consequence is that often Hyborem is summoned in tundra or desert as those are generaly the only un-civilized places remaining.)

Then he can use his world spell to subdue/convert some cities with AV on them. But that is a different matter.

They might be able to only take a city from a civ that actually follows the Veil, as well.
In the base mod the Infernals would always spawn on a random tile, which is heavily weighted to be unowned and thus is usually a marginal tile like Tundra or Snow. (It is possible for Hyborem to spawn within cultural borders, but it rarely happens unless every single tile is owned.)

My modmod defaults to that method (but gives them a Hellfire improvement and a plot counter of 100 on that tile) if there are no valid target cites for the Infernals to steal.

It is possible for AV to spread to barbarian cities and for the Infernals to enter the world by stealing a barbarian city, but barbarian cities do not often have the population, buildings, and wonders to make them as likely targets as cities owned by real players.

As I mentioned, cities that are owned by the player that completed the ritual that summons that particular demon lord are not valid targets for the Infernals to steal. If you want the demon lords you summon to start out with cities, you should spread AV to your rivals' cities rather than your own.
 
gargoyles - IMO 4/6 att/def and with already available promos + barnaxsus's school, that's enough.
 
Do you mean that Drifa was under your control as an Amurite (that should not have happened) or that an Illian player got her through the ritual when you happened to be nearby?



Driffa and Archeron spawned as barbs when I completed Stir From Slumber. They were the 2 nearest bones from the city I did the ritual in. The other bones did not stir.



In basic FfH2 Basium's Convert City spell allows him to take control only of a city containing the Mercurian Gate. I changed it so that it has no building requirement, but only works in cities owned by AI teammates. It cannot take Capital cities and unless the other player has at least twice as many cities as Basium it will only work in Settlements.

I disabled the spell in cities owned by human players because I strongly prefer being able to choose what cities to give my ally rather. This worked well for a while, but unfortunately without my knowledge Tholal's last More Naval AI update disabled all diplomatic relations with AI players that do not own any cities. (Apparently this was to fix problems related to diplomacy with rebel factions generated by the revolutions component.) He has since then agreed to make an exception that permits diplomacy with teammates even when they do not own cities, but he has not released another update since then.

I think the Mercurians start out with a very military focused AI, which might stop them from using their settler very well. On the other hand, they are much better at conquest once they get going, and are often the strongest civ in my games.



Infernal Pact should never give the Infernals a city owned by the player that summoned them. It should only select cities that have the Ashen Veil present and belong to one of their summoner's rivals (and not anyone's capital city). Which qualifying city is determined by factors like population, buildings, and wonders present in the city.

Is it possible that another player happened to finish the Infernal Pact at the same time you did, and your city was taken by the Demon Lord they summoned?

What happened was that one Infernal civ was in the game, and not allied with any other AI civ. I was at war with that Infernal, and had just taken a city from it. Then a rival AI completed Infernal Pact, and all my forces, it was most of my stack, since I had just taken that city, was expelled from the city and it's fat cross and the second AI Infernal took over. I wasn't at war with the AI at the time or the new Infernals, but they DoWed on me a few turns later.

Meanwhile, after the Basium unit suicided, the rest of Basiums angels and other units never left the city with the Mercurian Gate, even when I asked them to attack a couple of other cities. Even though there was nearby unclaimed land they could have used their settlers on.
 
gargoyles - IMO 4/6 att/def and with already available promos + barnaxsus's school, that's enough.
4/6 ??? no no no.... by principle golems are stronger than their "mortal" counterpart. INdeed, it is the ONLY ay those "not getting any new promotion" units can withstand the puny mortal in the long way.

(and the "free promotion" don't do enough"... no fireball can beat a +100%combat +80%city attack...)

Longbows are : 5/6 + ranged (+iron weapons?) ? make gargoyls 8/11 (irons golems are 10 no?)
(or instead make them : 7/9 and give them a promotion /ability that enable them to fly instantly from city to city...)

tchuss'
 
the problem is - gargoyles are so OP right now - there is no point to use iron golems anyway...plus gargoyles are cheaper - especially with building bonuses (iron and marble)

And Magister probably forgot to remove workshop GP bonuses from sculptors studio - in his last version bonuses are still there....

In Magister's mod - longbowman have 6 base str but drill promos.
 
I just noticed something, so played around with it a bit to check on it. When an archmage is casting resurrection, it will resurrect adventurer heroes who are not actually dead. Giving duplicate heroes.

And what is the prereqs for Mary Morbus? I could resurrect that as well, even though I had not built the unit and saw no chance that I could have built it. I can't find the requirements in the pedia.
 
When a unit is upgraded the old unit passes through the onUnitLost check, which is what generates the Sluaghs. I discovered that this causes the duplication of Adventurers and added a check in the sluagh function to prevent it, but that was after the last update. I have not released it yet because I'd father fix all the known bugs at once, and have to wait for Tholal to release a new dll for that to happen.


Mary Morbus cannot trained like most units. She is generated by an event that is usually triggered pretty soon after a player builds an Alchemy Lab.
 
Another apparent error in cvspellinterface.py: in the spellRecruitMercUnit section, under the heading for Bannor melee and archery unitcombats there's PROMOTION_HORSELORD - based on the entries for other civ's units, it probably should be PROMOTION_GUARDSMAN there instead. (Just realized that it's possible to hire such "local" units as mercs in the cities of vassals - very nice feature! :) )

Oh - when "hiring" a Pyre Zombie (i.e. a Man-at-arms merc in a originally Sheaim city) they start without the Undead promotion; not sure exactly how to fix that in the python. Same goes for Kuriotate Recon and Adepts; artstyle Musteval/Lamia, but lacking their racial promotions.
 
I forget. The descriptions of hell's bodies of water don't sound like anything that would provide much seafood though.

Good point; but aren't such descriptions for "land hell" equally... unbountiful? Just seems a bit jarring to have food and commerce output lowered on water while it stays the same on land - and surely weakens for instance Lanun if trying to run AV. (As an aside, having fish/clams/crabs replaced with hell versions would be a nice touch of flavour, though I don't know if there's any relevant lore to support that.)

I might also decide to remove the Privateer unit entirely and instead make it a promotion.
This would be a good change IMHO; perhaps a letter of marque promotion, purchasable with gold, that allows turning hidden nationality on and off?

Also, is there a "hidden" requirement for the Dragon Slaying promotion? Doesn't look like it's selectable to any unitcombats (whether they have Combat V or not). Or perhaps it's intended for only the eponymous Grigori units, who don't need to select it?
 
Bones of Abashi should not disappear until Stir from Slumber is completed (in which case Abashi would be created on the site, under Tebryn's control if he is in the game and another Sheaim leader otherwise), but the Bones of Acheron tend to disappear early when the Barbarian state builds Acheron.
It looks like I meant Bones of Acheron when I mentioned Bones of Bashi disappearing, so it looks like everything is working fine here.

It is important for reasons I won't go into that the Bones of Acheron be marked as bUnique. The game engine automatically places improvements with this tag on the map, and there is not much I could do about it. I suppose I could remove it in python at the start of the game, but that might cause issues if people choose to regenerate the map. It would also not stop the improvement from influencing starting positions on the map.
What if you removed the yield bonuses from Bones of Acheron? This way it should at least not influence starting city placement.

Enraged may be granted either by Crazed or Rebellious. Rebellious is given automatically to units of the Cult of the Dragon religion that belong to players that don't have dragons. A while back I changed it so that Sheaim (or Kuriotates, or Barbarian) units should never be effected by that, but you may be using an older version.
I've noticed in a couple games as Sheiam that a unit will occasionally be mutated while sitting in a city and/or after being created. I think this is what results in the Enraged promotion. I have no idea why the units are being mutated; this may just be my inexperience with vanilla FfH.

I don't really know anything about BUG alerts. It should work the same in my modmod as it does in Tholal's More Naval AI, as I did not touch anything BUG related that I copied from it.
Well it would help if someone could simply enable the alerts the BUG options and see if any of them fire. Anyone? Please?

A few other BUG features aren't working for me either, like the power ratios in the scoreboard and PLE.

In the base mod the Infernals would always spawn on a random tile, which is heavily weighted to be unowned and thus is usually a marginal tile like Tundra or Snow. (It is possible for Hyborem to spawn within cultural borders, but it rarely happens unless every single tile is owned.)

My modmod defaults to that method (but gives them a Hellfire improvement and a plot counter of 100 on that tile) if there are no valid target cites for the Infernals to steal.

It is possible for AV to spread to barbarian cities and for the Infernals to enter the world by stealing a barbarian city, but barbarian cities do not often have the population, buildings, and wonders to make them as likely targets as cities owned by real players.

As I mentioned, cities that are owned by the player that completed the ritual that summons that particular demon lord are not valid targets for the Infernals to steal. If you want the demon lords you summon to start out with cities, you should spread AV to your rivals' cities rather than your own.
In the game I mentioned before, the Luchuirp were sandwiched between me Acheron's city so they were having a tough time. It turned out that barbarians had taken all of their cities except for the capital, which was where I spread AV to in order to have the Infernals take it. So it makes sense that Infernals didn't take that city since it was a capital city. This was an Erebus map and the tundra area where they did spawn was isolated for the entire game but right across a mountain range from my AV cities, so it makes sense that the barbarians could have a sizable city there with AV spread to it.

Good point; but aren't such descriptions for "land hell" equally... unbountiful? Just seems a bit jarring to have food and commerce output lowered on water while it stays the same on land - and surely weakens for instance Lanun if trying to run AV. (As an aside, having fish/clams/crabs replaced with hell versions would be a nice touch of flavour, though I don't know if there's any relevant lore to support that.)
I agree that water shouldn't have food penalties if land tiles generally don't.
 
I've noticed in a couple games as Sheiam that a unit will occasionally be mutated while sitting in a city and/or after being created. I think this is what results in the Enraged promotion. I have no idea why the units are being mutated; this may just be my inexperience with vanilla FfH.

Having chaos mana gives units you build a chance to mutate, and the Sheaim start with chaos mana.
 
Suggestion: add
Code:
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HIDDEN_NATIONALITY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>

to the xml for equipment "units"; allows for fun and sneaky maneuvers like e.g. using a HN unit to kill Barnaxus, then capture his pieces with a non-HN unit (and perhaps rebuild him for a attitude boost with the Luchuirp, :mischief:) - currently even civs following Esus could only capture such equipment-units if at war with the owner, as unfortunately the Steal "spell" only works if the equipment is attached to a unit or city. Anyway, it makes sense to me that leaving valuable equipment "lying around" would be risky; which isn't really the case currently, but would be if they were always capturable (unless attached to a unit or city).
 
I believe that hidden nationality status can cause some problems preventing units from being captured (except through the method used by subdue animals and subdue beasts). It would probably be better to use the bAlwaysHostile tag, which should let anyone attack/capture the units even though anyone can see who owns it.
 
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