[MOD] MagisterModmod

Personally I always play with Barbarian World or what it's called, the setting which makes barbarian cities be there from the start, with that they always do build him sooner or later.
 
IMO shrines need a slight nerf in terms of mana. Right now you can get most of the mana for the tower of mastery simply by founding the religions/grabbing the holy cities. Becomes more of a spiritual than arcane victory condition :lol:
You could give the shrine 3 free mana only if the player controlling the shrine also has that religion as his state religion. The other effects (free promo, gold and specialists) would always be valid.

I kinda had to force it to happen. Hadn't seen it in 8 or 10 games.

Yeah me too. Waited till around turn 250, then WB'ed him in.
 
Personally I always play with Barbarian World or what it's called, the setting which makes barbarian cities be there from the start, with that they always do build him sooner or later.

I'm trying the Barbarian World this game. Problem I see is that the barbs killed off several rival civs before I ever met them. But were only a minor issue for me.
 
Only giving the free mana from the shrines based on state religion would require I add a new set of dummy buildings (which would break saved games) and some fairly inefficient python code.

If I were to change the free mana from the shrines, I'd probably make it so that they grant two sources of their primary mana type and only one of a secondary type. The Stigmata on the unbord would then grant +2 Entropy and +1 Dimensional, instead of +1 Entropy, +1 Dimensional, and +1 Meta Magic. It would actually show up written as +1 entropy, +1 entropy, +1 dimensional though, due to how it is coded in the DLL. I'd really like to let buildings provide an arbitrary number (positive, 0 or negative, without -1 counting as +3) of an arbitrary number of resources, but the schema is designed only to allow up to 3 resources all in the same amount.
 
I'm trying the Barbarian World this game. Problem I see is that the barbs killed off several rival civs before I ever met them. But were only a minor issue for me.

I think that is because of the AIs triggering dungeons, not the barb cities.
 
Only giving the free mana from the shrines based on state religion would require I add a new set of dummy buildings (which would break saved games) and some fairly inefficient python code.

If I were to change the free mana from the shrines, I'd probably make it so that they grant two sources of their primary mana type and only one of a secondary type. The Stigmata on the unbord would then grant +2 Entropy and +1 Dimensional, instead of +1 Entropy, +1 Dimensional, and +1 Meta Magic. It would actually show up written as +1 entropy, +1 entropy, +1 dimensional though, due to how it is coded in the DLL. I'd really like to let buildings provide an arbitrary number (positive, 0 or negative, without -1 counting as +3) of an arbitrary number of resources, but the schema is designed only to allow up to 3 resources all in the same amount.

While that would be better, keep in mind that the AI sometimes values some mana very highly. A few games ago Flauros was willing to give me almost 6000 beakers worth of techs for one death mana in the mid-game.
 
I am on my 2nd game with the newest mod, and i have been getting a lot of random DOWs lately.

At first it was just a feeling that a DOW came out of the blue, but now i am quite sure that something strange is going on.

Some DOWs i could source to a civ being bribed into war (by the explicit message), a civ not liking me, or even being a backstabbing bastard warmonger (perhaps). But more and more were right out of the blue. Good relations, no obvious warreason. Not even a leader popup where he tells me to die in a ditch or so. Just a "XY has declared war on you."

I know that something strange is going on. For example their armies are not in place for a strike but took one or two turn to reach my border, and some workers are still happily bulding farms right at my border when it is my turn.

For example the last one because of which i am writing this post was by Lanun's Falamar right now. We were at Friendly, i am significantly stronger than he is in military, size and economy, my border is properly defended, no armies in place, workers still in peace-positions, we are both together in a war against the infernals i nominally joined (just sniping some infernal units with my hasted speed 4 commando rangers to delay the infernals progress while building up my cities), and suddeny - WAR!

What is going on?
Came to this mod from vanilla FFH2 and Master of Mana, and at the moment the AI behaviour feels like Civ5 where the AIs are all backstabbing bastards which you can never trust and are peaceful coexistence is not really a longterm option, even with careful diplomacing.


P.S.
Something i find strange but not really that big a problem is that very often AIs will chancel Open Borders or Embassies, and then be willing to accept them right again when i ask them for it on my turn again.
 
I am on my 2nd game with the newest mod, and i have been getting a lot of random DOWs lately.

At first it was just a feeling that a DOW came out of the blue, but now i am quite sure that something strange is going on.

Some DOWs i could source to a civ being bribed into war (by the explicit message), a civ not liking me, or even being a backstabbing bastard warmonger (perhaps). But more and more were right out of the blue. Good relations, no obvious warreason. Not even a leader popup where he tells me to die in a ditch or so. Just a "XY has declared war on you."

I know that something strange is going on. For example their armies are not in place for a strike but took one or two turn to reach my border, and some workers are still happily bulding farms right at my border when it is my turn.

For example the last one because of which i am writing this post was by Lanun's Falamar right now. We were at Friendly, i am significantly stronger than he is in military, size and economy, my border is properly defended, no armies in place, workers still in peace-positions, we are both together in a war against the infernals i nominally joined (just sniping some infernal units with my hasted speed 4 commando rangers to delay the infernals progress while building up my cities), and suddeny - WAR!

What is going on?
Came to this mod from vanilla FFH2 and Master of Mana, and at the moment the AI behaviour feels like Civ5 where the AIs are all backstabbing bastards which you can never trust and are peaceful coexistence is not really a longterm option, even with careful diplomacing.

That for the most part isn't to do with Magister Modmod, but the More Naval AI by Tholal, which this mod has as its base. I've noticed random DoWs too. But do make sure: was it an undercouncil resolution that forced him into a war against you?

P.S.
Something i find strange but not really that big a problem is that very often AIs will chancel Open Borders or Embassies, and then be willing to accept them right again when i ask them for it on my turn again.

I've noticed this too. Posted it on Tholal's thread.
 
That for the most part isn't to do with Magister Modmod, but the More Naval AI by Tholal, which this mod has as its base. I've noticed random DoWs too. But do make sure: was it an undercouncil resolution that forced him into a war against you?

No Underconcil Resolution. I am head of it.


Also some other DOWs i experienced in this game were outright suicidal. For example i had about 20 good cities and Tasunke had 1 city under heavy culture trouble left. He DOWed me when my parked defensive army near his border consisted of a dozend rangers with 4 mages and his military was 8 swordsmen and one archer in total. He send 1 swordsman in a surprise raid and killed a lone mage casting bloom on DOW, and then two turn nothing, so i walked in and took his city the same turn. - He hated my guts, but this was outright suicide.

And then a turn later Minister Kuahn DOWed my, too. He was Pleased with me, and together in a war against the infernals, whom he hated. A Two-City-minor with a military of 10 swordsmen, 2 mages and 3 archers. When my slightly injured stack was still right at his border chilling in Tasunke's last city. Two turns later he is gone, too.

-

Thanks for the tip. I am going to check the More Naval AI-mod to perhaps find out there what is going on with these crazy DOWs.
 
I've got something going on that I never noticed before. I have units that are treating neutral road tiles as if they have no road. And these aren't flying units. If I haste them, they can only go 3 tiles. Road or no road. Any idea why?
 
What units are they?

There are a few units like Tar Demons that have flat movement costs and so cannot use any roads. I don't believe any of them are living units though, so you couldn't Haste them anyway.

Hidden Nationality units treat neutral roads like enemy roads, so you'd need a promotion like commando or Shadowwalk too for them to use such roads.
 
It's probably the hidden nationality thing then. Because it's shadows, assassins, units like that.
 
Another question I can't figure out. Early in the game if I destroy the last unit in a city with a hidden nationality unit like the giants, the giants can then not enter the city and the city isn't destroyed. Now sometimes the city is destroyed, sometimes the units go right through the city, and can even end the turn in the city (not captured) and sometimes cannot enter the city. And I can't figure out which is which other than just trying it. So I can't plan for what will happen.
 
I just discovered an exploit I wonder if you can find a way to lock down. Seems that if a unit is immortal, but uses the Black Mirror, then every time the mirror unit dies, it gets resurrected as a permanent unit. So in just a few turns I've got 4 level 28, strength 27 units. That's overwhelming power really quickly.
 
Strange game. Seems that even though it says it'll take 75 turns to build Tower of Mastery, it actually only took 2. :p
 
Tried that again. This time it said in one turn that it would take 38 turns to build Tower of Mastery, and the next turn it was complete. :p
 
Isn't there resources to make the ToM go much faster? Perhaps it's just not correctly calculating it, or maybe you have a surplus of :hammers:
Can't recall ever having a similar problem. I assume you're using the latest version?
 
Latest version. City with average productivity. Nothing I can see. ToM is supposed to take a long time because it's a game ending wonder. And if I had 30+ turns, I can certainly do something about it, even though I'm way behind on power.
 
May I ask why the vampire units were removed? It doesn't make a whole lot of sense to simply have men-at-arms with vampire graphics, unless you've changed the mechanics and promotions are supposed to represent vampirism. But upgrading to men-at-arms doesn't require the promotion.

Also, I'm about 90% sure that the option to double XP requirements doesn't work.

EDIT: I'm playing an older version, so these complaints may not apply for all I know.

EDIT2: OK, I saw your post explaining why you removed them. I think it's a terrible idea and that there's got to be a better way to balance the Calabim. Which I'll try and figure it out myself, though lots of experimentation.

Point still stands about the double XP option. Unless you've fixed that. Then never mind.
 
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