MagisterCultuum
Great Sage
I haven't tried Wild Mana, but I'm pretty sure those suggestions require a custom DLL/schema. I may very well make my own custom DLL (borrowing heavily from Xienwolf and Opera) eventually, but I won't be doing any C++ work anytime soon.
Progress update:
I finally got the new Mercurian summoning spells working properly!
Open Mercurian Gate summons Basium much the same way as finishing the Mercurian Gate used to. The big difference is that the number of angels he gets is scaled by game speed and turn number instead of being a fixed number. Once a Mercurian gate is completed the player may cast this whenever he wishes, so long as he does not adopt AV state religion and so long as Basium has not entered the game yet in the meantime.
Call Mercurian Reinforcements gives the Mercurians units according to the same formula as Open Mercurian Gate, but does not create a new player or cause an alliance. Instead, it makes Peace, Open Borders, and a Defensive Pact between the caster's civ and Basium, causes them to declare war on each other's enemies, and gives Basium a +8 opinion of whoever called him back. I haven't tested it completely to be sure yet, but I'm pretty sure it should bring Basium back even once his civilization has been completely destroyed.
I haven't tested it completely to be sure yet, but I'm pretty sure it should bring Basium back even once his civilization has been completely destroyed, thus allowing the civ to be brought back to life an indefinite number of times. It gives a new instance of the Basium unit, and restores the leader's traits.
Originally I was planning on letting each civ cast the spell once to call in reinforcements, but coding that was too hard. The only way I could get the spell to work without being horribly overpowered or extremely complex was to make it so that it can be only be used while the Basium unit is dead. I've come to think that this actually fits the meaning of the Life sphere rather well; by laying down his own life he makes it possible for him to return to Erebus with greater forces.
Oh, I also decided to make it so that Basium no longer automatically declares war on AV civs. Instead, every time someone creates (not just builds; this also includes summons and units placed in worldbuilder) a unit with either the Demon or Unholy Taint promotion Basium's attitude towards them is worsened by 1. That can build up really quickly.
Basium's Favorite Wonder is now the Mercurian Gate, which is a National Wonder so everyone can build it to help balance out the grudge he will hold against them for ever using a demon or ritualist.
(Speaking of attitudes, each time the Insane trait changes Perpentach's traits it also randomly changes his attitude towards each leader by between -5 and +5.)
Right now I'm trying to decide whether I should allow each (non-Infernal) AV civ only one shot at summoning a Demon Lord, or allow one civ to summon them all. (I had the limit in place but the AI doesn't build it often enough so I got board and removed it.)
I have not yet begun rewriting giftUnit() so that each evil unit that dies won't go to serve every Demon Lord.
I did change it so that Big Bad lair results have HN, and are summoned on the lair tile (pushing the caster off) so as to eliminate exploits of exploring while at peace with the barbarians or while having every nearby plot occupied.
Note that this is all still in a 0.41k version of the mod. I'll have to update it to 0.41m (or maybe n by then) before I release anything.
Progress update:
I finally got the new Mercurian summoning spells working properly!
Open Mercurian Gate summons Basium much the same way as finishing the Mercurian Gate used to. The big difference is that the number of angels he gets is scaled by game speed and turn number instead of being a fixed number. Once a Mercurian gate is completed the player may cast this whenever he wishes, so long as he does not adopt AV state religion and so long as Basium has not entered the game yet in the meantime.
Call Mercurian Reinforcements gives the Mercurians units according to the same formula as Open Mercurian Gate, but does not create a new player or cause an alliance. Instead, it makes Peace, Open Borders, and a Defensive Pact between the caster's civ and Basium, causes them to declare war on each other's enemies, and gives Basium a +8 opinion of whoever called him back. I haven't tested it completely to be sure yet, but I'm pretty sure it should bring Basium back even once his civilization has been completely destroyed.
I haven't tested it completely to be sure yet, but I'm pretty sure it should bring Basium back even once his civilization has been completely destroyed, thus allowing the civ to be brought back to life an indefinite number of times. It gives a new instance of the Basium unit, and restores the leader's traits.
Originally I was planning on letting each civ cast the spell once to call in reinforcements, but coding that was too hard. The only way I could get the spell to work without being horribly overpowered or extremely complex was to make it so that it can be only be used while the Basium unit is dead. I've come to think that this actually fits the meaning of the Life sphere rather well; by laying down his own life he makes it possible for him to return to Erebus with greater forces.
Oh, I also decided to make it so that Basium no longer automatically declares war on AV civs. Instead, every time someone creates (not just builds; this also includes summons and units placed in worldbuilder) a unit with either the Demon or Unholy Taint promotion Basium's attitude towards them is worsened by 1. That can build up really quickly.
Basium's Favorite Wonder is now the Mercurian Gate, which is a National Wonder so everyone can build it to help balance out the grudge he will hold against them for ever using a demon or ritualist.
(Speaking of attitudes, each time the Insane trait changes Perpentach's traits it also randomly changes his attitude towards each leader by between -5 and +5.)
Right now I'm trying to decide whether I should allow each (non-Infernal) AV civ only one shot at summoning a Demon Lord, or allow one civ to summon them all. (I had the limit in place but the AI doesn't build it often enough so I got board and removed it.)
I have not yet begun rewriting giftUnit() so that each evil unit that dies won't go to serve every Demon Lord.
I did change it so that Big Bad lair results have HN, and are summoned on the lair tile (pushing the caster off) so as to eliminate exploits of exploring while at peace with the barbarians or while having every nearby plot occupied.
Note that this is all still in a 0.41k version of the mod. I'll have to update it to 0.41m (or maybe n by then) before I release anything.