Magister Modmod

perma is a lot more fun. I want to build peaks rivers and hills with my arcane society.

By the way, tower of elements giving fresh water access to all tiles in the empire ( maybe even the +1 coin like they were next to a river) would be a worthy bonus for the piece of junk.
 
Earthquakes terrain effects will probably be permanent (although a future earthquake could undo it) and Tsunami's might be a mix of permanent and temporary (with you not knowing which until it reverts). Blizzards effects really need to be temporary though, since one snow storm couldn't leave a land as a perpetual tundra. However, it is also the only one of these that would have a 100% chance of actually changing the terrain.

I would like to have spells (spring, earthquake...) create/move rivers, but I don't know how. I do now that is it probably much more complicated than changing terrain/features/improvements.

I have no idea how (and doubt it is possible) to give freshwater access to all tiles, and don't really like the idea of giving the +1 coin (that wouldn't be hard to do, but it would require looping through every tile in the world, and wouldn't be worth the computation costs, imho. Also, it just doesn't seem particularly thematic.)
 
You've never played Jade Empire then :p

Shame, was an idea though. those towers are such junk. Impossible to build ( never enough mana nodes anywhere, ever) and give you nothing.
 
Wasnt JE the game where the rulers were supplying all the water to the nation directly from the palace via those giant spouts?
 
I've never heard of Jade Emperor.

Also, remember that the Towers are going to provide access to the Tower Master Mages (Great Necromancer, Lord of the Elements, etc), a free archmage/summoner that start with the first couple levels of their spheres and have unique spells as well. (I'm thinking that I should perhaps make them count as disciples instead of arcane units though, because I really want them to stay specialized and it doesn't seem right for the necromancer to also be a master of law and fire magic.)


It does seem like providing fresh water everywhere would be nice (although I don't think it is possible, except by changing half of the tiles to coasts, or adding a lot of rivers which I don't know how to do), but I see the gold bonus as a result of trade along the water routes; just having fresh water doesn't mean you have an easier way to carry your good to new markets)

If it were possible to add more than 3 resources for a building, them I would probably also make every tower provide every resource needed to build it.
 
Ok, now I can sorta see the tie in. Yes, the Emperor's brother had slain the Emperor AND crippled the goddess of Water and was using her remaining life force to generate mass quantities of water for the Empire, at the expense of all neighboring countries. And since the Dragon of Water was also in charge of the Cycle of Life, has subsequently caused a massive uprising of undead/demon activity in his Empire.

I think however that MC meant programming-wise, not in-game justification.

MC: How about making it so that each tower grants all Arcane units the Rank 1 & 2 spells in those spheres as free promotions? Then you get on of the effects of more mana still. And I think that making the Super-Specialist mages from the Tower Disciple type so they cannot get outside spheres is perfect.
 
Wouldn't you be able to keep them from getting outside spheres simply by not giving then Channelling I? Why would a Master of Elements waste hsi time casting Spring and Blaze?
 
As an arcane unit, they would get free sphere promotions based on what mana you have if you build them, and if they were only upgrades than they would start with the promotions that they had before upgrading.

@ Xienwolf: currently a building is only able to grant one free promotion, however I guess I could edit CvEventManager.py to give the promotions (the same way adepts currently get promotions from mana or free xp from the cave of ancestors)
 
I kept my versions of the Tower Mages from getting new spheres by changing one of the lines in CvEventManager (so that you need Channeling 1 as well as the Adept class). It's a pretty easy fix, and I wonder why it hasn't been implemented in stock FFH (maybe because there was never a need).
Here's the line I changed in OnUnitBuilt, right before it gives out the free promotions:
Code:
if unit.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_ADEPT') and unit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING1')):
 
Well, if you don't actually build the unit then there still is no need I guess. So the question comes down to: How is the unit obtained?

If an upgrade from a pre-existing unit: Need to strip the non-appropriate spheres.

If you actually have to build it: MrUnderhill's fix should do it.

If completiong of the tower simply generates the unit upon completion: Just don't allow Channeling 1 as an initial Promotion.
 
Just double checking, but you're going to give sidars shadow mana and make the hunter's lodge add one charge of Hidden to recon units built there right?
 
I'm going their Elder Council grant the hidden promotion to their recon (and arcane) units (plus either give some culture, make sages in that city generate +1 culture, or allow 2 sages instead of 1), and leave their mana as is.

If I could add a fourth palace mana, then I'd give them shadow too, but I think that body, enchantment, and especially spirit mana are more appropriate.
 
The new Malakim UU is mostly a joke about the affair Varn's wife had with a werewolf. You aren't really meant to build it that often. A druid hero doesn't really fit the Malakim theme, even though Varn was married to a witch/druidess who practiced her pagan religion within the temple of Lugus.

Out of curiosity, where did you find this in the Civilopedia? I read some of the entries but don't have time for them all.
 
I don't think it is in the civilopedia, and it probably isn't canonical FfH, but Kael has mentioned it several times when talking about the D&D campaigns that he based the game on.
 
Ahh, thanks. I just didn't know much about Varn and wondered where I could get more info.
 
I'm thinking that I may base the next version of my modmod off of the Unit Statistics for FfH modmod instead of just FfH .30h; I think that there are a couple of files that both of our mods change (and that if I base mine on it that it may refer to some function not normally in the game), so you may need to install that mod before installing mine.

If you want your version to be the same as mine, you would also need to install the alternate "Fangorn Style" Ancient Forests Graphics (not those change any mechanics or would be necessary)
 
I am assuming there will be links to collecting each of those in the first thread when it happens?

Definately love the Unitstats, and it is rather non-intrusive for people who don't want to use it, so glad to see it'll work with your mod-mod later on :)
 
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