[MOD] MagisterModmod

I think the stability system may be pretty different from Rhye's. I think it's based on the Revolution mod: http://forums.civfanatics.com/showthread.php?t=226034. That mod focuses its stability system on culture and other factors, whereas Rhye's is a lot more geographically based.

Revolution doesn't produce empire wide collapses the why RFC does.
 
Getting a crash. Hitting end turn crashes the game.
 
Can forts be used to culturally claim territory in your mod or is that only an option in RifE?
 
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).
 
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?
 
when trading units with another civ, now many turns have to pass before they can move?
 
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.
 
Can you use Autoplay in this modmod and if so how do you do it?
 
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,
  • 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.
  • Building the Alters of Lunator with Lunator (sp) units is just too cheap of a way towards victory. That should be disabled.
  • 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 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.
  • 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.

Anyways, thanks for all the work you and others have put into it. But I do think a few things could use some improvement.
 
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.
 
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 ?
 
When my units go on to serve the Infernal, is that killing my living units or resurrecting my dead?
 
I should have been the Bones of acheron ..
Acheron is "raised" relatively earlyin the game by the barbs, so his skeleton disappears very quickly.
That makes more sense, but it seems lame that Bones of Acheron is valued for initial city placement if it's not going to last long.
 
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?
 
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?

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.
 
So why won't those 50 Angels leave my city and use their settlers to found one of their own? There's room not too far away.
 
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