[MOD] MagisterModmod

Well, if that does not work you could always install BUG separately and then be sure to delete or change the extension of CvGameInterfaceFile.py like I did.
 
I'll read the thread latter, But I'll start by a big : BRAVO :woohoo: !

I hope it to be the next modmod I'll play :D
 
Other than "wow", my only major thought so far is that I can't find the pedia entries for the unique features. What's Tarch's Tower? and why does it keep electrocuting my workers?
 
Hmm. I guess that Tholal did not set up the Sevopedia so that it shows unique features. You should take that up with him, as I had nothing to with that.

I did include a 'pedia entry on Tarch's Tower, a short excerpt from a text I probably shouldn't be sharing without Kael's permission:
Past the farm Dain stopped briefly to look at Tarch's Tower, a three story stone tower which appeared to have no door and only a single window on its top floor. Earlier that summer Dain discovered the door to the tower; stairs led down to it at the towers base but the adults in his village had heaped enough dirt around the tower to bury it. Unable to reach the window, and noticing that even the hardest thrown rocks simply bounced off of the glass, Dain once dug up the door and attempted to pick the doors triangular lock with a thin knife. Just as he inserted the knife he was struck with a blast like lightning. Dain awoke to find himself flat on his back nearly 15 foot from the tower with one of his shoes knocked completely off. It was perhaps the most exciting event of his life. Still he hadn't been able to work up the courage to try it again. Not yet at least. - from The Ashes of Brigdarrow

Tarch's Tower is a feature found on the outskirts of the Illian village of Brigdarrow, where Auric Ulvin grew up. Kael didn't actually write much of a back story for it, but it is presumably what remains of a stronghold built by an Air mage from the Age of Magic. Note that Dain is a very common name in Erebus. The Dain mentioned in this entry is not in any way related to the Caswallawn; he is a childhood friend of Auric who survived the destruction of their hometown only to die at the hands of the Once Elves a few days latter.

Tarch's Tower is the first source of mana that Auric Ulvin ever learned to channel. Even before he met Talia and received his very first lesson in magic, he was able to channel air mana from the tower across several miles and focus it into a lightning bolt strong enough to kill an attacking goblin. Before entering the Shadow rift he could not recall a time when he could not sense the location of Tarch's Tower. He navigated by this mana source rather than relying on the normal mortal senses, which is how the children managed not to get lost in the Whispering Woods.

It probably is too much to make it electrocute and immobilize ever unit that enters it. I should probably disable the python after the first time. Now that I think of it though, the pPlot.setPythonActive(False) in the Guardian of the Pristinus pass feature did not prevent additional Gargoyles from spawning in the last game I played. I wonder if Tholal accidentally did something to mess up that function.
 
stupid question :
I already have installed tholal's Naval mode on top of my FFH2 folder.
I thought at first to reinstall FFH2.
However, as your mod is based on Tolal's.... do you think it will work if I install your mod directly in the FFH2 folder that already has tholal's mod ?

Thx for your future response to my question... :D
 
stupid question :
I already have installed tholal's Naval mode on top of my FFH2 folder.
I thought at first to reinstall FFH2.
However, as your mod is based on Tolal's.... do you think it will work if I install your mod directly in the FFH2 folder that already has tholal's mod ?

Thx for your future response to my question... :D

That worked for me.
 
Fantastic job! I really like many of things in it.

Btw, Gargoyles are conquering cities (maybe that's a Tholal bug).
Also, isn't a 6 strg Lucian overkill?
Maybe I'll make more comments with more games later on.

Thanks for the effort.
 
It would literally make no difference whether you install my modmod over base FfH2 or over Tholal's mod. The archive I posted includes every file from More Naval AI that differs from base FfH2, so they would all be overwritten. Most of them are still identical anyway, but a few were changed to accommodate the new religions.


I don't know why Gargoyles continue to be generated in python after the first time. That should not be happening, but I did not notice that it was until after releasing the modmod. These still have UNITAI_ANIMAL, so they should not be attacking cities or even entering cultural borders. I did make it so that the Guardian improvement can gradually generate some Gargoyles the same way that Barrows generate Skeletons and Ruins generate Lizardmen though. Perhaps units generated that way are given a more aggressive AI in More Naval AI. I'll probably stop it from acting like a normal Lair in my next release (whenever that will be). I'm wondering if generating units like a lair might also be setting the plots python to active again, thus causing the other problem. I also just noticed that the Enchantment mana that I made the Guardian generate does not seem to be accessible on Peaks, so I may make the python change the tile to Hills once the Gargoyles are generated. If pPlot.setPythonActive(False) continues not to work, then I could make it so that it only generates Gargoyles when on a Peak. I'll probably make it generate more Gargoyles at once to compensate for this though, or maybe give them some free promotions. I might even make the improvement itself transform into one giant super-Gargoyle with normal ones as its minions.


Lucian is still only a strong as a normal Axeman, but he has the Rusted Iron weapons that his character canonically possesses. I wanted to show that he still had his signature axe at a time when the Doviello had completely lost the technology to make more like it.

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I have just discovered a major problem with how resurrection works in my mod. It seems like the Sluagh units are being deleted almost immediately. In worldbuilder I can tell that they are being properly generated when a unit is lost, but they don't seem to stick around after I leave worldbuilder. Sluaghs of Adventurers seem to stick around fine, but not those of the world units I just tested. Sluaghs placed at a tile other than (0,0) seem to stick around too.

Could someone help me figure out what is going on here so I can get resurrection working again?

I had resurrection with sluaghs working pretty much as it is now for over a year without a problem. The big change is moving the sluagh generation code from onUnitKilled to CustomFunctions.py and calling it in onUnitLost, but the actual Sluagh generation seems to be working. The other change I made recently was making the sluaghs of heroes be of the same unitclass. I think I had a good reason for this, but I don't remember what it was or see how it would matter now that I'm looking back at the code. I think I'll go test and see if the problem is solved by a chance in unitclass.

Edit: changing the unitclass of Duin did not work. I am now at a loss as to why some of the Sluagh's are being randomly deleted.
 
Copy the "BUG Mod" Folder in the Archive directly into "My Games\Beyond the Sword"

thx. worked like a charm.


on another note. playing a grigori game. every 50 turns or so my adventurers lose their unit upgrade. so my horsemen adventurer becomes a reg adventurer again. he keeps all of his promotions, but it is a little annoying to have to keep repaying for a horseman upgrade i already had. aside from that i'm loving this mod
 
The Adventurer thing is intended. It is canon that adventurers are notoriously unreliable. They don't really care much for the chain of command, and tend to get board and quit unexciting jobs. In the Grigori army almost everyone goes AWOL from time to time and there is not much that the commanding officers can do about it. The adventurers are unusual not in their disrespect for authority but in that they abandon their posts to go looking for adventure, whereas most Grigori soldiers just prefer to get drunk or work on their homesteads. In my modmod any upgraded adventurer in unowned territory has a chance to randomly explore lairs that no one else knows are there. Adventurers within their own territory have a chance to revert back to the adventurer unit any turn when they have not been moved. In both cases, the chance increases the higher the unit's level. You could prevent either from happening by stationing the adventurer within a rival's cultural boarders, or moving it around each turn within your own.


I really only made Basium and Hyborem playable (by humans only) for testing purposes. I did not intend for you to actually play starting as them. I did not change their starting units. I also did not notice the inability to build military units at the beginning of an ancient era start game, because I always choose to start in the classical era.




Automatically shifting a defeated human player to the next available AI player is a feature or bug (depending on how you chose to look at it) of More Naval AI. I have nothing to do with that.
 
Just wanted to put a comment here.
I made a comment on the ForceIII summon on the thread about "missing spell spheres" where you explained your version of Force, creation and dimensional.

In short, I found (not tested, but on principle) that that summon was a bit OP. "I can't kill your hero/druid/mage/archmage/vampire.... no pb, I can render him totally inoperant and you'll have to kill him yourself "
INdeed, you lost channelingIII, II, I ..(that can never be bought back) you lost your mana promotions (in some case they can't even be bought back for non arcane units..) Your druid/High priest can't upgrade to further command promotion....
for the archmage.. :"you had 90+xp worth of promotions for 10 levels + 6free promotions (3 upgrade, 3 from free manas)? well you just lost them... and you'll need 300 xp-400xp to compensate, and during that time, your guy is worth nothing !!! ahahah ! "
Well that is a bit too strong. It might be better if that was an ability of the archmage himself and not the summon ("kill my archmage will you...? ahaha you lost all mana and chanelling ...ahah") or at least of the mage (suicide attack mages to attack vampires :D)

Further, I like the comment on dimensional III summon being also OP (instant gate to the ennemy's less defended cities, bypassing any defense ... whoa, it's even better than the former Council of Esus Special ability to not be pushed back out of borders when declaring war.)
 
In regards to the changes the Luchuirp world spell... Giving all units a golden hammer promotion is an interesting idea, it helps avoid the early Great Engineer spam and such. Easily quite a bit less overpowered, and they still have their fireball-spamming golems and such.

...Except, you can still delete whichever units you want to settle engineers wherever you want. So instead of strategically choosing whether to go early with one free specialist or develop your empire and get 8, you just spam warriors.

Best Basium rush I ever did though.
 
An updated version has just been posted.

The biggest changes are that the resurrection of world units is now working properly, and that it is possible for to get the Auric unit even when Letum Frigus does not happen to be on the map.

I also made a significant change to the Runewyn's post combat effect, although I did not nerf it as much as many of you would like. It no longer removes channeling promotions and will only effect the unit attacked rather than the whole stack, but it is now certain to remove every spell sphere promotion rather than having a random chance to remove each.

Other changes are fairly minor, including a few new txt_keys, the removal of a couple unused units, graphical changes in some pieces of equipment, and changing the order in which units and promotions are listed in worldbuilder.
 
I also made a significant change to the Runewyn's post combat effect, although I did not nerf it as much as many of you would like. It no longer removes channeling promotions and will only effect the unit attacked rather than the whole stack, but it now certain to remove every spell sphere promotion rather than having a random chance to remove each.
well, that's the beginning of good news...
I'll have to play before saying that it is OP.. (I still think so, but I'll play-test before)
 
This is great! I've just downloaded the FFH mod again and I found out that MC updated his mod! This made my evening, thank you.
 
I just discovered another problem with the Resurrection spell. The version of the spell that is cast on a Graveyard tile to bring back a dead unit as a champion causes the game to crash. This does not effect the versions of the spell that resurrect adventurers or world units. It can easily be fixed by editing line 91097 of CIV4UnitInfos.xml so that the UNIT_SLUAGH's defines say <Capture>UNITCLASS_CHAMPION</Capture> instead of <Capture>NONE</Capture>, or by editing line 4327 of CvSpellInterface.py so that defSpellResurrection uses getUnitClassType() instead of getUnitCaptureClassType(). The use of the unit capture class type instead of the unit class type is a relic of the time when I had all Sluagh units share a unitclass with each other rather than with the units whose data they were intended to store.

I also decided to balance the Resurrection and Summon Rift spells by making them remove the promotions required to cast them.


I don't consider these changes important enough by themselves to warrant another update, but you can expect them in the next release.

edit:
I just noticed that since I moved the sluagh generating code to onUnitLost instead of onUnitKilled, Sluaghs are being generated from the Wane spell. This allows the Sidar to abuse Ressurection. I decided to deal with this by making Wane grant the caster the "Soul Bond to the Netherworld" promotion (the same thing as The Nether Blade gives to enemy units), since canonically the spell does involve trading one's soul to Laroth. I'm thinking I will also permit heroes to cast Lichdom again, and make it so that Undead units will not generate Sluaghs so they cannot be resurrected.

@A Moon: I don't think I'll change Unsummon. It is currently based only on the unit's duration, and I don't want to complicate things by making it check specifically for extra planar summons. (Treants summoned by High Priests of the Leaves are permanent summons, so they are immune to this spell.) Treants are technically plants that have been possessed, so it is not that odd for the spell to be able to banish the spirit and leave the trees behind.

Once I got to thinking about Treants, I decided to make it so that the Summon Treant spell grants Nature 2 to the summon. Having limited duration summons cast Bloom can be wasteful as they would have the same effect simply by running out of duration and could do something more useful in the meantime, but it would be good for a permanent Treant to be able to cast Bloom on multiple tiles.
 
Speaking of Dimensional spells, the Banish spell (or whatever its name is) probably shouldn't affect Treants.
 
I'm starting to think the portals weren't the worst thing about Dimensional III. Getting 75% of your summons xp + The tower of Necromancy giving all your undead summons 10 xp = 7 xp a turn for all your arcane units and ritualists. I think it would constitute a challenge game to lose playing your mod.

Edit: Oh, and I accidentally cast Lichdom with my Eater of Dreams. I got that Lich all right... But the Eater was only put at 2.3 health, instead of being replaced, so now I have both of them.
 
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