ExtraModMod continued

Ifgr, I'm really struggling with converting maps to latest versions of EMM (or MNAI, or Magister's mod for that matter). I've tried pretty much everything I can think of in the notepad files (editing resources, players, settings, etc.) and nothing seems to take.

I'm specifically trying to convert (in order of relevance):
* Real world maps that come with BTS (Earth and Earth 1000AD - my EitB versions have random resources)
* FFH2 scenarios (Edit: reading the thread, I've found there are updated versions in the assets/xml/scenarios folder - thanks! But I'm still not sure how to solve the issues elsewhere.)
* Other custom maps I've found online for FFH, e.g. the Illuria maps; Ozzy's map for EMM (which does not work); KE Huge ICE, etc.

Would you be able to help? Or, if you have working versions, could you upload them?

Cheers,
Q
 
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The next version will include updated Nikis-Knight's and Ozzy's map. I attached them, they seem to work also for the released version.
There is definitely some problem with the code that converts a map to 50 players; I will look into it.
Earth and Earth 1000AD both have a lot of non-FfH stuff in it. If you have a version where that is replaced, I can check what else goes wrong.
 

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  • Nikis-Knight's Map of Erebus.CivBeyondSwordWBSave
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  • Ozzy's Map of Erebus.CivBeyondSwordWBSave
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Thanks Ifgr! I actually managed to fix the Earth map - I think it was saving as the wrong version for some reason (if anyone else is interested, I have it attached - with random resources + lairs).

I have a CtD in this auto-save of the NK map, though.
 

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  • RndResEarthEMM.CivBeyondSwordWBSave
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  • AutoSave_TURN-0106.CivBeyondSwordSave
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Just a short question about the installation: When I click execute on the zipped emm-0.6.0-beta7-setup, it wants to install into C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\ExtraModMod. Is that the right place, or should it install into C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Fall from Heaven 2\ExtraModMod instead?
 
No idea if this is intentional, but hidden nationality land units (e.g. after Veil of the Night used by the Svartalfar) can't use roads in neutral territory.
 

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  • NoRoads.png
    NoRoads.png
    1.7 MB · Views: 55
WorldOfErebus mapscript crashes when using the "all" world wrap option for some reason using this mod. Can't prove offhand, but don't believe i've had this issue with the script when playing other FFH mods like Magister

e: also crashes on north/south wrap
 
WorldOfErebus mapscript crashes when using the "all" world wrap option for some reason using this mod. Can't prove offhand, but don't believe i've had this issue with the script when playing other FFH mods like Magister

e: also crashes on north/south wrap
Hey. I Was just playing this mod. Is there any difference between the two, besides the fact that one is focused on content and the other on polishing+bug fix? Also, is there a way to play Magister without the huge time-in between turns? I can never finish that modmod because of this.
 
Hey. I Was just playing this mod. Is there any difference between the two, besides the fact that one is focused on content and the other on polishing+bug fix? Also, is there a way to play Magister without the huge time-in between turns? I can never finish that modmod because of this.
I'd say they're pretty hugely different, EMM is a much smoother and streamlined vanilla FFH experience while Magister has some insane depth or random incredibly specific lore chain type horsehocky that can completely change how you play. And nah, the huge turn times are a result (in part) of the completely different spells and other newish/niche systems that the AI had to get taught how to run afaik. To remove all that you'd prolly have to play a no-AI game and/or completely gut their ability to play the mod.

e. the worst part is that I actually consider the long turn times a positive since I can just use it as a productivity tool, the bigger issue is that each overhaul ends up being wildly unstable and generally unplayable due to stuck turns or ctds once you get invested in the midgame. Ah well, waiting room for a stable ver here lmao
 
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Thought occured to me that in the same way states spun out from puppet states/revolutions need to count as the "original" for the case of getting their palace manas, could a similar logic gate apply to their world spells? Having a period of the game get defined by everyone dogpiling the illidans and having 150 turns of stasis is funny but gets old after the first few games
 
The turn is 521: I use charm person on a Satyr and a bunch of fawns
The turn is 522: The Satyr has attacked a skeleton

I think what happened here is that the 20% chance of wearing off on charm person happened. Maybe this is intended, but it was surprising to me that successfully charming a unit doesn't guarantee at least one turn of it not attacking. Is it intended that charm person can wear off before it has a chance to take effect even for a turn?
 

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  • SatyrCharmed.png
    SatyrCharmed.png
    1.6 MB · Views: 36
Just noticed the popup when you research feudalism for the caste system civic still has its vanilla description where it says you can assign unlimited specialists, which obviously is a guilds thing currently. Not a gamebreaker, but worth note just in case anyone gets noob trapped by it lmao

unrelated, but will cape for nerfing eyes & ears network, its a very silly wonder
 
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Thought occured to me that in the same way states spun out from puppet states/revolutions need to count as the "original" for the case of getting their palace manas, could a similar logic gate apply to their world spells? Having a period of the game get defined by everyone dogpiling the illidans and having 150 turns of stasis is funny but gets old after the first few games
IIRC, rebels and puppet states cannot cast world spells, but the logic on whether a civ is still a rebel is a bit shaky. I have this on my TODO list.

The turn is 521: I use charm person on a Satyr and a bunch of fawns
The turn is 522: The Satyr has attacked a skeleton

I think what happened here is that the 20% chance of wearing off on charm person happened. Maybe this is intended, but it was surprising to me that successfully charming a unit doesn't guarantee at least one turn of it not attacking. Is it intended that charm person can wear off before it has a chance to take effect even for a turn?
I think the wear-off check is at the start of the turn, yes. No easy way to change this, unfortunately.
 
New release: 0.6.0-beta8
Download setup | Download archive

Again not much in this release except the merge of MNAI-U version 2.9.1u (see release notes).

The few EMM-specific changes are found here (also in the download as emm_changelog.md).

Thanks to everybody for bug reports and discussion.
 
Something I've noticed: The AI tends to be suicidally reckless with its units. It will attack when its both weaker and outnumbered, instead of hiding behind city walls. It will also keep marching armies forward into enemy territory when it can clearly see that there are stronger units waiting to tear those armies apart. Lastly (and this is much smaller than the rest) it kept Loki stationary trying to heal instead of moving to get him out of my attempted encirclement. Is there any way to give the AI a sense of self-preservation?
 
Do "Aggressive AI" and "Ruthless AI" make individual AI units more aggressive, not just AI decision making about war? Maybe I'm seeing this behavior because I have both of these options turned on?
 
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