ExtraModMod

I'm aiming for not having a few usable maps hidden between a sea of never used, unsorted maps. As I mentioned in yesterday's edit, (which happened when I realized that MapScripts from the mod itself seem to appear on top) removal was only meant for the case that just pushing them below isn't possible. Given the disparity on MapScript tastes, I'll probably just implement MapScriptTools support for the maps I mentioned earlier, open up the door for anyone implementing support for additional MapScripts and push the others to the bottom of the list.
 
Ok, so I read the description of that mapscripts tool and it sounds incredibly cool for single player. Lost island of Atlantis? Weird areas on the map where elemental nodes meet? Huge swamp? Big rivers? Yes please. I love playing games where exploring different parts of the map is interesting, especially on the no settlers/barbarian world/raging barbs type games.
 
[to_xp]Gekko;12824251 said:
did you try full of resources? that's also quite nice :)

Although it includes some interesting options, its design approach of including many map generation modes in a single file makes it very complicated to add support to additional MapScripts. MapScriptTools can be added to existing MapScripts, keeping the common functionality in a single place while each MapScript takes care of its own particular features.

I would certainly like to have improved resource and player placement. The balancer included in MapScriptTools is an improvement of the default one and although I have not tested it thorougly, on paper it sounds quite fair. Starting point selection is something for the future.

From what I see on the screenshots, Full of Resources seems to include a huge amount of options. Although this may be great for experienced players, adopting it as the de facto MapScript of the mod would make things harder for beginners.

Ok, so I read the description of that mapscripts tool and it sounds incredibly cool for single player. Lost island of Atlantis? Weird areas on the map where elemental nodes meet? Huge swamp? Big rivers? Yes please. I love playing games where exploring different parts of the map is interesting, especially on the no settlers/barbarian world/raging barbs type games.

The unique terrain features is one of its best points in my opinion too. I plan to tweak the appearance of those special features to not make them too common (currently in most games you have at least one huge swamp and one big dent, and usually more) but to still have at least one of them in most games. It would be quite nice to have more types of unique terrain features :)

The terrain beautifiers like the one for rivers seem to work quite nicely. Erebus looks certainly a lot better with them, and finally having cylindrical and toroidal wrap is great.

My brainstorming about MapScripts can be found here: https://bitbucket.org/Terkhen/extramodmod/issue/164/mapscripttools-notes

I'm writing its contents on a spoiler in this post but don't trust it much because the planned stuff is changing a lot. As you can see, most of my plans aim for adding features specific to a MapScript to all others. Bear in mind that since they have a heavily customized source code, I don't plan to add MapScriptTools support to Erebus Continent and World of Erebus.

Spoiler :
Erebus converts all desert peaks to tundra peaks, to prevent flames from causing mayhem if burning sands ever reach a desert peak. Instead of doing this on MapScripts, I should try to disable flames spreading or forming on Peak tiles instead and to remove this safeguard.

Erebus moves Unique Features to more suitable places. I find that the method tends to work very well. This method could be adapted via MapScriptsTools to be used in all other supported MapScripts.

Erebus locks the default starting point placement option and only uses its own. it should allow to use default placement too. I wonder if this placement should be made available to other supported MapScripts, given that sometimes it gives bad results and that BarbsPlus is going to include a flavor placement option.

When Erebus is using toroidal wrapping, ice appears on the northern/southern border. It is probably caused by the third parameter of the deIcifyEdges beautifier method.

The new version of Erebus runs a prettifier which removes peaks on coasts. This should be an option in case anyone prefers the old coasts.

Erebus Continent has an option for placing city ruins. This should be made available to all MapScripts as a map option, enabled by default.

Although they are interesting terrain features, big dents and big bogs are created too frequently; they should be more rare to be something that makes maps more different, not something that appears every time.

The elemental quarter terrain feature is somewhat unbalancing and it does not seem to fit the lore much. It should be very rare in supported MapScripts (maybe 2%?).It would be good (albeit time consuming) to implement similar features for just single types of mana. They would be more common, although still rare.

Terrain features add a sign with a name on top of them. Although this is interesting, IMO having signs on some features while ignoring others is a bit weird (for example, C2C adds signs to many terrain features). I also think that signs should only be used for Unique Features. Therefore, the ExtraModMod version of these MapScripts will disable them.

The Lost Isle terrain feature is surprisingly similar to what the Maenalus Unique Feature is supposed to be. I won't modify either of them, though. The Lost Isle seems to be creating Air Mana on top of it very frequently, even when Air Mana is not on the list of resources it should have. This problem may be caused by the Tarch Tower is being frequently placed on the Lost Isle and being turned into a plain improvement afterwards by the lost isle's improvement upgrade code. The Lost Isle also appears covered on ice too frequently, at least on Erebus.

Big dents keep jungles on top of unsuiting terrain tiles (ice, tundra). It also keeps forests and jungles on peaks. Both of these issues should be addressed.

FracturedWorld stores its configuration in a file. All supported MapScripts should have this feature.

All supported MapScripts should get a translatable description.

Full of Resources includes a scheme for translatable strings included inside of the script itself.
 
one thing I really like about full of resources is how you can set a minimum distant value from starting plots for lairs and unique features. he also had a plan about adding an "acheron island" which would be awesome :)
 
[to_xp]Gekko;12825570 said:
one thing I really like about full of resources is how you can set a minimum distant value from starting plots for lairs and unique features. he also had a plan about adding an "acheron island" which would be awesome :)
Similar features are implemented in the next version of BarbsPlus. You can't set a minimum distance to lairs yourself, but one is implemented (I think 5 plots for all lairs except barrow), and some unique features will appear only in high wilderness. I don't know how acheron island would work, but in BarbsPlus Acheron can only be built in higher wilderness, which means he will at least more often appear on uninhabited islands.
 
What determines high wilderness? Or is it an option of Barbs Plus?
 
Not an option, but it comes with BarbsPlus: High wilderness means generally farer away from starting plots; uninhabited islands (i.e. continents without starting points) have the highest wilderness.

On an unrelated subject, I'd like to suggest the inclusion/adaption of the MountainCoast mapscript, if possible.

EDIT: Sorry, I oversaw MountainCoast is already in.
 
Erebus Continent has an option for placing city ruins. This should be made available to all MapScripts as a map option, enabled by default.
I don't think this should be enabled by default, with the same reasoning to make it easier and less jarring to start playing the mod.
 
On an unrelated subject, I'd like to suggest the inclusion/adaption of the MountainCoast mapscript, if possible.

EDIT: Sorry, I oversaw MountainCoast is already in.

Although MountainCoast is included in ExtraModMod, I forgot to mention that it is in the same situation than ErebusContinent and WorldOfErebus. Since it is heavily customized, I won't be adapting it to MapScriptTools in the first batch. Since it is the less complicated one in this list, it has more chances of being adapted in the future.

I don't think this should be enabled by default, with the same reasoning to make it easier and less jarring to start playing the mod.

Since the script would place normal city ruins in ExtraModMod (not the RifE kind), this would be purely cosmetical and would not affect the game much. That's what I thought until Tasunke pointed that you would be able to use Sanctify with them. Therefore, it maybe makes more sense to have them disabled by default.
 
EitB plans on changing the Demon Altar to a national wonder, and have Beasts of Agares require this building.

This has inspired me to create a separate national wonder that Beasts of Agares require. The reason for my reaction is that the National Wonder change is an overreaction to the Beasts of Agares strategy, and imho just comes across as an Infernals nerf, which makes no sense given the Infernals' success rate in PBEMs.
There are two types of Infernals; the type summoned by way of an infernal "rush" usually with the Lanun beelining, and the type summoned later-game, as part of getting the grimorie. The second will never get to touch the grimorie under the status quo, and the first *is* rather powerful - based off two games (where it is reached) one was won, partly because the map was helpful, and the over lost due to an overpowered opponent and an unfriendly map. The nerf is only relevant to the first, and is appropriate IMO, as it means they can't get tier 4 units ~100 turns in (95 odd turns to summon, 5 turns for a engineer pop to rush them).
I did have a proposal, which hasn't been responded to yet, which was to give infernals a certain number of manes and/or settlers based off the average world population (so that if every civ has 20 cities the infernals don't start with two), which I think would help with scaling their power more.

I would advise that EitB adopt a similar option if they wish to limit Beasts of Agares.

---> New National Wonder 'Shrine to Agares' (or Shrine of Agares, or Agares Shrine)

requires a Demon Altar in the city, requires at least 2 demon altars total.

Demon Altar grants +2 demon exp and free Scourge to all new units.

'Shrine to Agares' would grant +4 undead exp, +2 additional demon exp, as well as grant a free Angel Slaying promotion to all new units.
I don't see how this part is related to reducing their power. I also feel its unnecessary.

----> This is an additional layer of hammers that further delays the onset of the 'Beastappocalypse'. [/quote]
So do the beasts require this? If not, how is it a delay? If so, what is wrong with the EitB proposal? (and more generally, what is gimmicky about the national wonder?)
The Beastappocalypse could be more easily avoided if

1) Righteousness and Malevolent designs still required Fanaticism
Too big a nerf to both evil religions.

and

2) if Paladins and Eidolons were moved back to these late-game religions and restored to their original strengths (with maybe even a slight boost to the unit, either with raw strength or some other function)

--> With Stronger Paladins, and the additional tech requirement, Beasts of Agares would no longer be as 'strong' even without this gimmicky national wonder thing. Paladins and Beasts are kind of pitted against each other within the design, and in the current version, assuming Beasts, Pallies don't stand much of a chance. Not to mention the fact that evil civs typically get both Eidolons AND Beasts, while good civs only get Paladins.
I need the game in front of me to comment on this.

A much more PRESSING matter is how ridiculously unhelpful Human Sacrifices are. Currently the tech gain by sacrificing your mid to high level units is NEVER worthwhile. If sacrificing a high level unit was more closely associated with a great person pop (level of utility) then I think it would be a much more used function.
Agreed, this is why the altars need a repurposing.
 
wholeheartedly agree with the infernal suggestion, their starting troops need to scale based on how soon they get summoned otherwise balance is out of whack for them. same for the mercurians.
 
Looked at some of tasunkes issues.
I like the proposed mask change, with the exception that I don't think nightwatchs should get mask.

The proposed changes to sheaim, OTOH, are awful. A str 8 channeling 2 move 1-3 divine hero??? That comes sooner then Hemah or Govannon? And you even want to give it more spells?:lol:
The most hilarious part here is sheaim balance was being discussed at RB a couple of days ago, and we brought up Judecca as a example of how not to balance it...
Nyx gate and associated ideas don't work at all thematically at all, and I don't think would be particularly helpful balance wise. Same with Cambion citizens.
 
I think Cambion Citizens would be use

Os Gabella was the Caster Hero, and SHE had paradrop, high withdrawal, and PURE immortality

Judecca doesn't have immortality at all. Furthermore, you could simply suggest that his Tech Req be moved up to Infernal Pact plus Arcane Lore, or Infernal Pact plus Strength of Will.

Perhaps Infernal Pact + Sorcery + Religious Law is best however.


With my as yet-unannounced Nightwatch changes, I believe that Nightwatch units should get mask ... although I see no reason why their current form shouldn't get mask either. Nightwatch units are fairly weak for what they are .... mask would only make them worth building.

However, if you mean that it'd be unfortunate that non Esus players could use the Mask in Nightwatch, well ... I suppose we could tie even the promotion version to the Esus State Religion. However as its a fairly expensive unit, and the Exact SAME cheese can be found in Rathus and Radiant Guards being used by non-Empy leaders, I don't really see the problem.

Cambion Citizens' main goal is additional Blight resistance for Sheaim only, although I can see the non-Armageddon benefits as well. PERHAPS this should be a National Wonder only.

Nyx Gate I already explained ... the Demonic Champions would require 30 AC and 160/180 hammers .... although giving them a National Limit of 4 might be more appropriate. (along with the increased cost and requirements)

Sheaim can already get Succubi quite readily through Planar gates, and they tend to make decent Champion replacements, so IMHO, its not really a thematic shift.


The main question that remains for the Sheaim (other than the perfect Planar Gate cost/benefit), would be whether they should remain without an Immortal, or get the Soul Eater/ Soul Reaver as a level 8 upgrade to their Eater of Dreams archmage .... or if they should get a Demon Lord as a lv6 upgrade to their Succubi and Nyx Soldiers.

Honestly giving the Sheaim a 'Demon Lord' sounds a bit off ... I can see them having lesser demons at their disposal, but not a lord ... meanwhile their archmage unit already is called Eater of Dreams ... so why not have a slightly demonic upgrade into an Eater of Souls?

(I do see an Argument for Demon Lord, so I'll not remove it from the table of course ... but as Infernals will already get a Demon Lord, giving the Sheaim a Soul Reaver would make more sense from a 'Keep Civs Separate' Approach.

----------------------------------------

I have a few more ideas, primarily concerning Nyx Gate ... but I shall release these later. For now, I think enabling a situational national limit 'Champion' as well as allowing planar gates to spawn Balors sounds sufficient. With the national limit on the NyxSoldier, I no longer see the need to make Nyx Gate a national wonder, for instance.
 
Pact of Averax -> (building)

implied Half-Demon citizens

potential name change of DL, but Pact of ____ should remain.

National Wonder, removes unhealth from citizens
 
Tasunke said:
2) if Paladins and Eidolons were moved back to these late-game TECHS and restored to their original strengths (with maybe even a slight boost to the unit, either with raw strength or some other function)

--> With Stronger Paladins, and the additional tech requirement, Beasts of Agares would no longer be as 'strong' even without this gimmicky national wonder thing. Paladins and Beasts are kind of pitted against each other within the design, and in the current version, assuming Beasts, Pallies don't stand much of a chance. Not to mention the fact that evil civs typically get both Eidolons AND Beasts, while good civs only get Paladins.

I fixed the quote. If Eidolons and Paladins were returned to Righteousness and Malevolent Designs, and returned to their original strengths ...

then firstly, having those techs require Fanaticism would no longer be a big deal, which would further prevent the beasts ...

and secondly, with Stronger Paladins, Beasts are less of an issue.
 
Qgqqqq said:
Tasunke said:
I would advise that EitB adopt a similar option if they wish to limit Beasts of Agares.

---> New National Wonder 'Shrine to Agares' (or Shrine of Agares, or Agares Shrine)

requires a Demon Altar in the city, requires at least 2 demon altars total.

Demon Altar grants +2 demon exp and free Scourge to all new units.

'Shrine to Agares' would grant +4 undead exp, +2 additional demon exp, as well as grant a free Angel Slaying promotion to all new units.

I don't see how this part is related to reducing their power. I also feel its unnecessary.

Tasunke said:
----> This is an additional layer of hammers that further delays the onset of the 'Beastappocalypse'.
So do the beasts require this? If not, how is it a delay? If so, what is wrong with the EitB proposal? (and more generally, what is gimmicky about the national wonder?)

The Natonal Wonder change is a gimmick because it is not meant to be a national wonder. It is too useless by itself to be worth the National Wonder typical cost (assuming a hammer increase), and its too USEFUL as a civ-wide building to be reduced to a National wonder.

I DO think its a bit odd that the Octopus Overlords gain more benefit from Demon Altar than the Ashen Veil though .... I'd prefer that a t2/t3/t4 demon unit be available to the Ashen Veil rather than Octopus Overlords ... in fact for Stygian Guard, assuming not renamed to deep walker, I'd prefer a new race called 'Deep Dweller' or something. It could increase the unit's strength in the sea, if such a change is even needed (Ships aren't that strong in FFH) .... but the again the unit could be made weaker, but then at its current strength (ONLY IN SEA). Just a thought :p

But instead Veil has an undead unit, which can't make use of Demon Altar (but CAN make use of proposed Agares Shrine), and the Overlords have the only religion specific mass producible demon unit :lol:

all non-Sheaim non-Infernal demon units are ... Pit Beast (Summon) not religion specific, Eidolon (limit4) Evil Civs (FoL, Esus, OO, Veil), Stygian Guard (limitless) Octopus Overlords, Saverous (world unit) Octopus Overlords, Mardero (world unit) Ashen Veil, Beasts of Agares (limit4) Ashen Veil, Messhaber of Dis (world unit, 70 AC, massive hammer cost) Ashen Veil

Messhaber of Dis almost isn't worth mentioning, as 99% of games won't see him.

So that leaves Saverous + Stygian guards (limitless and strong), vs Mardero and Beasts of Agares (limit4)

Now I wonder, if a Beast and a Stygian were in a battle, who'd have the higher chances of winning?

ok, now imagine 4 beasts vs 20 stygians :lol:

Anyways, Saverous should be 'Demon Possessed' not Demon, and Stygian Guards should be DeepWalker (although Demon marginally fits for their art).

---------------------------------------------

I can see how limiting Beasts of Agares to a national wonder could limit the speed to which they can get cranked out.

If its Demon Altar, it raises additional issues which may not have been fully thought out, or fully appreciated.

If you tie Beasts to a new National Wonder, it can give additional lateral Utility (maybe even only +4 undead exp, and no additional demon exp) and create even a greater hammer-blockade to the beginning of the Beasts.

----> current cost of Demon Altar (x2) + cost of Agares Shrine = the new hammer blockade

Whereas at EitB, you nerf a decent building, and if you don't increase the cost of the building, the beasts are still built rather quickly. But if you DO raise the cost of the building, you are further nerfing a building that needs no nerf.

The Proposal is to add a new building that can take the hit, while ALSO tying it to demon altar (in the requirements) to increase the hammer blockade.
 
Dragon Bones currently provide Ivory, what looks a bit odd (elephants...). I think Magister changed it to Enchantment Mana or another Mana type.

IMO giving Ivory is fine, although it would be great if Ivory used an icon that could represent both elephant ivory and dragon bones. I would also like a new icon for Copper. If anyone knows of suitable replacements for these icons, please drop me a line :)
 
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