Hello everyone. I'm sorry about taking so long to answer, but I have had a lot of stuff going on lately (I'll talk more about this later). As I mentioned in my earlier small post, I'm not going to address big rebalances( sorry!). With regard to balance, in my opinion it is better to keep it in a separate thread in which balance can be discussed, tested and, possibly, merged back into ExtraModMod once that the proposed changes are mature, tested and implemented separately. Blakmane's thread is perfect for this, you can check it here:
http://forums.civfanatics.com/showthread.php?t=522201
I tried to skim through the posts to find any bug reports or feedback about other matters. I'm sorry if I missed something; feel free to point me to anything I did not address in my posts
Barbarians: Hot damn, they come in droves and droves and droves. I'm thinking that it either needs to be tuned down a little or they should come a little later. The barbarians are really good at pillaging, which is both a positive and a negative. It means that every turn I must look through my borders to check if about my improvements are about to be pillaged, and this can be a tedious problem mid to late game when you have 20 or more cities. That or barbarians need to get less severe as time goes on, at least in well developed areas. Maybe introduce an automate-anti-pillage option or something? That way you can set a highly promoted unit to always head out of the city and attack any pillaging unit before it destroys a tile.
As lfgr mentioned, barbarians are currently undergoing a rebalance as part of a completely new implementation.
[*]MURIS CLAN GOBLINS: Either remove this event or make it non-permanent. We've had to restart a game because one player's capital got screwed over with 4 consecutive events in the early game.
This event already has a very reduced chance of appearance with regard to chances in vanilla FFH. I wonder if it is possible to make it non permanent instead, though.
Your mod is very enjoyable all around and I hope you keep improving it/adding features.
Thanks!
I agree with you completely. Sorry for derailing - I did try to spoiler things so it wasn't too huge.Do you still want me to post a report on the latest game which tried out some of the changes -warrens etc-, as discussed previously? There was an OOS and a few obvious bugs as well as general feedback.
No problem, that's always welcome

WRT the Warrens, given the consensus in this thread, I'll just revert their change to their old behavior, so there is no need to test the new implementation extensively anymore. Thanks!
1) We haven't seen Acheron spawn once after the Barbsplus change. I assume he has been set to only spawn in high wilderness, but the value is probably too high. We had a lot of barb cities last game in relatively remote areas: it didn't help.
I have created an issue:
https://bitbucket.org/Terkhen/extramodmod/issue/209/acheron-does-not-spawn
2) A few OOS related to incorrect installs still (some people didn't do a completely fresh install - copying files over the top causes eventual OOS). I won't upload saves, there's no point.
As long as you modified the version string in your modification as I mentioned in an earlier post, you should get an immediate OOS whenever one player fails to copy files correctly, instead of eventual OOS errors after some time in the game.
3) OOS every turn when a player who didn't summon Hyborem leaves and rejoins as Infernals. Saving and rehosting fixed this. Attached as Infernal OOS 1.
What do you mean? Did the player actually left the game and rejoined as the Infernals, or did the player got the option of playing as the Infernals even if he wasn't the one who summoned them (by being in the same team as the summoner, maybe).
4) OOS at the end of the game when infernals cast Hyborem's Whisper on Clan capital. Hopefully reproducable. Attached as Infernal OOS 2.
Thanks! I'll try to reproduce it with your save:
https://bitbucket.org/Terkhen/extramodmod/issue/210/hyborems-whisper-oos
5) Hippus AI repeatedly triggered Palus boss barbarians at the start of the game and ended up killing themselves to werewolves (you can still see their cities west of clan lands in both of those OOS saves). AI needs to leave these places alone - I understand the intent (Palus was closer to the lurichuirp, who they DoW) but the AI is not smart enough to use this kind of strategy.
IIRC MNAI has an issue in its tracker to improve how the AI deals with unique dungeons.
8) Multiple production mod allows some emergent prophecy of ragnarok behaviour. Even in my non-production-optimised city I could pump the AC at an uncounterable rate (5+ a turn from that alone). Testing in SP I managed 10-11 AC a turn in a more optimised city (heroic epic etc). Prophecy of Ragnarok might need some extra code to make sure it is applied only once per turn.
That's an unexpected (and unwelcome) side effect. It may be better to apply it only once per turn, yes.
Suggestion: Make the Prophecy of Ragnorak effect on the AC based on the base strength of the units (and possibly gives a benefit to units built in the city, so as to fit with the theme of selling ones soul? Maybe the Morale promotion, to symbolize their haste to act before the world is undone?).
I apologise if these or other changes are already in place or planned as I sometimes find it difficult to work out where the mod development is up to given the format used.
The promotion granted could just be temporary too, yes. I have created an issue to deal with this problem:
https://bitbucket.org/Terkhen/extramodmod/issue/211/prophecy-of-ragnarok-and-multiple
There is a civilopedia bug for the "Savage" trait (Traits -> Savage). It links to the unit
instead of the promotion. Same for Braeden, Mahon and Doviello entries that contain references to the Savage trait as well.
Edit:
The Spells -> Labyrinth page has a broken link to Labyrinth that doesn't display the correct terrain feature page. Also has a
missing TXT_KEY_SPELL_LABYRINTH_PEDIA.
Spells -> Growth has a broken link to the growth building.
Spells -> Blessing has a broken link to the blessing building.
Spells -> Illumination has a broken link to the illumination building.
Spells -> Hellfire has a broken link to the hellfire improvement.
Spells -> Hope has a broken link to the hope building.
ExtraModMod Concepts -> Adventurer Counter has a broken link to the Grigori Tavern building.
Wow, that's a lot of links. Thank you for reviewing all of those

I created an issue to fix them for 0.4.1:
https://bitbucket.org/Terkhen/extramodmod/issue/212/civilopedia-link-errors
On the civics screen (F3) the Neutrality Membership civic is missing a "reqs Grigori" requirement.
Strange; I remember seeing that same prerrequisite for Isolationism. Thank you for the report, it will be fixed for 0.4.1:
https://bitbucket.org/Terkhen/extramodmod/issue/213/missing-civilization-requirements-for
Grigori Adventurer Counter is blocking the Great General display on 1440x900 resolution.
Weird. I remember trying the counter on lower resolutions... Given that there seems to be no space available at all in the top part of the screen for the Adventurer Counter, I guess that I should find a new place to put it. Any suggestions?
After getting warrior and scout rushed by Svartalfar before turn 20

and thus game over, I got this python error :
Thank you, I'll give it a look. Do you have a savegame from before game over?
Otherwise, looks good so far.
Thank you for the reports and the feedback
- Dispel magic cannot convert creation mana back to raw mana. I haven't tested with force/dimensional but I suspect this may hold true for them as well.
I think that you are right. If it fails for one of the new nodes, it is probably failing for all of them.
https://bitbucket.org/Terkhen/extramodmod/issue/215/dispel-magic-and-new-mana-nodes
- The Labyrinth spell can only be cast on open, non-improved tiles, severely limiting its effectiveness.
I'll give it a look. Suggestions on a better Dimensional II spell are welcome.
- The dimensional rift spell is sometimes unusable (the rift is summoned but can't teleport units) until FFH is quit and reloaded. Unfortunately I didn't make a save but could try to replicate if you are interested.
Given how complicated was to code it, I have tested Rift extensively (I gave it another round of testing just before releasing 0.4.0), so I'm clueless about how it could be failing now. I'll need a method to reproduce the issue in order to fix it.
A multiple production (?) bug:
[/url][/IMG]
Did you were under the effects of Stasis when you took that screenshot?