ExtraModMod

Thanks lfgr. I cannot get Acheron to spawn reliably at all. I autoran 6 AI games and Acheron wasn't built in one, regardless of iMinWilderness. I commented out the no captured cities code and that had no effect either. Has anything else changed with the Acheron spawn code? I'm thinking some build weighting maybe (if I recall correctly, AI 'builds' Acheron in a city, although maybe that is an old implementation..)

Anyone else encountering the lack of Acheron in this build?

*edit*

I can confirm after poking around in the XMLs this is an actual bug introduced in EMM. The barbarians are no longer able to produce world units. Neither TumTum nor Acheron are built, even with a high AI weight, no prereqs and at 1 hammer. For comparison, in vanilla FFH2, these units are started in the first available barb city.

I don't know the cause but I assume it is due to some new barbsplus code?
 
In version 0.4.0 :

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.

On the civics screen (F3) the Neutrality Membership civic is missing a "reqs Grigori" requirement.

Grigori Adventurer Counter is blocking the Great General display on 1440x900 resolution.
Spoiler :
attachment.php


Edit2:
After getting warrior and scout rushed by Svartalfar before turn 20 :eek: and thus game over, I got this python error :

Spoiler :
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 256, in showInfoScreen

  File "CvInfoScreen", line 640, in showScreen

  File "CvInfoScreen", line 668, in redrawContents

  File "CvInfoScreen", line 1381, in drawDemographicsTab

  File "CvInfoScreen", line 1601, in drawTextChart

UnboundLocalError: local variable 'iEconomy' referenced before assignment
ERR: Python function showInfoScreen failed, module CvScreensInterface

Otherwise, looks good so far.
 

Attachments

  • Grigori Counter Bug.JPG
    Grigori Counter Bug.JPG
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Found some simple bugs:

- 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.

- The Labyrinth spell can only be cast on open, non-improved tiles, severely limiting its effectiveness.

- 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.

Thanks again!
 
NVM. Ithink I know what the problem is. Do not install EMM on top of MNAI. It causes problems. It seems EMM allready contains MNAI, so you only have to extract the contents of the latest EMM ZIP on a clean installation of FFH2 (patch O)

Am I right?
 
Yes, that's correct. Whilst normally it probably wouldn't matter as they are merged, EMM hasn't been updated to the latest MNAI yet.

Sorry for slow replies, the EMM threads are quite slow at the moment. I think everyone is hanging out for the next EMM update by terkhen :-)
 
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 :eek: 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:
Civ4_Screen_Shot0002.jpg
[/url][/IMG]

Did you were under the effects of Stasis when you took that screenshot?
 
Given my lack of activity here lately, I suppose that some of you have already guessed that my free time is severely limited now. As a result of both changes in my life and the start of some new projects, I won't have enough time to continue active development in ExtraModMod as I was doing until now. This does not mean that I'm going to abandon this project, though. From now on I will concentrate my efforts on fixing issues, and on reviewing and including contributions from other developers.This means that EMM will continue to be merged with new versions of the work of other developers I'm already including.

Although it would be great to continue developing more stuff, I believe that ExtraModMod already has a great set of new features on top of vanilla FFH2/MNAI, which will be even better once that all branches of BarbsPlus are merged. Therefore, IMO now it is a good moment for focusing on making what ExtraModMod already has more stable.

0.4.1 will include a revert of the Warrens to their old behavior, an updated More Naval AI version (Tholal released 2.53, so I'm already late), Barbsplus bugfixes made by lfgr, and fixes to the ExtraModMod bugs that you have been finding on 0.4.0.

After releasing 0.4.1, the plan for future versions of the 0.4.x series is quite similar. I'll do periodic merges against MNAI, BarbsPlus (bugfixes only) and correct any issues that appear. Once that More Naval AI development starts moving towards 2.6, ExtraModMod will start moving towards 0.5.0 too. My plan for 0.5.0 is very long term; it would only include new features that correct aspects of the gameplay that could be interpreted as bugs, any new BarbsPlus and Events Enhanced features that are ready at that time, and of course a merge with More Naval AI.

As a result of this plan, I adjusted the intended version of inclusion of proposals, new features and bugfixes at the tracker. You can check them in the following link:

https://bitbucket.org/Terkhen/extramodmod/issues?status=new&status=open&sort=version

Issues marked with version 0.4.1 are considered as urgent bugfixes and will be included in the next release. Issues marked with version 0.5.0 are prioritary and will be included in ExtraModMod's next major version. Once that 0.5.0 is released, I plan to continue releasing more 0.5.x versions which would include only bugfixes and merges of MNAI and BarbsPlus. Beyond that, mayor versions would only include new features in the way of contributions by other developers.

Issues marked with version FUTURE were originally intended for 0.5.0. I won't be implementing these proposals because of the reasons I mentioned above, but any collaboration for implementing them is very welcome. If you are interested on developing some of these proposals, just discuss the specific proposal either here or (preferably) in the comments of the issue itself. Once that the proposal takes a more defined form, it will be possible to start development and include it once it is done. Of course, I'll still discuss, review and (when they are deemed as useful and complete) include these proposals.

Thank you for your understanding!
 
Thanks for all the great work. :king:

This mod has developed in our standard mod for my FFH2 LAN sessions and I'm very satisfied with stability, balancing and AI so far. It's a very polished and finished mod.
Just adding new stuff forever isn't always the best thing to do. So I'm perfectly fine with leaving it at the current state and just adding smaller bug fixes or AI updates from time to time.

Actually, I wanted to give FFH2 a little break anyway to try out the new Warlock 2 in multiplayer.
 
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