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Discussion in 'More Naval AI Modmod' started by Terkhen, Jan 19, 2013.

  1. Freesmog

    Freesmog Skeptic1938222569

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    Ah, they weren't upgraded from Ritualists (which I usually do).

    Last night I slew Auric with the Godslayer. Finding it was another matter. Had to go into military tab to find it on the map. For some reason Auric went to my lands, solo, instead of staying with his army and taking cities! Not a very smart tactic. I even helped him create peace with most other civs to have a fighting chance. His civ stats remained after his death. They only had 1 ice mana. His total was 70 (before AC 80).

    I haven't noticed any boost from the hammers, except for attack strength. I gotta look closer. I'm playing them right now, and was able to double their world spell back to back with the ritual. The golems are very slow. I'm finding diseased corpses to be a better option with increased movement (plus tower of necromancy and sheut). Bestow blessing also doesn't work on golems, so their strength is limited. It's nice to have them around for civ defenses though. I'm preparing an assault on Flauros with my quicker troops. I'm waiting for the ritual that destroys all demons and undead to be cast, before amassing diseased corpses. I play on big maps without any chokepoints, and Luichurp as an AI are always crushed.

    This game Orthus did appear, but still no Acheron or any other barbarian spawns.

    Most barb leaders (except for Kane and Jonas) seem compromised as a result of the barb benefit, but buff them if you want (I don't mind!). I think Spiritual for Illians is not as strong as for other civs.

    I still have Puppet states turned on (with having Feudalism), and still no Puppet states :confused:

    I'll consider that. Sometimes I don't know if it a bug. Good to know about Letum Frigus.
     
  2. Qgqqqqq

    Qgqqqqq Emperor

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    I believe, though am not 100% certain, that the freexp tag doesn't exactly correlate to promotions.
     
  3. tipwong

    tipwong Chieftain

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    Could you show me an screenshot of how it is shown in default? I don't know what I am looking for.

    here(i use worldbuilder to creat a lich for showing):
     

    Attached Files:

  4. Calavente

    Calavente Richard's voice

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    anyway, lightbringer and devout never got any free xp per turn with the favored promotion (or arcane equivalent) given by spiritual trait; while their upgrades to priests units make it work.
    so maybe it is not related to promotion, but it is to something adepts/mages/archmages on one side and "sub-priests"/priests/high priests respectively have .... ^^

    regards
     
  5. lfgr

    lfgr King

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    See more events modmod, second post.
     
  6. lfgr

    lfgr King

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    Sorry, doublepost:
    Terkhen, I made a fix for the acheron spawning problem by spawning him with python. Would you want to add it to the 0.4 branch?
     
  7. Nor'easter

    Nor'easter Emperor

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    Whatever is revealed shows up very faintly on the world map in the lower right corner: you'll see some faint squares in other parts of the world, and if you mouse over them you'll see, e.g., the Mirror of Heaven, the Ring of Carcer, etc.
     
  8. Qgqqqqq

    Qgqqqqq Emperor

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    As I said before, there is a freexp tag which allows units to gain XP, and it's application doesn't always correlate with promotions (which is why devouts, lightbringers and so on still don't gain XP).
     
  9. zldrago1000

    zldrago1000 Chieftain

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    Could this mod implement ranged attacks for archers that is available in rise of Erebus and magistermod?
     
  10. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    may have been reported already: the random event which spawns a mushroom should not target city tiles since it's no longer beneficial ( you already have 2f and you lose the plains hill bonus )

    Also, can the Lanun worldspell be tweaked to not kill units outright like 95% max damage? aside from balance it can kill Brigit which is a bit anticlimatic :D alternatively she could get some cold resist.
     
  11. omegaflames

    omegaflames Warlord

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    In my personal modmod of ffh2 I made it so that no spell could kill a unit and that no unit that had a base strength of 0 (ie fireball) couldn't kill a unit. My way of thinking was that if I couldn't possibly get any xp from beating it then it shouldn't be able to kill me.
     
  12. ArkhanTheBlack

    ArkhanTheBlack Warlord

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    Played a game today with a friend after a break of a few months. It was a nice game, but we were somehow wondering where the barbarians have gone. The first barbarian unit we saw was pretty much Orthus and after that, it took a while until two barbarian cities spawned. Barbarian skeletons and lizard men didn't even seem to exist. Acheron also didn't spawn. We played a small lakes map with quick tech and six players total. While it's nice to have a peaceful early game for a change, it also gets a bit boring. Is this intentional that barbarians are delayed until mid game? Or is it possible that the change from Erebus Continent map to Lakes has something to do with it?
     
  13. Terkhen

    Terkhen King

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    I'm sorry about taking so long to answer. The last months have been a bit crazy for me.

    Although I can see how that situation could be extremely annoying, I'm happy to hear about this for a completely unrelated reason. Taking barbarian cities with Loki is supposed to be Weevil's unique ace up in the sleeve, and I've never seen the AI use it. With regard to that situation, both Orthus and the Balseraphs were doing what was best for themselves so I guess you just had a lot of bad luck :)

    Thank you for the kind words :)

    That's a very disadvantageous situation for the Luchuirp. Anyways, I was talking about the Luchuirp when being controlled by a human player. The AI does not seem to be able to take advantage of the thousand fireballs tactic.

    Thanks! It seems that it was a bug in More Naval AI, as Tholal fixed it recently.

    I must have missed the notification of this post, I'm sorry about not answering :/

    Since it seems that 0.4.1 is quite stable, I'd rather include it for 0.5.0 (which I'd like to have ready shortly after MNAI 2.6 is released). I also intend to include a few savegame breaking updates in 0.5.0, and that could include any possible BarbsPlus updates. I was wondering if I should include in 0.5.0 the mising BarbsPlus branches too.

    Not as an independent change, sorry. I fear the effect that it could have in game balance. I'm willing to consider balance proposals that take into account the game as a whole for archers or any other part of the features. You can discuss them at the EMM balance discussion thread.

    I have created a task to fix it in 0.5.0.

    There are many spells that suffer from the same "kill too much" problem. I'd rather have a solution for all of them than continue patching each one. I wonder if they should just have a very low limit, or a higher one...

    BarbsPlus, included in ExtraModMod, changes how barbarians are spawned. Acheron not spawning sometimes is a known problem, but with regard to the rest I usually get the opposite report: barbarians appear more frequently and are stronger. That's also my impression when I play the game. I guess that what you experienced was probably caused by having many players spreading very quickly.
     
  14. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    Welcome back Terkhen, I hope everything's going well for you. I'm very happy to hear you hope to update EMM shortly after the next MNAI release :)

    I was thinking, do the Doviello REALLY need the new civtrait that gives them heal after combat? it's pretty damn strong for a warmongering civ and they're already plenty buffed by EitB. I think I'd prefer to have only one Doviello leader with that trait.
     
  15. Terkhen

    Terkhen King

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    Thank you!

    I don't know what others think, but I still find the Doviello lagging behind other civilizations, even with the Savage trait.
     
  16. akatosh

    akatosh Prince

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    I can tell you that Mahala was one of my favorite leaders in base, just as Rai/Ing, and I absolutely love playing her in EMM--Exp/Rai/Ing/Sav rocks!

    Doviello are still not overpowered, the lack of a starting tech hurts them significantly. Almost all civs will usually tech Agriculture/Calendar + Crafting/Mining + Ancient Chants/Mysticism + Exploration as their first 7 techs, and the Doviello are no different, but they just do everything slower regardless of what order they choose. Later bronze, later Agrarianism, later dye/silk/incense, later roads, later God King/Academy, etc.
     
  17. Qgqqqqq

    Qgqqqqq Emperor

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    Dovellio don't need a boost, imo. They're viable in EitB (or at least enough that I'm not even considering any buffs) and I understand they're boosted even further here already. Certainly not something like healing after combat, which is very powerful, especially in SP.
     
  18. lfgr

    lfgr King

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    No problem. In the end I made a separate 0.4 branch for that fix, but it's also merged into the main branch (forgot to upload it back then, did that now).

    I didn't play with barbarian cultures for quite a time now, but I will update it when I have time (not sure when I'll get around doing this, though). The only other thing not included in EMM is the one AI change I made in the wilderness-ai branch. Played a couple of games with it after coding it (but not merged with the latest commit of the main branch), and didn't experience any crashes or odd AI behavior.

    I'll merge the AI change into the main branch if you want to include it in 0.5.
    Not sure if barb cultures is worth adding yet. It's pretty complex because it manipulates the way UUs work. Simpler (and more vital) features should gain priority in my opinion. But, as I said, I'll update it and will of course provide a build for anyone who likes to have that feature.
     
  19. Terkhen

    Terkhen King

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    Awesome :)

    The change looks great. I'll be releasing one or more betas first so all new features can get more testing, so it shouldn't be a problem to include it.

    I see; I agree with you then. I order to check which ones of the missing features are more important, should I sort BarbsPlus issue tracker by milestone or by priority?
     
  20. ArkhanTheBlack

    ArkhanTheBlack Warlord

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    It's possible that the player density was too high because I was almost surrounded by opponents. I still had the impression that barbarians could spawn closer to cities before barbs plus. On the other hand, there were nice new barbarian creatures like ogres later in the game. I think I'll try another game soon, maybe it was just a one time incident.
     

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