ExtraModMod

Bugs(?):
-balor doesn't deal collateral damage.
-seraph deals only 20% to 4 targets, other berserks deals 60% to 6 targets.
 
Bugs(?):
-balor doesn't deal collateral damage.
-seraph deals only 20% to 4 targets, other berserks deals 60% to 6 targets.

Although the Balor is a Berserker replacement, it has never dealt collateral damage so that is intended. The Seraphs should have the same collateral than the rest, though. Thank you for the report, it has been fixed for 0.6.0.
 
Puppet states start with palace and that shouldn't be the case, right? Also if using Erebus_mst mapscript, toroidal wrap and End of Winter option, ice on the equator never melts (even when all other sea ice is gone, a lot of sea ice on that line remains.)
 
Puppet states start with palace and that shouldn't be the case, right?

For now it is intended that puppet states start with a palace. There were some talks about this helping too much with tower of mastery victories but I don´t remember if a conclusion was reached.

Also if using Erebus_mst mapscript, toroidal wrap and End of Winter option, ice on the equator never melts (even when all other sea ice is gone, a lot of sea ice on that line remains.)

I reproduced this issue; for me it is just a very sparse line of just 1 tile with some ice tiles in the equator. It happens with all toroidal mapscripts that I have tested, so it does not seem specific of Erebus. It may be something related to how End of Winter removes the ice. I have created an issue for this bug, thank you! :)
 
End of Winter doesn't work properly with mapscript option Start: Erebus (in Erebus_mst) nor with game option Flavour Start. For example, when the ice melts the Malakim don't get their deserts back, they get regular terrain.

Also, when you mouse hover over buildings in city screen it still mentions years in "Double Culture in X years" in the building tooltip.
 
End of Winter doesn't work properly with mapscript option Start: Erebus (in Erebus_mst) nor with game option Flavour Start. For example, when the ice melts the Malakim don't get their deserts back, they get regular terrain.

Erebus_mst has its own starting points code, which can be enabled and disabled by modifying the map option "Starting points". I think you may have them both enabled at the same time. I have made some tests with both options enabled at the same time, and in five out of five attempts the Malakim did not appear in the desert. After switching Starting points to default so that only Flavour Start would be on I still got the same problem though, so it seems that there is a bug in this game option that needs to be addressed for 0.6. I have created an issue for it.

Once that Flavour Start works as intended, I plan to hide the "Starting points" map script option of Erebus_mst and set it always to Default when it is being used in ExtraModMod, as both options do the same role and Flavour Start is better integrated with how wilderness and barbarian spawns work in ExtraModMod. I have made an issue in MapScriptTools to address this in 0.6.0. Until Flavour Start is fixed, I recommend disabling it and setting "Starting points" to Erebus in Erebus_mst.

Also, when you mouse hover over buildings in city screen it still mentions years in "Double Culture in X years" in the building tooltip.

For which structures does this appear? I tried with Theatres and Monuments and I did not see anything.
 
Once that Flavour Start works as intended, I plan to hide the "Starting points" map script option of Erebus_mst and set it always to Default when it is being used in ExtraModMod, as both options do the same role and Flavour Start is better integrated with how wilderness and barbarian spawns work in ExtraModMod. I have made an issue in MapScriptTools to address this in 0.6.0. Until Flavour Start is fixed, I recommend disabling it and setting "Starting points" to Erebus in Erebus_mst

Issues in your MapScriptTools for Civilization IV repository are not publicly visible. I don't know if that's intended but the link from the above paragraph is not accessible.

For which structures does this appear? I tried with Theatres and Monuments and I did not see anything.

I think that it appears only for World Wonders.
 
Issues in your MapScriptTools for Civilization IV repository are not publicly visible. I don't know if that's intended but the link from the above paragraph is not accessible.

Oh, thank you for letting me know that! It is not intended, I have updated the permissions to make the MapScriptTools issue tracker public.

I think that it appears only for World Wonders.

I see; I wonder what those 1000 years mean in the Fall from Heaven context. I will give it a look and fix this problem for 0.6. Thank you for the report!

By the way, as an experiment I have created a Discord server for ExtraModMod. We can use it to talk about anything related to the mod and have more fluid discussions. Maybe it will only be useful for development (in that case Hipchat is superior, as it is completely integrated with bitbucket, but it can only be joined by invite), maybe it can hold all kinds of discussions, or maybe it will be useless. If we find it useful, in the future it could be turned into a community-wide server with one or more general channels and mod specific channels. You can access the server by following this link: https://discord.gg/Kbf6463
 
The features page (https://bitbucket.org/Terkhen/extramodmod/wiki/Features) doesn't exist, where can I find an easy overview of what extramodmod does to the game please?

Inside the game download, the emm_features.txt file lists all changes that ExtraModMod does in comparison with More Naval AI. You can also check it online here: https://bitbucket.org/Terkhen/extra...emm_features.txt?fileviewer=file-view-default

That link got deleted some time ago because I did not want to have this information duplicated in two places. I am going to check all pages and remove all links to the old page.

Edit: Later, I will add a direct link to this file in the release post. I will also do this for future releases :)
 
I see; I wonder what those 1000 years mean in the Fall from Heaven context. I will give it a look and fix this problem for 0.6. Thank you for the report!

Only been skimming, so might not be what you were talking about, but the entirety of FFH2 history takes place over 300 years. If you want to set a culture doubling, I would consider 100 years (100 normal turns, adjusted for others) as appropriate.
 
Only been skimming, so might not be what you were talking about, but the entirety of FFH2 history takes place over 300 years. If you want to set a culture doubling, I would consider 100 years (100 normal turns, adjusted for others) as appropriate.

In regular civ culture doubles faster if the building is built earlier (as years go by faster). It needs to be decided whether to mimic that somehow or give the same weight to every turn as suggested above.
 
one minor issue: you can rush with prophets Corruption of spirit but not orders from heaven.

I checked this yesterday, and judging from the preference values of each technology you should be able to rush both with prophets. The difference is that Corruption of the Spirit has a higher priority (90) than Orders from Heaven (70). Because of this, if for example you can research both technologies at the same time, only Corruption of the Spirit will appear.

Only been skimming, so might not be what you were talking about, but the entirety of FFH2 history takes place over 300 years. If you want to set a culture doubling, I would consider 100 years (100 normal turns, adjusted for others) as appropriate.

Yes, I was thinking on what DarkLunaPhantom said. In vanilla CIV this feature is balanced because the wonders that give a lot of culture (like Notre Damme) usually appear in the late game. Since in FFH2 we only have turns, giving all wonders the same treatment would buff high culture wonders considerably. Personally I think a solution like that would be fine though; in my experience cultural victory is more complicated and lengthy (and boring!) than altars and towers of mana.

EDIT: I found that all wonders with this property have the same value: 1000 years which in Fall from Heaven 2 means 1000 turns. This was already there in the original FFH2 code and to me it seems the result of copy and paste. I have also seen that the code that actually displays that value comes from the BUG merge that was done in More Naval AI. Because this implies that this feature has probably never been triggered in Fall from Heaven 2 (except maybe in some rare and extremely long marathon game) and that it was very unlikely to find that it was enabled until recently, I believe that this was never intended so I think that the feature could just be removed.
 
Bug:

I (the tolerant Grigori) cannot build an Arquebus in my capital, the former Infernal city of Dis. Image and save attached.

It let me start building it successfully, then a few turns in it stopped building it but let me resume the build. Now it has prevented me from continuing to build it at all. I haven't continued playing yet so IDK if it will let me continue building it next turn.

I checked and the city has access to gunpowder so that's not the issue.
 

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I think that the game should not let you build an Arquebus in a former Infernal city because it is a forbidden unit for the Infernals. Do you have a savegame from before you started building the Arquebus the first time?


Yeah Infernal's do not get Arquebusiers, never have.
And you can only build units that the owners civilization could.

Besides the Lanun have the best looking arquebus anyhow
 
Another bug from the same city: I can build both imps and adepts there. The adepts are labeled as "Unique Unit for Infernals". I haven't tried actually building one though because a massive war just started and I need all the production I can get. Anyway, Save from back when it let me build the Arquebus incoming ... at some pont
 
The VERY tolerant Grigori episode 2, now with a save:

In this save you can see:

1: Dis having the option of building both Imps and adepts
2: Graelingvig (a Sheaimic city that was conquered by the Kuroirites and reconquered by me) offering to build Centaurs or Centaur Lancers in addition to the Sheaim uniques.

Interestingly both anomalous unit offers only show up in the screen that pops up after a city finishes a build. Double-clicking on the city reveals the normal list of unit options.

I haven't taken either city up on their offer to build odd units because after I lost production on the Infernal Arquebus I don't want to just lose production again (my empire DOES have Demon Arquebuses, but all of them are infernal longbowmen that I upgraded)
 

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Also, Bannor privateers are somehow slipping under my two Man O'War's near Wutai and razing the shrimp fishing boat, even though that should be literally impossible since the privateers are hidden nationality (i.e. barbs) and regardless I don't have open borders with the Bannor.

I checked, the privateer is visible in Sludgeholm. How can it enter a tile with hostile (my) units without initiating combat?

EDIT: I'm dumb. Its because I have Nox Noctis so my Man O'Wars are invisible
 
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