The latter, i.e more scorpions than other animals. This I think is because the probability of getting scorpions from lairs seems rather high (Not sure which file I can look in to confirm this).
I've noticed this in 2-3 games.
Thanks, noted. I'll look into it as soon as I have time.

A quick fix to lower the rate of scorpions would be the following:
In GameInfo/CIV4SpawnInfos.xml find the line
Code:
<Type>SPAWN_EXPLO_SCORPION_1</Type>

and, two lines below, set
Code:
<iBaseWeight>0</iBaseWeight>
to
Code:
<iBaseWeight>-50</iBaseWeight>

Do the same for SPAWN_EXPLO_SCORPION_2 and SPAWN_EXPLO_SCORPION_NEST. This should lower the chance of Scorpion lair changes. If you want to lower other scorpion spawning, also lower the iBaseWeight of SPAWN_SCORPION.

There is one caveat: the engine always choses the best animal to spawn in a certain environment, and the scorpion doesn't have that much competition currently. This should be fixed in one of the next versions.
 
"I think so; it is not intended for most units loaded in ships to be able to fight back when their ships are attacked, even if those ships are in a city. If I remember correctly, units with water walking can still defend. I guess that the AI should learn to unload those units so they can defend."

The problem is if they're unloaded at the end of the turn to allow them to defend, reloading next turn will use all their movement points. I suggest just allowing boarded units in cities to defend.

Boarding and unboarding in general is quite inconsistent. Boarding eats up all movement points, same with unboarding when the ship is not in port. But a unit with zero movement points can board and unboard an unlimited number of times provided enough ships enter his square to pick up and drop him. I suggest units are limited to 1 board and 1 unboard per turn, and that boarding/unboarding a ship in the same square does not take any movement points-and boarding/unboarding into an adjacent square will just take the normal movement value for that square, not ALL movement points.


"To my knowledge that has always been the intention with this wonder."

In that case shouldn't it be limited to being built by Sheaim or in the AV holy city (I'm not aware of anyone else with Armageddon promotions or buffs)?


A general tactical question while I'm here-in the early game is it a game killer to lose a wonder race? Say putting off building a settler to spend 15 turns going for heron throne but losing on turn 14-is there any recovering from that? Is the gold compensation enough to make up for the wasted time?
 
Re-Prophecy :
Even if only Sheaim have a tactical interest to raise the AC, many evil civs may have a strategical interest to raise the AC.

Interesting things happen when you raise the AC:

everybody get unhealth the first time AC30 is reached ... but if you manage well your own health AND you purposely raise AC to 30... you can give more damage to ennemies than to yourselves.
(calabim using rivers of blood a few turns after AC reachs 30 can give a big advantage to Calabim cities)

with AC raising, you get food issues, but new interesting resources.
with AC raising, and sun I.. you can create deserts, that become flame-lands..impassable to all, save for your own orcs (or other fire-resistant units)
with AC raising you can have the horsmen come and ravage the ennemies.
with AC raising, you can rush the end of the world and end the long game sooner...
with AC raising, your demonic /undead units with the "touch" promotion have a free increased damage ... like a "combat VI" promotion as soon as AC is at 40 (any Eilodons, for all evils, but also your liches, your summoned spectres and wraiths, but also Balors, or diseased corps... but also OO stygian guards and the OO hero !! )

...etc
 
Is the ExtraModMod 0.5.1 version compatible with other languages other than English? I usually play with Civ IV in Spanish and didn't have any problem so far with previous versions of ExtraModMod or Fall from Heaven 2 itself. However, now with EMM 0.5.1, the menu doesn't show up.

Edit: Ok, I've been trying previous EMM versions, and the last one working with Spanish is 0.5.0-beta2. Any idea?
 
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Good points Calevante but I think the benefits of any of those will be usually be too marginal to justify the hammer investment of POR, especially for an AI. Can you foresee an AI planning to trigger any of those benefits with POR?

I'd be interested to know what the AI's considerations for building it actually are. I wouldn't recommend limiting its building for human players, just for AIs
 
New points:

As far as I can see the Rage technology is useless for Sheaim and should be removed from their tech tree.

A player cannot trade religious techs if they're not in the religion, for example you can't trade mind stapling if you change out of OO, is there a good reason for this?
 
Happy new year everyone! Sorry about taking so long to answer, december has been crazy as usual. My computer decided to break again so it'll be some time until I can resume development but at least I will be active here from now on :)

fe79: Oh, nice, thank you! I was misunderstanding how it works then. I will fix that for the next version :)

Additionally, something I had taken up with Magister for his modmod (https://forums.civfanatics.com/threads/magistermodmod.455111/page-111#post-14234109) (and that he had resolved): the AI is too unwilling to make peace even after you slaughter stacks of their units and take their cities, if only their power rating is higher than yours. Even if they are, asking for one of my cities after I've beaten half their army and taken two of their cities is just annoying.

Yeah, the power estimations of the AI have always seemed very imprecise to me. Honestly, I don't know much about how they are calculated but I think that Tholal has plans to improve it in the future. Giving a look to all unit's base power rating is something that I should be able to do for 0.6.0, though. Thanks for the report and for sending me in the right way for a solution :)

We got one OOS error past round 100 again, but it wasn't that bad since it was just one and it's always to save and reload the game. I attached an auto save 1 - 2 rounds before it. Maybe it helps.

It does! That could finally be the last OOS error in the game :D

Are you playing with puppet states enabled? 0.5.x still triggers an OOS error when a puppet state is created. If not, do you remember anything significant happening in those turns?

Just curious, I guess there are no plans to maybe include some of the more established civs from some of the other mods like Mazatl or so.

Not really, one of the goals of ExtraModMod is to not add features outside of the original Fall from Heaven 2 lore. I would not mind giving support and help to someone who wanted to add them to MNAI/EMM as a ModModMod, though.

Vicar's (empyrean priests) ability can't be cast for its dispel effects if there's no invisible/hidden nationality units around.

Thank you for the code and the report! I will give it a look :)

Was Khazaking around when suddenly someone divided by zero. First the command bar at the bottom goes blank, then everything just sort of blows up.

Here's a save if that helps.

Welcome to the forums, I hope you enjoy Fall from Heaven and ExtraModMod!

Thank you for the report and the save; this bug is fixed for the next version.

"I think so; it is not intended for most units loaded in ships to be able to fight back when their ships are attacked, even if those ships are in a city. If I remember correctly, units with water walking can still defend. I guess that the AI should learn to unload those units so they can defend."

The problem is if they're unloaded at the end of the turn to allow them to defend, reloading next turn will use all their movement points. I suggest just allowing boarded units in cities to defend.

Boarding and unboarding in general is quite inconsistent. Boarding eats up all movement points, same with unboarding when the ship is not in port. But a unit with zero movement points can board and unboard an unlimited number of times provided enough ships enter his square to pick up and drop him. I suggest units are limited to 1 board and 1 unboard per turn, and that boarding/unboarding a ship in the same square does not take any movement points-and boarding/unboarding into an adjacent square will just take the normal movement value for that square, not ALL movement points.

I agree, boarding and unboarding is quite inconsistent. That makes me very reluctant to modify it as I may break something else without noticing. I will think about the problem and consider your solution for the future, but I will not be able to look into it for 0.6.0.

In that case shouldn't it be limited to being built by Sheaim or in the AV holy city (I'm not aware of anyone else with Armageddon promotions or buffs)?

Good points Calevante but I think the benefits of any of those will be usually be too marginal to justify the hammer investment of POR, especially for an AI. Can you foresee an AI planning to trigger any of those benefits with POR?

I'd be interested to know what the AI's considerations for building it actually are. I wouldn't recommend limiting its building for human players, just for AIs

I agree with Calavente; I don't like to take away this from human players. Besides what he said, you may want to help a Sheaim/AV team member, use it as a self-imposed handicap, or something else. I agree with you on forbidding the AI from building the Prophecy of Ragnarok unless they are Sheaim or follow AV; they never know when they should build it anyways. I think I remember the Elohim doing it once...

Is the ExtraModMod 0.5.1 version compatible with other languages other than English? I usually play with Civ IV in Spanish and didn't have any problem so far with previous versions of ExtraModMod or Fall from Heaven 2 itself. However, now with EMM 0.5.1, the menu doesn't show up.

Edit: Ok, I've been trying previous EMM versions, and the last one working with Spanish is 0.5.0-beta2. Any idea?

I broke the translation of my own language for the second time? Shame on me :(

Thank for reporting this, I will fix it for 0.6.0 and let you know if there is any kind of quick fix that allows to play 0.5.1 on other languages again. And let me know if you find any issues with the translation.

As far as I can see the Rage technology is useless for Sheaim and should be removed from their tech tree.

I will check if it is possible/desirable to do this.

A player cannot trade religious techs if they're not in the religion, for example you can't trade mind stapling if you change out of OO, is there a good reason for this?

I think this makes sense. If you follow a certain religion, you wouldn't want to give advanced secrets of other religions away.

SmartMap_mst doesn't appear to be placing any unique features FYI. I'll check again but I'm pretty sure this is the case.

Edit: Also, there are no barbarian structures, like barrows, dungeons, forts, etc.

Oh, that's ugly... Thank you, I will give it a look.
 
So lately I was messing with civics in xml. I have grown irritated with terrible civic balance, mainly lack of focus, and to many penalties. Main system of choice should be opportunity cost, except where it is necessary. Erebus in balance balances exactly nothing as civics are concerned, Aristogarianism still rules. I doubt that this will be used by Terkhen, but who knows? Also this isn't as easy as I tough so perhaps some discussion will help me while I'm making my own changes.

Government:

1. Despotism: -25% WW, (low).
2. City states: no distance mainetance, +1 coastal trade route, (low).
3. God King: +50% production and commerce in capital, (high).
4. Aristocracy: +1w/s/c per specialist, something else?, (med)
5. Theocracy: +2xp/units/state religion, +2 happy state religion, unlimited priest.
6. Republic: +50% GPP and GG, something else?, (med or high)

Culture:

1. Religion: +1happy from all religions, (low).
2. Pacifism: +50%GPP, +50%WW, (none).
3. Nationhood: -25%WW, +1happy/training yard, (low).
4. Sacrifice: 1food/population, slaving 20%, -50% GPP, (none).
5. Order: +1happy/unit, best fit here will be -crime rate in all cities, alas no tag, (low).
6. Wealth: +20% wealth/all cities, unlimited merchant, hurry gold, (med).
7. Scholarship: unlimited sage, +2s/specialist or +50% science in capital, (high).
8. Liberty: unlimited artist, +100% culture/all cities, icivicanger400, (low).

Labour:

1. Tribalism: +50% worker rate, (low).
2. Apprenticeship: +1P/C from workshop, (low).
3. Slavery: hurry pop, slaving 20%, -50%GPP, (med).
4. Arete: +10%P/all cities, +1h/mine, hurry gold, (med).
5. Military: +100%GG, +2xp/unit, draft(3), (high).
6. Caste : unlimited merchant, sage, bard, priest, (med).
7 Guilds: hurry gold, unlimited engineer, +1P from specialist, (high).

Economy:

1. Decentralisation: -40% distance maintenance, (low).
2. Agrarianism: +1C/farm, +1health/all cities, +1happy/granary, (low).
3. Conquest: free military units (20%), food for units, (med).
4. Mercantilism: no foreign trade, hurry gold, +100%wealth in capital or +1free specialist per city, (med or high).
Here best idea I had was +50%C from internal trade routes.
5. Free trade: +1 trade route per city, (low).
6. Guardian: Should be something like +0,25 happy per forest and jungle, +0,5 happy per ancient forest, same with health, (high).
7. Urban: +100% improvement growth, +3happy/biggest cities, +1P for village/town/enclave, (high).

Membership:
1.none
2. Over: meh it's OK.
3. Under: reduce slaving to 20%.
4. Crusade: +25% military units production, no WW, free units(50%), (med), reduce anarchy length to 3 turns.
5.Neutrality: +25%GPP, +25%GG, (low).
6. Isolation: +100% exp/GG in borders, no foreign trade,(none).

I also reduced growth time to town by 10turns (30) and enclave to 40. Workshop is +1P and +1P with smelting. Taxation is +2C.
 
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Erebus in balance balances exactly nothing as civics are concerned, Aristogarianism still rules.

I strongly disagree with that. I recommend playing some games with vanilla Fall from Heaven 2 to compare. Anyways, it looks like the EMM balance discussion thread would be a better place for discussing your changes, for the reasons explained in the first post of that thread. If you provide more specific arguments about why the current balance is wrong there, we can discuss your proposal.
 
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Are you playing with puppet states enabled? 0.5.x still triggers an OOS error when a puppet state is created. If not, do you remember anything significant happening in those turns?
Sorry for the late reply. I'm actually not really sure. We didn't use any special settings, so if they are on by default we played with them, if not then not.

Edit: I checked the options: Puppet states were not activated
 
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Found another little bug:

PinkBug.jpg
 
I recall you wanted to give the Luchuirp a meaningful choice. Would it be possible to give them that choice by giving them (desirable) buildings which compete with the blasters workshop? For example, give them 1 building for each of the four elements, only one of which may be present in a city.
Recalling that 2 strength was considered weaker than 1 fireball, and that mobility is a big problem, would the following work?
(requires fire mana): gives fireII, weak
(requires wind mana): gives light
(requires water mana): gives waterwalking, boarding
(requires earth mana): gives heavy, strong
 
Sorry for the late reply. I'm actually not really sure. We didn't use any special settings, so if they are on by default we played with them, if not then not.

Edit: I checked the options: Puppet states were not activated

Found another little bug:

View attachment 463763

Thank you for the reports! :)

I recall you wanted to give the Luchuirp a meaningful choice. Would it be possible to give them that choice by giving them (desirable) buildings which compete with the blasters workshop? For example, give them 1 building for each of the four elements, only one of which may be present in a city.
Recalling that 2 strength was considered weaker than 1 fireball, and that mobility is a big problem, would the following work?
(requires fire mana): gives fireII, weak
(requires wind mana): gives light
(requires water mana): gives waterwalking, boarding
(requires earth mana): gives heavy, strong

Yeah, there were some plans for that but honestly at this point I don't know if I'll ever get around to actually implementing them. You can find the draft here:

https://bitbucket.org/Terkhen/extramodmod/issues/3/luchuirp-buildings
 
ExtraModMod 0.5.2 release

The reason for this release is mostly to include the fix to the Puppet States OOS error, as there was interest on testing Puppet States on multiplayer games (see https://forums.civfanatics.com/threads/emm-5-1-multiplayer-games-on-evolve.610630/).

0.5.2 does not include much besides that bugfix, as the main focus is still 0.6.0-beta1. But it still includes some new stuff! From More Naval AI it brings fixed versions of the Archipelago and Islands MapScripts. It includes a new version of MapScriptTools, which among other things brings MST versions of Archipelago and Pangaea, and will create a few city ruins and roads from before the Age of Ice at the start of the game.

It also includes a brand new MapScript, Discworld!



Discworld is based on the novels by Terry Pratchett. It will generate a flat world shaped like a disc, with warm regions near the border and cold regions in the center.

As always, bug reports and feedback are welcome. The Testing Guide is meant to help in creating OOS bug reports and any others. The full changelog of this version can be checked below:

Spoiler :
ExtraModMod 0.5.2

More Naval AI version: 2.62 plus additional bugfixes.
MapScriptTools version: 1.06

Features

  • Discworld MapScript.

More Naval AI changes

  • Added fixed Islands and Archipelago MapScripts.
  • Creating a puppet state will no longer cause an OOS error.


In the first post of this thread you can find the links for downloads, wiki, features, future plans and other useful information.
 
So...I just got back into the game and ran into a very interesting dilemma.....Auric is slaughtering my AI vassals despite not being at war with them.

You see his blizzards are migrating in such a way that they turn a majority of my vassals land into garbage. I catch the edge of one or two of these myself, but thankfully have two Nature archmage's on hand to terraform my territory into submission.

Sadly I see no signs that my vassals will catch on.

So what this post really comes down to is how much do they prioritize improving tiles? Can we make them do so? and barring that can we allow vassalized lands to be terraformed by their liege-lord?

(As for why I don't kill Auric? Geographically he is literally the only serious opponent standing between me and the Infernal/Sheaim Alliance which I happen to be at war with)
 
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