ExtraModMod

Thank you both for the reports and savegames! I have added both of these issues to the bug tracker.

I was going to fork your repository on bitbucket to retrieve the dll sources and deliver a patch. But I cannot clone the repo with git. That is weird.
 
I was going to fork your repository on bitbucket to retrieve the dll sources and deliver a patch. But I cannot clone the repo with git. That is weird.

That would be awesome :)

ExtraModMod repository uses Mercurial (hg) instead of git. My git-fu is way weaker than my hg-fu so I don't know for sure, but since hg has an extension to clone git repositories it is quite probable that git has an extension to clone hg repos too. If not, you can always give hg a try as both tools follow roughly the same repository model.

If you are willing to help this way, I would prefer that you created pull requests instead of forks. Bitbucket has special tools for reviewing pull requests, and it even allows to merge them into the main repository with just a click on the web interface. With forks I would have to manually pull your changes from your fork. Any bugfix should be committed to the "default" branch only; I will merge all bugfixes with the 0.5 branch right before the release.

Let me know if can help with anything else.
 
I got this:
Spoiler :
egh7OWX.jpg

The event wanted to give my Mud Golem 1XP. I've attached relevant savegame. The link given there leads to this thread.

I'm pretty sure my (yet unreleased) fix for this works, but unfortunatly your save doesn't help to test it in this special case. Do you happen to have a save a turn before?
 
Sorry to be a newb, I've tried to install this a few times and can't, can you give some more explanation as to how it should be added to Vanilla please. Thanks!
 
Sorry to be a newb, I've tried to install this a few times and can't, can you give some more explanation as to how it should be added to Vanilla please. Thanks!

Welcome to the forums! :)

Don't worry; the installation instructions are not as newbie friendly as they should be. As a summary, you need to:

1) Install Fall from Heaven 0.41 (http://forums.civfanatics.com/downloads.php?do=file&id=1)

2) Install patch 0.41o (search for it in the previous link)

3) Install media pack (optional, search for it in the previous link)

4) Unzip ExtraModMod's release (right now the stable one is 0.5.0).

5) Copy and paste its contents in the Fall from Heaven mod folder. If you own the complete version it can be found on the following path:

C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Fall from Heaven 2

You need to overwrite anything, and to make sure that the path is correct (don't paste the ExtraModMod 0.5.0 folder there, but its contents; Assets should overwrite Assets and so on).

Step 5) should ONLY be taken on top of a clean installation of Fall from Heaven, created as I mentioned. If you install it on top of More Naval AI, MagisterModMod or any other Fall from Heaven mod, the installation will fail.

Let me know if you run into any other problems.
 
So I've played several games with this Modmod, and I like it a lot, but I've realized that there are several major issues that need to be adressed:


1: Aristocracy is useless.

City States Provides
1: Low Upkeep
2: 80% reduction in distance maintanance
3: 25% reduction in number of city maintanance
4: a stability penalty
5: a war weariness penalty
6: More Trade
7: More culture
8: An early Civic

Aristocracy provides:
1: Medium upkeep
2: 40% reduction in distance maintaniance
3: a stability penalty
4: -1 food from farm
5: +2 coin from farm


This means that City States is strictly superior to aristocracy in all cases. The malluses (war weariness, stability penalty) are EASILY offset by the bonuses (MUCH more gold, MUCH lower maintainance, better trade and culture). -1 food from farm is its own significant negative for aristocracy, and the paltry 2 coin that it generates is nothing, especailly because its higher maintainance.


______________________________________

2: Wilderness renders barbarians weak, Acheron moot, and barb cities nearly non-existant in the late game: I've played two games with that option on now. In both, Barbarians were weak and Acheron was never built. Barb cities spawned, but always near civilized centers, and they were rapidly conquered. Entire continents that had no civs, so should be deep wilderness have only animals and the occasional barb hunter or horseman.

I'll play without the wilderness option next time.


_________________________________

Despite these issues, this is a really good mod! The puppet state and revolutions mechanics are working amazingly well, and prevent lategame stagnation. The game is considerably improved overall.
 
4: -1 food from farm
5: +2 coin from farm

Those two reasons are why Aristocracy is one of the most overused (some say overpowered) civics of the game. When using specialist economies, whipping economies, most people go straight for Aristocracy+Agrarianism as other strategies cannot beat the amount of food + commerce this combination gives. Even players planning to use cottages sometimes use this combo early on while the cottages develop.

This means that City States is strictly superior to aristocracy in all cases. The malluses (war weariness, stability penalty) are EASILY offset by the bonuses (MUCH more gold, MUCH lower maintainance, better trade and culture).

On my experience City States is only used in some special cases.

With regard to Revolutions, bear in mind that in ExtraModMod this game option is provided "as-is". As a result it is not integrated into game balance, or considered. My reason for this is because at its core, the Revolution mechanic does not integrate well with some parts of Fall from Heaven. In my early playtests I found that some strategies that were completely valid and made sense from the point of view of the lore were rendered useless by Revolutions. You can see what I mean if you try to play Calabim using your cities for whipping and giving XP to your vampires, or a game in which Sacrifice the weak is used to pump your population to ridiculous levels. Revolution punishes these strategies so much that it will be impossible to continue the game. Strangely this also happens with other evil civilizations like the Illians; in one game I saw them split into 5 different civilizations and make war between themselves until I put them out of their misery.

Rebalancing how Revolutions work is already doable (all of the code to give different stability bonuses and penalties based on wonders, civics and so on is already part of Revolutions) but it is not something I plan to design as it would take a lot of time for a feature of which I am not a big fan. It would be great if a discussion to address the issues of Revolutions and rebalance it for Fall from Heaven took place and came up with a proposal. IMO this should be proposed first for More Naval AI, and then adapted to ExtraModMod. As I said I'm not a big fan of Revolutions but if such a discussion took place I will follow it and I would be willing to implement and include it.

2: Wilderness renders barbarians weak, Acheron moot, and barb cities nearly non-existant in the late game: I've played two games with that option on now. In both, Barbarians were weak and Acheron was never built.

Over the course of months we have been getting contradictory feedback about how strong barbarian spawns are. For some, it is a nightmare that prevents them from playing, for others it is a cakewalk that can be ignored, while for some it can vary on each savegame. I know already that this variance is caused by the game options and the map script being used. Because of this, in order to address your issue I would need more information. Do you mind writing the following information about your games?

Code:
Difficulty:
Civilization:
Number of players:
MapScript:
Map size:
Raging barbarians: (Y/N)
Wildlands: (Y/N)
Spawning rate: (Perfect, too frequent, too low and so on)
Barbarian unit strength: (Challenging but good, weak, too stong...)
Other comments:

For example, Acheron appears in my games normally (although it has moved from an early game ender to a late game menace) and I get barbarian cities normally. I usually play on low sea level Erebus so there is plenty of empty space for them to appear during the game. While playing a crazy high sea level Archipelago game, we got nearly no barbarian cities and certainly no Acheron.

Barb cities spawned, but always near civilized centers, and they were rapidly conquered. Entire continents that had no civs, so should be deep wilderness have only animals and the occasional barb hunter or horseman.

That would certainly be a bug, IMO. Could you upload a savegame?

I'll play without the wilderness option next time.

The new barbarian spawning mechanic is an integral part of the mod and as such you cannot go back to the old one. No wilderness just disables the "barbarians get stronger as wilderness increases" part of the equation. Therefore, it will give you weaker barbarians.

Despite these issues, this is a really good mod! The puppet state and revolutions mechanics are working amazingly well, and prevent lategame stagnation. The game is considerably improved overall.

I'm glad you like it!
 
re Aristocracy: huh. I see that general consensus does not agree with me. Fair enough.

re Revolutions: Actually that's one of the things I like most about ExtraModMod. In any world, a government is beholdened to its people, and a fantasy world is no exception. Besides, seeing Hippus rebels desperately fighting a massive tyranical Calabim empire (that followed The Order of all things, and was also the only force holding back Hybo + Sheaim) is always entertaining

re Barbs:

That would certainly be a bug, IMO. Could you upload a savegame?

Well it has been consistent in both games I've played, and I can't pin it to a single event aside from For the Horde stealing city defenders in the first game. But Clan of Embers wasn't in the second game, so it can't be that. Exhibit A is my current Svartalfar game, where there are many large continents that had no starting civs, and now have a feeble barb presance, no barb cities, and the only cities present being my colonies (its mid-game). I'll dig it up and post it.

Strangely this also happens with other evil civilizations like the Illians; in one game I saw them split into 5 different civilizations and make war between themselves until I put them out of their misery.

In both of my games so far Illians have been split. In the first it was due to a bunch of puppet states created by me and my AI allies, and it was a 4 way split. All of the puppet states eventually suffered revolutions that forced them to rejoin the original Illian civiliazation. In the second it was a 3 way split due to revolutions both against the original Illian state, and against Good AI civs that tried to prey on it. The revolutionary governments are now loosing ground as the original Illian state regroups.

The reason for their chronic instability IMO is that the Illians don't have a state religion. Religious cohesion is a big part of early revolutions stability, and because the Illians can't adopt a state religion, that hurts them a lot. I expect the Grigori to suffer similarly. The solution to this is to make White Hand Temples give a large stability bonus, and to make Neutrality (the grigori specific civic) give a large stability bonus, to offset the lack of a state religion.
 
Here's the Svartalfar game in question. Note that there are NO barbarian cities around right now, despite there still being entire continents devoid of civilization
 

Attachments

re Aristocracy: huh. I see that general consensus does not agree with me. Fair enough.

Give the Agrarianism / Aristocracy combo a try. I think you will be surprised how powerful it is (assuming that you have good terrain for building lots of farms)

re Revolutions: Actually that's one of the things I like most about ExtraModMod. In any world, a government is beholdened to its people, and a fantasy world is no exception

I'm glad to hear that you enjoy the Revolutions component. It is definitely a half-baked feature though. At some point I'll start a thread about it and see if we can make it a more fun component of FFH.
 
Thanks for the help that worked perfectly.

I'm having an issue which might be a bug or feature I don't understand. I'm playing Illians, holding back stacks from Sheam, Dovello and sometimes Infernal. Sometimes some of my units are not able to attack, they can still move and defend, it doesn't affect all the units though it seems to be most in my defensive stack, the units affected change each turn and some turns all units can attack. Any idea what's going on?

Also some feedback, I defend my civilisation from a single choke point city, all defenders there. I'v put my three priests of winter there, using their freezing spell I've halted the attacks from three stronger enemies for several hundred turns. Finally they're bringing some units with 2 movement like the beast of agares, so maybe they'll start to chip through. But the freeze spell ( I forget the name) seems way overpowered.

They also should have built a road to allow them to attack at a distance without being frozen, while they in fact pillaged my roads which could have helped them.

Linked to this, the few enemy units that escape being frozen no longer suicide attack alone against my walls, which is a big improvement from vanilla. But they're still spam attacking me with a few summoned units like pitbeasts, which achieve nothing, in hundreds of turns maybe they've killed 2 defenders, but they've given my other defenders ridiculous amounts of experience, for no strategic reason at all. They need to learn not to give defenders free experience.

Also linked to this, when I pulled in enough defenders and got enough free experience I generally stopped bothering to freeze, the AI didn't attack (except with summoned units), I assume because it understood I was too strong and it couldn't win. But then they stayed camped 1 or 2 squares from my city for over a hundred turns as their reinforcements arrived, with the usual pointless moving back and forth instead of staying fortified, allowing me to pick off dozens. They should learn about safe distances. Also it must have cost my enemies a LOT of upkeep to stay camped in my territory for so long, and all for no gain.

I dunno if any of those things are fixable, thanks for all your hardwork anyway!
 
re the units that can't attack: That's probably due to enemy adepts using the Charm Person spell
 
re Revolutions: Actually that's one of the things I like most about ExtraModMod. In any world, a government is beholdened to its people, and a fantasy world is no exception. Besides, seeing Hippus rebels desperately fighting a massive tyranical Calabim empire (that followed The Order of all things, and was also the only force holding back Hybo + Sheaim) is always entertaining

I agree completely; I would like to play with Revolutions sometimes too. My problem is not that Revolutions do not fit in the game, it is that they penalize certain strategies and even civilizations too much.

Well it has been consistent in both games I've played, and I can't pin it to a single event aside from For the Horde stealing city defenders in the first game. But Clan of Embers wasn't in the second game, so it can't be that. Exhibit A is my current Svartalfar game, where there are many large continents that had no starting civs, and now have a feeble barb presance, no barb cities, and the only cities present being my colonies (its mid-game). I'll dig it up and post it.

In my 0.5.0 test games I got strong barbarians (at least stronger than in vanilla), normal barbarian cities and Acheron at least once, so it must be something related to game options. Thank you for the savegame for the "no cities" case, I have created an issue and will look into it before releasing 0.5.1.

The reason for their chronic instability IMO is that the Illians don't have a state religion. Religious cohesion is a big part of early revolutions stability, and because the Illians can't adopt a state religion, that hurts them a lot. I expect the Grigori to suffer similarly. The solution to this is to make White Hand Temples give a large stability bonus, and to make Neutrality (the grigori specific civic) give a large stability bonus, to offset the lack of a state religion.

Yes, that's what I meant with Revolutions not being tightly integrated into the game. Changes like these ones would improve the situation and I believe they are the way to go, but there must be many other similar cases and IMO this merits an in-depth analysis. Revolutions could be used to give more depth to certain civics and traits, and so on.

I'm glad to hear that you enjoy the Revolutions component. It is definitely a half-baked feature though. At some point I'll start a thread about it and see if we can make it a more fun component of FFH.

That's great, I will participate :)

Thanks for the help that worked perfectly.

Great, I hope you like it :)

I'm having an issue which might be a bug or feature I don't understand. I'm playing Illians, holding back stacks from Sheam, Dovello and sometimes Infernal. Sometimes some of my units are not able to attack, they can still move and defend, it doesn't affect all the units though it seems to be most in my defensive stack, the units affected change each turn and some turns all units can attack. Any idea what's going on?

As spaceman98 pointed, this is probably caused by the Charm person spell. Another spells such as Blinding light can cause similar results. Check the events log (if I remember correctly you can open it by pressing Ctrl+Tab) and see if your units were affected by some spell on the previous turn.

Also some feedback, I defend my civilisation from a single choke point city, all defenders there. I'v put my three priests of winter there, using their freezing spell I've halted the attacks from three stronger enemies for several hundred turns. Finally they're bringing some units with 2 movement like the beast of agares, so maybe they'll start to chip through. But the freeze spell ( I forget the name) seems way overpowered.

I think you mean the Blizzard spell. If that's the case, I agree with you on Blizzard being really overpowered but we seem to be in the minority.

They also should have built a road to allow them to attack at a distance without being frozen, while they in fact pillaged my roads which could have helped them.

I don't think that right now the AI considers enemy spells when making plans at all. In my opinion the rest of the issues you mention are consequences of the AI's inability to deal with Blizzard. Since I don't know how to deal efficiently with it I wouldn't know how to teach the AI this either :P

Linked to this, the few enemy units that escape being frozen no longer suicide attack alone against my walls, which is a big improvement from vanilla. But they're still spam attacking me with a few summoned units like pitbeasts, which achieve nothing, in hundreds of turns maybe they've killed 2 defenders, but they've given my other defenders ridiculous amounts of experience, for no strategic reason at all. They need to learn not to give defenders free experience.

I guess that it could take into account if it is going to attack fully or not, and plan to use suicide units or not accordingly.

Also linked to this, when I pulled in enough defenders and got enough free experience I generally stopped bothering to freeze, the AI didn't attack (except with summoned units), I assume because it understood I was too strong and it couldn't win. But then they stayed camped 1 or 2 squares from my city for over a hundred turns as their reinforcements arrived, with the usual pointless moving back and forth instead of staying fortified, allowing me to pick off dozens. They should learn about safe distances. Also it must have cost my enemies a LOT of upkeep to stay camped in my territory for so long, and all for no gain.
I think that the moving back and forth is a response to other changing conditions. Perhaps you were moving troops around too?

I dunno if any of those things are fixable, thanks for all your hardwork anyway!

The More Naval AI mod has been constantly improving AI for years already. ExtraModMod is basically a fork of More Naval AI with additional stuff on top of it, so in the future EMM will continue to merge AI improvements from MNAI. The issues you mention are already improved a lot with regard to vanilla. Please let me know about any other issues you run into :)
 
Wilderness renders barbarians weak
As Terkhen said, there were several reports of barbarians being much too strong. Since I think that barbarians are too weak is much less game-breaking then if barbarians were to strong, I reduced barbarian spawning speed quite a bit, with the intention to carefully increase it later.

My recent experience is also that barbarians are a bit too weak, considering that I always play with raging barbarians enabled. I'll play some games with that option enabled and disabled before I increase spawning speed, though. In the meantime, I suggest you turn on Raging Barbarians (at least in the savegame you provided, it wasn't turned on). You may also increase BARBARIAN_SPAWNING_SPEED or ANIMAL_SPAWNING_SPEED in XML/GlobalDefinesAlt.xml slightly (it's really a matter of a few clicks).

I'll appreciate future reports regarding this from you, and as Terkhen mentioned, providing more information on your settings really helps us understanding and addressing your concerns.

Barb cities spawned, but always near civilized centers, and they were rapidly conquered.
Looking at the code, the only change I made to barbarian city spawning only affects the "Barbarian World" game option.
Revolution did change it though. Can you confirm that Barbarian cities are spawning normally in More Naval AI?
Besides, you could try the "Barbarian World" option to ensure many barbarian cities.

Acheron was never built
Wilderness indeed changes the way Acheron spawns. He is no longer build in barbarian cities (which led to problems with the AI), but spawned automatically after the number of barbarian cities is higher or equal to the number of living players for some turns. Also, Acheron can't spawn in conquered cities originally belonging to players.
So fixing your problem with barbarian cities would likely also fix Acheron.

Well it has been consistent in both games I've played, and I can't pin it to a single event aside from For the Horde stealing city defenders in the first game. But Clan of Embers wasn't in the second game, so it can't be that. Exhibit A is my current Svartalfar game, where there are many large continents that had no starting civs, and now have a feeble barb presance, no barb cities, and the only cities present being my colonies (its mid-game). I'll dig it up and post it.
Hm. I looked at the save and I don't think barbarian strength on the uninhabited continents is that bad. These continents are pretty small and I don't think barbarians should hinder expansion too much without raging barbarians enabled.
 
My recent experience is also that barbarians are a bit too weak, considering that I always play with raging barbarians enabled. I'll play some games with that option enabled and disabled before I increase spawning speed, though.

That has been my impression too, although with raging barbarians they feel okay (but maybe somewhat weak for what raging barbarians are supposed to be). I still have not finished checking the "barbarian cities do not spawn in uninhabited lands" issue, but Acheron spawned before turn 150 in two of my three test games.

---

With regard to the development of 0.5.1, I have fixed a few issues already (all of the date issues, most of the pitboss issues except the crash, nightwatches do not have missionary anymore, and random units will no longer have a 100% chance of spreading religions), but I need more information about some other bug reports. Besides these reports, the only big issues remaining are the duplicated items and the pitboss crash.

EDIT 2: On the last page of PitBoss wizard when choosing map settings, available options don't refresh when another map script is selected from drop-down menu.

For me, the available options refresh correctly, although the process looks somewhat buggish and it can take some seconds. Could you confirm if in your case they end up being refreshed after some time or not?

Also, in this game when I turn on BUG wonders tab it throws python exception whenever I try to see completed rituals there.

I cannot load this savegame. The game refuses to load it because it was made with a mod called "mods\\Fall from Heaven 2" instead of "mods\Fall from Heaven 2". I tried to force loading the savegame by editing the path inside the file itself but this leads to a game crash. I don't know how to rename the folder in a way that leads the game to believe that there is a mod in that path so I have not been able to load the savegame.

I tried to access the rituals in the wonders tab in all the automated games I have been running (mostly to turn 150) and I did not get any Python exceptions. In one of them I added all rituals in the game to different civilizations, but the window still was showing them correctly. In order to continue looking for the cause of this issue, I would need to know how to load the savegame, or the whole text of the python exception itself. If you have python logging enabled as indicated in the ExtraModMod testing guide you can copy it from the PythonErr.log file.

I have encountered an error that seems to be somehow related to revolutions. See the first attachment.

I've also attached a savegame from one turn after the error. I can attach one from three turns before, if that would be helpful.

This doesn't seem to have any visible outcome attached to it, at least so far.

The Grigori recently revolted, so this may be tied to them.

What's going on?

Thank you for the savegame. What happens is that after some turns, the Doviello yield to the pressure of rebel groups and cede the control of a certain city to the Khazad. At that point, the Revolutions code tries to grant some standard defensive units to the Khazad in their new city. The problem lies in that the code is trying to grant them Longbowmen, which is a forbidden unit for the Khazad.

I have a hotfix ready for this issue in case I get 0.5.1 ready for release early (which just makes the game grant Longbowmen to the Khazad regardless of them being forbidden), but this issue certainly needs a better solution. Perhaps the game should check for another defensive units if Longbowmen cannot be built, or maybe the units being granted should be different for certain civilizations. Once that the More Naval AI repository is back to business I will open a bug report about this problem there in order to discuss what the proper solution should be.
 
For me, the available options refresh correctly, although the process looks somewhat buggish and it can take some seconds. Could you confirm if in your case they end up being refreshed after some time or not?

They don't refresh, I waited for a few minutes and nothing happened.

I cannot load this savegame. The game refuses to load it because it was made with a mod called "mods\\Fall from Heaven 2" instead of "mods\Fall from Heaven 2". I tried to force loading the savegame by editing the path inside the file itself but this leads to a game crash. I don't know how to rename the folder in a way that leads the game to believe that there is a mod in that path so I have not been able to load the savegame.

It's because I'm using altroot parameter, it's seems bugged in the steam version and results in weird mod paths (also mod parameter works slightly differently in the steam version so it's a mess). However, this is the only mod I regularly play where this specific problem happens. To load the game I use mod="\\Fall from Heaven 2", but maybe it won't work for you if you have non-steam version of the game (or maybe "\Fall from Heaven 2" will be okay). I'll just avoid using altroot for EMM from now on.

I tried to access the rituals in the wonders tab in all the automated games I have been running (mostly to turn 150) and I did not get any Python exceptions. In one of them I added all rituals in the game to different civilizations, but the window still was showing them correctly. In order to continue looking for the cause of this issue, I would need to know how to load the savegame, or the whole text of the python exception itself. If you have python logging enabled as indicated in the ExtraModMod testing guide you can copy it from the PythonErr.log file.

The exception happens when BUG wonder tab is enabled in BUG options and some civilization that you haven't met has completed a ritual. It can be fixed by changing line 2477 of Screens\CvInfoScreen.py to:
Code:
									self.aaWondersBuilt_BUG.append([-9999,iProjectLoop,False,localText.getText("TXT_KEY_UNKNOWN", ()),None, 18])
 
Since upgrading from v0.5.0 beta 2 to the full version of 0.5.0, I am getting a blank Hall of Fame screen. The games just don't show up. If I replace the newer version with the older one, they are visible, including the games played on v0.5.0. I haven't tried viewing the replays.

Installation was performed as instructed: fresh install of FfH2 v0.41 patch O, then install EMM v0.5.0. I've played two games on this version with no other problems besides this.

Any ideas?
 
They don't refresh, I waited for a few minutes and nothing happened.

That's quite strange, the Pitboss window refreshes for me a second or two after changing the mapscript. Can anyone else confirm if it is working for them or not?

The exception happens when BUG wonder tab is enabled in BUG options and some civilization that you haven't met has completed a ritual. It can be fixed by changing line 2477 of Screens\CvInfoScreen.py to:
Code:
									self.aaWondersBuilt_BUG.append([-9999,iProjectLoop,False,localText.getText("TXT_KEY_UNKNOWN", ()),None, 18])

Thank you! Your fix has been committed to the repository and it will appear in 0.5.1.

Since upgrading from v0.5.0 beta 2 to the full version of 0.5.0, I am getting a blank Hall of Fame screen. The games just don't show up. If I replace the newer version with the older one, they are visible, including the games played on v0.5.0. I haven't tried viewing the replays.

Installation was performed as instructed: fresh install of FfH2 v0.41 patch O, then install EMM v0.5.0. I've played two games on this version with no other problems besides this.

Any ideas?

Welcome to the forums, TwistedMentat.

Please enable python logging (as indicated here), try to open the Hall of Fame screen on 0.5.0 and upload the resulting PythonErr.log file here.
 
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