Final Fixes

Nice initiative. Before the last changes to the mod, I wasn't really able to play it with confort and enjoy it, but now it's becoming definitely playable.
Here's a contribution to Illians vs Amurites relations. Changed file below (revert it to xml) and changes in spoilers. Let me know if you need some more specific help.
Cheers.

Spoiler :

<LeaderRelationInfo>
<Type>LEADERRELATION_AURIC</Type>
<Leader>LEADER_AURIC</Leader>
<LeaderAttitudeChanges>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_VALLEDIA</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_DAIN</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_TYA</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_LORELEI</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_NAXUS</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
</LeaderAttitudeChanges>
</LeaderRelationInfo>
<LeaderRelationInfo>
<Type>LEADERRELATION_RAITLOR</Type>
<Leader>LEADER_RAITLOR</Leader>
<LeaderAttitudeChanges>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_VALLEDIA</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_DAIN</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_TYA</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_LORELEI</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_NAXUS</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
</LeaderAttitudeChanges>
</LeaderRelationInfo>


<LeaderRelationInfo>
<Type>LEADERRELATION_VALLEDIA</Type>
<Leader>LEADER_VALLEDIA</Leader>
<LeaderAttitudeChanges>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_AURIC</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_RAITLOR</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_DTESH</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_THANATOS</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_JAMAL</TargetLeaderType>
<iAttitudeChange>-4</iAttitudeChange>
</LeaderAttitudeChange>
</LeaderAttitudeChanges>
</LeaderRelationInfo>
<LeaderRelationInfo>
<Type>LEADERRELATION_DAIN</Type>
<Leader>LEADER_DAIN</Leader>
<LeaderAttitudeChanges>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_AURIC</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_RAITLOR</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_DTESH</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_THANATOS</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_JAMAL</TargetLeaderType>
<iAttitudeChange>-4</iAttitudeChange>
</LeaderAttitudeChange>
</LeaderAttitudeChanges>
</LeaderRelationInfo>
<LeaderRelationInfo>
<Type>LEADERRELATION_TYA</Type>
<Leader>LEADER_TYA</Leader>
<LeaderAttitudeChanges>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_AURIC</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_RAITLOR</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_DTESH</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_THANATOS</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
</LeaderAttitudeChanges>
</LeaderRelationInfo>
<LeaderRelationInfo>
<Type>LEADERRELATION_LORELEI</Type>
<Leader>LEADER_LORELEI</Leader>
<LeaderAttitudeChanges>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_AURIC</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_RAITLOR</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_DTESH</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_THANATOS</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
</LeaderAttitudeChanges>
</LeaderRelationInfo>
<LeaderRelationInfo>
<Type>LEADERRELATION_NAXUS</Type>
<Leader>LEADER_NAXUS</Leader>
<LeaderAttitudeChanges>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_AURIC</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_RAITLOR</TargetLeaderType>
<iAttitudeChange>-6</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_DTESH</TargetLeaderType>
<iAttitudeChange>2</iAttitudeChange>
</LeaderAttitudeChange>
<LeaderAttitudeChange>
<TargetLeaderType>LEADER_THANATOS</TargetLeaderType>
<iAttitudeChange>1</iAttitudeChange>
</LeaderAttitudeChange>
</LeaderAttitudeChanges>
</LeaderRelationInfo>
 
:thanx:
Man this helps a lot. I'll be sure to include it in the next release as work has been slow due to my lack of time currently.

As for this dualcasting thing, I'm not good enough to add a promotion, so what is the fix. I've gotten too many responses to this. :hammer2:
 
with all due respect, this does not seems like a proper solution. There is still a chance that your first spell would not work - making your mage SUDDENLY not so reliable with that promotion. you may say "Hey, it's just 15% now, that's ok". Yeah, right. 85% my archmage cast a spell in this turn. 52% all of my 4 archmages cast a single spell. Personally, i wouldn't mind even a 50% miscast, but only on a second cast. I am not a coder, so i don't know how much of an effort it is, but still the idea with an additional promotion after casting is much better. If it is too complex, why not give a "spell" like that of a Dreameater (or what is that Sheaim archmage name) that allows to cast more times per turn, but which imposes that miscast chance?

Your math is quite off. The way it was intended, you would have had 100% chance to cast the first spell, and only a 66% chance to cast the second. The solution I proposed was for a 85% chance to cast your first, and a 85% chance to cast the second. The chance to fail to cast any spell would be .15*.15=0.0225 (2.25%). That means there is a 97.75% chance to cast at least one spell, with a 72.25% (.85*.85) chance to cast both. If anything my solution was too favorable towards people, but I prefer even numbers over having the exact same odds.
 
As for this dualcasting thing, I'm not good enough to add a promotion, so what is the fix. I've gotten too many responses to this.

I suggest keeping things simple to not get a headache and be discouraged. Just diminish the miscast.

- Homeland to Defender and No Anarchy to Spiritual below:

Spoiler :

<TraitInfo> <!-- Defender -->
<Type>TRAIT_DEFENDER</Type>
<Description>TXT_KEY_TRAIT_DEFENDER</Description>
<Civilopedia>TXT_KEY_TRAIT_DEFENDER_PEDIA</Civilopedia>
<ShortDescription>TXT_KEY_TRAIT_DEFENDER_SHORT</ShortDescription>
<Help>TXT_KEY_TRAIT_DEFENDER_HELP</Help>
<bFixedBorders>1</bFixedBorders>
<bSelectable>1</bSelectable>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_HOMELAND</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>

<FreePromotion>
<PromotionType>PROMOTION_CITY_GARRISON1</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<FreePromotionUnitCombats>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
</FreePromotionUnitCombats>
</TraitInfo>


<TraitInfo> <!-- Spiritual -->
<Type>TRAIT_SPIRITUAL</Type>
<Description>TXT_KEY_TRAIT_SPIRITUAL</Description>
<Civilopedia>TXT_KEY_TRAIT_SPIRITUAL_PEDIA</Civilopedia>
<ShortDescription>TXT_KEY_TRAIT_SPIRITUAL_SHORT</ShortDescription>
<iMaxAnarchy>0</iMaxAnarchy>

<bSelectable>1</bSelectable>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_MOBILITY1</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
<FreePromotion>
<PromotionType>PROMOTION_POTENCY</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<FreePromotionUnitCombats>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
</FreePromotionUnitCombats>
</TraitInfo>
 
Hey, Horatius pretty much became my best friend by doing the things I had no idea with. With those two things added, all I need to finish is the barbarians and this miscast issue.
 
Your math is quite off. The way it was intended, you would have had 100% chance to cast the first spell, and only a 66% chance to cast the second. The solution I proposed was for a 85% chance to cast your first, and a 85% chance to cast the second. The chance to fail to cast any spell would be .15*.15=0.0225 (2.25%). That means there is a 97.75% chance to cast at least one spell, with a 72.25% (.85*.85) chance to cast both. If anything my solution was too favorable towards people, but I prefer even numbers over having the exact same odds.

if you got a miscast on first spell, you can't even try to cast a second spell. Each miscast gives you 1-3 turns of silence, remember? So the probability of casting at least one spell = probability of casting FIRST spell in a turn, therefore 85%. So the probability of 4 mages casting 4 "normal" spells, without twincast, is 85%^4=52,20%
 
Just so you all know, I believe the Creation III miscasting wasn't supposed to block further casting. That might be a glitch too.
 
Just so you all know, I believe the Creation III miscasting wasn't supposed to block further casting. That might be a glitch too.

and that glitch got long red announcment about your caster losing touch with magic and a promotion that showed for how long your unlucky mage would restore his burned brain? doubtful :D
 
if you got a miscast on first spell, you can't even try to cast a second spell. Each miscast gives you 1-3 turns of silence, remember? So the probability of casting at least one spell = probability of casting FIRST spell in a turn, therefore 85%. So the probability of 4 mages casting 4 "normal" spells, without twincast, is 85%^4=52,20%

Yuck, I had not known about the silence portion. That seems like it needs to be removed. Any idea where that is coded? I did not see that in the XML.
 
On further thought, I think the best solution would be to have Mastery of Creation unlock an ability that has a 66% chance of letting you cast an extra spell (Ala the spellstaff promotion) and a 33% chance of doing nothing. No miscasting / miscasting penalties involved.
 
On further thought, I think the best solution would be to have Mastery of Creation unlock an ability that has a 66% chance of letting you cast an extra spell (Ala the spellstaff promotion) and a 33% chance of doing nothing. No miscasting / miscasting penalties involved.

I like it. If more people like it I may do it. Just suggest a name for the new ability/promotion.


Btw, should the Master of Ice be changed or not? If yes, to what?
 
That's probably the best idea for a fix because it keeps it without doing much to the game.

Master of Ice should be changed based off of what I've heard, but we don't seem to the consensus on that yet.

We've reached 100 downloads for 0.3 alone!!!!! That's way more than I expected. Thanks for all the help guys, and I couldn't be happier!
 
0.4 should be released by the end of the month or before. Barbarian tweaks are almost finished, AI tweaks continue, and Horatius helped with trait issues and leader relations.

Changes to master promotion and spell miscasting may be added if we can reach a consensus and someone can code it (or tell me where I can change it)

I eventually want to get the whole file available for download so people don't have to download the original, snarko's patch, and then final fixes. But that most likely won't happen until 0.5

And I've started a thread for possible scenarios. Nothing as complicated as FFH2, but could be fun to try and get a storyline set up with some of the new civs.
 

ok, i was wrong, sorry for doubting


"On further thought, I think the best solution would be to have Mastery of Creation unlock an ability that has a 66% chance of letting you cast an extra spell (Ala the spellstaff promotion) and a 33% chance of doing nothing. No miscasting / miscasting penalties involved"

i agree


Isn't master of Ice just gives your mage +1 Cold combat? Just like master of Dimension?
 
Disabled Twincast and Miscast in MoC. It now grants 66% to get a promo that grants Twincast. New promo is called for now Master of Creation Power Surge (provisional name) and uses the same button/icon as MoC.
66% comes from 100% apply and 34% expire at the beginning of each turn so that we don't have to use python and slow down stuff a little (I may be missing something though but this is my coding solution for now, or would you guys prefer for something like spellstaff to be unlocked?). See below:

Spoiler :
<PromotionInfo> <!-- Master of Creation -->
<Type>PROMOTION_MASTER_OF_CREATION</Type>
<Description>TXT_KEY_PROMOTION_MASTER_OF_CREATION</Description>
<Help>Grants 66% chance in practice to Twincast</Help>
<Sound>AS2D_IF_LEVELUP</Sound>
<PrereqPromotionANDs>
<PrereqPromotionAND>
<PromotionType>PROMOTION_CREATION3</PromotionType>
<iPrereqApplications>1</iPrereqApplications>
</PrereqPromotionAND>
</PrereqPromotionANDs>
<bAutoAcquire>1</bAutoAcquire>
<bNoXP>1</bNoXP>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
<iMaxApplications>0</iMaxApplications>
</UnitCombat>
</UnitCombats>
<iPromotionRandomApplyChance>100</iPromotionRandomApplyChance>
<Button>Art/Interface/Buttons/Promotions/Creation1.dds</Button>
<bTwincast>0</bTwincast>
<iAIWeight>500</iAIWeight>
<iChanceMiscast>0</iChanceMiscast>
<PromotionRandomApply>PROMOTION_MASTER_OF_CREATION2</PromotionRandomApply>

<PromotionNextLevel>PROMOTION_MASTER_OF_DIVINATION</PromotionNextLevel>
</PromotionInfo>
<PromotionInfo>
<Type>PROMOTION_MASTER_OF_CREATION2</Type>
<Description>Master of Creation Power Surge</Description>
<Button>Art/Interface/Buttons/Promotions/Creation1.dds</Button>
<bTwincast>1</bTwincast>
<iExpireChance>34</iExpireChance>
<iMinLevel>-1</iMinLevel>
</PromotionInfo>


Change file below to xml:
 
This seems like the best solution right now without messing with the python. I don't really think spellstaff would be required with the change.
 
Disabled Twincast and Miscast in MoC. It now grants 66% to get a promo that grants Twincast. New promo is called for now Master of Creation Power Surge (provisional name) and uses the same button/icon as MoC.
66% comes from 100% apply and 34% expire at the beginning of each turn so that we don't have to use python and slow down stuff a little (I may be missing something though but this is my coding solution for now, or would you guys prefer for something like spellstaff to be unlocked?). See below:

Spoiler :
<PromotionInfo> <!-- Master of Creation -->
<Type>PROMOTION_MASTER_OF_CREATION</Type>
<Description>TXT_KEY_PROMOTION_MASTER_OF_CREATION</Description>
<Help>Grants 66% chance in practice to Twincast</Help>
<Sound>AS2D_IF_LEVELUP</Sound>
<PrereqPromotionANDs>
<PrereqPromotionAND>
<PromotionType>PROMOTION_CREATION3</PromotionType>
<iPrereqApplications>1</iPrereqApplications>
</PrereqPromotionAND>
</PrereqPromotionANDs>
<bAutoAcquire>1</bAutoAcquire>
<bNoXP>1</bNoXP>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
<iMaxApplications>0</iMaxApplications>
</UnitCombat>
</UnitCombats>
<iPromotionRandomApplyChance>100</iPromotionRandomApplyChance>
<Button>Art/Interface/Buttons/Promotions/Creation1.dds</Button>
<bTwincast>0</bTwincast>
<iAIWeight>500</iAIWeight>
<iChanceMiscast>0</iChanceMiscast>
<PromotionRandomApply>PROMOTION_MASTER_OF_CREATION2</PromotionRandomApply>

<PromotionNextLevel>PROMOTION_MASTER_OF_DIVINATION</PromotionNextLevel>
</PromotionInfo>
<PromotionInfo>
<Type>PROMOTION_MASTER_OF_CREATION2</Type>
<Description>Master of Creation Power Surge</Description>
<Button>Art/Interface/Buttons/Promotions/Creation1.dds</Button>
<bTwincast>1</bTwincast>
<iExpireChance>34</iExpireChance>
<iMinLevel>-1</iMinLevel>
</PromotionInfo>


Change file below to xml:

Nice, though I am curious how it will interact with a spellcaster who already has Twincast?
 
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