Magic Module

Swinkscalibur

Prince
Joined
Apr 15, 2009
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Oshawa, ON, CA
Down for bug fixing. I made some changes to the units and the balance to make the code work. Enjoy.

Right now it is only compatible with FFPlus. A few changes should have it compatible with regular FF. Working on that soon.

Down for a major bug fix

Here are the details of the finished units, promotions and spells.

Spoiler :

Two new units related to the Towers

Magus Dominus
- Trained by a level 10 Tier III spellcaster (Advisors at 9). Requires the unit to cast "Magus Dominus" (Jotnar High Speaker, Wraith Lord and Council of Four are blocked from this spell.)
- Prerequires: Omniscience and Either Tower of Alteration or Tower of Divination
- Starts with 1 Free Promotion, Channeling I - IV and Divine
- Allows promotions: Scroll of Alteration, Scroll of Divination, Triple Cast, Teach Spellcasting
- Strength: 7/12
- Has a unique unitcombat to allow Divine magic casting with a religion.

Arcane Dominus
- Trained by a level 10 Tier III spellcaster (Advisors at 9). Requires the unit to cast "Arcane Dominus" (Jotnar High Speaker and Council of Four are blocked from this spell.)
- Prerequires: Omniscience and either Tower of Necromancy or Tower of the Elements
- Starts with 1 Free Promotion, Channeling IV and Summoner (Wraith Lords pass all of their promotions on)
- Allows promotions: Scroll of Necromancy, Scroll of Elements, Triple Cast, Teach Spellcasting
- Strength: 10

New Promotions

Channeling IV
-Enables: Scroll of Alteration, Scroll of Divination, Scroll of Necromancy, Scroll of Elements
-Spells are 10% less likely to be resisted
-Increased experience each turn

Scroll of Alteration
- requires Channeling IV
- requires Magus Dominus
- grants access to all tier III alteration class spells

Scroll of Divination
- requires Channeling IV
- requires Magus Dominus
- grants access to all tier III divination class spells

Scroll of Necromancy
- requires Channeling IV
- grants access to all tier III necromancy class spells

Scroll of Elements
- requires Channeling IV
- requires Magus Dominus
- grants access to all tier III element class spells

Triple Cast
- requires: Level 12 and Channeling IV
- enables casting three spells per turn

Teach Spellcasting
- requires: Level 12 and Channeling IV
- Allows the spell "Teach Spellcasting".

New Spells

Magus Dominus
- two spells, one for the Tower of Alteration and one for the Tower of Divination
- Castable by a level 10 (9) Tier III spellcaster (except: Jotnar High Speaker, Wraith Lord, Council of Four)
- Costs 500 gold.
- 4 turn delay.
- Creates a level 1 Magus Dominus.
- Kills the caster. (A unit with Blood of the Phoenix gets another life)
- No limit to casting, besides the leveling time for an archmage.

Arcane Dominus
- two spells, one for the Tower of Necromancy and one for the Tower of the Elements
- Castable by a level 10 (9) Tier III spellcaster (except: Jotnar High Speaker, Council of Four)
- Costs 500 gold.
- 4 turn delay.
- Creates a level 1 Arcane Dominus.
- Kills the caster. (A unit with Blood of the Phoenix gets another life)
- No limit to casting, besides the leveling time for an archmage.

Teach Spellcasting
- Same as Govannon, but with a 7 turn delay.


There are still a few things missing artwise:

Spoiler :

1. A unique model for both the Magus Dominus and for the Arcane Dominus. Currently both are still using the archmage model.

2. Buttons for the Channeling IV (currently using Channeling III) and Triplecast (currently using Twincast) promotions


Thanks to all who helped me so far. It has been a learning experience.
 
Looks interesting :)
 
I am having trouble loading my module. This is my first attempt at adding content with a module and I think I am missing something. Every time I try to load my Module I get XML error messages on startup saying "A call failed" for each of my modded xml files. I'm not sure what that means. If someone is willing to help me debug I can post what I have for the module so far.

As of now I have added.
- A new unitcombat for the Magus Dominus (so it can cast divine and arcane magic)
- Two new unit classes: the Magus Dominus and the Arcane Dominus (they are both national units)
- Two new units: the Magus Dominus and the Arcane Dominus
- 6 new promotions: Channeling IV, Scrolls of Alteration/Divination/Necromancy/the Elements, and Triplecast.
- 20 new spells. (Copies of all tier three magic spells allowing their use with the scroll promotions)

Is there anything else I need to change so this will work?
 
I am having trouble loading my module. This is my first attempt at adding content with a module and I think I am missing something. Every time I try to load my Module I get XML error messages on startup saying "A call failed" for each of my modded xml files. I'm not sure what that means. If someone is willing to help me debug I can post what I have for the module so far.

As of now I have added.
- A new unitcombat for the Magus Dominus (so it can cast divine and arcane magic)
- Two new unit classes: the Magus Dominus and the Arcane Dominus (they are both national units)
- Two new units: the Magus Dominus and the Arcane Dominus
- 6 new promotions: Channeling IV, Scrolls of Alteration/Divination/Necromancy/the Elements, and Triplecast.
- 20 new spells. (Copies of all tier three magic spells allowing their use with the scroll promotions)

Is there anything else I need to change so this will work?

I had the same problem with my module. Upload your work and I will try to help you.
 
For the failed call, you most likely either forgot the schema files, or forgot to name/reference them properly.

for a module to work, you have to name all the xml files in a specific way. Choose a string to be the name of your module, I think it has to be one word. Then append that to the beginning of the name of every xml file in the module, including the schemas. followed by an underscore _


For example, with my sabathiel module (codename "sabathiel")
I named my unitinfos file as "sabathiel_Civ4UnitInfos.xml" and the schema "sabathiel_Civ4UnitSchema.xml"

Then, inside every non schema file, you have to change the schema reference near the top, adding the module name in there too. This line:

Code:
<Civ4UnitInfos xmlns="x-schema:[B]sabathiel_[/B]CIV4UnitSchema.xml">

Notice the part I've bolded. You need to have a part like that, but replace it with the name of your module.
 
Ok, I'm not at my home computer so I don't have access to my module, but I am getting the impression you need to include the schema files even if you haven't editted them. Am I correct with this? Or do I need to edit something in the schema file. Which schema files would I need to include if I changed the things outlined above?

I did catch on to the naming scheme for the xml files mine begin with "dominus_"

Thanks for the help.
 
but I am getting the impression you need to include the schema files even if you haven't editted them. Am I correct with this?

yes, you are correct

You don't have to edit the schema itself in any way, except changing it's name as described above. but it must still be included in the download
 
Sounds great. As soon as I can get to my own computer I will finish up the module and test it so I can post it here for people to try out.
 
Why release when it's not working?
Not being buildable by any civ.. hmm

Did you define a unitclass for them?
you need to do that, and specify the specific unit as the default for that unitclass.
 
Why release when it's not working?
Not being buildable by any civ.. hmm

Did you define a unitclass for them?
you need to do that, and specify the specific unit as the default for that unitclass.

Maybe <prereqbuildingclass>? I had that problem putting my Ghulam units into my module, for some reason <prereqbuildingclass>BUILDINGCLASS_SLAVE_MARKET</etc> wouldn't let any one build the ghulam, they showed up as Not buildable by anyone
 
the unitclass has to be done too. You don't need to set ANY prereqs in unitinfos if you don't want t. As long as the unitclass is set, it should appear ingame.
 
the unitclass has to be done too. You don't need to set ANY prereqs in unitinfos if you don't want t. As long as the unitclass is set, it should appear ingame.

That is not what happened to me man. Once I removed prereqbuildclass the ghulams appeared as buildable. I wanted to have slave market as their prereq but nooooo. Of course considering I had txt_key issues with the slave market (in the game text xml) probably that was the root cause of the issue. I say probably because I am too busy getting my swerve on to run a test.
 
This sounds like the arcane mastery project I had in mind for some time. Great to see someone actually working on something like this. :)
 
This sounds like the arcane mastery project I had in mind for some time. Great to see someone actually working on something like this. :)

Heya,

maybe you can help him out then?
 
Summoner is missing from your PromotionInfos file and there are no requirements to build.
 
Sorry, I guess this is only compatible with FFPlus. Summoner is a trait there.

What do you mean by "there are no requirements to build."

LOL My bad bro :P.

there are no tech requirements or building requirements listed in the pedia or file. currently reinstalling ffh, ff and ff+ to try to fix this art problem I am having. I'll take another crack at it then.
 
Sorry, I guess this is only compatible with FFPlus. Summoner is a trait there.

What do you mean by "there are no requirements to build."

Actually, summoner is a trait in all versions of FfH. Difference in FFPlus is it grants a promotion by the same name. :lol:
 
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