Magister Modmod

MagisterCultuum

Great Sage
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Feb 14, 2007
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Kael's head
Well, you asked for it, so here it is: the first version of Magister Modmod: http://forums.civfanatics.com/uploads/110578/Magister_Mod_FfH_II_030f-1.zip


It's still far from perfect, but I figured I should go ahead and share what I've done so far. There are still several things that don't seem to be working, but I think I've solved all the game breaking bugs I caused.


Unzip this file and copy the Assets folder into the main mod folder. You should probably backup the main mod first, or better yet,copy everything in your mod folder into another folder, called "Magister Mod" or whatever you want to call it, and then copy the assets folder into that folder. Each time it asks if you want to overwrite a file, say yes (or better yet, just say "yes to All" so you don't have to keep clicking). That should replace all the files I changed, and leave the others unchanged. (It would probably replace a few files I didn't change too, since I only left off the ones I was absolutely sure I hadn't altered.)


Unfortunately I wasn't planning to release this when I began, so I didn't document the changes very well. Also, there were some changes I was only playing around with, not intending to keep, which I forgot about/was to lazy to remove. The details in the following post will be mostly from memory. Future versions of the modmod should be more professional, as I'll document all my changes as I apply them to future releases of FfH
 
very incomplete changelog:

Spoiler :

rewrote Govannon's "train spell" ability: Now, instead of training "spells" he trains "Spell Spheres," and he can train all of them (plus extension), but only if he knows the second level in the sphere. However, he is now unable to train other arcane units, in addition to non-living, disciple, or animal units. Also, his training is not always successful; it has a random chance of working on each unit. There is also a smaller random chance that one of his students will also gain the Sorcery and Channeling2 promotions, if the unit is at least level 3. At at least level 5, there is a much smaller chance that a unit that already knows sorcery will gain the Channeling 3 promotion, becoming essentially an archmage, or to gain the "Tutor" promotion. (The ability to train spell spheres is no longer limited to Govannon, but to the new Tutor promotion. Govannon is the only unit that starts with it, and it can only be gained through the train spells.) Note that train __ does not discriminate based on what civ the units are from: if you train a sphere on a tile containing rival units, your rivals may learns a few spells. Rivals can take advantage of this by sending their units to learn from yours, and can use their new found arcane abilities against you. (I'll probably change this to be a PyPerTurn passive effect which is beyond the player's control)

Dimensional2 has been added, along with a dimensional 2 sorcery spell: Dimensional Gate. This creates a temporary Dimensional Gate building in the casters city, which is identical to an obsidian gate except unbuildable and requiring the caster to remain in the city. (Since releasing it, I made Dimensional 2 grant the Starting settler bonus to summons, i.e., +2 movement and +3 visibility. It also requires the Ethereal Call tech)

I added a "barrage" ability for all archery units, mostly copying from AoI but also giving boni for the terrain/features/improvement the unit is on, and possibly causing smoke in nearby forests if the unit had the Flaming arrows promotion. (note that I forgot to test this sine my latest change to it. It was working, then I broke it, and I'm not sure if I fixed it)

I added a random chance for archery units in cities with archery ranges (or Ljosalfar archery ranges) to gain +1 xp each turn (+2 for certain units, like longbowmen). I also added similar random xp gain for recon units in hunting lodges, for mounted unit in hippodromes, siege units in siege workshops, and arcane units in caves of the ancestors. (I haven't actually seen the units gain xp, so it might not be working. Then again, it was only a 5% chance, so I might have been unlucky)

I made it so that Planar gate units start with free xp based on the ac when they spawn (1/4 of the AC, rounded down)

I made pretty much every unit with visible wings in their graphics start with the flying promotion.

I reduced all level requirements by 1 (I'll probably not include this next time, since I added more ways to get xp)

I reintroduced the Patriarch mechanic,sorta. I didn't have the original code, which I think used C++ anyway, so I started from scratch. Instead of being a promotion, the patriarch is a unit. It is only available to Order civs. It can call holy wars, and can cause a worldwide inquisition (effecting every city of every civ with the Order state religion). A Prior becomes the patriarch through the new Ordain spell. (I'm thinking of making worldwide inquisition instead grant an inquisitor with limited duration in every city with the Order religion (unless the owner is at war with the Patriarch's owner), under the control of the city's owner.)

I added a Calabim UU for the Royal Guard: the Bloodguard. It doesn't have guardsman, spirit , or a strong defense, but it is stronger on the offense and starts with shadow1, law1, mind1, body1, channeling1, channeling2, sorcery, and vampirism, and can upgrade to a vampire lord.

the Vampire promotion now randomly causes the unit to gain a very negative promotion, Famished, when not in its territory or in the same tile as a bloodpet. (If it would have gotten the promotion were it not for the bloodpet, then the bloodpet gets damaged) This lowers spell strength/resistance, movement, strength, defensive strength, causes negative healing, xp lost,, and has a chance of making the unit turn barb.

Feast removes Famished and gives Satiated. This promotion is the opposite of Famished in every way, but will wear off and doesn't last after combat.

Feed now works with slaves and workers, and again gives the extra boni that it gave if a bloodpet is eaten instead. Also, feeding on a bloodpet grants satiated, and feeding at all removed Famished.

Hasted now lasts longer than 1 turn. It has a small (5%) chance of wearing off, but will otherwise remain only so long as the hasted unit is on the same tile as a unit with body 1 and channeling 1.

Most spells now have tech prereqs, so you can't summon extra planar units until the summoning tech, even with Ritualist. Archmage level spells require Strength of Will, Summoner level spells require Ethereal Call, etc.

Ritualists start with Arcane and Extension 1, and can upgrade to Archmages (allowing one unit to cast almost every spell)/ Extension 2 is also available to disciples, but only those that start with extension 1

Lightbringers are now Malakim UU for Ecclesiastics, being slightly cheaper and starting with more promotions.

Monks can cast life and spirit divine spells (starting with level 1, can learn level 2), and are weaker but have spirit mana affinity.

a Vicar (now called Vicarius) don't have law or earth magic, but they do have life and spirit now. They are the only priests that do not require their state religion in order to build. They cannot be ungraded to inquisitors. Confessors lost the spirit sphere.

Luridus renamed Illuminatus

2 great prophets have been removed, becoming heroes instead they are:
Vaghan of Lugus, a second Empyrean Hero (found in the Abashi pedia entry) at Righteousness, basically a paladin with demon slaying, undead slaying, courage, crown of brilliance, law1, spirit 1, life1, sun2, Hero, channeling 1, channeling 2, divine, and sorcery.
and, just as a joke, Talia Gossam has been added ad a Malakim druid hero (requiring they change to a neutral alignment). Because of her affair with the Baron, she is also a werewolf. :p

I added Orc slaying, elf slaying, dark elf slaying, dwarf slaying, angel slaying, but none of these are availible. I intend to make them be granted only by events, but have;t written any events yet. (I didn't add dark elf; Kael made a separate promotion so that the Svartalfar have different graphics from the Ljosalfar. The description still just says elf, but the name is promotion_dark_elf. I wanted to make one Elf Slaying promotion give a bonus versus both elf promotions, but that ability isn't in the xml)

The Council of Esus got a new hero too: Tsvarlain, the Druids' Bane at Malevolent Designs. He is a combined druid/shadow with dark elf, elf slaying, mind death, and shadow magic as well, plus a large combat bonus verses druids and most FoL units (almost certainly overpowered.) (I haven't written a pedia entry or anything, but thought this character up as a possible second leader for the Dark elves a while back. He was the Illegitimate son of Arendel Phaedra and Kyorlin, who was made Yvain's apprentice to keep him from embarrassing his mother at the summer court. He never really had much respect for nature though, and at his first visit to the winter court he fell madly in love with Faeryl Viconia (although he hid this pretty well). He is extremely intelligent and good at hiding his true intentions, but hates himself and doesn't consider himself worthy of her because he is a half-human bastard, and has gone to great lengths to try to prove to both himself and to Faeryl that he deserves her. This includes hunting down all the followers of Succellus and Cernunnos, and several almost successful murder attempts on both Yvain and his own mother. Also, many of the stranger actions of Yvain that made the leaves followers question his devotion were actually his apprentice impersonating him.)


Upon their deaths, both Azers and Fire Elementals cast ring of Flames.

I added code that should make goblins again turn to wolf riders when they defeat wolves, but it doesn't seem to be working.

I made Liches start with extension1 and combat 1-3, and removed the limit from how many you can have.

Arcane units and Vampire lords with channeling 2 can become liches if they either have the Staff of Souls (Barbatos's equipment) or are standing on the Broken sepulcher. (in the next version, Lichdom requires Soul Debt and can be casted on any death mana node, destroying the node and resource in the process)

The Death III sorcery spell has been replace by "Curse the Ground" this raises the plot counter slightly (moving lands towards becoming hell), and creates the "Accursed Ground" terrain feature. Undead units have a 60% bonus on this feature, and any living unit killed here should be raised as a barbarian skeleton of the same strength and most of the same promotions (I finally got this to work after releasing it)

Skeletons are now melee units, and so can get promotions

Treants are now Siege units, can get siege promotions, and can bombard and cause collateral damage.

In the March of the Trees spell, Treants from ancient forests start with the strong promotion, without fire resistance, and with duration of 7 instead of 5.

The staff of Souls, channeling3, and the necromacy tech allow the "Necromastery" spell. This gives the caster control of all undead units except liches within 2 tiles.

The Gela (hyborem's trident) grants 2 entropy affinity instead of +2 holy strength. With the AV state religion, Infernal Pact tech, and herois strength 2, this allows "Dynamis Agares," a spell that gives you control of all demons within 2 tiles.

I added a spell that allows Shadows to remove other religions much like inquisition (but killing population in the process), but is costs a lot of gold (the amount depends on the pop, the religion, the temples present, etc) (it doesn't seem to be working)

Inquisition was changed from requiring unitclass_inquisitor to unit_inquisitor, and the Luonnatar were given a different spell: Enlighten. This is just like inquisiton, but ignores state religions; it removes all religions, even the state religion of the owner of the city it is in.

Luonnatar can move in rival territory.

I added a spell to allow you to get Smugglers Ports

I added a 3 new Luchuirp UBs that grant promotions to golems. Golems in a city with a promotion granting building may be retrofitted (a spell that costs a little gold and makes the unit immobile for a couple of turns) to have the promotions they grant.

Motherlode was rewritten to increase the gold and production yields of all peaks in Khazad territory by 1, plus cause most of them to gain either mines or quarries, plus making gems, gold, marble, iron, copper, mithril or rarely shuet stone appear on peaks.

Peaks were changed to land terrain, and dwarven workers/slaves can move impassible; this allows the Khazad to build roads to the resources granted by their world spell

Most unique features and mana nodes become more productive with higher techs (I was mostly just playing around here, and am not sure if I'll keep most of them)

Odio's Prison provides Body mana

I added the Forests Preserves from BtS. they are currently available at Way of the Forests and are made better by Hidden Paths and Commune with Nature. All workers, most FoL units, and Treants can build forests preserves on forests, ancient forests, and jungles. Groves and Temples of Leaves grant a free specialist per forest preserve in the city radius. they are improved by the Guardian of Nature civic.

I added an Altar of Bhall improvement, which can only be built in flames. They are buildable by any worker at elementalism, and improved by malevolent designs. The Infernal Palace, Clan of Embers palace, and Demons altars allow free specialist per altar of bhall, and they are improved by the Sacrifice the weak civic

The consumption civic causes more unhealthiness, allows gold rushing, and has more buildings that cause happiness (gambling house, hippodrome), plus some that casue unhappiness (temples of good religions, temple of temporance)

Fend for themselves grants +2 xp, and theology grants 3 instead of 2 xp in cities of state religion.

Undercouncil causes unhappiness whit temples of the empyrean and happiness with smugglers ports

Overcouncil is a compassion high civic (its category hasn't changed, it was just playing around giving it another effect on diplomacy), and causes happiness whit temples of the empyrean and unhappiness with smugglers ports

Temples of the Empyrean grant +20% GPP, but -15% military production.

Spellstaffs are now equipment, which only arcane units can take. They grant a little spell resistance/caster xp in addition to being breakable in order to regain the ability to cast.

Feast and Consume soul can continue until the city would be reduced to size 0, at which point it is razed. (I'll get around to only allowing this allowing it if the no city razing option is on, and to giving a diplomatic malus)

The Infernal Grimoire produces 2 entropy in its building form. The equipment can be dropped to return it to being a wonder. Building it triggers an attack nor by only 2 Balor, but by any where from Zero to to Thirteen. (note the Balor spawning isn't working, and that the free tech is granted whenever it is dropped. This will be changed)

Balor's base/unholy strength was reduced, but they were given +1 fire affinity and +2 entropy affinity.

Since the Sheaim don't have any immortals, I gave Eaters of Dreams the Immortal promotion.

Basium got the Immortal promotion just like Hyborem

The Barbarian State has Agnostic/Aggressive/Charismatic/Raiders/Summoning/Arcane/Magic Resistant.

Barbatos's death triggers the barb's loss of their arcane/summoners/magic resistant traits

Orthus's death triggers the loss of their Aggressive/Charismatic/Raiders traits (I may decide not to give them the traits until the Orthus spawns, and may do something similar for the 4 horsemen and the Avatar of Wrath)

I could have sworn I'd given Basium and Hyborem an enormous number of very powerful traits (to be lost upon their heroes deaths), but looking at the file I somehow returned them to their default traits.

I strengthened the religious weightings for most leaders.

Basuim and Hyborem start with several very advanced techs, plus those of their summoner. (I found that they still don't get the techs thay should, only those of their summoner)

Infernal cities start at size 6 rather than 3, and with a couple more free buildings.

The Empyrean is automatically removed from Infernal Cities, just like the Order is.

I went ahead and fixed the getHero function so that resurrect works for the Malakim, Svartalfar, Illians, Infernals, and Mercurians. (Kael already did this in .31, but hasn't patched .30 since I pointed this error out to him)

 
I really should be doing my homework instead of posting this, but i decided to put forth some of my plans for the future of the modmod instead.



Weapons promotions changes:
Spoiler :

I already removed the promotions from archers, but I'd like to totally rework them. I'm hesitant though, because it would be bad for the AI.

I would get rid of granting the promotions for free with resources, instead making them spells requiring techs, buildings, resources, and gold. Weapons can later be pawned for half their cost (another spell). I'm thinking that the Khazad should pay less, and that all Doviello units steal weapons promotions from any unit they defeat. The best weapons could perhaps be equipment so anyone could steal them.

Also, I would change the workings of rust: it will now force a unit to call effectCorrosion. Some weapons promotions will automatically corode under other circumstances, while others are immune to the effect.


Weapon promotion-----Resource-----Tech----Building-----Cost-----effect


copper weapons---------------copper------smelting------------NONE------20gold----+1 str, corrodes randomly

bronze weapons--------------copper------bronze weapons------Forge------30gold----+2 str, corrodible

brass weapons---------------copper------bronze weapons------Forge------35gold----+2 str, not corrodible

Iron weapons-----------------Iron------Iron working-------------NONE------4gold----+2 str, corrodes randomly

Steel weapons----------------Iron------Iron Weapons-----------Forge------8gold----+2 str, corrodible

Dwarven Steel weapons-------Iron------Iron Weapons--------Dwarven Smithy------8gold----+3 str, not corrodible

Galvorn weapons--------------NONE-------NONE----------The Black Forge of Eol------60gold----+3 death str +4 attack strength , not corrodible, (is equipment?)

Mithril weapons---------------Mithril-----Mithril Weapons---------Weaponsmith-------300gold----+7 str, not corrodible, (is equipment?)


Silver weapons-----------------silver------smelting----------------Forge------------50gold------+1 str, +100% vs Werewolf, corrodible

Lead weapons-------------------lead-------smelting------------------Forge------6gold----+2 str, +2terrain movement costs, corrodible, +20% magic resistance, can randomly poison the unit.



Potential Wonders:
Spoiler :

Temple of Virtue: Requires: Righteousness tech, Empyrean State Religion, Sun mana, Spirit mana. -50% crime in the city, +20% GPP, +2 or 3 relations with all leaders (perhaps -2 or 3 with AV civs instead)

Throne of the Just: Requires: Divine Right tech, Order State Religion, Law mana, Spirit mana. -100% crime rate, +1 health/happiness in all cities, negates unhappiness from civics/violating council votes(?)

Gardens of Cernunnos: Requires: Commune with Nature tech, FoL state religion, nature mana, life mana. Removes no unhealthiness in the city, +1 specialist per forest preserve in the city radius.

The Smugglers' Syndicate: Requires: Council of Esus State religion, Mercantilism tech, and Smuggling Ring Undercouncil vote. +2 trade routes per city. Allows units in the city to cast spells creating buildings that can provide any resource that its owner does not already have, if its owner has contact with a civ that does have the resource. (These buildings are very bad for the economy, and increase crime.)

The Alchemist's Laboratory (now a National wonder, not a normal building): Requires: Strength of Will Tech. +1 commerce per sage and great sage. Allows units in the city to cast various spells, each of which creates a building in the city, which consumes one resource to provide another. (Mostly metals, stones, gems, but also able to make reagents)

The Tome of Toxology: Requires: Poisons tech. Provides +1 (or maybe 2) health in all cities (I'd rather make it be from herbalists/infirmaries, but the capacity for that isn't in the xml). Allows units to gain a new promotion that grants extra healing to units on the same tile and +1 reagent affinity (which is now in poison damage), either free to arcane units or available through a spell that costs gold.

The Nullstone Citadel: Requires: Engineering and Arcane Lore Techs. All units in the city are immune to all magic, +100% city defense.

The Black Forge of Eol: Requires: Rage tech, Weaponsmith building, fire mana, iron resources. Allows units in the city to get the new Galvorn weapons promotion.

Spire to Heaven: Requires: Theology Tech? Causes all state religion buildings to provide +2 hammers, +1 gold

(already in) National University: requires: 5 academies, Education tech. Boosts most specialists, gives free xp for disciples, adepts, siege, and naval units.

(changed) Bazaar of Mammon: increases yields/commerce from merchants/great merchants, lowers yields from priets/great prophets.



Resources:
Spoiler :

Silver
Lead
Goats
Camels
ice mana


Barbs:
Spoiler :

I'm thinking about splitting the barbarian state into 3 minor civs:
The Barbarian Horde: Orkish Barbs, plus probably Acheron. This is the civ that the Doviello and Clan have peace with from their barbarian trait.

The Legions of Darkness: Undead/Demonic barbarians, AC heroes. This is the civ the Hyborem has peace with. AV events/rituals may be added that give temporary peace with the Legion of Darkness

(I am also considering making liches this civs UUs (Lich=Mage, Lich Sorcerer=Archmage, Lich Summoner=summoner, Lich Lord=Immortal); this would make the Lichdom spell no longer circumvent the limits on national units, but be purely to make the units stronger.)


The Creatures of Nature: Animals, Gurid, other beasts. I'd take away HN from animals so thay aren't hunted down so brutally. I'm thinking about letting the elves start at peace with the animals, and/or creating FoL events/ritual that does makes peace with them.


I should note that I currently have no idea how to do this. Also, I don't know which civ enraged/burning blood promotions should go to (one of the first 2 I think, but for werewolves 3 makes since too)


Infrastructure:
Spoiler :

I have no idea how to do it, but I would like to finally get around to implementing some of the ideas I had last year, in what I believe was the first thread I proposed here (it was either this one or where I proposed changing Govannon to train all spheres passively, as I'm doing now): Improving infrastructure: http://forums.civfanatics.com/showthread.php?p=5166992#post5166992


In the meantime, I'll probably just allow you to pillage your own roads.



Ice sphere:
Spoiler :

I'm thinking I don't want to wait for Ice to have the Ice sphere. I'm planing to give the Illians several "White Hand" disciple units as UUs, at least a unique Inquisitor (probably with access to all Ice spells, but no other sphere).

I'll also add ice mana, make Letum Frigus provide Ice mana, give it to the Illians and maybe Doviello, have Dovielo and Illians start with cold resistance(/Immunity for Illians?), add ice sphere promotions and spells:
(Does any one remember whether Kael went ahead and made it so that being hurt by cold damage has a chance of making a unit becoming immobile, or should I make it an effect of spells?)

Ice 1: Frost: transforms terrain to temporary (using function added for End of Winter) tundra, or snow if already tundra.

Ice2 Sorcery: Frostbite: does cold damage, has a chance to immobilize. Possibly instead adds a Frostbite promotion that will randomly either immobilize of cause damage each turn until removed.

Ice2 Summoning: Summon Frostling (copied from AoI), probably only on tundra or ice, probably either cannot leave ice/tundra or slowly dies on other terrain

Ice3 Sorcery: Blizzard: Does Cold Damage to all units nearby units (with a chance of making them immobile), and creates temporary tundra/snow on all nearby tiles (using function added for the end of winter option. Note that I'll allow this also on water, so it can create temporary ice bridges)

Ice3 Summoning: Summon Frost Giant? (or maybe Ice Golem) (unit copied from AoI) Only on Ice terrain, probably permanent summon that cannot leave ice/tundra or slowly dies on other terrain, probably with ice affinity

Ice2 Divine: Icebox?: creates temporary building that stores food, +1 health, slows both city growth and shrinkage (if possible)?

Ice3 Divine: The Sinister Icy Black (or probably White) Hand of Death: does cold and death damage, chance to immobilize (eventually huge loss of morale, if the morale mechanic is added)


Other spell changes
Spoiler :

I already added dimensional2, now I'm adding dimensional3
Dimensional 3 Sorcery: Tesseract: summons a Tesseract unit, which has 0 strength, immobile, 8 cargo capacity and the ability to airdrop within a 12 tile radius (paratrooper mechanic), allowing you to carry units across seas or behind enemy lines.

I'm still deciding whether the promotion itself should use pyperturn to boost the duration of summons on its tile or just grant a promotion that gives +1 dimensional affinity to all summons.

MetaMagic 1 will have no spell, but will boost caster xp gain and increase the damage done by spells (actually all metamagic promotions will probably do this)

Meta Magic 2 Sorcery: Dispel Magic (moved away from Chaos 2 sorcery)

Meta Magic 2 Sorcery: (yes, this sphere has multiple sorcery spells for the same level) Ring of Warding: creates the building of the same name (which would be made unbuildable) or implements it in some other way (improvement, feature, magic resistant promotion for all units on tile, caster promotion that protects agianst magic in python, etc)

Meta Magic 2 Summoning: Un-Summoning: destroys all summons within a 2 tile radius

Meta Magic 3 Sorcery: Sourcery? : Sacrifices caster to create a new mana node anywhere you want. (I might make it only have a chance of killing the caster)

Meta Magic 3 Sorcery: Negatus Mysterium: Destroys mana sources and removes all spell sphere promotions from all Arcane units within a 1 tile range (including the caster. It effects all arcane units regardless of who owns them, and does count as an act of war.)

Meta Magic 3 Summoning: Re-Invoke: increases the duration of all summons on the tile.


Metamagic will be a starting mana only of the Amurites (replacing Mind probably). Only Archmages (and archmage heroes) can contruct meta magic nodes.

Eventually I'd like this mana to increase the passive effects of all other manas, to increase the chances of rival spells failing/miscasting in your territory and to improve the the changes your units of successfully casting


Advanced Temples
Spoiler :


I'm reimplementing advanced temples, largely copying from the old implementation:
The Order:

+Inquisitional Hall (concept: strict)
Removes all religions but the Order from the city
Keeps religions from spreading to the city (not in yet)
Inquisitioners given +4 xp
Paladins created in this city gain the Command promotion
+10% Maintenance

+Enforcement Office (concept: managed)
-50% war weariness
-50% maintenance
-1 maintenance per happy (not in yet)
-1 maintenance per military unti in city (not in yet)
Doubled effect of great commanders recruit ability

The Ashen Veil:

+Demon's altar (concept: demon worship, dark magic)
All units can be sacrificed for research, the higher the level of the unit, the more research is given
Units created here start with a +40% vs disciples promotion
-2 Happy

Forbidden Library (concept: intellegent)
-20% culture, +10% science
Trade routes yeild science instead of gold.
10% chance of providing a Mind mana resource

The Fellowship of Leaves:

+The Golden Wood (concept: open, elegant)
+25% culture
+1 trade routes
+1 great artist
-25% city defense

+The Shadowed Vale (concept: closed, mystical)
Triple the chance of generating Treants
+1 great sage
-1 trade routes
-25% culture

Runes of Kilmorph:

+Hall of Granite (concept: insular, defensive)
+50% defense
-20% Culture
+10% Production
Non Kilmorph religions give -1 happiness each (not in yet)
-1 Trade route
City is more likely to culture flip away from non-Runes civs (not in yet)
Stone gives +3 hammers

+RuneVault (concept: wise, traditional)
Gems give +1 Happy
-10% production
+2 Prophet GP points
+4 Research per Gems
Allows the Rune Guard unit (rooted, 1 per city, defensive)

Octopus Overlords:

+Overseer's Residence (concept: punishing, controlling)
Doubles effects of slaves sacrificed for production (not in)
+1 Research per Orc, Elf, Human or Dwarf pen.
Population sacrificed for production gives double effects (not in)
-10% gold, culture
-1 Happy

+Theater of Dreams (concept: insane)
25% of the units produced in this city are Crazed
Combat 1 promotion for Lunatics
+1 Culture per animal pen
City is more likely to culture flip away from non-OO civs (not in)

Obviously I wouldn't implement the building with the same name as a current wonder. I think I'll come up with new advanced temples for OO, and will consider changing all the others.

The Empyrean's advanced Temples:

Circles of Charity: (focuses on those who live out their philosophy for the good of all, caring for and education those less fourtunate)
+3 happy, +4 healthy
+10% GPP
-5 trade
+10% maintenance
-10% crime

Agora of Truth: (focus on philosophical discussions of deep matters at the expense of needed action)
-60% military production
+10% war weariness
+1 research per priest in city, +2 per great prophet
+1 culture per sage in city, +2 per great sage


Esus buildings are a little different: they are built by spells in rival cities

Councils of Treason:
has a chance of making the city go into anarchy each turn
the spell has a small chance of accidentally making the caster declare war on the cities owner


Black Market:
+2 trade routes
half of the city's gold is divided between all undercouncil members


 
Cool these changes look great. Some questions though,

1. I assume that Dynamis Agares doesn't work on Hyborem or demons in cities, the infernals are ususally screwed enough as it is without losing all their cities to this spell. Nice idea though.

2. Can your new lich spell basically make you have infinite archmages -> seriously overpowered to the controller of the tomb or staff.


I really like the spells that require certain items to use.
I especially like the obscure UUs that require certain civics, alignments etc to build. But in the case of the malakim maybe their other hero should require a good alignment? Otherwise everyone would just religion juggle, OO -> Emp, neutral allignment, still get all the bonuses + the new hero.

Is your modmod stable atm? does it cause any Ctds etc?
 
1. is does work on Hyborem and on Infernal cities, but it were to be balanced it probably shouldn't. I'll probably change it. I also noticed that it only makes you declare war on the units owner if you cast it from in their territory. In my last Sheaim game (testing/cheating a lot in worldbuilder) I managed to steal all of Hyborem's units, including Hyborem, from my territory.

Still, this promotion is the equipment that Hyborem starts with, so you would probably have to kill him before you have the promotions needed to cast the spell. Also, you need your hero to use it. It is mostly designed to let Hyborem himself take over other civs demonic units.

2. Liches don't start with Channeling III or sorcery; when you turn a unit into a Lich, it doesn't gain access to any more spells. It only makes them undead units/slightly stronger in combat. Since a lich cannot be upgraded, you are losing out on the ability to gain top tier spells if you cast it early. Still, if you can manage to get enough arcane units with enough xp, then you can get unlimited archmages and summoners.


The new Malakim UU is mostly a joke about the affair Varn's wife had with a werewolf. You aren't really meant to build it that often. A druid hero doesn't really fit the Malakim theme, even though Varn was married to a witch/druidess who practiced her pagan religion within the temple of Lugus.



Edit: Although not everything seems to be working as it should, I haven't gotten any CtDs or any other errors for that matter. I was getting a strange error (but no error report) that made units gain insanely large negative values for their strength, movement, etc. When such units are selected, they cannot be unselected, and the game freezes. I've found that not even Ctrl-Alt-Del does anything; it requires restaring the computer. I figured out that these are caused by adding or removing a promotion that isn't defined in the xml; I had a few typos. I'vejust corrected the last of them now and this error is fixed, but when I released version 1 there were still typos in the part of "def onUnitKilled(self, argsList):" that handle Mokkas Cauldron and the effect of the new Accursed Ground Improvement. I woudl recommend not casting death III sorcery until updating to my next release. (Even now living units that die on accursed ground are not raised as barbarian skeletons as they are supposed to be, so this spell is very weak at the moment anyway)
 
Overcouncil is a compassion high civic, and causes happiness whit temples of the empyrean and unhappiness with smugglers ports

The Infernal Grimoire grants 2 entropy affinity in its building form. The equipment can be dropped to return it to being a wonder. Building it triggers an attack nor by only 2 balor, but by any where from Zero to to Thirteen.

Does this mean one can be a member of both the Overcouncil and the Undercouncil in your ModMod?

Also, have you tested this Infernal Grimoire change? I know it's equipment in the base game, too, but when you rebuild the wonder, do you get another free tech? I know it displays the message that the wonder has been built again when you do it with Syliven's Perfect Lyre...
 
No being members of both councils. I didn't change the category, just the tag that effects peoples opinion of you. Most good and neutral civs will like you a little better, but the Calabim will hate you for it.

I hadn't thought about it giving a free tech every time you drop it. I just tested it, and it does. I'll have to change this.
 
Small request please : can Sidar recon line units ( scouts, hunter, etc) start with one charge of the Hidden promotion? Only Ghosts would be able to recast it of course, but Sandalphon flat out says " We have passed through your lands invisibly many times" when you meet him and that's just not the way it is, sidar don't even get shadow mana..

Or can you point to me what file to edit to make this change in my game
 
Hmm, I'll have to think of a way to give it to them without requiring new UUs for every recon unit. Giving them a building that grants the promotions (like the Hippus Stable grants horselord, the Ljosalfar Archery Range grants Dexterous, the Svartalfar Hunting lodge srants Sinister, and the Bannor Training Yard grants Guardsman) would probably be best


Edit: I just gave the Sidar a new UB, the Sidar Elder Council. That seems to fit the theme of immortal shades better than a hunting lodge, and the Philosophical trait makes building it faster. It grants a free Hidden promotion to both recon and arcane units, and generates +1 culture in addition to the normal +2 research and sage slot. I'll include it in version 2, whenever I get around to releasing it. I also decided to make the other promotion-granting UBs grant 2 free xp to their appropriate unitcombats.

I don't intend to give them any Priest/Great Prophet bonus. They may revere Arawn, but they don't truly worship him, and he doesn't reward their reverence for him. Stronger Priests don't fit the Sidar theme, imho, but remember that the Sidar can still get the Altars of the Luonnatar so all their specialists will be better.
 
Hmm, I'll have to think of a way to give it to them without requiring new UUs for every recon unit. I'll probably add a new Sidar UB that grants hidden in my next release. What do you think it should replace?

Sidar Hunting Lodge:
Grants all Recon units built in the city hidden
Along with all the other bonuses

Looks great!:goodjob:
 
Please also give some bonus to assigned Prophet/Great Prophet to sidar. They are the only great person that sidar doesn't add anything to. It's not like they are agnostic like grigori.. they do revere arawn and such...
 
I won't be working on this anymore tonight or probably tomorrow, because:

1.) I'm getting behind on my homework

2.) I stayed up until past sunrise working on the mod last night. I need sleep, especially if I have somewhere to go the next day.

3.) (most importantly) Kael just announced that his work so far on .31 will be released as the patch for .30 instead (g, presumably), probably tomorrow. The second version of Magister Modmod won't be a correction of the current files, but rather .30g with my changes added. I'll try to document all changes as I make them, so Magister ModMod FfH II 030g-2 should be much more professionally done than Magister ModMod FfH II 030f-1 was.


I suspect that it will take about a week to release it, assuming I don't blow off any classes or homework.
 
Love the use of the Tutor promotion for Govannon :) Overall his implementation seems to be a pretty nice deal.

Dimension 2 spell rules... Sorcery, or Summoning? Either could work I suppose. Both?

Why do arcane only gain exp in cave of ancestors instead of Mage guild? I loved that you did it for essentially all units, makes it so that you can choose to have "enforced guard duty" for all of your "citizens" so that by sitting around guarding the homefront you can pull out a couple of low end promotions before you see combat :) But overall, helps out defenders and builders to keep from being blindsided by the big warmongers.

Temple of Bhall... How many civs have workers who can get into flames? Hopefully at least the ones who thematically ought to be able to do such a building :)

Idea for fixing Infernal Grimoire: Make it a ritual that gives a free tech and also this building. Then making the building doesn't actually give the tech :) Or just remove the free tech aspect of building it completely I guess could work, since there is now other reason to have it.
 
Although I said I wouldn't work on it tonight, I did. I fixed the Accursed Ground mechanic, and improved the implementation of Mokkas Cauldron. I also added a new unit, Ship of the Damned, an Undead Infernal Privateer UU with the abilities of a death/entropy conjurer that is also a planar gate unit generated in cities with Smugglers Ports. I let Succubi upgrade to Courtesans (and made courtesans both the Balseraph and Sheaim Shadow UU. Keelyn's mother was a Sheaim Courtesan), and made Sheaim Courtesans look like Succubi. Still, I haven't done enough to warrant uploading a new version yet.

The dimensional II spell was sorcery only. I just made Dimensional2 require Ethereal Call (it is too powerful for the early game, but Ethereal call is still much sooner than Pass through the Ether), and grant the starting settler bonus (+3 visibility, +2 movement) to all summons.

I'll think about making it so that both mage guilds and caves of the Ancestors can give free xp. (Note that I've yet to see any of the building-based passive xp actually work.) I think the reason I didn't before is that I would rather put the Amurites adepts at an advantage than put Clan and Doviello at a disadvantage (they can't build mage guilds). I may also grant free xp gain to naval units from harbors/lanun harbors and arcane and disciple units from certain wonders. I don't plan to boost melee with any free xp (if I change my mind I'll at least require a very late game building, maybe certain traits or only for certain civs), since people have been complaining about how overpowered the melee line is.

The Altar of Bhall is an improvement that can be built by any worker or slave, but only Orcs and Demons can actually move into flame to build it. The Clan of Embers and the Infernals are the thematically appropriate civs, and they never have a problem building them. Other civs could have a worker wait for flames to spread to its tile, or just use Orkish Slaves (which can be bought through the slave trade).


I'm thinking that I'll remove the free tech upon completion from the Infernal Grimoire, but make it so that a free tech (or free research points, which I think is easier to code) is one of the possible effects of the "Read the Grimoire" Spell. I'm also thinking of several other possible outcome for this spell, mostly stronger than the current ones and mostly negative. I'm toying with the idea actually removing the spell, and instead making its random effects happen every turn, whether you are willing to risk it or not.

For some reason, the Balors aren't being triggered like they should. I'm pretty sure the code is the same as what I had working in .25, but I've yet to see one balor, much less 13, appear when the Grimoire is built (either constructed or dropped). I may make barbarian demon spawning instead be a negative outcome of the spell/passive promotion effect, so it won't hurt you all at once but throughout the game.
 
Yeah, I kinda overlooked the fact that Arcane units get the free exp of their own mechanic anyway, so limited to the Cave is just a nice additional boost for the Amurites :) Putting it on every mage guild would be a bit much, and hurt those who cannot build the mage guilds a fair deal.

Love the implementation of Dimension 2 for Summoners :) Passive boosts can never be underestimated.
 
Great ideas! I'm looking forward to all of it.

When you put in Elf/Dwarf/Orc Slaying, since they come from events and figure to affect only a single unit, why not boost the effect so that that the Slayer becomes a true nemesis?

UPDATE: Got in 150 turns last night with no problems whatsoever. Tonight Govannon will make his appearance and we'll see about that part. One new twist was that Scouts apparently cannot attack units other than animals -- I suppose that was intentional and it does make sense, but it came as something of a surprise.

As far as I can tell, it may be possible to overlay Sureshot's mod on top of this one. I'll try it and report back.
 
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