Magister Modmod

It looks like my modmod will either be significantly delayed or won't include the Icehouse spell/building or the UnitStats mod. I'm starting over with patch j, which includes a new dll.
 
Well, the force sphere also includes balance and judgement, apparently.

Can we please have a version with what you have working now relatively soon? I think this is suffering from feature creep.
 
Well, I was getting pretty close to releasing a version compatible with patch h, but its having huge problems now. I tried to introduce some graphics from AoI, and something went horribly wrong. It has a CtD before it finishes loading every time. I think I undid all the changes I had made since it was working, but it still crashes every time.

I'll try to move all the I can to the patch j version (or higher if another patch is released soon) and try to release in about a week, but it will not include one of the Ice spells or the UnitStats modmod. Those rely on custom dll vehem made for me (well, he combined the unitstats dll with a minor change of his own and with c.fe's bug fix) and won't work since the newest version has a new dll with several fixes/changes.

(I might be able to get them working by putting the needed files in an SDK folder instead, by asking vehem to to the work for me, or by learning enough about C++ to compile a new dll myself; however, that would require waiting until Kael releases the new dll uncompiled so I can know what changes have been made)
 
Well, the good news is that the event bug fix was placed into the main FfH mod, so you just need either Unitstats or the Icehouse DLL to be updated and you can proceed with just that one of them to begin with.

For Metamagic, you could easily make it so that only Mage/Conjurer or even Archmage/Summoner are able to build the nodes instead of allowing Adepts to do so at all. Then it will be able to be accesible to non-Amurite, but not until much later in the game.
 
Ok, It seems like I'm a little further behind one a project than I thought I was, and I got a few new homework assignments due next week. It would be irresponsible to work on my modmod for the next week or two, which means I might not.
 
Well, I was getting pretty close to releasing a version compatible with patch h, but its having huge problems now. I tried to introduce some graphics from AoI, and something went horribly wrong. It has a CtD before it finishes loading every time. I think I undid all the changes I had made since it was working, but it still crashes every time.

What did you actually do? I'd like to know if I have a similar issue



About Creation mana, what do you think of the idea of it allowing terraforming with the appropriate other manas?
 
This is random, but I've always felt that the Metamagic III summon should be a creature with low or zero base strength, but affinity for BONUSCLASS_MANA (I'm assuming affinity for a BONUSCLASS is possible), so that it's strength is entirely based on the total amount of mana you have.
 
So if you do end up putting Creation and Force mana in, why not have the towers grant them? Something like Divination -> Creation, Necromancy -> Force, and Elements -> Metamagic

Of course, homework takes priority. I hardly get to even play FFH anymore...
 
It looks like my modmod will either be significantly delayed or won't include the Icehouse spell/building or the UnitStats mod. I'm starting over with patch j, which includes a new dll.

For what it's worth, I'd prefer a release that gets caught up to the new patch level sooner, even if it lacks the new features. In the meantime, post your homework assignments and we'll see if we can help out on those. :mischief:
 
There not really the kind of assignments I can post. Perhaps some of the Statics or the Environmental Engineering problems could be posted, but that is probably more trouble than its worth if you don't have the same textbook. Besides, I'm almost done with those (which are due next Monday).

The class I'm behind in is a drafting/CAD class. You can't exactly help that with the overdue hand drawn floorplans for a dream beach house (due the Thursday before last), or that much with the autoCAD portions of the project that is based on them (The final version is due next Thursday). I also need to start on my part of a group project, involving hand sketches, autoCAD, and Solid Edge 3D Modeling (and eventually animation)

Oh, and it would be too ironic for you to do my Ethics homework for me. (it is mostly reading, but I do have a short essay due Friday)
 
I'm still way too far behind to do any work on this within at least the next week, but I'm thinking of going ahead and including the MetaMagic Sphere in the next version. Since I'd probably move dispel magic to metamagic, what do you think should go in the chaos 3 sorcery spell? I was thinking it could be cool to make it randomly cast any spell in the game, but that might be overpowered (for instance, if you use it to cast another civ's world spell).

This will probably have only sorcery spells, although I was just thinking that giving it a summoning spell that unsummons rival ubits and one that boosts the duration of friendly summons might be nice (not exactly summons, but still relevant to summoning).

I'll probably make the Amurites be the only civ that stats with it, and not let mere adepts build metamagic nodes (but everyone's mages or at least archmages will be able to)

I'll probably make metamagic promotions have passive boosts too, probably SpellCasterXP/spellDamageModify/resist magic for now but eventually I want it to effect miscast chances. I'm not going to try to implement the passive effects of the mana yet (I want it to increase the effect of all mana you control, plus decrease the chance of your units miscasting and increasing the chance of spells cast by rivals in your territory miscasting/being resisted.

I also plan to add a 3rd level dimensional sorcery spell that summons a 0 str, 0 movement unit that can transport 7 unit and can airdrop (like BtS paratroopers) within a large range, carrying its cargo with it accross seas, behind enemy lines, etc. I'm thinking of giving the promotion another passive effect on summons, either making it give them a promotion that gives them 1 dimensional affinity, or giving it a pyperturn function that increases the duration of all units on the summoners tile (if they stay with him, they will essentially all be permanent summons)
 
I think that the suggestions you posted in the 2nd post about metamagic spells makes archmages almost never want to take metamagic 3. All of the spells either kill the caster or render him unable to cast spells anymore. thus they are only for specific curcumstances and will be very rarely used.
 
If you would like a really chaotic spell for Chaos 3, how about Polymorph? Pick a set of, say, a dozen types of units, mainly tier 1. Convert the target unit at random, carrying over the polymorphed unit's EPs, plus any promotions allowed by the new type. Assign a Polymorphed property to prevent reuse/abuse.
 
You just gave me a fun idea, but I have no idea where to put it.

Have a spell which will turn a unit into a 0 XP Adventurer unit, with all of the current promotions intact. Then you can upgrade it back into any unit you want (for some gold of course) and start gaining new levels from scratch, but now with a considerable stack of promotions from the get-go :)


WAY powerful spell IMO. Maybe fun for a Hero unit, and allow it to be cast only once per unit (ala Mutate)...


BTW: Here are your Camels Magister :)

Another thought: Since you want HN units to be able to spawn units, for the moment why don't you set them as "Can explore Rival Territory" and "Always Aggressive"? Then you get every benefit of HN (since people generally know who is doing it anyway) with the ability to spawn units kept intact (and you can capture cities too!)
 
Downloaded the mod-mod. What patch does the one on the first post actually run with? Because I can't find the City of a Thousand Slums anywhere.
 
For come reason I was thinking it was for patch h, but looking back at the files (or just the name) of the version I actually released it is clear that it was just patch f.

I have a more complete modmod on my computer that is for patch h, but when I was almost ready to release it I did something wrong that causes it to crash as soon as it loads. Plus, that was after patch i came out. (In that version the City of a Thousand Slums is present, but moved to Taxation instead of Engineering.)


Honestly I'm still way to busy to work on it, but I did try including xienwolf's last two links in the main mod just to see if it works. The resource mod doesn't make it clear where to put all the files, and the raze city mod doesn't seem to work (perhaps because FfH doesn't use custom assets, but trying to include in in the main folder or including their functions in the files I think they are supposed to override doesn't seem to work either). I did manage to get resurce graphics from TAM to work, but I'm not sure I like most of them.
 
Another thing. In the changelog it says Altars of Bhall can only be built in Hellfire terrain. In my current game as the Amurites, I was able to build one on a hill where there was a pig resource, and also on top of an entropy node I pillaged to get the extra benefit of the Altar...
 
It is supposed to be only on the flames feature (not only hell, it could be built in a forests fire and should help the fire spread), but I've found they can be built on forests too. It seems they are allowed on any feature, not just the one I specified. I'm not sure what is wrong there. I couldn't find a way to fix it, so I'm not including them in later versions. Besides, both civs it was really meant to help (Infernals and the Clan) have gotten really good UBs since then that probably nagate the need for the extra boost.
 
Back
Top Bottom