[MOD] MagisterModmod

Trying to make a zoomed in area of KE for magistermod. Just reinstalled FfH and magistermod through Steam. Opened my worldbuilder file, edited it for a bit. Saved. Closed. Everything was fine. Now it won't open. Any ideas?

Ugh. Seems like every map I make crashes the game on loading.
 
I've done some modding of the unit upgrade chart. It's always bugged me that the stock unit upgrade chart doesn't factor into account all the special things about the particular civilization that you're playing, including:

1) Filtering out forbidden units
2) Including only special units if you're playing the civ in question
3) Filtering out for forbidden buildings (e.g. if unit is not technically forbidden to you but the building is)
4) No help in seeing what units are special for your civ in particular (these will now show up as double-sized in the unit upgrade chart)
5) Doesn't show weird situations that can still be really useful, like Doviello slaves and workers having their special upgrade (through a "spell") to Beastmen.

So I modded it to help with all of these things. It's not perfect, there are still a couple of issues, and #2 in particular I could really use some help on:

1) My changes to the unit upgrade chart messed up the promotion chart, I'll look into that a bit later.
2) For some reason, scouts show with an upgrade arrow to horsemen, but not to Rangers. Also, warriors show as upgrading to archers and a few other things, but not Axemen or Swordsmen. I've banged my head against the wall for hours and can't figure out why. Can someone take a look and maybe point out something that I've missed?
3) Few other minor cosmetic things with arrows not lining up perfectly between two units which are both special for the same civ.

I only had to modify one file to do this, which is "UnitUpgradesGraph.py", attached. To install my (very small) modmodmodmod just backup your existing copy of the file in %MAGISTER_MODMOD_DIR%/Assets/python/Contrib/ and then overwrite your existing file with what I have uploaded here.

Feedback welcome!
thanks a lot !!
Do you know if it can be also installed on other modmods ? or is it limited to magister for some weird coding reasons ?
 
thanks a lot !!
Do you know if it can be also installed on other modmods ? or is it limited to magister for some weird coding reasons ?

Well it seems like it would work with anything that uses the Sevopedia. I don't think that Rise from Erebus uses the Sevopedia and I am not sure about other modmods. basically, look for a file with the same name as what I uploaded in the mod structure that you have. If the mod has a file with the same name, it might work.
 
What happens when you cure lycanthopy in this patch? Does the unit simply lose the lycanthopy promotion, or does it revert to the unit it was prior?
 
I'm thinking of giving the White Hand a disciple unit that can be sacrificed for culture/end revolts like the other religions have, and which could spread their religion (but with half the normal success rate) without requiring the state religion to train them.

I'll probably call them Frost Speakers, and use the AoI pedia entry that identifies the disciples of Mulcarn as such. Since it says they are fearless, I'd give them the Courage promotion, as well as Cold Resistance and Vulnerable to Fire. I don't want to bother with all new art, but can easily make them slightly smaller versions of the Priest of Winter model with the staff removed so they are not as easily confused with their upgrade.

Since The Hand's holy warrior UUs are elementals and beasts, I'd probably let the disciples also upgrade to regular Champions.

I'm thinking of moving both Frost Speaker and Temples of the Hand to Elementalism, leaving Priests of Winter at Priesthood.



I'm also thinking about letting Grigori Medics spread culture to end revolts, so that the godless civ is not the only one without a unit with such an ability.

I might let Bhall-Orcs be sacrificed for culture too.

What you you all think of those changes?

What happens when you cure lycanthopy in this patch? Does the unit simply lose the lycanthopy promotion, or does it revert to the unit it was prior?

My mod uses the unit's Scenario Counter to store its "Alternate Unit Type." When a unit is infected with Lycanthropy during combat and becomes a Ravenous Werewolf, its previous unit type is stored in that way. This data can also be edited in worldbuilder.

If a werewolf is created through an event or in worldbuilder, its Alternate Unit type would be -1 (unless specifically edited in worldbuilder).

If a werewolf unit has a valid alternate unit type (a number greater than -1 but less than the total number of unit types in the game), ans it does not resist the spall Assuage, then it will revert to its alternate unit type. It will also loose both the Werewolf and Cannot Cast promotions.

If a lycanthrope does not have a valid alternate unit type, then the Spirit 3 spell would instead kill the unit.


A former werewolf will belong to whatever player's caster cured its lycanthropy, regardless of where its former loyalties lay. You can even capture your enemies' national heroes by using a werewolf to infect them and then a Spirit 3 caster to cure them. (Religious heroes and leader avatars would still abandon you if you don't meet their requirements though.)

(Baron Duin Halfmourn himself can never be cured.)
 
I'm thinking of giving the White Hand a disciple unit that can be sacrificed for culture/end revolts like the other religions have, and which could spread their religion (but with half the normal success rate) without requiring the state religion to train them.

I'll probably call them Frost Speakers, and use the AoI pedia entry that identifies the disciples of Mulcarn as such. Since it says they are fearless, I'd give them the Courage promotion, as well as Cold Resistance and Vulnerable to Fire. I don't want to bother with all new art, but can easily make them slightly smaller versions of the Priest of Winter model with the staff removed so they are not as easily confused with their upgrade.

Since The Hand's holy warrior UUs are elementals and beasts, I'd probably let the disciples also upgrade to regular Champions.

I'm thinking of moving both Frost Speaker and Temples of the Hand to Elementalism, leaving Priests of Winter at Priesthood.



I'm also thinking about letting Grigori Medics spread culture to end revolts, so that the godless civ is not the only one without a unit with such an ability.

I might let Bhall-Orcs be sacrificed for culture too.

What you you all think of those changes?



My mod uses the unit's Scenario Counter to store its "Alternate Unit Type." When a unit is infected with Lycanthropy during combat and becomes a Ravenous Werewolf, its previous unit type is stored in that way. This data can also be edited in worldbuilder.

If a werewolf is created through an event or in worldbuilder, its Alternate Unit type would be -1 (unless specifically edited in worldbuilder).

If a werewolf unit has a valid alternate unit type (a number greater than -1 but less than the total number of unit types in the game), ans it does not resist the spall Assuage, then it will revert to its alternate unit type. It will also loose both the Werewolf and Cannot Cast promotions.

If a lycanthrope does not have a valid alternate unit type, then the Spirit 3 spell would instead kill the unit.


A former werewolf will belong to whatever player's caster cured its lycanthropy, regardless of where its former loyalties lay. You can even capture your enemies' national heroes by using a werewolf to infect them and then a Spirit 3 caster to cure them. (Religious heroes and leader avatars would still abandon you if you don't meet their requirements though.)

(Baron Duin Halfmourn himself can never be cured.)

I think those changes to the various religious units are good. No complaints here.

Regarding Assuage,and other spell affects that target your own units, are they affected by stuff like the nullstone citadel or tower of alteration? I managed to get Losha Valas as a werewolf on my team, but I cant seem to get Assuage to work on her, even outside of cities. I suspect it might be because I own the nullstone citadel.
 
I'm thinking of giving the White Hand a disciple unit that can be sacrificed for culture/end revolts like the other religions have, and which could spread their religion (but with half the normal success rate) without requiring the state religion to train them.

I'll probably call them Frost Speakers, and use the AoI pedia entry that identifies the disciples of Mulcarn as such. Since it says they are fearless, I'd give them the Courage promotion, as well as Cold Resistance and Vulnerable to Fire. I don't want to bother with all new art, but can easily make them slightly smaller versions of the Priest of Winter model with the staff removed so they are not as easily confused with their upgrade.

Since The Hand's holy warrior UUs are elementals and beasts, I'd probably let the disciples also upgrade to regular Champions.

I'm thinking of moving both Frost Speaker and Temples of the Hand to Elementalism, leaving Priests of Winter at Priesthood.



I'm also thinking about letting Grigori Medics spread culture to end revolts, so that the godless civ is not the only one without a unit with such an ability.

I might let Bhall-Orcs be sacrificed for culture too.

What you you all think of those changes?



My mod uses the unit's Scenario Counter to store its "Alternate Unit Type." When a unit is infected with Lycanthropy during combat and becomes a Ravenous Werewolf, its previous unit type is stored in that way. This data can also be edited in worldbuilder.

If a werewolf is created through an event or in worldbuilder, its Alternate Unit type would be -1 (unless specifically edited in worldbuilder).

If a werewolf unit has a valid alternate unit type (a number greater than -1 but less than the total number of unit types in the game), ans it does not resist the spall Assuage, then it will revert to its alternate unit type. It will also loose both the Werewolf and Cannot Cast promotions.

If a lycanthrope does not have a valid alternate unit type, then the Spirit 3 spell would instead kill the unit.


A former werewolf will belong to whatever player's caster cured its lycanthropy, regardless of where its former loyalties lay. You can even capture your enemies' national heroes by using a werewolf to infect them and then a Spirit 3 caster to cure them. (Religious heroes and leader avatars would still abandon you if you don't meet their requirements though.)

(Baron Duin Halfmourn himself can never be cured.)


Recently, I just realized you can actually adopt the White Hand as a state religion using different civs, not only the Illians and the Doviello. Is this intended? And if yes, are there any plans to make it actually worth it to these other factions?

As of now, to pursue the White Hand as the Doviello, for example, hurts your economy too much to be worthwhile. As an evil aligned religion, everyone pretty much hates you for adopting it, with the not so common exception of the Illians themselves.

In a game I played some days ago, I managed to crush the Illians after they completed the White Hand ritual, and thus I got the White Hand holy city as a prize. Since I had no holy city until then, I converted, and found out it was actually viable, for when Auric is dead, Temples of the Hand won't change nearby tiles to snow.

Well, I'm just curious about your vision for the White Hand religion. The modmod has been a most enjoyable experience, so far.
 
Originally I intended to allow other civs to adopt the Hand only when they are allows of Auric of his vassals tat he demands worship him. I decided to make it more available at the request of players who did not like the forced mechanic.



----

I'm thinking of making the Hollow Man a religious UU that abandons players who don't keep the White Hand state religion, instead of only a possible result of exploring Letum Frigus or a starting unit from the White Hand ritual.

(Remember from the lore that a Hollow Man is a ghost of those who worshiped Mulcarn during the previous age. They rarely dare attack the strong, but wander the wastelands near Letum Frigus and pick off the weak to steal the last bits of warmth left in them. They are almost impossible to see in the snow, and most people assume their victims just died of frostbite.)


I already made some artwork for it, to replace the Illian Illusion Assassin art. The new art is based on the Drifa version of the Dragon Fanatic, but I removed the flag, removed the face, removed all color, and made it transparent.

The unit is an undead assassin that requires Ice and Death Mana and cannot enter deserts of burning sands. I might even limit it to actual winter terrains, making it unable to enter even plains or grasslands.


I'm also thinking of changing the Whiteout spell so that it grants Hidden Nationality as well as Hidden, and removes both promotions when not on winter terrain. Hollow Men and Nives start with Snow Stealth. Currently I have all Illian units with Marksman start with the promotion, but I'm thinking of removing that feature and instead allowing Hand units with Marksmen purchase it.

The inability to learn Deception makes it otherwise difficult for the Illians to get HN units like other civs, even civs that never adopt the Council of Esus state religion.
 
Thank you so much for your continuing work to keep the FFH legacy going. It is amazing work you are doing!

I had a request--some months back I downloaded this mod but noticed that while there was a scenario with the world already advanced and somewhat developed based on Nikis Knight's Erebus map, I couldn't find a compatible version of his map (including all the new unique features of this mod) where civs would start from the beginning like a normal game. Was I looking in the wrong place, or has this been subsequently added? Nikis Knight's huge map is incredible fun, so I'd really like to play a fresh game on it in a version that includes all the great new map stuff from this mod.
 
I just finished uploading a new version, as a gift to all of my fans for my birthday.

It incorporates Tholal's MNAI v 2.7 beta 3, as well as jrandrew's improvements to the unit upgrade chart.

My own changes are mostly related to the White Hand religion. It gains two new trainable units, Frost Speakers and Hollow Men. Frost Speakers are a basic disciple unit that can spread culture and the religion. Their art is basically a Priest of Winter without a staff, and with a darkened icon background to help distinguish them visually. They start with Resist Cold, are Vulnerable to Fire, and Courage, and can upgrade to Priests of Winter, Champions, and Hollow Men. Hollow Men are Undead Assassin units that cannot enter deserts but are very effective on cold terrains. They start with Snow Stealth (which is no longer given automatically to all Illian marksman units), allowing the Whiteout ability that now grants Hidden Nationality as well as Hidden. They have new unique art based on my custom Illian/Drifa Dragon Fanatic art, but with the flag removed and the body made monochrome and transparent.

The Temple of the Hand's bonuses and effects have been adjusted. Fire and Nature mana now counteract the benefits of Ice mana, as well as reducing the chances of terraforming. The various Rituals of Winter now extend the range of the terraforming effect. Founding New Mulyr causes snowfall too.

This update will break saved games.


You may download the installer here or the archive here.
 
Not sure if it's a bug or something, but Sabathiel has been sitting on that hill with his starting settler and warrior for a dozen turns now and I don't think he is ever gonna move.
 
Tried another game, again as Lanun, and it appears to me that Pirate Coves aren't upgrading. Working them does nothing, putting a ship in them does nothing, putting a land unit in them does nothing, putting a ship and a land unit on them does nothing. :confused: Is there something I'm overlooking or is it bugged?
 
Something else that's pretty annoying: Every single time after I exit the game somehow all settings are reverted to default. Minimize Popups, Automated Workers Leave Old Improvements, resolution, Detailed City Info, Audio, Clock, literally everything gets reset to default whenever I start the game again after exiting it with this mod running.
 
I experimented with some mods, and the settings reset problem I described above so far seems to be exclusive to this mod. Could it be related to the new "Nuclear Dissuasion" seting that was added or some other change brought about by MNAI?

Edit, because half a dozen posts by me in a row are enough:

There is a bug where sometimes I can see units of other civs in the fog of war, without the terrain they are on or anything else. Not only that, but when I tried visiting one such tile which I assume holds the capital of the Bannor my ship doesn't reveal that tile at all, even though it is on it and can even change crews! Also Sabathiel seems to be getting a kick out of rallying a dozen warriors on a ruins improvement on our border while leaving a goblin fort to his north completely untouched. No really, it's been a hundred turns or so since he presumably killed the lizardman guarding it and since then he continuously sent more and more units on it, but not exploring it. Perhaps he is stuck in a loop or something?
 

Attachments

I just found a big in the Stir from Slumber ritual code.

sDescription = gc.getImprovementInfo(iBones).iImprovement.getDescription() should be sDescription = gc.getImprovementInfo(iBones).getDescription()
 
Been using Magister for years, and little while ago checked back and saw you were still updating. Yay! Anyway, I haven't encountered a lot of problems, just some minor complaints. For some reason, there is a thing that says "lowest scorer will be removed in 100 turns". I don't know if that's supposed to be there, but my OCD hates me every time I look at it XD. Besides that, I only have a minor complaint about the Malakim citadel replacement, the tower of light I think(I'm more a Lanun/Grigori/Amurite/Illian kinda guy). Anyway, I just thought that it having the cultural border size of a small city a bit overpowered. Also, the AI spams forts EVERYWHERE, and they use them to corral me into a tiny whole. I don't know why the AI does that. Otherwise, I'm a huge fan of the mod, and I think you did an amazing job. Keep up the good work :)
 
For some reason, there is a thing that says "lowest scorer will be removed in 100 turns".

There is a game option that does that, do you have that activated?
 
Something else that's pretty annoying: Every single time after I exit the game somehow all settings are reverted to default. Minimize Popups, Automated Workers Leave Old Improvements, resolution, Detailed City Info, Audio, Clock, literally everything gets reset to default whenever I start the game again after exiting it with this mod running.
I've had this happen to myself several times. Really annoying, and it only started recently, like a day or two ago
 
There is a game option that does that, do you have that activated?

No, I never play with it on.
Edit: and it never goes down, either. It always says that, and nothing happens. I've tried checking and unchecking it in custom game, but it never seems to do anything.
 
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