I'm thinking of changing the Grigori palace so that it grants Creation mana. It currently gives Force, Spirit, and Life. Do you think Creation should replace Life or Spirit?
Mechanically, a big reason for the change is that Creation is just harder to come by, especially for a civ that cannot found The Empyrean to get it from the holy shrine. It also boosts GPP even more than spirit does. Fertility can make up for not getting Ancient Forests. Overuse of the Muse spell could dilute the Adventurer GPP pool though.
Creation does seem appropriate thematically too though, as Amathaon does not care for worship at all and even those who do revere him prefer to express their thanks to the mortals whom he gifts with creativity. He is the polar opposite of Agares, whom Cassiel thinks all the gods are too much like.
Life tend to be one of the easiest manas to come by, and the AI often seems to overbuild it, perhaps because of its health value. Nemed sacrificing his godhood to create humanity and Sucellus giving up his original precept do fit the Grigori theme well.
Immanual Logos abandoning his goddess to care for orphans of the godwars without regard to their religion, and Sirona's acceptance of such charity as better than worship, fit Cassiel's philosophy well too.
Dragon Slayers already start with Courage, so spirit mana is a little less necessary for this civ.
So I fixed the crash issues with a couple of civilizations with the unit upgrade chart. I also fixed the stubborn issue around where not all upgrade paths were showing for certain units.
You can install this by replacing the "UnitUpgradesGraph.py" file in the %MagisterModmod%/Assets/python/contrib directory with the attached.
I also made a few other modifications to units to make the chart a little more readable. However, these are separate modifications that anybody will have to do on their own, these changes aren't part of the python script that I changed.
1. Make Imps an Infernal unique unit. This one really helps, the whole chart is much harder to read because Imps upgrade to everything, and the chart automatically adjusts to optimize layout for this which means without imps the chart reflows much more intuitively.
2. Make the three Frostling units Illian-unique (helps a bit.)
3. Make Revelers and Mobius Witches Sheaim-unique (minor tweak.)
I updated the code and made those changes, but then noticed that if I try to look at the upgrade chart from the main menu rather than from within a game I get a python error and nothing shows up. Can you make it so that it shows the default when no civ is selected?
Also, would it be possible to keep the chart organized better by unit tier? It is weird for first level disciples of different religions to be in different columns.
I also still think it odd for units like Swordsmen, which replace Axemen for like half the civs in the game, so get the special oversized UU icon.
Just came back after a long absence from FFH2 and I have been trying this Modmod. So far I like it a lot. Great work.
Just got stuck on the change on the Pirate Coves of the Lanun. It now says I have to guard them to make them into Ports eventually, but I am not exactly sure what this means. Can anybody enlighten me? Sorry, if this has ben discussed before and I missed it...
In advanced tactics mode you just have to leave a unit (with combat strength, so excluding work boats or workers) on the tile for a while.
It is really the same as land based superforts, but on water.
Since the Coves are on water, that means a ship like a Tririme, or a Water Walking unit like a Drown, or a flying unit like a Griffon.
Without advanced tactics, the upgrade should depend instead on a city working the tile.