[MOD] MagisterModmod

That's the German forum:

http://www.civforum.de/showthread.php?99410-Wann-wird-es-mal-wieder-richtig-Winter

@ lfgr
Can you please explain, where I have to add this tag?

Thanks

There were a bunch of them missing, so I did it myself with some python and regex magic.

Download the attached file, remove the ".txt" at the end, and replace the respective file in <MagistModMod location>/Assets/XML/Text. Let us know whether it works, I didn't test it myself.

This mod isn't fully translated, though.

EDIT: as an explanation: the xml files in the "Text" folder contain text in all available languages. In each file, there are a few <TEXT> elements describing a text item. In that <TEXT> element an <English>/<French>/... element is required for each language. Apparently, a missing language element in any text item causes the error you experienced.
 

Attachments

Ran into a bug with Duin and illusionist. Made an illusion of him then the next turn when the illusion died I could build another Duin. Don't know if this works with other world units or not didn't try it on anyone else. I just built him again then deleted him so the ai wouldn't build him.
Edit: It also applies to other heroes too.
 
Possible bug with Grigori and Overcouncil. I was the leader of the Overcouncil and selected the motion to "Hire the Radiant Guard" or something similar.

I didn't receive any Radiant Guards. I know they are a forbidden unit for the Grigori, but perhaps that Overcouncil option should be restricted away from choosing for Grigori leaders, or they should get an alternate unit or something?

I was actually kind of hoping to get some Radiant Guards anyway :) but oh well.
 
Possible bug with Grigori and Overcouncil. I was the leader of the Overcouncil and selected the motion to "Hire the Radiant Guard" or something similar.

I didn't receive any Radiant Guards. I know they are a forbidden unit for the Grigori, but perhaps that Overcouncil option should be restricted away from choosing for Grigori leaders, or they should get an alternate unit or something?

I was actually kind of hoping to get some Radiant Guards anyway :) but oh well.

Yeah, I've had that happen to me recently as well
 
I got it running and I really LOVE this mod! Thanks so much for your work!!!

For anyone with the same problem: I switched the language in the standard Civ BtS to language "English" and load the mod then^^
 
Magister, I wanted to thank you for the most recent version. The Illians changes have made their early/mid game a lot more interesting.

I had a LONG and satisfying game that ended up in me trying to save the world (and keep it in eternal stasis) with my Svartalfar vassals who I had long ago converted to my cult... vs a giant Sheam + Infernal pact that spanned a whole continent.

Not what your average "save the world" game...
 
Download the attached file, remove the ".txt" at the end, and replace the respective file in <MagistModMod location>/Assets/XML/Text. Let us know whether it works, I didn't test it myself.

I tested it just now and am pleased to report that it indeed does work. Thank you. :)

The nuclear dissuasion option leading to constant resets of the settings to default whenever I play another mod or even BtS is still annoying as hells though.
 
Just wanted to say thank you for this amazing modmod. I do have a couple of concerns though.

1. Stir from Slumber seems to be bugged. I see you mentioned this in the thread a little while ago. I played a game as the Kuriotates, and the ritual deleted Eurebatres' bones without bringing him back. I'm not sure about intended behavior here, but I also can't build the ritual as the Illians with Divine Essence.

2. On the subject of the Kuriotates, one of the loading screens claims that the Kuriotates can build improvements in forest like elves. I couldn't get this to work, but Genesis made forests on my improved tiles. Is this working as intended? Is there a way to get elven workers as the Kuriotates I missed?

3. The Bannor seem kind of ridiculous to me. I really appreciate the buff from base FFH, but a free priest, free valor, and demagogs with recruiter seems excessive. Since flagbearers and the units demagogs recruit do not go away at the end of a crusade, Capria is able to shift out of crusade without any real penalty whenever she wants to build peaceful buildings or make peace. I'm interested in seeing what other people think. If it matters, I usually play on Monarch.

I would also like to second sezneg on the Illians changes. They've become my favorite civ. Something about spreading ice across the world is just so satisfying. :D

Edit: One other thing. Frigates carry birds rather than having normal cargo space. I'm guessing this is a bug.
 
A few Sheaim Thoughts:

1. At first I was disappointed in how religions regulate mana (each religion I've tried applies a -2 penalty to a specific mana type), as this made it almost impossible for the Sheaim to achieve a tower victory. Creation mana is just hard to get, and getting 3 sources is not likely.

2. Then I discovered the Tower of Necromancy being worth it on its own. In fact all of the towers are buffed to be worth it. Diviniation, which used to be the best tower for the free tech might actually be the worst (perhaps it should give ~10-15% empire science as well? The other towers are beastly in comparison). Tower of necromancy gives new undead units a free promotion per necromancy type man (Shadow, Death, entropy, chaos, dimension). Just with the base amount needed to build the tower + the death mana the tower provides that is 6 promotions.

3. This combines wonderfully with the dimensional mana access for Rift. Use the Grimore to rush Malevolent Designs for Madero - who can hit Dimensional III for rift. Park him in your capital and use him to launch the Pyre Zombie squads behind enemy lines.

It's a ton of fun.
 
tobe honest, rifts are insane in MagisterModmod... they are always the reason I can win my games on big maps : strategically launch 80% of your army on the next continent.... raze/vassalize them. and when your neighbors come knocking... rift your army back.

:)
 
Am i the only one who sees Svartalfar archmages as being a nonfunctional ghost unit? I seem to recall having seen them before; this looks like a sidar in modelling pose.
 
tobe honest, rifts are insane in MagisterModmod... they are always the reason I can win my games on big maps : strategically launch 80% of your army on the next continent.... raze/vassalize them. and when your neighbors come knocking... rift your army back.

:)

Generally, the Rank 3 spells are all amazing. Rift might be the best.


Am i the only one who sees Svartalfar archmages as being a nonfunctional ghost unit? I seem to recall having seen them before; this looks like a sidar in modelling pose.

I am working on getting better at Svarts for this mod, so I will test.
 
Generally, the Rank 3 spells are all amazing. Rift might be the best.
I am working on getting better at Svarts for this mod, so I will test.
Rank 3 are all good... (even if water elemental suck) but situationals... while Rifts are OP.

as a side note, the Ai cannot use Rift... while it "can" summon earth elementals.. (even if it doesn't do it enough)
 
Ranl are all good... (even if water elemental suck) btu situationals... while Rifts are OP.

as a side note, the Ai cannot use Rift... while it "can" summon earth elementals.. (even if it doesn't do it enough)

Good way to put it. One thing I miss about Master of Mana is how Sephi had the AI able to use so many of the magic and abilities. I should reinstall extended 4.0.

Been trying to get used to the Svarts in Magister's mod. Came to the conclusion that the best way to play them is to not use Erebus map script. Elvish + agriculture SCREAMS for going early calendar, but out of 20 some odd Erebus starts I think I had calendar commerce resources within range of my first settler once. I'm trying to play lore friendly - aka no FOL, so not getting that early commerce resource is crippling.

Also: Elementals don't suck. Tower of Elements makes them terror weapons.
 
Also: Elementals don't suck. Tower of Elements makes them terror weapons.
that's true... save for water elemental ; they still suck.

with the free promotions of tower of elements:
Earth elemental make big bad guardians... / wall crusher / deadly first assaillant against cities.

Fire makes good stack of doom weakeners (due to the collateral ; but they are squishies). (but even so, other tier III, or if you can't get Ice3 : airII are much better for weakening SoD...)

Tempest make good blitz-krieger / explorer (high move + 1 unit-killer), but Mistborn / Djinn / Spectre, or even ForceIII summon (that one is OP too) do the job better.

Water do nothing that tempest or earth doesn't do better.


In fact the only Elemental really worth his salt is the Earth elemental the most versatile: Big defense for your SOD/special squishy unit / Big enough attacker (+ can get some collateral) / can break those walls...
 
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