have you considered setting up a patreon or something MM?
Not really. Do you think I should?
I figured that this modding community was slowly dying off and that my mod was basically done, so I don't know if there is really much of a point.
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.
I have not been able to reproduce this bug.
I may change the code so that just in case neither the bones nor dragon appear on the map it will give you a dragon in the city that completes the ritual. I would need to be sure not to allow it to duplicate the units though. It could be tricky as cycling through all the tiles or units sometimes seems to take long enough that the code completes things written lower in the code first.
Any player should be able to perform the ritual once (if no one else has already) but only in a city with the Cult of the Dragon present. It should give Eurabatres to Cardith Lorda, Abashi to the Sheaim (Tebryn Arbandi, if multiple leaders are present), Drifa to Auric Ulvin, Acheron to the barbarians, and Thallatth either to the barbarians or to the one who completes the ritual if that player follows the Overlords' state religion. The dragons should appear on the tile of their bones, or the nearest vacant spot. If the bones' plot cannot be found, it looks like the code should add the dragon at a random site.
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?
Kuriotates can build on
New Forests, not regular Forests or Ancient Forests. You can cast bloom under you improvements and let the resulting New Forests grow into Forests or Ancient Forests, but cannot preserve a mature forest environment intact while building in it.
This thematically fits with the Kuriotates sphere of Creation, which is in part about the sprouting of new life. Ancient Forests don't fit as well as carefully planted orchards or gardens that are allowed to grow up around settlements.
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 just changed it so that Demagoges can only recruit other Demagoges, or Crusaders if if meet the requirements to train them in the city. Demagoges will abandon you if you leave the Crusade civic. Crusaders won't, but you have to be playing thematically with the right religion to get them.
Demagoges that are generated by Rally or Recruit won't start with Recruiter like the ones built in cities do.
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.
Glad you like it!
Edit: One other thing. Frigates carry birds rather than having normal cargo space. I'm guessing this is a bug.
No, it is an intentional change I made after Tholal did likewise in MNAI. It is good for naval warfare to have some specialization.
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.
I wanted to make the religious mana penalty only -1, but for some reason typing -1 in that field is treated the same as +3.
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.
I see how +10% global research commerce goes.
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.
I just reduced their cargo capacity from 21 to 7 and their base movement from 2 to 1, but also gave them Dimensional 1 so they can still be sent to a distant tile to retrieve your units and make it back before their duration expires.
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.
If I recall correctly they don't move as much as most units, but are not actually frozen. If you break their animations they pose differently and are even more stationary.
how do i get aerons chosen?
It is granted through a random event, as in base FfH2.
To qualify for the eventin this modmod, a unit must:
1. have the Marksman promotion
2. be of level 5 or higher
3. not have a limited duration
4. not be the summon of some other unit
5. not be a Puppet, Illusion, Dark Reflection, or already Aeron's chosen
In base FfH2 the event may only happen once and only to a UNITCLASS_ASSASSIN, but in this mod Aeron may choose multiple units including heroes like Locha Valas and Rathus Denmora.
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)
I changed the Rift's default UNITAI in hopes it would make AI players use it more, but have my doubts that they will.
Actually, now that I think of it, I believe that the summon code is set up to use the Attack AI regardless of the unit, which is kind of annoying.
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.
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...
Don't forget that Water Elementals are able to carry domain_sea units as cargo, letting you move your navy from one body of water to another across narrow stretches of land.
I just increased the unit's base moves from 1 to 2 and increased the base cargo capacity to 7 to make that more useful. I also increased the bonus it gets against other naval units.
I'm also considering giving the summon the Boarding promotion so it can be used to capture rather than merely destroy enemy ships, but that might be overkill.
Having an army of mages with the dimension sphere is great. Have them all sever soul park the souls outside of enemy cities, declare war, call the bodies then use the summon of your choice to swarm them and take over. If someone is getting close to your cites you can just teleport your army back its great. Oh and the extra exp from summons you get with dimension makes it even better.
I'm Starting to think that Market should be moved down to calendar to help make the econ line easier to start in.
I'll consider it.
On higher difficulties, you just can't play Svarts in this mod without using FOL until pretty late in the game. Having earlier GP access to merchants for bulbing would be very nice. I hate feeling forced to go FOL as the Svarts, since it feels so wrong given their lore.
It is not at all against their lore to
pretend to follow FoL in order to reap its benefits while still secretly working towards serving Esus in the long term.
But with Elvish and Evlish workers, that's the route you get forced into to optimize. Maybe if Esus had a similar effect on forests, but different - causing them to turn into dark forest (+1c instead of +1f?). It just feels like you can't take advantage of the Elvish racial promotion without using ancient forests, and instead you are still saddled with the slow improvement speed and lack of commerce due to forests negating river tile bonuses. Also, instead of Treants, these could maybe have a small chance to spawn Mistform. Thoughts?
The mechanism through which Forests upgrade to Ancient Forests does not allow the same feature to have two possible upgrade paths. Creating a separate version would require either a major rewrite in C++ or some very inefficient Python code, neither of which I want to do.
If nothing else, you could use Genesis to turn your Forests into Ancient Forests. Unlike in base FfH2, you only need Nature Mana and not FoL priests to get New Forests that turn to normal Forests.
I don't think that Mistforms have any special connection to Forests or to the Svartalfar.
It seems that CoE/Svartalfar ancient forests generating Illusions would be more thematic.
I think I'll see how well Illusions of Treants work.
I'm getting a GFC: Failed to initialize main control theme error. I used the installer to install the thing, i've got the game installed into my C folder through Steam. What gives?
Did you install Fall from Heaven 2 first?
There are a bunch of files that I never include which my installer copies from base FfH2. The main control theme stuff are among those. I only change one relevant file, to make it look under "Magister Modmod for FfH2" instead of "Fall from Heaven 2" so that nothing bad happens if you change the original.
I have never used steam for Civ4. It may be that it installs it in a different location and my installer has trouble finding it. If need be you could manually copy and rename the FfH2 folder, extract the files from the archive, and copy them over the copied/renamed folder.