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MagisterModmod

Discussion in 'FfH2 Modmods, Scenarios, and Maps' started by MagisterCultuum, Feb 27, 2012.

  1. MagisterCultuum

    MagisterCultuum Great Sage

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    I'm afraid I have not been able to track down the cause of the crashes. I think it is something in Tholal's code. I've been waiting for him to release another update to see if it stabilizes anything.

    I was thinking that the Meteor event was set to <bRecurring>1</bRecurring>, but is is actually <bRecurring>0</bRecurring>. I either changed this a while back, or was misremembering getting 3 Eternal Flames. I am positive that I have gotten a second Eternal Flames from the event after constructing on the regular way in a few games though. I personally don't consider that a problem.

    I just set Adventurers to be able to upgrade to Bhall Orcs, and Monks too while I am at it. I can see that they already have Champions in their list of upgrades, so nothing short of adding a special (resource inefficient) spell would let them become Ogres.

    Since the Mysticism requirement might confuse people, I'm thinking of removing the tech prereq from Bhall Orcs altogether. Requiring the Eternal Flame should be enough. This will of course make that Meteor event extremely useful in the very early game.
     
  2. Calavente

    Calavente Richard's voice

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    thanks.
    ok for being banned for Ogres... I see that religions or recon is the path to upgrades adventurers to tier IV :D

    do you have any idea why the adventurer could not upgrade to stoneskin ogres... while a common orc warrior could ? (nb: skinwise, the adventurer / warrior adventurer was a human... may this explain that ?)
     
  3. Imp. Knoedel

    Imp. Knoedel Simperator Knoedel

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    Someone mentioned that it might be related to completing Heron's Throne, have you looked into that as a possibility?

    How does it make sense from a lore perspective though? Isn't the Eternal Flame supposed to mark the point where Bhall fell from heaven and threw the old Bannor with them or am I confusing it with something else?
     
  4. Calavente

    Calavente Richard's voice

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    as a detail (bug) : the bhall orcs in my games started with 0 free promotions, despite me having 5 fire mana.


    further, after testing, Clan is really handicaped when getting adventurers :
    -needs orcish race to upgrade to wolf rider / goblin
    -needs lizardman race to upgrade to any hunter / ranger...beastmaster (tested)
    -druid might not need lizardmen ?? (not tested yet)
    and often adventurers are human or elvish;.. and thus can "only" upgrade to axeman / shaman-archmage / archer or religion

    :mounted and recon are barred (and melee is truncated) unless you cheat about races.
     
  5. MagisterCultuum

    MagisterCultuum Great Sage

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    Braduk the Burning is the site where Bhall fell from heaven through the Bannor capital. She took the temple district of the city with her down into hell and left a burning crater behind. I am not sure that it has ever officially been established that this crater itself is the Eternal Flame. Jonas's pedia entry calls that the Sacred Flame.The wonder itself has no pedia entry explaining it.

    Now that I think of it, I believe I vaguely recall Kael once mentioning that the Bannor tended a sacred eternal flame within the temple long before Bhall herself fell, and used this fire in their ordeals to judge innocence and guilt.

    In the real word sacred "eternal flames" are not uncommon in many historical cultures. These flames are carefully tended to prevent them from going out, but sometimes this fails. When it does so it is not unheard of for those tending the flames in one city to visit another city's sacred hearth to light a torch with that sacred flame and take it back to restart the eternal flame. (I vaguely recall hearing recently about such a flame in a Russian cathedral which is lit again once a year from a mother flame in Jerusalem.)

    The Meteor event explained that the meteor is a fragment of Bhall's heaven, which fell later than the rest. Her vault is still disintegrating. Some holy fragments remain untainted, while other parts have joined her in hell and may eventually be used for fashion a new vault as part of the machine of hell.



    I'm not sure when it was that I gave Bhall Orcs their free promotion pick per mana source. (Note that it is not a free promotion that is automatically applied, but a free pick like the Tower of Elements grants to elementals.) It might have been on my version just after the last release. Similarly, I'm not sure when I gave them their affinity or their ability to sacrifice non-Orcish slaves in order to let them cast spells again, attack again, and trigger the effects of the Demons' Altar or Pyre of the Seraphic sacrifice spells in eligible. (Yes, that later one means that you can buy or capture slaves and them trade them for permanent Fire Elementals.)

    The issue with upgrading to units with racial promotions is something Tholal coded in the DLL. I'm afraid it is not easy to work around.
     
    Imp. Knoedel likes this.
  6. Cromulus

    Cromulus Chieftain

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    I've tested a couple theories and it comes back to some unknown variable around the first 3rd of the game. Now I am playing with all the advanced tactics options, revolutions and puppet states (No point playing the game for me without them >.>) and I thought it might be farming dungeons or a specific wonder but I rushed heron throne a few times and there is no problem, and in the last game I wasn't farming dungeons when it crashed. Here is the debug log from the last crash but i don't see anything useful in it either.
     

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    • Logs.7z
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    Imp. Knoedel likes this.
  7. arthas125

    arthas125 Chieftain

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    this is definetly a great modmod for what i already consider the best Civ 4 mod ever created, its much more lore friendly than even the original and so far is mostly balanced

    except one thing, the runewyrms

    i haven't seen such a broken unit in any FFH2 modmod, and i have played every single one of them, ever, it got so frustrated with it, that i had to NUKE the unit stats in the XML because its so ridiculous overpowered its not even funny

    see the thing that makes an unit that hard counters something not frustrating to deal with when you are being directly attacked by them is that there still ways to mitigate their damage and stop them from going trought and killing the units they are supposed to counter if you are prepared enough, for example, in the original ffh2 and pretty much everyother modmod the counter to mages and arcane units are assasins, but you can stop them with guardsmen promoted units and being agressive instead of waiting for them to attack you

    runewyrms attacks are completely unavoiable, they target arcane units first, with an ridiculous 500% bonus against them, this is without counting the fact that their magic inmune promotions also gives them extra % to strenght against said units, so they'll never lose regardless of the defending units stats, and even if they do by some mathematically miracle, they are expendable, since you can summon them with the force 3 spell with the same ease as summoning an skeleton, they'll most likely be summoned during the enemy turn and attack your stack of units killing them without you being able to respond, not like you could do anything against them anyways with those broken stats

    as if this wasn't enough for some reason, even if this unit loses it still makes all your arcane units useless by removing their spells.... like what? do you have any idea how long it takes for a non charismatic leader to level up an archmage to a decent state? all of this for the enemy to pick one damn promotion and completely negate your arcane units forever? this is probably the thing that infuriates me the most, you have this unit you have spend Hundreds and hundreds of turns leveling and protecting and it has all the reason in the world to be strong because you have spend the time and effort to make sure it gets to that point, so there shouldn't be any balance complains here, but then the enemy comes with a freshly promoted archmage, picks force 3 first, summons one of these dumb units, and instantly destroys all that effort, with no effort or planning of his own, the runewyrm in his vanilla state is a goddamn I WIN button, and that's absolutely disgusting, because there absolutely no other unit that's like that in the game, oh sure some can reach that point if they are promoted enough, but that will take effort from your part, yet the runewyrm is like that since the start, no investment in time, combat, or resources whatsoever (asides from having a source of force mana and one archmage)

    they even make good units to throw away at the enemy regardless, they have 7 strenght wich is a lot for a summoned unit, has a bunch of free promotions and his race automatically gives it great combat bonuses and inmunitys aswell, as if that WASN'T enough it also has force mana afinnity and gets a FREE promotion for each force mana node you have because i guess they are still to weak?..., so not only they completely negate arcane units with no way for the enemy to do anything about it, but if you specialise your civ enough, they are also extremely good against everything

    i genuinely don't understand what went trought your mind when introducing such an unit, did the trough of how frustrating it would be to go up against it as a human player never crossed your mind? there's no unit like it in the ENTIRE game, literally everything else at the very least is acceptable balance wise, nothing too crazy or too weak, yet this unit just stands above everything else with how ridiculous it is and how easy it is to obtain, oh sure Arcane units are a lot stronger in this mod but you still need to give them experience and promotions to make them work and that means they have to risk their lives in combat in order to accomplish that, that takes effort and luck, yet the runewyrms don't need to do any of this, has they have all these advantages right as they spawn

    you can still have an unit that fits its purpose without making it a broken mess, remove the absurd 500% vs arcane that makes them insta win in combat and make it something more sane like 25 -50%, so the defending units may still survive if strongh enough/well positioned, they already get bonuses against arcane because of their promotions (175% total bonus against an archmage or an unit with chanelling 3, because the effect vs channeling stacks, so its 25% vs channeling 1, 50% vs 2 and 100% vs 3,all of this for free) no need for more, the fact that they target arcane units first regardless of the stack promotions already makes them a better choice than assasins, and for god sake remove the "even if i lose i still screw you over" effect they have of taking all the enemy spell spheres promotion away EVEN if they lose (guess having 675% extra str against arcane units right from the start isn't enough of a guaranteed combat victory huh?), wich is completely ridiculous, they also ignore guardsman units, so forget about protecting your units with another one, their attack is completely unstoppable and unavoiable, literally, in every sence of the word, an I WIN button of an unit

    sorry for the rant but talking about this unit bought back memorys about the games they ruined, i really tried to go around them in several tries, but i just couldn't, i got feed up of being frustrated with losing my archmages to a broken unit that i just had enough and made it a wimp in the XML, if i knew how to remove it for good, i would in an instant

    unrelated with the above but some of the BUG options where slowing down the game turns quite a lot, dunno wich one exactly as i disabled all of them(minus advanced combat odds) and it fixed the issue
     
    Last edited: May 20, 2018
  8. Nothrazim

    Nothrazim Chieftain

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    I didn't know Runewyns were considered such a problem. Personally, i have never faced one - i expend all effort to assassinate enemy archmages if they get one, sabotage their infrastructure, or just nuke the hell out of a stack protecting an archmage (via Air II, Fire II etc) whenever i even glimpse one. I still think they should automatically win against mages, since they are literally antimagic angels, but perhaps they should have a base strength of 1 and if possible still be countered by Guardsman - it makes sense to throw melee units in it's path to slow it down, give a mage time to escape.

    On an unrelated note, i experienced serious problems using the january release as Grigori. I never get any adventurers, it seem. I can acquire other kinds of Great People as usual - prophets (the most common, strangely enough), sages, engineers et cetera, but in four games i have had no adventurers appear.
    Has anyone else experienced such an issue?
     
    Last edited: May 17, 2018
  9. Calavente

    Calavente Richard's voice

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    I concure (I use runewyrms a lot ... they are so fun against AI : 2 fights and the whole stack of 20+mages have no spellcasting ability)
    one of the issues is also that the "remove spell ability" is also applied to the whole stack (with a chance).

    Normally, if you are an archmage and see a runewyrm attacking, you get your lvl10 paladin bodyquard to block the attack for you...
    or maybe you'll get a force-shield in place to catch it.
    and with "target first" and "force affinity" you shouldn't have a "+x% against mage" on top of it : mages are 4 str... so a being targeted by a 7str (+affinity) should already be enough of a handicap.

    maybe add a mecanism that the Runewyrm cast automatically "dispel" before fighting ?
     
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  10. schargiel

    schargiel Chieftain

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    Hello,
    there is a problem with the world spell of Doviello. Total crash...
    If you can fix it please tell me which files you changed.
    Maybe you do remember that i use your mod for mine and i just started to update it. (-;

    thanks a lot
     
  11. Calavente

    Calavente Richard's voice

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    Playing as Luirchip I have a really amusing game where i was tranquilly growing my power base in order to get to the mass +2mvt +fireballing golems production... and targetting neutral + esus to get the Dwarven druid and shadow..

    however along the way I founded the Empy Holy city, and the Children of the One Holy city and lastly the CoE holy city : it's becoming almost impossible to stack religions in my cities to get some delicious Shrine money :D

    I find that CoE priest lackluster... but what can one do :D
    Gibbeon Goetia is a killer... he gains +1 promotion choice each time I have him mimick a mage (or adept).

    and for the CoOne holy city ?? it has devolved to being a Golem only producing city as any other unit get the rebellious promotion (nice find btw).

    I'm currently on the low end of the "power" spectrum as I only have few iron golems (6-8) and gargoyls (5), and almost no living units but mages, but I have 30+ mvt3 combat V fireballing mud golems that can raze any opposition (but they don't count as armed forces). Accordingly, friendly won't sign alliance with me and enemies wont capitulate.. they all think I'm too weak ... hahaha

    it's fun game.

    NB: I discovered by chance that GE can build railroad !!!! (with engineering) and my mud golem can't.
    however my GE can build 2 rail roads per turn : 3 GE build RR in 1 turn, then comes the bdoy-adept and hasten them, give them back movement and they can build, once again a RR !!!
     
  12. Alornal

    Alornal Chieftain

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    Not a complaint, more of a comment. Was playing Khazad and got the random event where I can take 5 unhappy pop to get a Great Bard. I like how some of the Great People get random spells, but this one had Fireball. At turn 20. Everything around me is dead now. IDK if its worth rebalancing or removing that spell from the option list, but it is pretty funny.
     
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  13. schargiel

    schargiel Chieftain

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    I tried the update but i has a lot of crashes in the mid game )-:
    the ai seems to be better but all those crashes makes it hard to enjoy it.
    Can I help you somehow to find the problems?
     
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  14. Cutlass

    Cutlass The Man Who Wasn't There.

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    I've always had a ton of crashes with this game. You save every few unit moves.
     
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  15. Nothrazim

    Nothrazim Chieftain

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    While it is true crashes have always been a prominent thing in modded Civ 4, i too feel like it has become far more unstable in the last patch or two. Most prominent i suppose is the Doviello Wildhunt (which means world spells must now always be turned off if you have a doviello AI), but still, there are more than ever now unfortunately.
     
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  16. schargiel

    schargiel Chieftain

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    Maybe you could really focus on making this mod stable. You put so much effort in this mod and it is really a good one. but right now with all these crashes its really not worth playing. i have some free time now, so i could help you if you teach me.
     
  17. plasmacannon

    plasmacannon Emperor

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    Starting from another mod that is already stable such as Realism Invictus, and making changes to make it more like FFH, might be needed. It could add a few features that have been around for a few years to it too, such as the map zoom.

    I just got this strange random event.
    I sent my work boat over to fish that had a ship wreck on it.
    I got the message asking me if I wanted to send it thru. I was curious, so sure I did.
    It appeared on a forested hill near the middle of the map.
    See image below.

    Now, I have to state that this is a Donut map with hills in the middle.
    If there is some kind of default setting that assumes the center is an Ocean and doesn't read that I chose Hills during the game setup, then that could be the issue. Maybe it has to send the ship to a random new body of water and there isn't one on my map, so it went there?
    Not sure, but it's funny to see a boat on a hill. I don't think even the WB could have done that.
    Oh and Yes, that wolf ate my Work Boat the next turn. ;(
     

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    Last edited: Jun 21, 2018
  18. plasmacannon

    plasmacannon Emperor

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    I get red domes instead of Crossbowmen. ;(

    It seems to me that since we have more research towards the end of the tree, that techs like gunpowder should be delayed more. I had guns and cannons before knights.
    Historically, Longbowmen are what turned the tide against knights.
    I realize this isn't a historical mod.
    It's just that with almost nothing left to tech and only controlling less than a quarter of my map, it seems that I will have nothing left to tech for soon. Delaying the techs related to gunpowder by say another 50% more RP, would be a good delay amount.
    Or better yet, throughout most of the game, a tech reveals a strategic resource and a new unit isn't available until the next one, such as Mining revealing Copper and Axemen can't be built until Bronze Working and a Barracks is built. Smelting reveals Iron but Champions can't be built until Iron Working is discovered and a Barracks is built. So why not have a Sulfur tech reveal the resource and add a Gunpowder tech for the Arquebus and Black Powder tech for the Cannon both splitting off of the Sulfur tech path?
    This would prolong the Medieval style weaponry for a bit longer, so they can actually be built and used before gunpowder units come around.

    Some mods add the Great General progression bar to the top of the screen. It would be a nice touch for Great Commanders.
     
    Last edited: Jun 25, 2018
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  19. plasmacannon

    plasmacannon Emperor

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    I also had this battle with an insane number of units.
    I am used to 20 maybe 35 units attacking me in a stack on a typical Monarch BTS game.
    225 Units attacked me in this mod.
    Luckily, I had a High Priest of Winter there to cast Snowfall or my game would have been over real fast.
    Picture included.
    Are they supposed to get that large? Isn't there some kind of units cap?
    I know Realism Invictus has a malus built in as stacks get larger from 9-31 units. That keeps things more manageable.
     

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  20. plasmacannon

    plasmacannon Emperor

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    Wow! Not a lot of activity lately. Oh well. I have a question, so I'll post it.
    So, I'm playing the Illians, my favorite Empire and I notice that under High Priest of Winter in the Civilopedia it says (4) max must be upgraded from a level 6 unit.
    Ok. I built The White Hand and it gave me 3 Priests of Winter and upgraded them to High Priests.
    So how do I get the 4th to upgrade to a High Priest?
    The Priest of Winter isn't a buildable unit and of course neither is the High Priest of Winter..
    I see no disciple unit below the Priest of Winter to upgrade to it. Such as it's own strength 3 disciple unit.
    The strength 3 Zealots, Thanes etc can't upgrade to a Priest of Winter either.
    The Eidolon and Druids can't upgrade to it.
    I haven't seen a way to be gifted a disciple unit to possibly upgrade it that way.
    The Nightwatch is an archery unit and doesn't upgrade to a Priest of Winter.
    So, What do I have to do to have other disciple units in training to work up to a 4th High Priest of Winter?
     
    Last edited: Jul 1, 2018
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