[MOD] MagisterModmod

I am thinking about making some more changes to how Graveyards work.

Instead of generating a random Sluagh at the (0,0) plot whenever a Graveyard is created, I'm testing out having Graveyards themselves randomly generate Sluaghs on their own tile through the same mechanism that makes Barrows generate Skeletons. The Sluaghs created on Graveyards will be given random names, unit types, races, religions, and maybe a few promotions based on nearby cultures or what the closest city can conscript.

The Graveyard version of Resurrection can only resurrect a Sluagh that is found on that Graveyard tile.

Death Affinity + Channeling 3 gets an additional spell to raise every Sluaghs in a Graveyard as undead versions of their unit type.

When an Undead unit is summoned on the site of a Graveyard, that Graveyard is automatically robbed. If it was not on Hallowed Ground, then one of the Sluaghs on that tile is converted to the undead summon. The Undead unit gains the xml, level, custom name, promotions, etc., and that Sluagh can never be resurrected through normal means.

Rob Grave removes Hallowed Ground from the tile. AI players of the Good alignment are blocked from using this, unless they are Mercurians.

When the Mercurians cast Rob Grave, any Sluaghs on that tile that have a Good religion will return as Angels.

When the Infernals cast Rob Grave, any Sluaghs on that tile that could not become Angels will return as Manes.

Demonic and Undead units cannot Rob Graves that are on Hallowed Ground. When controlled by the AI they cannot even enter Hallowed Ground, and when controlled by a human moving there deals them holy damage. Hell Terrain cannot spread into Hallowed Ground.

Bradeline's Well will no longer sometimes grants Creation Affinity. It will always be Death Affinity. The Seal Well spell (available with perverted sort of Death Affinity) will defile the terrain and remove Hallowed Ground within a several tile range. The Unseal Well spell (available with the moral form of Death affinity) makes all adjacent tiles Hallowed Ground.


The Overcouncil's "Outlaw Death Mana" resolution is renamed "Outlaw Necromancy." It mostly functions the same, but also causes units belonging to a full member of the Overcouncil have their Death Affinity changed to the Moral/Arawn/Sidar version which would allow Hallow Graveyard, Destroy Undead, and Summon Angels of Death (with Channeling 3).

I am thinking of removing the Life 2 and Life Affinity versions of Destroy Undead, replacing them with "Summon Tomb Warden."

The new "Tomb Warden" unit is an angel with Undead Slaying, Guardsman, March, Medic 1, Medic 2 (so it can cast Cure Disease), Life Affinity, and the ability to defend first against and target various undead unitcombats in stacks of stronger units.

A Tomb Warden may appear as a hostile unit when you cast Rob Grave. I might also let it appear as a Treant-life defender when hostile units trespass on a Graveyard that is on Hallowed Ground.

The Sanctify spell would not longer remove Graveyards, but instead grant Hollowed Ground there. It would summon a Tomb Warden instead of Einherjar.


I'm considering possibly making the Tower of Divination grant free promotion picks to Angels based on their prereq mana, in much the same way that The Tower of Elements does for Elementals and Tower of Necromancy does for the Undead. This would not apply to the basic Angel unit, as it has no mana prereq, but would boost Einherjar/Ophanim/Valkeries based on Law mana, Tomb Wardens based on Life mana, Angels of Death based on Death mana, and Repentant Angels based on Spirit mana.


Rather than making all of the Greater versions of the spell produce summons with the Strong promotion, I am thinking of making the non-affinity versions of the summons start with Weak.

Dimensional Affinity granting Strong to all summons should cause Weak to be removed.

I'm thinking defeated Guardian Vines may split into two weaker units, like Tar Demons or Water Elemental do.
 
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Regarding the minor leaders. In another FFH mod mod (Ashes of Erebus maybe?) the minor leaders are just included in the list of available leaders. Then in game options there is an option to select just Major leaders or select just Minor leaders. There was an old mod mod that had a neat option.

In that one you could start as a minor leader with the trait Emergent(?). Only minor leaders got this and it replaced a normal trait so they were weaker at start. As you played certain events would give you the opportunity to replace your Emergent trait with one of the others. Ex... You found a religion and a popup asks if you want to lose Emergent and gain Spiritual. Once you chose it is a permanent choice. It added a nice little piece of somewhat random and somewhat guided gameplay. Sort of how Civ6 uses Inspirations based on your gameplay to boost techs and civic research.

If this is at all interesting to you i could dig around and find the specific mods.
 
I'm a little bummed about losing Channeling 3 from the Tower of Mastery. It's a victory condition so i'm not too worried about it's effects being overpowered if that condition is turned off. By that point in the game it's pretty much always won and i like to use it to make metropolises with mages for roleplay fun.

My city mages (i actually rename them to Magisters, heh heh) run most of the game with Creation 2, Earth 1, Spirit 2, Mind 1, building up to Law 2. If enough extra xp and/or needed for defense Force 2 for Ward. If i'm going that route and am able to get the ToM built i upgrade Creation 3 and Law 3 and try to get all my cities growing huge. I like to do this especially with Kuriotates and Girgori.
 
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I love how the Tower of Mastery has a game effect if you turn it off as a Victory for a game. It'd be neat if there was a way to do this with other Victory conditions. Some ideas:

Altar of Luonnotar - If i'm remembering the lore correctly upon building this the civ raises to meet the One disappearing from Erebus. If that's correct it would be really neat if when an empire finished the Altar all of their units disappeared from the game and all of their cities either disappeared or shrank to size 1.
Religious - All other religious units turn to tier 1 and are unable to upgrade further. No unit limit of tier 3 disciplines in the winning religion or if that can't be recoded all of the discipline units can have Channeling 3 when they visit the Holy City. Again, i'm not really worried about game balance so much at this point.
Cultural - No one can declare war against you.
Gone to Hell - Hell terrain spreads at an increased rate and spread even into Good lands.

I've no idea how hard or impossible any of this would be to code so don't hate me for the suggestions, :). I'm just a big fan and love that you keep working on your fantastic mod mod of the best mod of the best game ever.
 
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While i'm on a roll a couple other unsolicited ideas.

I'm super picky about city placement and as such i raze and resettle like a blood crazed conqueror regardless of what civ i'm playing. It kinda feels weird that the only effect is the AC raises and my people don't care. It would be neat if a Good or Neutral civ took a happiness penalty, or even a diplomacy penalty for razing cities.

Similarly i know there are plenty of ingame reasons for Good civs to declare war on each other but as players i think we generally do it for the sake of power grabbing. It might be neat if a Good civ took a diplomacy or happiness penalty for declaring war on another Good aligned civ. Maybe they could also get a diplomacy or happiness bonus for declaring war on an Evil civ reasoning that they are bringing justice to the world. Maybe the later doesn't fit the Elohim so well?
 
How attached are people to the mechanic that lets you detach Great Commanders?

I am thinking of removing that and implementing Dominus the Mentat's suggestion of passing on the Commander's name and promotions to the attached unit. I would also have to block the ability for any heroes or units with an alternate type, like Adventurers, Sluaghs, or Werewolves converted from combat.

There are several minor leaders that also appear as great commanders. What would you think if I made those commanders act like other Avatar units, defecting to that player and becoming an avatar of the leader? I believe that using pCaster.convert(pCommander) would automatically make the unit to which it is attached inherit the status as leader avatar.

The main thing that it making me consider this now is Kael's revelation that "Gastrius’s body was long ago consumed by his magic. Now he appears as a figure made of blue fire. He can’t interact with creation without a willing host that he bonds with. The host gains great power but is in control (mostly) and is guided by Gastrius."

I am thinking it would be quite thematic to change Gastrius from a Great Sage to a Great Commander. He would start with Metamagic Affinity, Arcane, Summoner, Twincast, and Extension promotions, but no channeling promotions so he could not cast spells by himself but could be attached to other Arcane units to make them more potent.
Regarding the minor leaders. In another FFH mod mod (Ashes of Erebus maybe?) the minor leaders are just included in the list of available leaders. Then in game options there is an option to select just Major leaders or select just Minor leaders. There was an old mod mod that had a neat option.

In that one you could start as a minor leader with the trait Emergent(?). Only minor leaders got this and it replaced a normal trait so they were weaker at start. As you played certain events would give you the opportunity to replace your Emergent trait with one of the others. Ex... You found a religion and a popup asks if you want to lose Emergent and gain Spiritual. Once you chose it is a permanent choice. It added a nice little piece of somewhat random and somewhat guided gameplay. Sort of how Civ6 uses Inspirations based on your gameplay to boost techs and civic research.

If this is at all interesting to you i could dig around and find the specific mods.

Game options to limit the selection of leaders to minor or major require C++ changes that are beyond my coding skill.

Some earlier versions of my modmod were based on Xienwolf's DLL instead of Tholal's It included a mechanism I liked whereby in the custom game screen you could enable or diable any leaders or civs Xienwolf eventually made too many other changes that did not play well with my modmod though and Tholal added things I relly needed for my mechanics to work as I wanted. I'd loveTholal to come back and borrow that code from Xienwolf, but that does not seem likely.

I never liked the way Emergent traits were implemented either. I don't think it would play well with my Pact traits.


I'm a little bummed about losing Channeling 3 from the Tower of Mastery. It's a victory condition so i'm not too worried about it's effects being overpowered if that condition is turned off. By that point in the game it's pretty much always won and i like to use it to make metropolises with mages for roleplay fun.

My city mages (i actually rename them to Magisters, heh heh) run most of the game with Creation 2, Earth 1, Spirit 2, Mind 1, building up to Law 2. If enough extra xp and/or needed for defense Force 2 for Ward. If i'm going that route and am able to get the ToM built i upgrade Creation 3 and Law 3 and try to get all my cities growing huge. I like to do this especially with Kuriotates and Girgori.
I am committed to the view that Channeling III should not be given out to unlimited arcane units automatically.

However, the more I think about it the more I am starting to like the idea of allowing Arcane units with the Mastery of Magic promotion from the Tower of Mastery to use their xp to purchase Channeling promotions upon leveling up. This would allow victims of the Crucible to regain the promotions they lost. The Channeling promotions would have to have minimum level prerequisites at least as high as the prereq for upgrading to units that start with the promotion. There is no way I am allowing an adept to get Channeling 3 without being at least level 6, probably more like level 8 or even 12.


I love how the Tower of Mastery has a game effect if you turn it off as a Victory for a game. It'd be neat if there was a way to do this with other Victory conditions. Some ideas:

Altar of Luonnotar - If i'm remembering the lore correctly upon building this the civ raises to meet the One disappearing from Erebus. If that's correct it would be really neat if when an empire finished the Altar all of their units disappeared from the game and all of their cities either disappeared or shrank to size 1.
Religious - All other religious units turn to tier 1 and are unable to upgrade further. No unit limit of tier 3 disciplines in the winning religion or if that can't be recoded all of the discipline units can have Channeling 3 when they visit the Holy City. Again, i'm not really worried about game balance so much at this point.
Cultural - No one can declare war against you.
Gone to Hell - Hell terrain spreads at an increased rate and spread even into Good lands.

I've no idea how hard or impossible any of this would be to code so don't hate me for the suggestions, :). I'm just a big fan and love that you keep working on your fantastic mod mod of the best mod of the best game ever.
I am not doing any of those.

Kael never really made it clear what the Altar of the Luonnotar victory is supposed to represent. Your-rapture-like scenario sounds to me like a way of forcing the winning player to loose the game. I would never want to use anything like that.

There is no Gone to Hell victory in this modmod, but an AC of 100 already allows hell to spread everywhere and removed Bound by the Compact from Demon Lords, Balors, etc so they can move anywhere.

While i'm on a roll a couple other unsolicited ideas.

I'm super picky about city placement and as such i raze and resettle like a blood crazed conqueror regardless of what civ i'm playing.

I am not much for razing cities myself but I am also particular about placement and often find myself cheating by using worldbuilder to move cities to better locations, especially if they are AI cities near choke-points I'd eventually hope to capture.

Your comment got me thinking about how nice it would be to have a spell capable of relocating entire cities without worldbuilder. Thematically it would fit very well in the Dimensional sphere. Mechanically I believe it would be easy to implement as a spell a Warp Bubbles can cast when located within a city, which moves that city and all units within to the site of that summon's summoner.

I doubt I could ever teach the AI how to use this, but the idea just seems too cool not to try it out.

It kinda feels weird that the only effect is the AC raises and my people don't care. It would be neat if a Good or Neutral civ took a happiness penalty, or even a diplomacy penalty for razing cities.
What kind of formula are you thinking of?

How much unhappiness should it cause in which cities for how long.

I can use the pCity.changeHurryAngerTimer(i) call to give temporary unhappiness in specific cities.


Similarly i know there are plenty of ingame reasons for Good civs to declare war on each other but as players i think we generally do it for the sake of power grabbing. It might be neat if a Good civ took a diplomacy or happiness penalty for declaring war on another Good aligned civ. Maybe they could also get a diplomacy or happiness bonus for declaring war on an Evil civ reasoning that they are bringing justice to the world. Maybe the later doesn't fit the Elohim so well?

Most of the diplomacy stuff is C++ hard coded and so very hard for me to modify. There are various xml defines which I believe do make some leaders value things like war declarations differently, but it is leader specific rather than alignment specific. The xml files are a bit of a mess that I don't feel like wading through.
 
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small intervention concerning a couple of points mentioned in the recent posts :

The emergent leaders in AoE use a system of leveling traits, meaning certain actions give "xp" towards increasing the effects of the trait. The full system is more dynamic, allowing for gaining and losing trait points ( and thus traits ) through a large variety of actions, competing traits and such.

On the dll work, i'm currently busy with AoE's but i'm in the process of recruiting and training a couple of new C++ programmers. Not sure if it'll pan out, but if it does, i'm perfectly willing to do some stuff for MNAI's dll.

For the diplomacy thing, i've written a guide a couple of years back, which i'll attach to this post, with explanation of how every tag works. Some of the guidelines can only be applied to AoE, but the description of the tags can be useful for anyone interested in tweaking the diplo stuff.


Looking forward to your next version, by the way.
 

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I'll just speak about Great Commanders:
I very often change GC from units to units:
- some time to get a boost the xp gain on a unit, (and +1str) (for example, help fawn to quicker get to lvl 4, or champions to lvl 6) (or focus on recon at first, then transfer to mounted or melee)
- move the GC to units I want to upgrade to save money.
- during a war, when the unit with GC has to heal, I move the GC to another unit to maximise the +50xp utilisation.
- other time I need to get a very strong unit for targetting a dragon or a ennemy hero, so I want to get my GC back to my unit with the highest level, even if xp-wise it's less efficient.

however your idea could be good but it'll be a big change on what GC do and how I use them.
I'll have to play-test to know...
 
I just went ahead and implemented two full, separate, and incompatible spheres of magic both requiring Death mana: Death (the moral, Arawn -honoring form) and Undeath (the existing sphere formerly called Death). Taking a promotion in one sphere blocks access to the other.

All Undeath promotions damn a living unit to hell, i.e., returning as Manes. (For the spheres of the 8 evil gods, only the 3rd level spell sphere promotions now do that.)

The Sidar palace now grants Death, Spirit, and Shadow mana.

Sidar units will never be randomly granted any promotions in the Undeath sphere, only in the moral Death sphere. If a Sidar player chooses to purchase an Undeath promotion upon leveling up, it will be automatically changed for the equivalent Death sphere promotion. The Shrine of Arawn removes Death 1 for any unit located there between turns (I believe this mechanic works rival units passing through your cities too), and the Tower of Mortality similarly removes Death Affinity.

For other civs:
The Overcouncil's Outlaw Undeath resolution will prevent any full member's units from being granted Undeath promotions. Because this resolution removes access to Death mana, it prevents Overcouncil units from purchasing either Death or Undeath promotions. Death Affinity may still be given to Mages/Archmages (or Death 1 to Adepts) based on your Supplemental mana supply (determined by the leader type or the resource on the plot where the unit is located when it is created).

Units belonging to Good players or a Good religion will never be randomly gifted Undeath promotions.

Units belonging to Evil players or an Evil religion will never be randomly gifted Death promotions.

(The alignment of Cult of the Dragon units depends on which dragon you have.)

Neutral units may be randomly gifted either Death or Undeath.

Supplemental mana, based on the leader type or a mana resource on the plot, can however make Death affinity (or Death 1 for mere adepts)

Non-Sidar units with access to Death mana may choose either path to follow, but once they choose one they are locked in and cannot practice the other...except by gaining Vampirism or Unholy Taint (or, if an Angel, becoming a Demon) which transforms any Death promotions to the equivalent Undeath promotions.

Death I & II may be purchased by Druids, as can Life I & II, Nature I & II, Earth II, and Water 2.

Druids no longer have access to archmage level spells. They do start with Nature Affinity spells, and Earth affinity too if Dwarven. Adepts and Mages may upgrade to Druids to gain this affinity.

(I think these mechanics will make games as Thessa particularly interesting, as she gets +2 supplemental Death mana and the Fellowship of the Leaves does not block access to either Death or Undeath. Unfortunately Hallowed Ground is a Feature, so the Death spell will have to remove the Forests/Ancient Forests from Graveyards. Canonically she sort of straddles the line between good and evil forms of death magic, as she did commit one murder to power a spell but the purpose of that spell was to reverse the sort of creeping corruption that Tebryn's evil undeath magic could cause. I like to think of her as a moral Death user who could be corrupted into using the evil sort of Undeath magic popular among the Calabim vampires.)

The Tower of Elements now grants a free promotion pick to elementals based only on your supplemental sources of the unit's prerequisite mana, not based on how many real sources you control. The supplemental mana includes bonuses from the leader, bonuses based on the player's religion, bonuses based on the unit's religion, a bonus based on the unit having a prerequisite mana, and the largest bonus based on the unit being located on a source of that mana.

The Tower of Necromancy works the same way for the Undead and Death mana.

The Tower of Divination does the same for Angels that have mana prereqs. (The basic Angel unit unit does not, but Einherjar, Tomb Wardens, and the Mercurian national unit Angel upgrades all do.)

The Tower of Alteration gives a free promotion pick to all types of units built there. Golems built or retrofitted there gain Tinkerer, letting them heal themselves.

Wizards differ from mages by getting 3 promotion picks instead of 1. I no longer give extra promotion picks for more sources of metamagic mana though.

Djinni start with Mastery of Magic, allowing you to purchase affinities with their free promotion picks.

Mastery of Magic is removed whenever a unit promotes to a new Affinity. (If it comes from the Tower of Mastery, then it will be reapplied the next turn.)

In addition to their Adventuerers the Grigori gain a new national hero: Paimon. He won't show up much as his tech prereq is Omniscience, but he is basically a Luonnotar with Force affinity and two special spells: Awaken Magic adds Mastery of Magic to friendly units, and Purge Magic removes the Channeling I, II, & III promotions and spell spheres from hostile units. He also has the same post-combat effects as Runewyns.

With Mastery of Magic a unit may purchase Channeling I at level 4, Channeling II at level 8, and Channeling III at level 10.

Paimon, a new Grigori Luonnotar hero that can only be trained once you know Omniscience, has an Awaken spell to add Mastery to friendly units and a Purge Magic spell to remove Channeling promotions as well as spell spheres from enemies.

I'm thinking of making Unholy Taint an alternate prerequisite (instead of Mastery of Magic, alongside with Channeling II) for Entropy Affinity. That affinity type would not be added or removed by Infernal Pacts, but could be accessed without a ritual. Judecca would thus only give Earth affinity to units with Unholy Taint, and Lethe would only give Spirit affinity. I'm thinking now that only one free affinity type per demon lord is enough, and that they should not give unholy taint to so many other units but may have other bonuses applied by the event which I believe I can use python to revoke at the point the pact is broken. I may make it so that completing a new Infernal Pact does not always break the old one, but sometimes causes the demon lord to not only break the agreement but also declare war on you.
 
I just made it so that Druids don't naturally start with Affinity for Nature (or for Earth, if Dwarven), but rather their Druidic promotion randomly gifts them affinity for Nature, Life, Death, Creation, Earth, Water, Air, Shadow (only if Svartalfar) or Ice (only if Illian) just like Channeling II does for Wizards/Mages. They would probably get affinity in one sphere, but possibly 2 or 3. Druidic may let them purchase regular spell spheres in those domains too.

Since they won't have archmage level spells immediately, I'm thinking I'll remove the level prereq for Druids and let them be trained directly or upgraded regardless of level.

I am now thinking that rather than letting Druids upgrade from Mages, I may let them upgrade to Archmages, and thus gain access to the archmage level spells I removed from the units themselves. I might still let Adepts upgrade to Druids as an alternative to becoming normal Mages.

I just added (and have not yet tested) a new Life Affinity + Channeling 3 spell: Mass Resurrection. This not only revives all of the Sluaghs from a specific graveyard, but also brings nearby Undead units back to life and transfers them to the caster's control. (It won't work on Liches or any other units with Undeath Affinity, and will remove Undeath 1-3, Cannibalize, Fear, Unholy Taint from the risen units.)

Life Affinity with channelling 3 will no longer automatically restore Life 3 and Immortal to the caster every turn. It will grant Life 3 when first applied and will permit the unit to regain Life 3 with experience. Life 3 still randomly grants Immortal. Mass Resurrection, like all Resurrection spells, removed Life 3 and Immortal. A Life Affinity archmage still needs Life 3 to bring a hero back from the Netherworld, but not to revive everyone from the local graveyard or from a rival's undead army.
 
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I hadn't played the mod in awhile but just played through two full marathon games. No demons spawned in either despite some civs running the Veil religion. Are the demons working correctly this version (2/2018). Maybe just a weird quirk on my games.
 
I'm not sure I understand all that is implied, correct me if I'm wrong:
-druids are now chan II units and don't get anymore access to level 3 spells (is that right ?), but they get affinity to 1-2 (3?) spell spheres
-life affinity allow mass resurrection with chan3, (even without life3), but mass resurrection removes life 3 if you had it... so it's better to resurrect a hero before using mass resurrection... and not the reverse.
 
Druids do not have any channeling promotions, but Druidic acts an an alternate prerequisite instead of channeling 1 or 2 in certain spheres. Each affinity promotion has 2 spells that don't require Channeling 1 or 2, plus a 3rd spell that requires Channeling 3. (Creation mana also requires Channeling 2 for Fertility.)

It was the case that Mass Resurrection removed but did not require Life 3, but upon reading your question I decided that made little sense. Now it just removes Immortal, and cannot be used to resurrect World Units.

Last night, in what I had hoped would be my final playtest before releasing, I ran into a major issue related to the "Trait with X" code and a minor issue with various certain PyHelp functions. I'm going to try to resolve them quickly, but I am not sure I'll have time (since I need to take mom to a doctor's appointment this morning and have some other work this afternoon) so I cannot guarantee a release today as previously promised.
 
So, are those crashes that just kept happening at certain points gone now?
 
I have just posted my latest update.

The issues I found last night have been sorted out, I think. I had to change the Infernal Pact bonuses a bit, as the events just don't work when applying more than one bonus promotion per unitclass and the unitcombat bonuses d not seem to be exposed to python.

The issue with health strings seems to be related to cycling through units on a plot backwards. Doing so should help prevent issues when units are being moved or deleted, but in help strings was somehow making the game think there far more units in a list of targets than actually existed or could be checked.

After he update was mostly uploaded I remembered that I had not updated the Govannon's Ethics PyHelp code to accurately reflect changes to the EffectTeachMagic code. That is a minor issue I would not worry about much. I'll fix it in the next version, which probably won't come out until after Kael releases a new character sheet I can use to make the mod even more accurate to canon lore.
 
Thanks for this update! Downloading now and looking forward to trying it out.

I'll fix it in the next version, which probably won't come out until after Kael releases a new character sheet I can use to make the mod even more accurate to canon lore.

Looks like you can get started on that today, since he's made a new post! :) (Kidding, of course. It's also not the character sheet, but about the Worlds in FFH.)
 
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I just found a bug that causes the game to freeze and crash. Somehow in the new SPELL_DESPAIR (the offensive spell allowed by Spirit Affinity and preferred by Lethe, Queen of Sorrow) <iRange>2</iRange> got changed to <iRange></iRange>. The game is interpreting that lack of a number as an enormous positive integer, and trying to apply the fatigued promotion to units further away than actually exist.

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I also just found that in line 2408, in onMoveMirrorOfHeaven, "pCaster" somehow got changed to just "Caster."

and in line 4463 of CvEventManager.py I somehow deleted the line if pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING3')): above pUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_LIFE3'), True), which is letting ordinary mages with life affinity get the promotion needed to become immortal or resurrect your heroes.

The mana bar is not working for Thessalonica, as I just noticed that when I copied and pasted the line elif iLeader == gc.getInfoTypeForString('LEADER_THESSALONICA'): from CvEventManager.py I accidentally left the defeated popup instead of changing it to a bonus mana.
 
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@magister:
will you upload a new version ? or do we have to introduce the correction ourselves ?
(in that case, may you precise the files (&paths?) of the corrections ?)
 
I've prepared all the fixes Magister mentioned and placed them conveniently into appropriate folders. Just merge the main folder and they should get replaced properly. The thing is that there is still at least one game breaking bug. My game crashed around turn 120 on Epic.

EDIT: From what I can see the game crashed on turn 121 after Barbarians finished moving all of it's units or at least that was the last entry in the log before the crash.
 

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