[MOD] MagisterModmod

I just found my first bug in the latest release.
Code:
Traceback (most recent call last):

  File "CvSpellInterface", line 73, in postCombatWon

  File "<string>", line 0, in ?

  File "CvSpellInterface", line 3041, in postCombatNegatusMysterium

NameError: global name 'iWard' is not defined
ERR: Python function postCombatWon failed, module CvSpellInterface
you need to add this line to the top of postCombatNegatusMysterium (or anywhere before iWard is called) :

iWard = gc.getInfoTypeForString('IMPROVEMENT_RING_OF_WARDING')

When searching for iWard I also found it was not defined in def spellPurgeMagic, as that function is practically just a cop of the Runewyn's postCombat call but which can be used without combat by the Grigori hero Paimon.


Edit: I also just found a mistake in the PyHelp string for the (Greater) Loyalty spell.

<PyHelp>helpTogglePromotions(lpUnits, eSpell, ['PROMOTION_LOYALTY'], ['PROMOTION_REBELLIOUS','PROMOTION_MORALE'], 1, False)</PyHelp>
should be
<PyHelp>helpTogglePromotions(lpUnits, eSpell, ['PROMOTION_LOYALTY', 'PROMOTION_MORALE'], ['PROMOTION_REBELLIOUS'], 1, False)</PyHelp>

The way it is makes it appear that it is removing rather than adding Morale.

edit: found another bug
Code:
Traceback (most recent call last):

  File "CvSpellInterface", line 73, in postCombatWon

  File "<string>", line 0, in ?

  File "CvSpellInterface", line 2887, in postCombatAuricAscendedWon

NameError: global name 'pOpponentr' is not defined
ERR: Python function postCombatWon failed, module CvSpellInterface
This is a simple typo. I am not sure how that 'r' got there.
 
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Can you add a Diplomatic option:
1) For us to set a tech percentage threshold on offers so that when any Civ offers us money for a tech, we won't be bothered by those that offer us, say less than 75% of the tech's value, in gold.
I can look in the F4 screen if I want to be charitable to a less advanced Civ. I don't need to hear them begging constantly.

2) Some kind of "No Never" option on their trade proposals. It seemed like every few turns I would get a proposal from the same Civ wanting me to do that trade that gives them back their captured workers. I would think after 100+ years, they would have moved on already. Especially when I play a Civ with the Evil alignment appropriately. There's no way they are getting them back.
 
Does anyone know how to edit the existing XML so that Villages, Towns, etc. don't cause Forests to basically disappear (visually) for the Elven civilizations? I thought I remembered how to do it, but it seems like what I was trying doesn't work.
 
Hey guys. I was thinking of playing the Kuriotates again, but their cities are of course different.
Is there an order to the cities when we settle them as to which ones will have a radius 3 and which ones will only have 1 radius?
Can we specify which one will be 3 or 1? Can it change during a game? If we lose a radius 3 city, does one of our radius 1 cities become radius 3?
I saw that the number of cities that we can have radius 3 are based on the map size. So are the first ones we create always those radius 3, then all the rest will be radius 1? Is there a max number of radius 1 settlements too?
Is there somewhere in game that will remind us how many size 3 cities we have left to build?
I am trying to make it easy for me to plot out future cities & settlements using alt -x.
If they must go in a certain order, then I can't settle a radius 1 settlement location while I still have radius 3 cities left to settle.
The rest of their units seem to be average, except for the Gold Dragon of course which is way later.
According to the Civilopedia, their archmage has a weaker base strength (1) than their Mage (3) or Adept (2). The archmage gains +1 poison str, so technically it ties the Adept there.
Is this because they also get the Eater of Dreams, which gives them another 4 archmages?
 
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As in vanilla FfH2, Sprawling trait civs (i.e., the Kuriotates) have a limited number of City Hubs (i.e., radius 3 cities), with that number based on map size.

When you found a city it should trigger a popup box that asks you whether you want that city to be a Hub or a Settlement, unless you have already passed the Hub limit. When you pass the limit all future cities will be Settlements automatically.

There is a Promote Settlement spell that can be cast to turn a Settlement into a Hub at any time, provided that if you are still under the Hub limit.

I don't think there is an easy way within the game to see how many cities you have left, other than to count them and compare them to a known Hub limit.

(Unfortunately I'm having trouble finding the numbers for limit based on map size, even when looking in the xml and python. I guess it is in the XML and poorly documented?)


Only in this Modmod, not in vanilla FfH2, you may use the Abundance spell to turn a Settlement into another city Hub. It has been a while since I tested this, but I believe such a Hub does revert back to a Settlement when the Creation Archmage leaves the city and the spell building disappears. You could increase the effective Hub limit by 4 if all your archmages were gifted by Amathaon with affinity in his sphere. (You could get even more if you get a Creation Lich, or if you train Hemah are are lucky enough to get Creation affinity assigned to him before his own Water and Mind affinities are applied. In theory you could also capture archmage heroes like Govannon or Corlindale and get lucky enough for them to have Creation affinity assigned. You could also use the Tower of Mastery to give your Creation Mages the Mastery Promotion and level them up high enough to purchase Channeling 3 in order to get unlimited Hubs. That would be a very difficult very late game gambit though.)

The City of a Thousand Slums/City of a Thousand Gardens (The Kuriotate replacement which eliminated Unhealthiness, like Abundance but without needing a caster to maintain it) should increase the effective limit coded into the python prerequisite for the Promote Settlement spell, allowing an extra Hub. The hardcoded DLL code would not cause the popup asking you upon founding or conquering a city whether it should be a hub or settlement to appear when you are above the normal limit, but the Promote Settlement ability should still let you bypass that.



I purposefully made all of the Archmage units physically weaker after I added the mechanic that gives Mages and Archmages Affinity promotions. Thematically it makes sense for archmages to be frail old men who are physically weak without access to enough mana. Archmage level affinity spells are very impressive. Archmages always have at least 1 and may have 5 different affinities, as Adepts can get Creation affinity, gain 1 or 2 more when they upgrade to Mages and may gain 1 or 2 more upon upgrading to Archmages. (Of course, the randomly assigned affinities may be the same as before upgrading. Also, an archmage of the AV religion could gain the Unholy Taint promotion and some affinity from an Infernal Pact.)
 
Thanks.
Oh, I found the limits. It's in the Civolpedia under settlements.
I took a screenshot, but LOL, I can't find where it stores them. No matter.
Anyone can easily look up the Kuriotates in the Civilopedia and in their description it mentions settlements. click that link and shows the number.
In short it says:
Duel: 2
Tiny: 2
Small: 3
Standard: 3
Large: 4
Huge: 5
 
I've downloaded this mod on to my pc and 2 laptops over the years.
I tried to create a new game recently and it descynced.
I'm not sure which computers have the latest versions.
Is there an easy way to find the magistermodmod version number and the mnai version number?
For example my computer loads with the tan background with an angel, while our other laptop loads with the red demon looking guy background.
 
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Re Kuriotates :
They have a limitation in that it is impossible to cross-upgrade:
- AV disciple cannot upgrade to Adept /mage (lamia)
- Warrior cannot upgrade to Horseman/horsearcher (Centaurs)
- FoL disciple cannot upgrade to hunter (mustval)
- Explorer cannot upgrade to horseman (centaur)
- Archer cannot upgrade to horsearcher (centaur) nor assassin (mustval)
- earned Adventurer cannot upgrade to Arcane / Mounted / recon.

Recon are STRONG
- due to the musteval promotion, they get 10(15?) withdrawal + 15(homeland) and they get 15% city str...

Centaurs are "meh", but once in a while getting that +1mvt due to fatigue is a lifesaver.
(and I'm not sure but they might receive the terrain bonus defense that other mounted units don't have)

Kurios have very no risk when building dragon fanatics (and wyvern riders)... (like Sheaim)
--> so that gives you 4 Flying murder machines for endgame
--> access to "HN-like units" without any issue

Only issue for me is that as their cities are numbered, you treasure them and spend them slowly... so it's hard to compete on the science side (only 2 cities early game)
further, it's impossible to get sea-ressources unless you sacrifice a big city by giving it many water tiles. (maybe workboat could be buildable in hubs ??)

but I played with them recently and had a lot of fun.
 
Thanks for the reply.
In most of my games, I usually see them get defeated early by the AI. So, I rarely see them build their gold dragon or wyverns.
I'm not sure what an "HN-like units" is.

Do the Kuriotates have a building that grants them a production bonus on plains?
Seeing as the dwarves have benefits on hills, the elves have benefits on forest tiles, the Illians change tiles to snow and have benefits on them, I would think that the society of fast trotting centaurs might chop down trees to clear their path to retain their fast speed and construct something else that grants them production on those now vacant plains.
 
Seeing as the dwarves have benefits on hills, the elves have benefits on forest tiles, the Illians change tiles to snow and have benefits on them, I would think that the society of fast trotting centaurs might chop down trees to clear their path to retain their fast speed and construct something else that grants them production on those now vacant plains.
Eh, based on that logic it should be the Hippus with their focus on horses that should get a bonus on Plains.
 
Sure. That could work too.

EDIT: Actually Hippus would make more sense as they are mostly non-magical humans who love mounted units that work best on flat terrain. Where as the centaurs (and others) are associated with magic and a Gold Dragon. Perhaps they could use a spell or building or ability that lowers hills to provide flat terrain for them to take advantage of their fast movement.
A great counter to the dwarven world spell that raises more hills.
It's like no one ever thought; Hey, we don't want more hills and we are going to work on magic to get rid of them. Like an Earth 3 spell "Remove Earth" or such to modify terrain from hill to flatlands. Perhaps even again from flatlands terrain to a pit lowering defense -25% in that tile.
Fighting from the high ground gains one a defense bonus, fighting from a low ground worsens one's defense.
 
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Thanks for the reply.
In most of my games, I usually see them get defeated early by the AI. So, I rarely see them build their gold dragon or wyverns.
I'm not sure what an "HN-like units" is.

Do the Kuriotates have a building that grants them a production bonus on plains?
Seeing as the dwarves have benefits on hills, the elves have benefits on forest tiles, the Illians change tiles to snow and have benefits on them, I would think that the society of fast trotting centaurs might chop down trees to clear their path to retain their fast speed and construct something else that grants them production on those now vacant plains.
Dragon fanatics are units that can attack allies (and are attacked by allies) they are 5str melee + metal weapons. (It's as if they have a permanent "Hidden Nationality" promotion)
It's a nice way to ravage the lands of you next victim.
Wyvern Riders are the upgrade of DF which need armored cavalry (knights) and Beast Mastery (Beastmasters): they are mvt4 flying str 17 + metal weapons monsters.

Kurios don't get bonus on plains (sad), but more than that they erase forest while a pedia info says that as with elves they should be able to build under forest.
 
I see no reason to give any civ any special bonus from plains.

While one may normally associate horses with open plains, the pedia entry makes it clear that the Hippus homeland is at least somewhat hilly. Note that the Hippus are not solely masters of horse, but are experts in animal husbandry in general. They were the first to domesticate Sheep as well as horses. We know from Rhoanna's entry that Tasunke's clan of Aroul-Hippi graze their sheep in the hills of Conneb-Hippi after losing the hills of Nimarail to the Amurites.

The Kuriotates cannot build in Forests any more than most civs, but they can build in New Forests or cast Bloom to create New Forests under their improvements and then let them grow into Forests over time. The Kuriotate theme is not living at one with Nature, but Creation, the birth or sprouting of something new. They are not like the Elves who prefer to inhabit Ancient Forests, building around the trees without disturbing the other living things there. They prefer to start out fresh, planning cities without much regard for the existing natural environment but leaving room to plant many new gardens and orchards that may eventually become a sort of forests designed around its intelligent inhabitants' needs.

Come to think of it Centaurs in mythology are generally associated with forested areas. The Bestiary mentions them living in Glades, i.e., open grassy areas within forests. I might decide to give their race a small Forest bonus too.


A long time ago, well before my first release, I had some spells that changed plot types. I found they often led to bugs. The worst was when python was used to create a land bridge on a water tile, especially while a unit was standing on that tile. Units would be destroyed when the plot type changed from water to land or vice versa. It seems to really confuse the AI as Areas had to be updated. The graphics continue to look weird until the game is saved and reloaded, as the elevation of improvements, features, and bonuses is not updated automatically. Sometimes it caused a Crash to the Desktop. Changing flat land to hills or vice versa might not be so bad as changing water or peaks. I might consider it for a Earth Affinity archmage level spell, but it probably will not happen.



I am about to leave to take my mother to the doctor, but there is some chance I may be ready with a new release this evening or tomorrow. The main change is that Worldbuilder can now be used to trigger Overcouncil/Undercouncil resolution votes. I also added a few new resolutions to play around with, but I may change or remove those. Adding, removing, or reorganizing Votes does break saved games, so the next version will certainly not be compatible with any old saved.
 
While one may normally associate horses with open plains, the pedia entry makes it clear that the Hippus homeland is at least somewhat hilly. Note that the Hippus are not solely masters of horse, but are experts in animal husbandry in general. They were the first to domesticate Sheep as well as horses. We know from Rhoanna's entry that Tasunke's clan of Aroul-Hippi graze their sheep in the hills of Conneb-Hippi after losing the hills of Nimarail to the Amurites.
Perhaps a Unique Building replacing the Stable which gives some sort of bonus for Pastures would be in order for the Hippus?
 
The Kuriotates cannot build in Forests any more than most civs, but they can build in New Forests or cast Bloom to create New Forests under their improvements and then let them grow into Forests over time. The Kuriotate theme is not living at one with Nature, but Creation, the birth or sprouting of something new. They are not like the Elves who prefer to inhabit Ancient Forests, building around the trees without disturbing the other living things there. They prefer to start out fresh, planning cities without much regard for the existing natural environment but leaving room to plant many new gardens and orchards that may eventually become a sort of forests designed around its intelligent inhabitants' needs
Personnaly I don't care either way.
It's just that showing my kids how to play they noticed on one of the loading bar's tooltips a tip saying "only elves and kuriotates may build improvements without razing a forest".
I wanted to try that... and noticed that it was changed since the tooltip.

(oh... I forgot, Centaurs / Lamias / musteval have a further hidden bonus: they don't need stables to upgrade to another centaur unit.... so you can upgrade them in settlements/hubs....
--> so one can do on-field-upgrades as soon as you capture an ennemy city.
but while it seems powerful, it seems a very slight compensation for having only 3 (4) cities).)

That said, I find that Kurios are kinda sub-paar.
they got too many nerfs due to having few sprawling cities, and not enough compensation (save for Eurabates, but he is so late game, same for the level 5 cottage : they come too late to be of real impact)
for me, they lack something... but I don't know what.
some random ideas
Spoiler :
- Centaurs & Lamias need a boost (to compensate for no-cross-upgrades)(maybe have "tired" removed after each turn... because you can't cast "sprint" if the unit is tired... having -30%str for the current turn is already a strong debuff).
- hubs can build work boats
- capturing a city can provide supplies (if you chose to capture the city as a settlement/hub) (and/or moving citizen : like the grigori can get)... thus "displacing" the pop and buildings to the "real cities".
- Cities get a boost in science production (increased science for elder council ? to compensate early-mid game for your low number of cities)
- Kurios can build supplies to build elder council or other mundanes buildings in settlements/hubs.
- Kurios centaurs can build improvements ?
- Kurios get a civic that boost cottage growth (there is no civic boosting cottage growth in Magister modmod.)
- Kurios can produce 2 units in same turn if enough hammers (?)
- Cultural defense of cities is increased (would that be possible to code ??)
 
Kurios can produce 2 units in same turn if enough hammers (?)
- Cultural defense of cities is increased (would that be possible to code ??)
The first thing is already possible for all civs if you have the Multiple Production game setting enabled.

The latter would be trivial if you are talking about changing cultural defense in general but would require a bit of coding if it's supposed to only be higher for Kuriotates.
 
I think the "Multiple production" is often limited to the clan...
and yeah, I was thinking about maybe have the Kurios get more def str from cultural defense.
but IMO those are not the best solutions to help K.
the best solutions would be one I didn't think about :)
 
I think the "Multiple production" is often limited to the clan...

Huh? I'm not sure you understand my point. There is literally a game setting called "Multiple Production". If it's enabled, any civ can build two units in one turn in one city if it has enough production.
 
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