[MOD] MagisterModmod

Maybe they could have a similar ability to evangelize to units, but instead to work in all units, it would work only in dwarves, representing the corruption of Mammon to their people. It could converts units to Stewards of Inequity and make some of them change to the player's side that used it. Or could give them the rebelious promotion. The chances of the effect increases if the affected player have low money or GPT. Another one is bribe units that are close to the duergar to go to your control or you can chose and select a unit. Mercenaries would have more chances to change sides.
That coding seems too complicated for its returns, especially when there is not a strong lore basis for the specific effects.

For now I just have the Duergar being Rentiers with Mountaineer, so they can cross mountains to conduct the same sort of exploitative trade missions as human Rentiers. (I believe the amount of gold stolen, determined by the same formula as normal trade missions, would be based on the distance between cities through a route passable by normal units, which might be much longer than the distance that a Mountaineer would take. That might let the Duergar steal a lot more gold than regular Rentiers just because they retain the ability to cross peaks.)

I already made Bribe Mercenaries a Stewards ability.

The idea of maybe making the Stewards version of Evangelize Units also add the Mercenary promotion is interesting.
What do you think of creating an ability to all dwarven melee units that have a certain level and follow The Occis religion to turn into redcaps ? That way you don't need to find or change units in the Luchuirp and Khazad civilizations (Although this can be more difficult than choosing and replacing an unit, I think it would be more fitting to the religion, because, if we considerate the Aeron's chosen event, the units would receive Aeron's blessing promotion if they kill and survive for more time, which could be represented by this ability. Also, there is the fact that is rare for dwarves to succumb to Aeron's call, which makes sense to be an ability or spell that turns them into redcaps.

[/QUOTE]
I think I prefer just having the Redcaps be a Beserker UU. (Right now they are just Berserkers with Mountaineer, Heavy, and a little more defensive strength although they are still better attackers than defenders.)

Most melee units can upgrade to Berserkers anyway. (I added a direct upgrade path for the Warrior so that the Luchuirp's golem UUs don't stop their warriors from becoming Redcaps.)

lfgr already said he would change a bit of C++ code to block units with a religion (instead of just a religion type in their xml defines) from upgrading to units with a different religion type, so you would not have any Rune, Order, etc, units becoming Redcaps unless they were converted.

I already have it so that units may be initiated into the Occis only when at least level 3 and in the same tile as an Aeron's Chosen promotion.

You have done a great work with them


I don't understand well the making of units but I remembered that you make some dragons wings invisible because they don't have wings in the lore. Perhaps this could be done with the succubus wings ?
That is what I was trying.
On the Fang Dragon model (and a version of the Feathered Dragon I used before deciding to go with a art from the same source as the Wyverns instead) I was able to change the wings (or legs) to be transparent by erasing part of their skins, but on the succubus model that only made the erased areas appear black.
edit: I found this thread that can help with this problem.
Thanks for that link.

With that version of the model, deleting the wings and dagger were trivially easy tasks.



-----

I'm still trying to decide whether I want to let the new faiths become state religions. I'd rather flesh them out more fully first, but one religion having 4 heroes (Danag the Faithful, Luidag the Rag, Sir Halewyn, and Odio) may be a bit much if they don't all require state religion and abandon players who change religions.





The thought came to mind that the Graft Flesh spell, creating a Flesh Golem, might work better as a divine spell for the Occis. The mutilated but still living human body that the Occisor named Hamish the Candyman wore like a suit of armor sounds a lot like a Flesh Golem to me.

As such, I think I am changing my mind about the Occis not having a disciple unit. So that Flesh Golems do not become too common, I might make it a High Priest equivalent national unit.

I just asked Kael if he has an official name for an Occis priest, but if he does not tell me anything different I will probably go with "Carnifex."

That is a Latin term which literally means "Meat-Maker," that can refer to a Murderer, Executioner, Hangman, Torturer, Butcher, or Knacker (those who render livestock to make glue, soap, etc), but" It also seems to evoke the term "Pontifex," which literally means "bridge builder/maker" but is most often the term for "High Priest."
 

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IMO (for whatever its worth) you should keep the new religions as supplementary cults, seems like a lot of potential feature bloat trying to add a bunch of extra stuff to them all. Doubly so since, b/c they're founded by wonders, it seems trivially easy (and happens a good chunk in my games) for a couple cities to monopolize founding all of the cults, which would make their spread very uneven as competitors with the current main lineup, among other weird balance things. Doesn't mean you can't or shouldn't still add flavor and extra stuff to them, tho.
 
Most of my games have been me and maybe 5-7 AIs on a medium sized map. So for games like that, I agree with FireBlaze in that keeping the new cults as minor religions adds flavor without being too overwhelming.
However, If I were to see things from a player who typically uses Huge size maps with 16+ AIs and typically sees the religion they want get founded by an AI, then I would welcome more religions into the game. With some specifically focused on mana types such as Earth, Nature, Sun, Shadow and Water, one could see an argument for religions for all mana types.

Personally, I would love to see development of additional Civilizations for each mana type.
I often want to pursue a certain strategy, such as tech up and built the wonder that provides a free mage guild in every city. However very few Civs begin with Ancient Chants and if I don't chose one of those, and there is an Ai in the game that starts with it, they tend to get the free mage and build the wonder before I do. So more caster type Civs that start with Ancient Chants would be awesome.

For variety, Why not a Civ that uses mermaids, sirens and other mythological water based creatures, some even replacing their ships to carry crew. Have a merman riding a giant seahorse as their mounted unit. They would obviously pursue a water based religion.

We have good and neutral Dwarven Civs. Why not an evil one? The Duergar could be their own Civ perhaps with Deep Gnome (Svirfneblin) spellcasters and starting with Earth and Shadow Mana.

The Illians and Devillo dominate the tundra and Ice lands. Why not a Civ with Good leaders?
An evil leader and Civ for Nature, etc.
The list goes. I'm sure we all have the imagination to envision other options for mana type based Civs.
I see this game has Soooo much potential.
 
I definitely won't be adding any more civilizations. I am sticking with only one civilization representing each god/mana sphere.

(Maybe I could be convinced to add the Lilim, with Marrowstone as their capital and Mikel Alaunus as their leader, since this civilization of sentient undead is canon and I have in other ways already broken the death sphere into Death and Undeath. I'd need a lot more canonical details about them first.)

I could be convinced to add some more minor leaders with different alignments, including perhaps an evil Duergar leading a Khazad offshoot, but only if Kael shares canon details about such characters.

I'm guessing Weevil, Pickle, & Hyde would be considered Duergar, although perhaps they could be Redcaps. Either way, I'd have no opposition to letting them be used as evil Khazad or Luchuirp leaders as well as Balseraph.

I'm fine with having unique units that depend on unusual combinations of civilization, religion, and alignment, but again only if there is a canon reason.

Edit: the thought just came to ind that if Weevil, Pickle, & Hyde are confirmed as Duergar, then they might make a fine hero for the Stewards of Inequity.

Edit2: Kael just replied that Weevil, Pickle, & Hyde are not any sort of Dwarf but merely deformed Human Balseraph Freaks. I guess that disqualifies them from being Dwarven leaders of any sort.
 
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You see what I mean by one can use their imagination and expand the base FFH game even further, right?
I appreciate all that Kael has contributed to this mod. The FFH mods are by far my favorite. Will this only be a strict interpretation of his canon with little imaginative input outward by others? As a base, it's a good start. This has been out for years. Many people have migrated over to Civ5 and 6.

Caveman2Cosmos added several new terrain types to their mod. Yes a few were added here too such as hell terrain. Could more be added? Possibly.
Why not add pools of lava terrain around each volcano. Have a fire mana based Civ that can build on the lava, starts with fire mana and constructs salamanders and fire elementals as units. Maybe it expands its lava outward once it's temple is constructed similar to the Illian's Hand.
A neutral leader Ice empire could be based in a limited way Inuit and Eskimo tribes, be mostly tribal and use white wolves with Scouting line, have mounted units ride giant Polar bears and of course summon Ice Elementals.
 
I decided to change the art I had made for Nietz the Bandit Lord as a Stewards of Inequity hero to instead be a Condottiero religious national unit. It is a mounted mercenary and mercenary recruiter with the ability to bribe rival mercenaries to join your side. (I'm not sure why the rider hovers over the horse in Nifscope and thus this screenshot. He is in the saddle in the game.)

I made some custom art for Weevil, Pickle, and Hyde (based on the Loki puppet and a couple dwarven units with beards removed) but was never terribly pleased with them. If Kael had confirmed this trio were Duergar I'd have made them the Stewards hero anyway, but as they are just Freaks with no clear religious connection I just removed them.


Instead I ended up adding as the Stewards's hero Arian Kothrax. This was already a canonical character in that he gives the quotes for the Deception and Mercantilism/Economics technologies, although Kael said he never actually came up with any lore for him beyond those quotes. A case could be made that he should be in the Council of Esus, but I had already many versions ago decided to identity him as a Steward of Inequity.

I made art for him based on the modern version of a vanilla Civ great merchant. (I pretty much just made his pants green instead of red, to fit the general green and gold color scheme I've used for Mammon. I also changed the dollar sign to a Steward's pyramid on the bag on gold, but then found that the gold sack does not actually appear in game as it was only meant for the trade mission animation. Initially I was thinking of using this art for the Rentiers instead of a recolored Stonewarden with the halo changed, but I'm not sure how t add halos to other units.)

I decided to place Arian Korthrax at Economics, give him Mind affinity (granting the Greater Charm Person spell) plus a special "Avarice" ability that adds the Mercenary promotion to rival units. (I changed the py per turn effect of Mercenary so that it is no longer automatically removed from Hippus units, although when recruiting a mercenary normally the Hippus do not get it added.) The py per turn of Mercenary still makes the units cost their owner's extra gold to maintain, makes them turn barbarian if you cannot pay, and the promotion itself gives a 1% chance of turning barbarian and causes the unit to turn barbarian if you try to disband them to strop from paying. Arian turning enemy armies into Mercenaries could be devastating to the rival's economy, or spell doom militarily if you have some Condottieri around to bribe all their defenders to defect to your side.


I have changed the Rescue Refugees ability so that it can spread culture and religions from the old city to the welcoming city, it can move more population points for higher level/tier units, it has a 1 turn delay, it moves the caster to the welcoming city, can be used in cities were religious minorities are suffering under Theocracy (as well as the previous oppression of Slavery or Sacrifice the Weak), and can be used in cities with oppresive buildings like a Pillar of Chains, Governor's Manor, Tophet, Freak Show, or cages for slaves of various races. Tristan the Ring can use the ability too, as it now depends on the Brotherhood and Divine promotion (which Blind Brothers now lack) instead of the Warden of the Meak unit type.


I went ahead and introduced the Carnifex as the priests of the Occis, with the Mutated promotion (since those in the Body sphere often have deformities they seek to overcome) and the Graft Flesh spell. (Kael said he never came up with a name for their anointed priests, only for warriors who worship Aeron, but did not say such priests don't exist.) This priest can upgrade to an Eidolon or Immortal. I decided that Flesh Golems would gain 1 body affinity and have zero base strength initially, but that their strengths (offensive and defensive) would be set equal to that of any stronger unit grafted into them whenever the Add to Flesh Golem ability is used rather than making the unit always gain just +1 strength whenever a stronger unit is added. The Flesh Golem still gains almost all of the other units promotions too, with channeling and spell spheres being excluded.



I was thinking of releasing an update tonight, when I thought I'd be able to play test today, but then I got a call last night sating I'd be working today. I have an even busier day tomorrow, so I expect the upload to happen no earlier than Wednesday night and quite possibly later.
 

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The archive download has the setup .exe on it in moddb

edit: and vice versa, looks like you got them mixed up?


edit2: On the bright side, from my most recent game it seems like the AI is IMMESURABLY better at actually filling up all the space on the map. This is probably the first time I've seen any AI go for the outlying islands on a map, much less basically every AI near them going for their reasonable expansion options.
 
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Is anyone able to open this save ingame? I can't try myself until I get a new computer, I think (which I probably won't, as I'm planning to cut all screens out of my life).
 

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Is anyone able to open this save ingame? I can't try myself until I get a new computer, I think (which I probably won't, as I'm planning to cut all screens out of my life).
I get "You have been defeated" as soon as the game starts.
 
Oh, really? It actually just crashes for me during loading without any notification as to why. It was from an earlier version (is there a way I could download them still?).
 
Oh, really? It actually just crashes for me during loading without any notification as to why. It was from an earlier version (is there a way I could download them still?).
It is a world builder save, not a save game. I know nothing about old versions of the mod.
 
Is there a full changelog for this modmod w/respect to FFH patch 0.41o somewhere? Or is it just strewn throughout this forum post.
It took me way too long to figure out what happened to vampires in the Calabim. lol
 
Nope, there's no official changelog.

I hadn't played in about 18 months, and there are many new features that I don't yet understand - like what triggers some of the sects.

Do devouts no longer do pilgrimages? That was one of my favorite parts about Elohim.
 
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Alright, even reading that and going and looking through features from MNAI I still find myself with many questions about the changes between .41o and this modmod.

Starting with questions about mana, Multiple sources are supposed to make adepts start w/ spells, that doesn't appear to be working in my game as the Calabim, I wasn't paying enough attention in my amurite game to know if it was working (didn't matter either, because a stack of 20+ Govanon's ethics adepts/whatevers fills these gaps quickly)

What is the parenthetical +/- next to the mana count in the top left?

I have an adventurer in my calabim game (because luck) that at this point can't attack or explore. He's level 41 and spent most of that time as an archmage running around taking gear and eating pops to keep him from reverting, I've tried divesting him of all of his gear. Now I'm at war and wanna use him and I kinda can't.

Why was the join commander function changed? I honestly think (at least for arcane units and vampires) that it is kinda broken in it's current iteration, though I wish for the return of split commander. Being able to reset level without losing promotions when you can force a few hundred experience in only a handful of turns is... crazy.

I like the change to how the unique megadungeons work, but some units just can't explore and it seems arbitrary. It might be tied to them being high level?

Is the inability to build a city next to Letum Frigus tied to how the white hand ritual works? Is this something that can be changed? After killing Auric(and razing New Mulcyr because it was actually pretty bad location wise because mountains) it feels pretty bad to not be able to build within 2 tiles of it to get my nice pretty city grids.

What causes arcane units to gain affinities? Aside from the MoM + Channeling 4 + spell 2 of course, but there's definitely something else at work.

Enchant spellstaff can now be cast if you've cast already? So units with Enchant 3 get 2 casts per turn every turn (not counting break/enchant spell staff)

(I'm playing my calabim game as I write this) After a certain point I can no longer gift vampirism? I currently have 25 units with vampirism
 
I rejoin Kapor on the auto-target of your anti-magic units Paramanders, Luonnotar, Witch Hunters, and Runewyns that have the ability to target specific unit classes and unit combats: Guardsmen promotion (or an upgrade of such) could/should help protect against such anti-arcane guys. normally assassins were the tools to kill arcane units, but guardsmen could help defend them. Now it's a bit too easy to kill those.

I noticed that : I already have it so that units may be initiated into the Occis only when at least level 3 and in the same tile as an Aeron's Chosen promotion.
--> are there mutliple Aeron's Chosen promotions ? otherwise it seems a really slow spreading of the religion.
 
Small QoL suggestion: For the localization of various diplomacy options that refer to the civilization, consider swapping it to refer to leader. I'm thinking specifically of "We could use your help in declaring war on (x) civ" asks. This comes up a lot in the games I run b/c I run large 25 civ advanced starts where you can have multiple of the same civilization (esp with rebellions enabled) that can make these things confusing rather quickly.


What's the point of letting "Unhide" miscast if you can just keep spamming it until you unhide your units successfully
 
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Also Adventurers can't upgrade to the bloodpet line(bloodpet, moroi, men-at-arms, brujah, vampire lord) except for phalanx.
This could be related to a bug from the FFH bug thread that prevented adventurers from upgrading to Doviello Warriors, both potentially because UUs but I don't know how to confirm.
 
Is anyone able to open this save ingame? I can't try myself until I get a new computer, I think (which I probably won't, as I'm planning to cut all screens out of my life).

I get "You have been defeated" as soon as the game starts.

Oh, really? It actually just crashes for me during loading without any notification as to why. It was from an earlier version (is there a way I could download them still?).

It is a world builder save, not a save game. I know nothing about old versions of the mod.


I get the same "You have been defeated" as soon as the game starts when I try to load it from Worldbuilder.

Looking through the file in Notepad++, I did not find any units, promotions, or buildings that have been removed since a previous version. Those are usually what breaks worldbuilder saves.


I did however notice that a lot of plots have more than one TerrainType=


Looking through CvWBDesc.py (for the first time in a couple years) I realized that I had it set up to write f.write("\tTerrainType=%s\n" %(gc.getTerrainInfo(plot.getRealTerrainType()).getType()) ) instead of f.write("\tRealTerrainType=%s\n" %(gc.getTerrainInfo(plot.getRealTerrainType()).getType()) ) even though when loading a worldbuilder save it tried to read v = parser.findTokenValue(toks, "RealTerrainType")

This mistake seems likely to cause problems in any Worldbuilder save made from a game where there are any plots with temporary terrain types. The End of Winter Game option creates a lot of those.


Edit: I found and fixed a couple other bugs in CvWBDesc.py, and am uploading a zip containing the corrected python file as the forum won't let me upload Python files directly.

After fixing all of the real terrain types issues in your worldbuilder save, I discovered that there actually was one reference to an XML tag that no longer exists. Plot x=63,y=41 had IMPROVEMENT_DRAGON_BONES_ABASHI, although since adding all 21 species of dragons I made it so that there is just one Dragon Bones improvement that can take different mana types. After changing IMPROVEMENT_DRAGON_BONES_ABASHI to IMPROVEMENT_DRAGON_BONES, this worldbuilder save seems to load properly.

I have also included the fixed version of your FrozenWorld.CivBeyondSwordWBSave


Is there a full changelog for this modmod w/respect to FFH patch 0.41o somewhere? Or is it just strewn throughout this forum post.
It took me way too long to figure out what happened to vampires in the Calabim. lol

Most of information regarding the updates are located in "Description" in the download page.
I was modding for a couple years before I considered sharing anything with anyone else, and never bothered with mcuh documentation from that early period. There is no complete changelog, although with the more recent releases I do try to mention all the newest changes in the description on ModDB and I generally go into more detail in a few posts before each release..

Nope, there's no official changelog.

I hadn't played in about 18 months, and there are many new features that I don't yet understand - like what triggers some of the sects.

Do devouts no longer do pilgrimages? That was one of my favorite parts about Elohim.

They do not have a Pilgrimage spell, but rather the Pilgrim promotion has a PyPerTurn effect that gives bonuses based on the tile where a unit find itself each turn. Upon creation they also get the bonus effect from a pilgrimage to one random unique feature within your team's borders.

Alright, even reading that and going and looking through features from MNAI I still find myself with many questions about the changes between .41o and this modmod.

Starting with questions about mana, Multiple sources are supposed to make adepts start w/ spells, that doesn't appear to be working in my game as the Calabim, I wasn't paying enough attention in my amurite game to know if it was working (didn't matter either, because a stack of 20+ Govanon's ethics adepts/whatevers fills these gaps quickly)
I changed it so that instead of getting a lot of free spell spheres based on how much mana you control, arcane units only get one or two (very rarely three) spheres of mana that are determined randomly but are biased towards spheres for which you have mana. At the Mage level, the arcane units get not only pell spheres but Affinity (a promotion granting extra strength for each source of the mana you control and stronger/more reliable versions of the normal spell spheres).

What is the parenthetical +/- next to the mana count in the top left?
Those represent the bonus effective mana you have by virtue of your religion, alignment, civiliation, and/or leader. Those are added to the actual mana sources you have in determining whether a unit may be assigned affinty for a spell sphere. The units themselves also get effective mana bonuses based on the unit's religion and any mana source on that tile, but that is harder to display. A unit will not be assigned spell spheres or affinities for a mana type in which is does not have at least 1 effective mana.

I have an adventurer in my calabim game (because luck) that at this point can't attack or explore. He's level 41 and spent most of that time as an archmage running around taking gear and eating pops to keep him from reverting, I've tried divesting him of all of his gear. Now I'm at war and wanna use him and I kinda can't.

Why was the join commander function changed? I honestly think (at least for arcane units and vampires) that it is kinda broken in it's current iteration, though I wish for the return of split commander. Being able to reset level without losing promotions when you can force a few hundred experience in only a handful of turns is... crazy.

I like the change to how the unique megadungeons work, but some units just can't explore and it seems arbitrary. It might be tied to them being high level?

A unit cannot explore if the unit belongs to the barbarian state, of the improvement is temporary, if it is hellfire/pit and the player is Infernal, if the unit is less than 2 strength, if it is a summon (which is also used for units dominated by others or made a thrall or vassal of a vampire), if it is a bird or fireball, a siege unit, or if someone else is already exploring that lair.
Spoiler :


def reqExploreLair(pCaster, eSpell = -1):


if pCaster.isBarbarian():
return False
pPlot = pCaster.plot()

if pPlot.getTempImprovementTimer() > 0:
return False


if eSpell in [ gc.getInfoTypeForString('SPELL_EXPLORE_LAIR_HELLFIRE'), gc.getInfoTypeForString('SPELL_EXPLORE_LAIR_PIT')]:
iPlayer = pCaster.getOwner()
pPlayer = gc.getPlayer(iPlayer)
iInf = gc.getInfoTypeForString('CIVILIZATION_INFERNAL')
if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_ADVANCED_TACTICS):
iAV = gc.getInfoTypeForString('RELIGION_THE_ASHEN_VEIL')
if pPlot.isBarbarian():
if pPlayer.getCivilizationType() == iInf:
pPlot.setOwner(iPlayer)
elif pPlot.isOwned():
if gc.getPlayer(pPlot.getOwner()).getCivilizationType() != iInf:
pPlot.setOwner(gc.getBARBARIAN_PLAYER())
else:
if pPlayer.getCivilizationType() == iInf:
pPlot.setOwner(iPlayer)
else:
pPlot.setOwner(gc.getBARBARIAN_PLAYER())
if pPlayer.getCivilizationType() == iInf:
return False
## if pCaster.isOnlyDefensive():
## return False
if pCaster.baseCombatStr() < 2:
return False
if pCaster.getSummoner() != -1:
return False
if pCaster.getDuration() > 0:
return False
if pCaster.getSpecialUnitType() in [gc.getInfoTypeForString('SPECIALUNIT_SPELL'), gc.getInfoTypeForString('SPECIALUNIT_BIRD')]:
return False
if pCaster.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_SIEGE'):
return False
if not pPlot.isPythonActive():
return False
iPlayer = pCaster.getOwner()
pPlayer = gc.getPlayer(iPlayer)
if eSpell != -1:
iTeam = pCaster.getTeam()
for iUnit in xrange(pPlot.getNumUnits()):
pUnit = pPlot.getUnit(iUnit)
if pUnit.getOwner() == iPlayer:
if pUnit is not pCaster:
if pUnit.getDelayedSpell() == eSpell:
return False
elif pUnit.getFortifyTurns() > 0:
if not pUnit.isInvisible(iTeam, False):
return False
if not pCaster.isHuman():
if pPlayer.getNumCities() < 1:
return False
pCity = CyMap().findCity(pCaster.getX(), pCaster.getY(), iPlayer, TeamTypes.NO_TEAM, False, False, TeamTypes.NO_TEAM, DirectionTypes.NO_DIRECTION, pPlayer.getCity(-1))
if pCity.isNone():
pCity = pPlayer.getCapitalCity()
if not pCity.isNone():
if -1 < CyMap().calculatePathDistance(pPlot, pCity.plot()) < 5:
return False
return True


Is the inability to build a city next to Letum Frigus tied to how the white hand ritual works? Is this something that can be changed? After killing Auric(and razing New Mulcyr because it was actually pretty bad location wise because mountains) it feels pretty bad to not be able to build within 2 tiles of it to get my nice pretty city grids.
It is intentional that you cannot build cities too close to a site that the ritual may turn into a city. The code for disabling it has to run whenever the improvement is added in order to work with regenerating maps, but I guess that in the raze city code I can add a few more lines for you to undo that limitation when you raze New Mulyr.
What causes arcane units to gain affinities? Aside from the MoM + Channeling 4 + spell 2 of course, but there's definitely something else at work.
Affinities are given at random but based on how much effective mana you control. The unit's religion, mana on its tile, the player's alignment, the player's state religion, the player's civilization, the player's leader type may all contribute, as well as your actual mana supply. The Crucible negates everyone's effective mana as well as causing real mana sources to gradually disappear. So long as you have some mana, every Mage or Archmage is guaranteed at least 1 type of affinity, and may get 2. (A mage with one or two mana may get another one or two upon upgrading to an archmage, so it is possible to get 3 or rarely 4 even though canonically only Kylorin ever learned more than 3 types of affinity). Religious disciples can also get affinity for one type of mana closely associated with their religion, but it still depends on your effective mana supply.
Enchant spellstaff can now be cast if you've cast already? So units with Enchant 3 get 2 casts per turn every turn (not counting break/enchant spell staff)
Yes but it is a delayed casting.
(I'm playing my calabim game as I write this) After a certain point I can no longer gift vampirism? I currently have 25 units with vampirism
There is no limit to how many Vampires you can get, but they must be living units and nothave a good unit alignment (Empyrean, Order, Unblemished, and Brotherhood units cannot accept vampirism unless that have already gained a promotion evil enough to damn them to hell).

I rejoin Kapor on the auto-target of your anti-magic units Paramanders, Luonnotar, Witch Hunters, and Runewyns that have the ability to target specific unit classes and unit combats: Guardsmen promotion (or an upgrade of such) could/should help protect against such anti-arcane guys. normally assassins were the tools to kill arcane units, but guardsmen could help defend them. Now it's a bit too easy to kill those.
Changing Kael's Marksman/Defender mechanic to take into account the BtS <UnitClassTargetType> / <UnitClassDefenderType> mechanics is a DLL change that is beyond my skills.

Ask lfgr instead.

I noticed that : I already have it so that units may be initiated into the Occis only when at least level 3 and in the same tile as an Aeron's Chosen promotion.
--> are there mutliple Aeron's Chosen promotions ? otherwise it seems a really slow spreading of the religion.
The event can only give you one Aeron's Chosen, but Occis units at level 7+ can purchase Aeron's Chosen promotion if they know Way of the Wicked and are either a Marksman or Vampire. The School of Sadism also gives out the promotion to units built in its city. Frankly I think I made this promotion too easy to get.


Small QoL suggestion: For the localization of various diplomacy options that refer to the civilization, consider swapping it to refer to leader. I'm thinking specifically of "We could use your help in declaring war on (x) civ" asks. This comes up a lot in the games I run b/c I run large 25 civ advanced starts where you can have multiple of the same civilization (esp with rebellions enabled) that can make these things confusing rather quickly.
I agree but don't know how to change that. I believe it requires DLL modifications. I have asked Tholal and lfgr for that change several times over the years. I think lfgr plans to finally fix that for the next MNAI unofficial update, after which it will be promptly included in MagisterModmod.
What's the point of letting "Unhide" miscast if you can just keep spamming it until you unhide your units successfully
It was an oversight not to give that ability the <iMiscastChance>-100</iMiscastChance> tag to prevent miscasting.

Also Adventurers can't upgrade to the bloodpet line(bloodpet, moroi, men-at-arms, brujah, vampire lord) except for phalanx.
This could be related to a bug from the FFH bug thread that prevented adventurers from upgrading to Doviello Warriors, both potentially because UUs but I don't know how to confirm.

I think it it due to the unit's defines having the <UpgradeCiv>CIVILIZATION_GRIGORI</UpgradeCiv> tag. That makes it upgrade to the types of units that the Grigori can train rather than those of the player's own civ. There is probably not a good reason to keep those tags. A quick test shows that without that tag a Calabim Adventurer can become a Moroi.

There is probably not a good reason to have the <PrereqCiv>CIVILIZATION_GRIGORI</PrereqCiv> tag either, as aventuerers are now able to be born in any civilization with The Docks of Dreams as well.
 

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