1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

MagisterModmod

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

  1. TheRealShayne

    TheRealShayne Chieftain

    Joined:
    Jul 7, 2020
    Messages:
    6
    Thanks for the in depth answers. That covers a lot of my curiosities.

    Still not sure why the adventurer(phalanx right now) can't attack/explore. Not barbarian, can't explore a permadungeon with no one on it. Has 63 strength right now because tons of spell 3 promotions and gear. Isn't a summon, and is a vampire, but I don't think a thrall or vassal of one. Maybe he's qualifying as a siege unit? He does have bombard, and I can't figure out what is giving it to him. It isn't that big of a deal, because I can still use him by walking up to enemy stacks and casting provoke, just trying to figure out what's broken about him. (aside from being a level 44 adventurer vampire)

    But still every unit with enchant 3 gets Cast, break, cast, enchant spellstaff. Makes it feel like enchant 3 is something you have to get. This isn't necessarily a bad thing, just doesn't feel great imho.

    Dock of dreams? I haven't seen this yet, but it excites me, in no small part because I (obviously) love abusing adventurers, and I REALLY want an adventurer or two in an amurites game, or just a lot more in a vampires game.

    Speaking of adventurer abuse, does this mean that with enough patience, mana manipulation, and unit religion manipulation I could, theoretically, get an adventurer to affinity w/ every mana I have by cycling them up through the adept->mage->archmage path and then letting them reset?
    This also explains why in my calabim game almost every archmage and profane has Body, Shadow and Dimensional.

    I also think the Crucible is great, I just wish that it would stop being the recommended building in every city, because I don't want that when I'm the leading mage.

    Also is it intended that Basium be able to be summoned repeatedly? He's been summoned by 4 different civs in my game now, and it's starting to get annoying to have to kill him.

    Makes sense. Maybe some of the more major changes (like the mana change for instance) could be changed in the civilopedia, or added to the first post, because changes like this can lead to hours of searching and re-reading the civilopedia to figure out what was changed.

    Thank you for maintaining a version of this mod. Every couple of years I come back to civ4 for ffh, and this time I found this, and there's so much that's new to explore. It's hard not to get even more excited than usual.
     
  2. Samson

    Samson Deity

    Joined:
    Oct 24, 2003
    Messages:
    5,368
    Location:
    Cambridge
    I also think the Enchant Spellstaff (Greater) promotion is over powered. It means that a single enchantment affinity archmage gives you a spellstaff for every arcane unit you have every turn, which with a level 3 affinity summons means 3 times that number of powerful disposable units every turn, with is unbeatable. If spellstaff's where not a transferable item but a "normal" promotion I think this would solve the problem while still being very powerful.
     
  3. MagisterCultuum

    MagisterCultuum Great Sage

    Joined:
    Feb 14, 2007
    Messages:
    16,194
    Location:
    Kael's head
    Note that in the corrected scenario file, the temporary terrain from the End of Winter option is part of the saved data on each plot but that having GAMEOPTION_THAW listed at the top means that such temporary terrain will be applied again when the game loads. Unless you want the winter to last at least twice as long as usual, you probably want to delete that game option.
    By "vassal of a vampire" I mean a vampire that gained his vampirism from another vampire instead of from a city with a Governor's Manor but no vampire. It his name was changed to "[original name] von [Sire's name]" then he is a vassal f the vampire and in game mechanics is treated like that unit's summon, so that the vampire sire might gain some of his xp if he dies.

    This is a common enough annoyance that I am just going to comment out the code that stops unit's with summoners from exploring, while keeping the code preventing exploration ly limited duration units and adding a check for those marked as permanent summons (like summoned Skeletons).
    What if I made the Enchantment 3 spell staff take 2 turns to cast and the Enchantment affinity version take 3 turn? That might prevent summoned Djinn from using it though. I'll have to think about it.
    It is one of the 3 shrines of the Matronae religion. It can be constructed in a coastal city with the Matronae already present, or created by Condatis's Retrieve the Ocean's Tear ability which also spreads/founds the Matronae and converts the Condatis unit to Cliodna, Goddess of Dreams. Condatis needs to have a Mask of the Coven of the Black Candle in order to use the ability, and it has a delay of 21 turns and a level 7 prereq. Condatis herself is a hero unit that is a very rare result of exploring the Maenalus/Aifon's Isle epic lair.

    Brigit has a similar Retrieve the Heart of Fire ability that can be used to spread/found the Matronae and create her shrine, the Foundry of Vengeance, as well as transform her into Sarabride, Goddess of Vengeance, after you free her form the Ring of Carcer and give her a Mask of the Coven of the Black Candle.

    Gyra has a similar Retrieve the Ending Stone ability that can be used to spread/found the Matronae and create her shrine, the Fane of Fate, if you give her a Mask of the Coven of the Black Candle. She can be a rare result of exploring Bradeline's Well, or the Sidar can summon her from a Mercurian's Gate.

    If you do not get lucky enough to acquire any of those three archangels and a Mask of the Coven of the Black Candle, you may found The Matronae through the Bane Divine Ritual, which also kills all the world's disciples. (The ritual is cheaper if performed in a city with the Matronae already present.) Once the religion is present in a city, you can build their respective shrines like normal wonders and then train each goddess in her respective shrine.

    Those goddess units have the power of their respective Gems of Creation, making them more powerful than Auric Ascended. Their strength is almost all in Water/Fire/Death damages though, so they can still be defeated handily by units that are immune to those damage types.
    No, because to limit such abuse I made the "and now for Somehting Completely Different" Code remove all of the Adventurer's affinities (replacing them with ordinary spell spheres) whenever the unit reverts back from being an arcane unit.
    You could build it in a safe city and then immediately use the ability to deactivate it, to prevent another player from using it's effects against your mages
    Yes. It is the nature of the Life sphere to never give up. The Mercurian's patron sphere is all about Resurrection. Basium can keep coming back so long as someone summons him, unless he gets trapped by his Angelorum Cavea, the Sawol Cavea, the Soul Forge, or the Netherblade.
    I was sure I already updated the Civilopedia to explain it. If not, I'll do so before the next release.
     
    Nothrazim likes this.
  4. Samson

    Samson Deity

    Joined:
    Oct 24, 2003
    Messages:
    5,368
    Location:
    Cambridge
    I think that sounds like a great solution.
     
  5. FireBlaze

    FireBlaze King

    Joined:
    Oct 6, 2008
    Messages:
    724
    Is there a hidden limit to how much you can have of one unit? Playing an infernal game and started spamming the everloving crap out of horse archers (+1 str from nightmares and +1 from sheut stone? yes please) and suddenly I stopped being able to produce or upgrade into them after getting about 55 or so out.

    Also I'd suggest removing "The butcher" from Averax's name as a leader, b/c it's so long with the "von Flauros" addition that it breaks some UI elements (like seeing his civic choices in the 1 on 1 diplo screen)
     
    Last edited: Jul 12, 2020
  6. Dr Bogenbroom

    Dr Bogenbroom Chieftain

    Joined:
    Oct 3, 2016
    Messages:
    10
    I just started trying out this modmod, and it is really great! I love the incorporation of the new lore Kael has gifted us recently.

    There were two potential problems I ran into while playing around.

    1. If I select multiple combat units and multiple great commanders (just 2 will do) and then press the (join as warlord) option, the first great commander gets attached to all the other combat units in the stack (they all take on the same name as the commander, and the other great commanders don't disappear). I don't think this was intentional because if I only have one great commander selected and try to assign them simultaneously to a group of units, only the first unit gets the promotion.

    2. This is more of a personal struggle, but I could not get the "assuage" Spirit III spell to ever succeed in removing crazed from my units. Maybe it's because my crazed unit had "Magic Resistance" but according to its description this only gave it a 35% chance of resisting the spell, and after dozens of casting attempts, they resisted it every single time. The spell definitely has some hostile effects, so I can understand it having the "can be resisted" effect, but is there a way to make it so that one's own units don't resist the attempt?
     
  7. TheRealShayne

    TheRealShayne Chieftain

    Joined:
    Jul 7, 2020
    Messages:
    6
    This explains SO MUCH. I was trying to figure out why some of my vampires would suddenly get several hundred experience. I get them all dimension 3 because summoners are strong. I'm very glad you added the experience sharing thing. It might make sense to make this NOT apply if the unit has the Immortal promotion.

    This is tremendously disappointing. I also appreciate it, because now my abuse doesn't require resetting my unit every few turns to try to get all affinities. Is there a way to make that only apply when it was a granted affinity rather than one gained through Mastery of Mana and Channelling 2?

    Actually... on further thought, that is still (barely, and in a way that is so much work to do that it probably isn't worth, because it isn't the affinities and therefore granting t4 spells) this may still be abusable if you're willing to manipulate what manas you have/an adventurer is like to get as an affinity. Presumably when an adventurer with, for example, shadow affinity, resets, he gets shadow 1-3? Not that it's super reasonable, but this system seems mildly abusable. You already get free promotions if you upcycle from adventurer->adept->mage->archmage.

    Again, probably not worth.

    Also I now realize the true benefit of your "now for something completely different" code. I no longer have to keep my adventurer intended to be an marksmen for defense as a warrior until I get guardsmen. Now if only guardsmen weren't now locked behind a religion.

    Gotcha. I'll do that.
     
  8. Calavente

    Calavente Richard's voice

    Joined:
    Jun 4, 2006
    Messages:
    2,812
    Location:
    France
    my point was more about the number of civs that can get Occis cult than about the ease of obtaining Aerons chosen, unless I missed something.
    From your description, I understood that Occis can only spread to unit when on Aeron's Chosen tile... meaning only if friendly with Aeron's Chosen civ...
    this seems very limited and circular logic : aeron chosen can be purchased by lvl 7 occis units which can become Occis only if level 3 and on Aerons chosen tile. (founding Occis also gives you easily Aeron chosen promotions.... but that still stays in the founding civ)
    --> for me Enchant 3 was always the weakest tier III spell : get a second spell.. if you did save a spell from a previous turn... that's an expensive promotion. +1spell /turn would be better as effect of the Staff.
    enchant affinity should also be powerful... all other affinities are powerful. why not a + can cast (2turns) "lesser spellstaff" to all units (disciple/arcane) : giving the normal "break the spellstaff for +1 spell) OR +25% to summons +20%str to spell power !

    Bane divine is so strong ? I thought it removed "only" the "divine" promotion / damaged the disciples. but killing even monks and crusaders and palladins and Druids (which are disciples without Divinity IIRC) and Luonatar ?? thats OP (and Eilodons and stygian guards not being divine boost evil civs a lot).
     
    Last edited: Jul 17, 2020
  9. TheRealShayne

    TheRealShayne Chieftain

    Joined:
    Jul 7, 2020
    Messages:
    6
    Except in this modmod you don't need to save a spell from the previous turn. I liked the save a spell one because it rewarded planning. I can see where it might be situationally weaker than other t3 spells, but I think it's also situationally stronger. And in this version, where you get 2 spells/turn every turn its always a good option.
     
  10. Yerltvachovicic

    Yerltvachovicic Chieftain

    Joined:
    Mar 29, 2015
    Messages:
    12
    1) My current game is crushing on turn 210, checking with editor no one is building some project or wonder that could be a reason, personally I suspected Illians but turns out in that case they are innocent :p
    Any chance of help?
    2) Also I found Spiderkin (Str 12+3 poison) eksploring Tapestry House Gate (after maybe a dozen tries - random teleport elsewhere isn't what it used to be when playing as Amurites whose adepts get Escape easily) on turn ~190 with epic speed, no one has even Axemen yet, is that a bug or a feature?

    Edit:
    3) Another thing, I should get free specialist from Mirror of Heaven in my capitol with Dies Dei, and not seeing it, something I'm missing?
    4) My latest worker build in a city with Command Post could take promotion Mobility I, fishing boat also could take a few promotions, is it another feature?

    Edit 2:
    Problem 1 fixed, I was reading Civipedia and realised that when I randomly get an Ecclesiastic from lair exploring about 30-40ish turn ago, I could send him to Mirror of Heaven and get Honor tech for free too (and I found him literally 2-3 squares from it) so in world builder Honor got retroactively added to my finished tech research and voila! I could get to turn 210 again.

    5) After joining Commander to my Warrior so I can upgrade it cheaper, I don't have the option to split him from it, it also reset the unit level to 1 & experience to 0 while keeping the old promotions intact - feature or bug?
    6) Animals ambushing me as result of lair exploration, both scorpions and spider after catching them did NOT have Hidden Nationality - feature/bug? :p
    7) Elephant --> War Elephant I could understand losing Hidden Nationality, but Baby Spiders (which start without HN) growing into Giant Spiders and still don't get it? That makes me into saaad panda...

    Many thanks for all the work on this modmod, I am among the people that really appreciate it!
     

    Attached Files:

    Last edited: Jul 19, 2020
  11. FireBlaze

    FireBlaze King

    Joined:
    Oct 6, 2008
    Messages:
    724

    would you visit this oasis
     
  12. MagisterCultuum

    MagisterCultuum Great Sage

    Joined:
    Feb 14, 2007
    Messages:
    16,194
    Location:
    Kael's head

    You are missing that Berserkers/Brujahs/Redcaps are now Occis units but do not require The Occis be present in the city that trains them. Anyone can train them and try to level them up enough to purchase Aeron's Chosen and spread the faith.

    Also, the xml mechanism for being on the same tile as a specific promotion only checks you own player's units, not those of friendly civs.

    Since the School of Sadism is so late in the tech tree, the religion more often gets founded by the unit from the Aeron's Chosen event.

    Edit:
    Now that I think of it though, the Elohim, Sidar, Sheaim, Infernal, Ljosalfar, and Svartalfar do not have Occis units in their UNITCLASS_BERSERKER.

    The Elohim's Counselors instead have the Brotherhood of Wardens religion and no religion prereq. As far are Lore goes, I think it is fine for the Elohim to find it harder to spread a religion of their opposite sphere.

    The Sidar are currently just blocked from training Berserkers, having no UU to replace it. I think I may just remove that block.

    The Sheaim and Infernal have Irae, which currently have no religion. I think I will just give them the Occis religion too, even though they are in Camulos's Chaos domain instead of Aeron's Body dominion, because Aeron's archangel Odio did lead an army of Irae.

    The Ljosalfar and Svartalfar have Flurries instead of Berserkers. I'm thinking that they don't make much sense as Aeron units, but it is also just weird for the melee line to end in an archery unit. It would make more sense for the elves to stick with highly skilled archers while others are moving to firearms. Would it be too powerful if I let the elves have normal Berserkers and made their Flurry instead replace the Arquebus (which the elves cannot currently train) or Rifleman, thereby allowing Flurries to be trained in unlimited numbers? I could increase their cost to compensate.

    I don't feel like adding new promotions just for this. There won't be any greater or lesser spellstaffs.

    There isn't an easy way to give +1 spells per turn without having dummy promotion to be added or removed to count the spells available. The current method is an easy xml-only affair.


    I already (several releases ago, I believe) made Enchantment 3, Enchantment Affinity, and Spellstaff increase the unit's Spell caster xp and spell damage.

    I guess I can give the spell staff a summon perk. I used to have it give March, but decided that was not useful except for Summoning trait civs like the Sheaim whose patron is the opposite of enchantment. I'd consider a Drill promotion, but I already use those for Dimensional promotion summon perks. Strong would probably be too much. Maybe Morale?

    One change from the last release (or was it the one before that?) was adding the "Empower Golem" spell to Enchantment Affinity + Channeling 2, which is very useful for the Luchuirp (who did not normally benefit much from their patron sphere as golems don't tend to get Enchanted Blade or Flaming arrows like the units they replace) but may also be used for those to gain a Clockwork Golem from the event, as it gives all the golems in the caster's stack all of the promotion perks that the caster would normally give its summons. I could move this spell up to Enchantment 3/Channeling 3 Enchantment Affinity, as it is quite powerful.

    I've considered making Spell Staff the PromotionRandomApply perk of the Enchantment Affinity or Enchantment 3 promotion, instead of Enchanted Blade or Tinkerer (requiring you to purchase Tinkerer with xp if you wish to use the ability to repair golems, ships, and siege engines), which would only produce 1 spell staff at a time (only for the unit itself, and only if it doesn't already have a spellstaff) but would happen passively at random rather than using up a spell. Combining that with Empower Golem would likely be too strong though.

    I could also make PROMOTION_GOLDEN_HAMMER a PromotionRandomApply if we want to allow those outside of the Luchuirp world spell.

    I am tempted to make it so that Enchantment 3 /Enchantment Affinity + Channeling 3 does nothing on its own but can produce a different piece of equipment based on what other affinities the caster has. (Spell Staff could then the Ehcnantment+Metamagic, Golden Hammers Enchantment + Earth, etc.) I'd have to get some good ideas for more equipment that would also not be too powerful if mass produced though.

    I at one point nerfed it to be like you say, but when I made it found the Matronae I switched back to the Vanilla FfH2 code.

    I guess you are right that it should not effect the Luonnatar or Matronae units, and perhaps disciples with no religion type.

    I could make it effect any unit with a religion prereq instead of just disciples, in order to include Stygian Guards, Fawns, Soldiers of Kilmorph, etc.

    It could be like the Apostate's Kill Clerics ability on a grand scale.

    I could go back to damaging the units with potentially but not necessarily lethal damage. It would have to be typed damage though, and some units are immune or resistant to certain types. Death would make the most sense, but demons are immune to that. I could use Death, Cold, and Fire, to represent each of the 3 Matronae dominions. (Plus maybe Holy if Basium joins them.)
     
  13. FireBlaze

    FireBlaze King

    Joined:
    Oct 6, 2008
    Messages:
    724
    Should privateers be able to trigger hidden nationality, and start without it active? It's frustrating to build a privateer to defend against krakens and have it be sniped by a friendly chariot before you can even control the ship.

    Probably if Arq, possibly if Rifle, but not if you also block them from building pistoleers I think
     
  14. MagisterCultuum

    MagisterCultuum Great Sage

    Joined:
    Feb 14, 2007
    Messages:
    16,194
    Location:
    Kael's head
    I realized last night that this is technically not true, as I had set Aeron's Chosen to require either Marksman or Vampire, which ordinary Berserkers don't have.

    I changed it so that Enraged and Burning Blood or alternate prereqs too, as every Berserker can get those, although perhaps I should just remove those prereqs.

    I also decided that the normal Berserker art did not fit the elven civs at all, so I played around making this reskin of Alazkan the Assassin to be a new Elven Berserker.
     

    Attached Files:

    Last edited: Jul 21, 2020
    Dominus the Mentat likes this.
  15. Morlark

    Morlark Warlord

    Joined:
    Aug 6, 2009
    Messages:
    202
    Are there any known problems with revolutions at the moment? I'm having a situation in my current game where a city keeps trying to rebel. I get the popup saying the rebels are going to attack, and then on the following turn, I get the wardec sound, immediately accompanied by a defeat message for the rebel leader, and no rebel troops actually spawn. A save is attached for reference.
     

    Attached Files:

  16. Cromulus

    Cromulus Chieftain

    Joined:
    Apr 18, 2016
    Messages:
    14
    is the latest version of MNAI-U already integrated into magistermodmod? i'm getting a late game hanging turn i can't progress past and i have no idea which of the infinite variables could be causing this so i'm trying to find a practical thing to upgrade to see what happens. Attached the save file if anyone wants to see if they can get past that turn
     

    Attached Files:

  17. Calavente

    Calavente Richard's voice

    Joined:
    Jun 4, 2006
    Messages:
    2,812
    Location:
    France
    no pb for Enchant 3. I was just stating that for me it's the worse tier 3 spell...(outside your modmod) because you use it once in peace time... then once in war for a one time effect... and that's all. (you never have any use of "not cast a turn and cast twice the other one" (unless micromanaging)... the best use of a caster is to cast a spell every turn (or maintain a magical building in a city).
    and further the current Enchant 3 depends on the strenght of your other tier III spells... (which is already a limitation).
    I loved the modmod where Enchant 3 gave spellstaff to any arcane unit... At least you could thus exchange each turn 1 tier 3 spell against 3-4-8 tier II spells :).

    for enchantment affinity... nothing can be OP.. all tier 3 affinities are OP anyway.
     
  18. Samson

    Samson Deity

    Joined:
    Oct 24, 2003
    Messages:
    5,368
    Location:
    Cambridge
    The thing is that enchantment affinity acts as a multiplier on all other spells. Sure metamagic affinity is very powerful, giving 3 Djinns every turn, but add metamagic affinity and you get 3 * number of arcane units Djinns every turn, and 3 * total units if you have had a few turns to prepare.
     
  19. Calavente

    Calavente Richard's voice

    Joined:
    Jun 4, 2006
    Messages:
    2,812
    Location:
    France
    yes, but that is THE princple of enchantment : it does nothing by itself.. it is "ONLY" empowering the others.... and empowering other affinity archmages will be very strong, that's sure... but empowering adepts is much less strong :)

    having 3 djinns, or 3 Sun Elementals with 20 Mana will be OP... : synergy with the manas.. but Enchant 3 doesn't get synergy with manas :)

    I guess that we could find a way to get Enchant 3 GOOD and enchant 3 affinity OP with being OPOP ... but that's really complex/
    (in vanilla FFH2, enchant 3 sucks...)
     
  20. Yerltvachovicic

    Yerltvachovicic Chieftain

    Joined:
    Mar 29, 2015
    Messages:
    12
    8) As of turn 306 in my epic speed game I have in my possession 10 magic items, most found while repeatable farming explorable unique features.
    First artifact is memorable, few next still make me happy, but a dozen?
    Extramodmod Continued lets you explore some of the unique features once every 100 turns, which I personally think is much too long, but maybe change it to 30-50 turns on standard speed? That should balance the magic items creep.
     
    Dominus the Mentat likes this.

Share This Page