[MOD] MagisterModmod

There shouldn't be any way for Fallout to appear on the map in a normal game. It is used in some scenarios (like the Lord of the Balors), and could be added in worldbuilder, but shouldn't spread.

I think is some old versions of the game I let some buildings like Planar Gates have a small chance of melting down and causing fallout though the vanilla civ mechanism, and of the Nuke mechanism of Auric Ascended or a Warp Bubble causing fallout, but that has not been true for a long time.

I'm doing a Full of Resources mapscript. I found the turn it does the Fallout in the same area. Seems as if a fire elemental might trigger it. Only thing I noticed that might trigger it. The good part is once it spread to a few tiles it never spread beyond that many turns later, as I was worried about. It even disappeared in one tile but no further spread beyond the 8 or so tiles afflicted.
 
I don't have a save file on hand, but I've seen Fallout in several games as a result of some action taken by Djinn that spawn from dungeons with Dimensional Affinity. My best guess is that when the barbarian AI gets hands on Warp Bubbles, it's somehow able to use them as vanilla-Civ nukes despite their function being different for the player. I've never seen the non-barbarian AI advance that far to say if they'd do the same, but Djinn are throwing around Channeling III spells as soon as the first scouts hit dungeons.
 
This Belphegor is a recolored Repentant Angel with the full length horns version of the Ayleid.Boss mask for a face, the Azer Crown (since he is the greatest Prince of Demons once his mother Bhall usurps his father Agares, chains the God of Despair beneath her throne, and rules as Queen of Hell), 3 pairs of Hyborem's wings, and an enlarged large Candle Flame effect (which flickers faster and stronger than the normal flame aura).

(By the way, I'm am thinking of making Belphegor the hero of the Ember Legion, available only with the Ember Legion state religion, Malevolent Designs, and an AC of 90. He'd be close to Auric Ascended in strength, as he is stronger than any archangel not holding a gem of creation.)

What. I haven't checked in for a couple of years. Has Kael provided new lore (besides that month-of-updates I saw once)? Does this mod now add religions (beyond the One and the Cult)?


Also, in general, if you do have a summary of the past couple of years of changes, that would be really useful. I also agree re updated scenarios, I would love to give them a go if updated with your mod.
 
How to raise Asmoday and others?Does this requires caster with Enthropy affinity and that's it?(in Asmoday's case)There is no description in civpedia for that and I am sorry for being lazy but i can't read the whole thread :(
I assume i could find those Coven Masks from some of them, right?
 
Has Kael provided new lore (besides that month-of-updates I saw once)? Does this mod now add religions (beyond the One and the Cult)?
Yes, there is some new information spread in the thread by Magister. About the religions, yes, more of them have been implemented. But in the actual version most of them work like cults or minor faiths. Magister commented the idea to include more faiths to the mod and make them more organized, like the Ashen Veil and The Order.
Also, in general, if you do have a summary of the past couple of years of changes, that would be really useful.
You can find this more detailed in the mod's download page. There, in the Description space, have information of most of the changes made to the mod.
ow to raise Asmoday and others?Does this requires caster with Enthropy affinity and that's it?(in Asmoday's case)
I never achieved this but I believe you need to cast Resurrection or Mass Resurrection on graveyards, that is where their souls are. The caster needs to have Life III to have access the Resurrection spell or Life Afinity and Channeling III to Mass Resurrection.
 
add an easter egg event if you induct Magister Cultuum into the Circle of Galen
 
How to raise Asmoday and others?Does this requires caster with Enthropy affinity and that's it?(in Asmoday's case)There is no description in civpedia for that and I am sorry for being lazy but i can't read the whole thread :(
I assume i could find those Coven Masks from some of them, right?
The Patrian Archmages spawn as sluaghs (invisible ghost units) on their respective unique features should those exist on the map. Most of these are pretty obvious by the name; Asmoday spawns on the Grave of Asmoday, Carnivean at Carnivean's Crag, etc. A few are less obvious, like Laroth from Bradeline's Well, and some are actually national heroes, like the Grigori's Paimon who can be rezzed at Seven Pines, or the Balseraph's Red Jester who can be rezzed at The Palus.

Resurrecting them can be done with either Life III (or Channeling III and Life Affinity) for Resurrection to get them 'normal', or with Undeath Affinity and Channeling IV for Call of the Grave to raise them as undead (which will override their race and can alter some of their magic).

The standard method is therefore either to tech to Strength of Will for Archmages and teach them life magic, or tech to Theology for High Priests and build disciples until you get one with either Life or Undeath (chances of any given affinity depend on your religion).

The easiest method is to found The Between by building the Prophecy of Ragnarok, then build the cult's hero Gosea the Dwindling, available at Sorcery. Gosea has Channeling IV and gets a random affinity every few turns when she gets possessed, so you can park her next to a unique feature and wait for her to roll Undeath, then get your unique undead Channeling IV archmage much earlier than even Channeling III units are normally available.
 
The Patrian Archmages spawn as sluaghs (invisible ghost units) on their respective unique features should those exist on the map. Most of these are pretty obvious by the name; Asmoday spawns on the Grave of Asmoday, Carnivean at Carnivean's Crag, etc. A few are less obvious, like Laroth from Bradeline's Well, and some are actually national heroes, like the Grigori's Paimon who can be rezzed at Seven Pines, or the Balseraph's Red Jester who can be rezzed at The Palus.

Resurrecting them can be done with either Life III (or Channeling III and Life Affinity) for Resurrection to get them 'normal', or with Undeath Affinity and Channeling IV for Call of the Grave to raise them as undead (which will override their race and can alter some of their magic).

The standard method is therefore either to tech to Strength of Will for Archmages and teach them life magic, or tech to Theology for High Priests and build disciples until you get one with either Life or Undeath (chances of any given affinity depend on your religion).

The easiest method is to found The Between by building the Prophecy of Ragnarok, then build the cult's hero Gosea the Dwindling, available at Sorcery. Gosea has Channeling IV and gets a random affinity every few turns when she gets possessed, so you can park her next to a unique feature and wait for her to roll Undeath, then get your unique undead Channeling IV archmage much earlier than even Channeling III units are normally available.

wow that's very informative, many thanks!
 
I just noticed Rune Dragons scale with Entropy mana, instead of Enchantment. They still have Enchantment Affinity and therefore have +1 affinity scaling, but all other dragons have both Affinity + additional scaling from their prerequisite mana.
 
One thing I noticed on my most recent playthrough was adepts, mages, etc. not earning the promotion they were supposed to when leveling up. Specifically, Death 1 and Death 2 weren't received when I was Sidar.
 
One thing I noticed on my most recent playthrough was adepts, mages, etc. not earning the promotion they were supposed to when leveling up. Specifically, Death 1 and Death 2 weren't received when I was Sidar.

I can verify this, and have the same issue in my Sidar game. Adepts spawned with Death Affinity or Death 1 can use them fine (until lost by another promotion, like Dimensional 2), but i can't give any of my units Death Affinity or Death 1-3 via Worldbuilder. I could give some Adepts Death 1 via regular promotions, but another one simply wasted their experience when i tried to take it.

It doesn't seem to be related to the Grey racial promotion, as even when i removed all promotions from a unit i was still unable to give them the Death promotions via WB.


I also noticed some of my mages and archmages don't get the sidar model when upgraded, even though they have the Grey promotion. As best i can tell, that seems to be purely visual however, as they are still able to Wane.
 
I'm pretty sure that is deliberate. Death affinity in-game isn't well-correlated with the Sphere of Arawn, so the Sidar hate those who use it and are blocked from receiving it.


On a separate note - Bhall-Orcs seem too powerful, too early. They're able to spam fireballs which can handily take out tier one units, and even some tier 2's - as well as causing collateral, and bombarding defences. Could I suggest some restraint on them, e.g. their fireballs spawn with Weak until you have Elementalism? The miscast chance helps somewhat, but it does also give them a reliable source of self-experience.
 
I added a Ringgivers building: The Artificery. It gives siege and naval xp, free specialists for Workshops/Majen's Workshop/The Clockwork City, some culture, research, and great engineer points.

This also seems very very powerful. The trade-off for a workshop is generally the food required to support them, but so a free specialist is arguably +2 food per workshop (provided you're working all tiles).
 
I'm pretty sure that is deliberate. Death affinity in-game isn't well-correlated with the Sphere of Arawn, so the Sidar hate those who use it and are blocked from receiving it..

That would be Undeath Affinity (and Undeath I, II, III) - while in base FFH there is only the corrupt version (which i think is called Death rather than Undeath in vanilla), in Magister's modmod Death represents the pure form of it. The Sidar race trait Grey blocks Undeath Affinity and promotions, their civilization blocks the summoned units themselves (so even someone like Gaelen Sadraecous, if given Undeath II, cannot summon a spectre) and their unique version of the Tower of Necromancy (the Tower of Mortality) prevents undeath spellcasting and kills any undead in their borders.

There is very much an intended focus for the Sidar on using Death mana, at least insomuch as the Tower of Mortality gives you health from it, some units scale by it if i recall right, and they have the unique Grave Wyrmhold.
 
I may have said this before, but have you considered tethering Auric to New Muldyr for the AI? Way too often I see them found the city and just suicide him solo a turn or two later. Also have had Auric die (as a player) without any possible imput to the barbarian hollow men when I found the city, which is incredibly discouraging.

edit: completely unrelated, but have you considered giving Arian Kothrax an automate missionary button? Would be nice to reduce some micro from spreading Stewards
 
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Hello,

First, I'm happy to see this mod is still thriving and injecting some new blood into FfH. It's a lot of fun.

Something I'm wondering: I've been playing with a modified version of Nikkis-Knight's Erebus map (this mod's version with a few tweaks). However, I've noticed that the Kuriotates' limit on cities is of 4, instead of 5 as it should be on a Huge map like this one. Is the Sprawling limit decided through some other variable?
 

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Re updating the scenarios to work for this modmod, is there a particular area to change that would achieve this? E.g. is it because of the number of Civs allowed (50)?
 
You have to CTRL+F for any reference to something that doesn't exist in the mod:

-Game options,
-Leaders,
-Resources and features,
-Units,
-Promotions,
-etc.
 
There appears to be an oversight with Mask and Shadow Affinity. With a Shadow Affinity unit on the tile, other units can get Hidden Nationality via Mask (Facilitated), but the Shadow Affinity caster themselves do not get a Mask or Mask (Faciliatated) ability, including when another Shadow Affinity unit is on the same tile. The only way for them to get it is to have Marksman and Council of Esus; requirements i assume are meant for other units as opposed to a Shadow Affinity mage or archmage.
 
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