[MOD] MagisterModmod

I receive a CTD error when i attempt to build the Docks of Dreams (but not the other Matronae wonders), but haven't tried the ritual.

Bane Divine is one way to found the religion. The other way is to get Brigid, Condatis or Gyra, get them to level 7 and make sure they have a Mask of the Coven of the Black Candle. This allows them to enter a city and spend 7 turns transforming into Sarabride, Cliodna or Morrigan respectively. I think Basium can found the religion in the same manner, though he has to be level 21 and it takes him 21 turns to do so - but it's possible you need the Matronae state religion first to even allow him to ascend to become Nuada.

Brigid can be found in the unique feature Ring of Carcer. You need Fanaticism (if i recall right, was a while ago) and a unit of 9th+ level to enter. Freeing Brigid changes your alignment to Good, and i think Evil leaders are unable to free her unless you first shift to Neutral or Good.
Gyra can be acquired by building a Mercurian Gate, and having a Shade open the gate - instead of summoning Basium, it summons Gyra under your control. If you're not playing as the Sidar, you can get a Shade as a random lair result if you're lucky.
Condatis can be freed as a random lair result from the Aifon Isle/Maenalus. I don't know if there any specific parameters to increase the chance, but as far as i can tell there is no direct limitation either (i got her as Bannor with Order state religion).

There are four masks in the game that i know of. One is at Wode's Oak, another at the Grave of Asmoday, and the third is a random lair reward when near the Seven Pines (although i have no idea what the range limit of that is or how likely it is to be rewarded). The fourth is a random reward from any lair, found in the same manner as many other random items.
Lair exploration, a Council of Esus divine recon unit using Steal Equipment (when your state religion is CoE) or resurrecting Wode or Asmoday will give you their masks.

Magister did mention on the previous page that the masks are going to change location/functionality as listed in his post, so this location info will be outdated when that version is released.
 
Brigid can be found in the unique feature Ring of Carcer. You need Fanaticism (if i recall right, was a while ago) and a unit of 9th+ level to enter. Freeing Brigid changes your alignment to Good, and i think Evil leaders are unable to free her unless you first shift to Neutral or Good.
Gyra can be acquired by building a Mercurian Gate, and having a Shade open the gate - instead of summoning Basium, it summons Gyra under your control. If you're not playing as the Sidar, you can get a Shade as a random lair result if you're lucky.
Condatis can be freed as a random lair result from the Aifon Isle/Maenalus. I don't know if there any specific parameters to increase the chance, but as far as i can tell there is no direct limitation either (i got her as Bannor with Order state religion).

There are four masks in the game that i know of. One is at Wode's Oak, another at the Grave of Asmoday, and the third is a random lair reward when near the Seven Pines (although i have no idea what the range limit of that is or how likely it is to be rewarded). The fourth is a random reward from any lair, found in the same manner as many other random items.
Lair exploration, a Council of Esus divine recon unit using Steal Equipment (when your state religion is CoE) or resurrecting Wode or Asmoday will give you their masks.

Magister did mention on the previous page that the masks are going to change location/functionality as listed in his post, so this location info will be outdated when that version is released.
To add to this, both Condatis and Gyra can be found via exploration, but only after researching Fanaticism. Condatis can be found at Maenalus and requires a unit of level > 3 do the exploration, while Gyra can be found at/near Bradeline's Well or the Whispering Woods and requires a unit of level > 7.

As Whispering Woods isn't an explorable dungeon, I assume that case in the code would only apply to Adventurers auto-exploring when parked outside cultural borders.

The Masks available are:
  • Wode's (originally Alexis') Mask, found near Remnants of Patria or Wode's Oak until Wode is resurrected.
  • Asmoday's Mask, found exploring Grave of Asmoday, or on Asmoday once rezzed.
  • Barbatos' Mask, found exploring Broken Sepulcher, or on Barbatos the Lich.
  • Two additional masks (lorewise, Gabella's and Kylorin's) found in the Tapestry House or near Seven Pines. There's no lockout condition for these so technically you could get multiple copies from these features.
All paths to the Matronae besides Bane Divine are ultimately luck-based, requiring a ton of dungeon exploration for Adventurers/Shades/Masks/angels and the presence of the right unique features. Getting Gyra through the Mercurian Gate is definitely the most consistent angel route, as you can pretty much guarantee a Shade if you're repeatedly exploring any unique dungeon.
 
Wow, i had no idea Gabella's mask was in the game or Gyra could be found in Bradeline's Well, or imagined that Gabellas & Kylorins masks could be acquired multiple times. Suddenly i feel the need to play again, building tall and equipping a bunch of elite units with masks to infiltrate my neighbours... Ah, too many fun playstyles in the mod.
Thanks for clarying the information! I keep a doc with some of the critical info (like all Imprimatur slaugh location or what civics/religions each dragon requires, to maximize my power once i hit Divine Essence) but my documentation regarding the masks and Matronae was woefully lackluster.
 
I solved my problem with the map I mentioned earlier, didn't think to check if map size was specified as a variable in the file.

Random suggestion: would it be possible to tie :gp: spawns to your alignment? It's a bit weird playing a Good civ and getting a Great Sage who can summon Pit Beasts, for example.
 
I found that the Shrine of Arawn building as a Pagan Temple UB was leading to the Sidar founding the Eternal Cabal way too early and spreading it too quickly in all of their games, so I removed that UB. I instead let the Sidar Shades and Ghosts as well as Elohim Devouts found Reliquaries, now the normal Eternal Cabal temple which spreads the Eternal Cabal religion too.

I introduced a new Tomb of Arawn wonder, which is basically an improved version of my old Shrine of Arawn, that anyone could build to found the religion. (Right now it requires Death mana, Necromancy, and Philosophy. I'm thinking I may block evil civs from building it, and maybe remove the Necromancy requirement as most civs would still need that tech to build a death node, or just Knowledge of the Ether to connect them to Bradeline's Well or the Broken Sepulchur if they get a lucky starting location, but the Sidar could start building it early with their palace mana.) While the Shrine of Arawn made the city impassible to Undead units depending on the unit's level and the city owner's supply of death mana, I decided to simplify things and make the Tomb of Arawn impassible to all Undead units regardless since it would only apply to a single city.

I also eliminated the Sidar's Tower of Mortality UB of the Tower of Necromancy, or rather transformed it into the new Soul Shroud UB wonder that replaces the Soul Forge. It never made a lot of sense to make it require the other evil mana types, and seems to fit better as an alternative to the other wonder as they both prevent resurrections of sluaghs but one through Arawn style Death and the other corrupt Undeath magic. I have the Soul Shroud require Pass Through the Ether instead of Malevolent Designs. World Wonders when captured don't change types based on the capturing civ, unlike normal buildings, so this way the Sidar completing the Soul Shroud permanently prevents anyone from getting the abomination of the soul forge.

Kael said:
House of Plenty (Amathaon)- Deep with the richest areas of the world (and only those areas) great temples to Amathaon provide rest and an endless bounty to those that would join them. They are less about worship and more about providing hospitality, like the world’s best bed and breakfast. Often called the Lord of Plenty.

I added a new House of Plenty temple, as a national wonder also called the House of Plenty. It requires the House of Plenty as a State religion, as it sort of takes the place of the religious champions that other religions get. It eliminates all unhappiness and unhealthiness from the city, generates trade routes, removes the fatigued promotion from units in the city, and adds some health/happiness to all cities, but the building disappears if your supply of gold ever drops below 250 per city. You can rebuild it after every time it is removed, either in the same or a different city, provided that your gold coffers have recovered and you still have the House of Plenty state religion.

I also decided to give the House of Plenty a new High Priest unit, called the Genius, that works a bit different from the other high priests. The normal priests of this religion cannot upgrade to their high priest, but all Great Persons (who don't have a different religion type) can upgrade to a Genius at any level. The Genius has the abilities of all of the other great persons to a greater degree. It could hurry more production than an engineer, build improvements and railroads faster, add a lot more culture than a bard, more research than a sage, etc. I haven't made up a new spell for them but just gave them Creation Affinity + Channeling 4, letting them trigger Golden Ages without sacrificing themselves. Since some great persons start with affinities they could gain access to the top tier spells in those spheres, but in most cases those great persons have religions that would make them ineligible for this upgrade.

Canonically Amathaon gives his blessings seemingly at random, not favoring those who worship him over other gods. He doesn't even seem to care about the alignment of those he gifts with special talents. He does not have much or an organized priesthood, but those who revere him consider it the highest act of worship to aid those whom he has gifted to help such geniuses develop their skills to the highest degree.

I had previously used House of Plenty as the name of the Kuriotate UB, previously called the City of a Thousand Gardens, which replaced the City of a Thousand Slums. I decided that they should still get something to replace the slums (which are useless to a Sprawling trait civ) so I introduced a new Pixie Gardens wonder UB. It require Commune with Nature and just adds a little bit of health and happiness, but it also allows them to train Pixies instead of only summon limited duration versions.


I'm thinking that making the caster of Planar Anchor become limited duration in the event of miscasting may be too much. I will probably switch it so that a miscast spell just swaps the effects it has on friendly and enemy units, so that it extends the duration of hostile summons while killing or reducing the duration of your own. I'll probably remove the <bCasterNoDuration>1 tag too so that summoned Djinni can use the spell, since they won't be able to extend their own duration anyway due to being magic immune.

I just made Spellstaffs a lot more useful. They now let a unit cast twice in one turn even without breaking them, and a third time if you use the break spellstaff ability. I added a python prereq to that spell that sets the unit as not having casted if it has casted but not intercepted. The intercept mechanic is not really used in FfH2, but still can easily be edited in worldbuilder, so I thought it was a neat way to allow an extra spell.

I added Spell Scrolls as a another piece of equipment that can be discovered in lairs orcrafted as artifacts with access to metamagic. I was hoping I could make the equipment get a random spell sphere promotion and let units read the spell scroll to get that promotion, but I found when there were multiple spell scrolls in the stack that the units always got the promotions from all of them. The spells would also change whenever the equipment was captured. Right now it just has a chance to add a random adept or mage level spell sphere.

I decided that the Herald's blessing spell did not fit with the Artificers or Velgyr well enough, so I switched it back to a Herald specific spell. As a new Enchantment + Channeling 4 spell I introduced "Create Construct," which summons a permanent Golem with affinity for whatever sort of mana might be found on the tile. It uses the Juggernaunt Clockword Soldier art that I think I got from the Orbis Mechanos civ. I considered using that for the Mithril Golem, but ended up deciding to use a reskin of the Bannor Champion for that after trying a bunch of other options that just never animated properly.

I would post a picture, but I'm using my cell phone as a hotspot and don't want to waste my limited data. Our home phone and internet have been down for a day and a half. They previously went out for about an hour on Saturday and for nearly 12 hours on August 7th, but eventually the phone started working on its own and then I could get the gateway to work after resetting it. This time I have had no luck. ATT is supposed to send a technician just before lunch.

I'm hoping to get the new version released soon, but obviously not until after our internet is fixed. I'm still suffering some crashes but I think they might be easier to fix if lfgr can load saves on my version and help be track down the source of memory leaks.
What does the mysticism tech do? It says it allows to "contruct spells", what does that mean?
I'm not quite sure why I gave the spell buildings a tech prereq in previous versions, but I removed that a long time ago on my end.
I solved my problem with the map I mentioned earlier, didn't think to check if map size was specified as a variable in the file.

Random suggestion: would it be possible to tie :gp: spawns to your alignment? It's a bit weird playing a Good civ and getting a Great Sage who can summon Pit Beasts, for example.
I suppose I could check for alignment before applying promotions and rename the unit if it doesn't match, but I think the game might announce the great person's original name before I could change it. It could get confusing. I don't think there would be a way to add the unused name back to the GP name list to be used again for a great person built to a more thematic player, so a lot of the special great persons would just end up not getting used at all. I don't know of a way to access the name list to reassign it with one of the normal names, so I'd have to just make it generate a random name. I'm not sure how it would interact with lfgr's change to make captured great persons keep their original name either (although that doesn't work so well with how I give promotions either). Overall I am just not sure it is worth the trouble.



Wow, i had no idea Gabella's mask was in the game or Gyra could be found in Bradeline's Well, or imagined that Gabellas & Kylorins masks could be acquired multiple times. Suddenly i feel the need to play again, building tall and equipping a bunch of elite units with masks to infiltrate my neighbours... Ah, too many fun playstyles in the mod.
Thanks for clarying the information! I keep a doc with some of the critical info (like all Imprimatur slaugh location or what civics/religions each dragon requires, to maximize my power once i hit Divine Essence) but my documentation regarding the masks and Matronae was woefully lackluster.
There was a limit of 7 masks total, but I found in a test game last week that getting multiple masks on one site was too easy. I removed he chance of getting them on those sites, since the unique masks are already placed of Asmoday, Alexis, Kylorin, Barbatos, and Os-Gabella. It will still be possible for a random exploration to result to find the mask twice, representing the Faeryl and Esus masks.

I just changed it so that if Asmoday, Wode, or Barbatos appear on the map within a 3 tile range of their respective masks that the Mask of Asmoday/Alexis/Barbatos unit is removed and they gain the mask of Esus promotion. The names masks are all cursed/warded, but the one who warded them can pick them up easily.

Asmoday and Wode can only be resurrected on the Grave of Asmoday or Wode's Oak with Life3 or Life Affinity+Channeling3 and Divine essence, but Barbatos may appear as a barbarian unit whenever someone ties to claim his mask. He is very hard to vanquish since I made it so that immortal barbarian unit reappear on a random tile whenever they are killed (since the barbarians don't have a capital in which to appear). Immortal barbarians can sill be permanently killed in slain twice in one turn, but you cannot just surround the capital with assassins to pick them off when they are reborn as you don't know where they will reappear. Only Gyra or Angels of Death (who have post combat effects removing immortality) have much hope of making Barbatos stay dead. (Canonically only Morrigan should be able to euthanize him, as she needs the Ending Stone to overcome Arawn's curse, but that would be too hard to implement.)
 
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The Soul Shroud requiring Pass Through the Ether seems like an indirect nerf to the Sidar since it's such a lategame tech. But it is better than them having the Soul Forge. Does this mean they have access to the Tower of Necromancy now? If not, do they have no tower at all (and as such cannot get the Tower of Mastery)?

The change to spellstaffs seem like it would give the Amurites a significant boost. Even if the spellstaff lost any othe benefit and only gave double casting it would still be a strong buff for them i think.
 
I have a save where the spirit guide is not being transferred to a new unit on death of the original. Is this a bug? Do you wan the save?
 
had a "waiting on civilization" bug on this save. I deleted all of Amalacher's mages (the unit named mage, not every spellcaster [because I forgot]) and that didn't fix it, and I tried skipping all units turn and that didn't either. So I just nuked all his units and that fixed it. Can provide logs or further testing upon request.
 

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Hello everyone again! I just thought that I should draw some kind of drawing of the Fall from Heaven. Can you suggest an idea? What do I mean by this? A plot moment from a campaign or information about a building (there are funny stories there). I can suggest, on my part, to draw Aurik as a farmer as he plants wheat on the snow and behind him his civilization "rises". As an option, I can suggest drawing icons for the mod or the like.

A sketch of my idea will be attached below ...
 

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An example of some icons below ...

I can also try to suggest making an intro video for each of the new, relative to the original, religion
 

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I just got the event for a witch that has been found and that you can choose to execute, spare, recruit (as Sheiam) for a Mobius Witch, or as Balseraph, weigh her.

The last one gives you a Witch Hunter. I don't recall what they get in base FFH, but a Witch Hunter seems a bit unusual. This allow the Balseraphs to found the Matronae faster than any other civ, although they still need Fanaticism for Evangelist. Or is the Witch Hunter they receive specifically non-religious?
 
This has been mentioned before, but there are quite a few broken maps/scenarios in the current version of MMM. As well as the below (which sounds very interesting!), The Black Tower, Wages of Sin, and the Splintered Court (at least) are broken. The Civ4 maps (e.g. Earth 18 Civs, Earth 1000AD, South America, Africa and Earth Ice Age) are also broken (note that they work on other FFH2 mods, e.g. EMM, by spawning civs randomly). I believe that Ozzys 19-Civ map is also broken.

Is there a way to fix this - something we can edit in the WBSave file that will make it compatible? Alternatively, would you be able to check these for the next release version? Thanks.

MagisterModmod has a version with developed empires (so lots of cities placed, religions founded, etc) but it doesn't seem to be compatible with the current version.

I've adapted the original Turn 0 map to work with the mod, though it doesn't have new stuff like the mod's new unique features, etc.

The original map works fine with EMM when I try it.
 
How difficult would it be for me to retool the Totestra mapscript with some of the QoL and FFH specific settings from ErebusContinents (mainly thinking of the starting plot rules and smart climate features)? Totestra makes my favorite maps by far, but it's crippling to see civs like Illians or Malakiem spawn outside their biomes (or worse, having giant ice bands from toric wraps with no icey bois in sight).

edit: There's a bug with the serial killer event where if you recruit him as a crazed swordsman, he doesn't get the 10xp that the event tooltip suggests he will.
 
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Is it intended that goblin archers hirable from goblin forts can upgrade to longbows for free? That's one of the best gold to hammer conversions in the game, especially considering those longbows are stronger than regular as well.
 
I finally got the city screen to correctly display all 24 religions in the games properly in 3 rows, with the gold boxes and stars in the right place. (I believe the last version used two rows but put the boxes for the second row on the first row. The hard part was finding where to adjust the panel to make the resources box not overlap the religion's 3rd row.)

What order to you think I should follow when organizing the religions?

At first I was just adding all the new religions to the end of the list after the original 7 religions in no particular order, although I had reorganized the original 7 religions in my modded years ago to go from most good to most evil.

It seems to me though that with the religions divided into 3 different rows that it makes more sense to have one row for good, one row for neutral, and one row for evil religions.

I liked the idea of arranging things so that opposite spheres would be on top of/below each other, but that doesn't work so well when some opposing spheres are neutral.

This screenshot shows how the city screen looks with the religions placed in the order that mostly follows how Kael listed each of the gods' vaults in The Worlds of Hall from Heaven, from the Highest Heaven of Lugus to the Lowest Hell of Agares. The Dreamlands was listed last in that document but would be encountered after the Throne of Hell when ascending out of the hells in reverse order, so I placed the Council of Esus ahead of The White Hand. I placed The Ember Legion after the Ashen Veil instead of between Brotherhood of Wardens and the Ringgivers because Bhall is no longer among the good gods, as she fell down to Agares' hell and after awakening will usurp him to become the Queen of Hell, using their son Belphegor to bring on the Age of Ruin. Having 6 good 7 neutral, and 8 evil religions unbalanced things enough that I had to place the Cult of the Dragon at the end of the Neutral row (its alignment should depend on the type of dragon being worshiped, but neutral and evil dragon cults are the most common) and both the Matronae and Children of the One in the first row with the Good religions. It makes sense for the Matronae to fit between The Order and the Luonnotar, as their goals were inspired by the philosophies of Cassiel and the Luonnotar but their means was to use a genocidal fanaticism worse than The Order.

I am going to have to reassign the various disable religion game options to fit the new order, but figured I'd ask for advice to see if anyone has a more reasonable way to arrange them first.


I was sure I had responded to most of these already, but since I don't see a more recent post my me I guess I abandoned a draft before posting.

The Soul Shroud requiring Pass Through the Ether seems like an indirect nerf to the Sidar since it's such a lategame tech. But it is better than them having the Soul Forge. Does this mean they have access to the Tower of Necromancy now? If not, do they have no tower at all (and as such cannot get the Tower of Mastery)?

The change to spellstaffs seem like it would give the Amurites a significant boost. Even if the spellstaff lost any othe benefit and only gave double casting it would still be a strong buff for them i think.
Yes, the Sidar are able to build the Tower of Necromancy now so they are not blocked from also building the Tower of Mastery. I decided to make it so that the Tower of Necromancy also gives free promotion picks to Angels of Death and Tomb Wardens, so the Sidar have some use for it despite not being able to summon the Undead.

I decided that it was odd for the Tower of Necromancy to be the only tower that supplied mana, especially now that you can get death mana from either the Tomb of Arawn or the Soul Forge, so I removed that.

I also cut back the number of free promotion picks from the towers, making it so that the units should always get one promotion pick but that additional promotions depend not only on your effective mana supply but also on how many other units are empowered with free promotions from the towers. Without this change, the Dimensional 2 spell was way too overpowered as it made little sense to train an army when you could summon one with that many free promotions and keep them around indefinitely.

I decided that requiring Pass through the Ether was too much of a nerf, despite the Sidar doing rather well in most of my test games. I ended up switching it to Religious Law instead.


Yes, improving spell staffs is a significant boost to the Amurites, making them finally stand out as the best arcane civ rather than merely one civ whose leaders all have the arcane trait. It is also a buff to the Dispel Magic spell, since that can remove spell staffs fro rival casters.


I have a save where the spirit guide is not being transferred to a new unit on death of the original. Is this a bug? Do you wan the save?
I have made way too many changes since the last release to want to roll them back to make the game compatible enough to test an old save at this point.

Spirit Guide is supposed to transfer XP to an eligible living unit, excluding beasts and animals, not transfer the promotion to another unit.

By the way in the nest release Spirit Guide will be very much associated with the Eternal Cabal, as the Reliquary is now the temple of that faith. You can expect the Sidar to build a lot of reliquaries ad hve their dying units pass on their xp to other units, letting them level up enough to become Shades faster.
An example of some icons below ...

I can also try to suggest making an intro video for each of the new, relative to the original, religion
I honestly never play with any videos active and don't care enough about them to want to made the download size larger by including them.

The icon look already but the default icons they replace are good enough that I don't see any value in making the download larger in order to replace them.

The icon with which I am least happy and would most welcome a replacement is the one I made for Force Mana.

I'm also not a huge fan of the Empyrean symbol, as a lion might make sense as a totem of a desert tribe like the Malakim but it seems to have nothing to do with Lugus. Lions are mostly nocturnal ambush predators, the antithesis of what Lugus stands for. I always imagined the Emyrean symbol as more like an all seeing eye surrounded with rays of the sun (but definitely not with a pyramid like the Stewards of Inequity eye of providence symbol). That would fit better with how clerics of Lugus are canonically colloquially called Eyemen. We might need a new symbol for the Anointed if the Empyrean eye symbol was too close. The old Aeron's chosen icon does seem an odd color scheme for the blood god anyway.

I just got the event for a witch that has been found and that you can choose to execute, spare, recruit (as Sheiam) for a Mobius Witch, or as Balseraph, weigh her.

The last one gives you a Witch Hunter. I don't recall what they get in base FFH, but a Witch Hunter seems a bit unusual. This allow the Balseraphs to found the Matronae faster than any other civ, although they still need Fanaticism for Evangelist. Or is the Witch Hunter they receive specifically non-religious?
Canonically Witch Hunters were a big deal in The Order for generations before most of them abandoned Junil to serve Sarabride. Most did not tend to be especially devout, just fanatical about rooting out witches or anyone they could profit from accusing of being witches.

I am not sure how it was in the last release, but currently Witch Hunters have no religion type, despite having The Matronae as their religion prereq. You cannot train them en mass without the Matronae religion, but the unit's own religion would be determined at random based on the religions in the city where it is trained and it would have no religion when gained from that event.

Witch Hunters don't have the Divine promotion either, so the only way they can purchase the Evangelist promotion is if they get the Eremite promotion from a Malakim Desert Shrine or if they are assigned the Empyrean religion and visit the Mirror of Heaven. I wonder if I should change their unitcombat to something other than Disciple to prevent even that from happening.

This has been mentioned before, but there are quite a few broken maps/scenarios in the current version of MMM. As well as the below (which sounds very interesting!), The Black Tower, Wages of Sin, and the Splintered Court (at least) are broken. The Civ4 maps (e.g. Earth 18 Civs, Earth 1000AD, South America, Africa and Earth Ice Age) are also broken (note that they work on other FFH2 mods, e.g. EMM, by spawning civs randomly). I believe that Ozzys 19-Civ map is also broken.

Is there a way to fix this - something we can edit in the WBSave file that will make it compatible? Alternatively, would you be able to check these for the next release version? Thanks.

I fixed all of the scenarios in the PrivateMaps folder to be compatible with my modmod again a week ago. That is, I edited the CivBeyondSwordWBSave to eliminate anything that would cause it to crash upon loading and searched ScenarioFunctions.py to eliminate references to things that would clearly cause bugs, but I did not playtest every one of the scenarios long enough to make sure all of the triggers still worked the way they should.

I spent a bit more time on the Gift of Kylorin scenario, as it serves as a tutorial for some spells that don't work that way anymore. After losing a few times from miscasting the non-affinity versions of one spells, I decided to just go ahead and make that scenario grant affinities. The affinity Channeling 3 spells are way too strong though, so I deciced to change the player unit from an Archmage to a Wizard. I had to add a couple walls to prevent the Water affinity promotion's water walking from letting the player skip half of the maze. I went ahead and let the Relic of Leucetios grant Life affinity and Arawn Death Affinity, as life affinity has no spells that are useful in the dungeon (except for mass resurrection, which would require Channeling 3 and enable much too powerful spells in other spheres), although if you go for the optional relic of Barbatos first and get Undeath affinity you cannot get that promotion.


I did not touch the copies of the same scenarios in the Assets\XML\Scenarios folder, which I always through was a really weird place for Kael to put them. I guess he did so because he only wanted people to be able to access them through the custom scenarios screen that makes some scenarios prereqs for others, but I personally much prefer being able to launch them as custom scenarios at different speeds, difficulties etc.


How difficult would it be for me to retool the Totestra mapscript with some of the QoL and FFH specific settings from ErebusContinents (mainly thinking of the starting plot rules and smart climate features)? Totestra makes my favorite maps by far, but it's crippling to see civs like Illians or Malakiem spawn outside their biomes (or worse, having giant ice bands from toric wraps with no icey bois in sight).

edit: There's a bug with the serial killer event where if you recruit him as a crazed swordsman, he doesn't get the 10xp that the event tooltip suggests he will.
I am no expert on mapscrips. I wouldn't mind including a new "TotestaErebus" type script if someone else wrote it, but don't expect to spend much time making one myself.

EVENT_PSYCHOPATH_CAUGHT_3 appears to be entirely xml and is not something I ever touched, so I'm guessing that is a bug for lfgr instead of me. It may be the game thinks it is suppose to give the xp to a different unit for whom the event triggers instead of for the unit it generates.

Is it intended that goblin archers hirable from goblin forts can upgrade to longbows for free? That's one of the best gold to hammer conversions in the game, especially considering those longbows are stronger than regular as well.

They don't have a promotion that gives upgrade discounts, so I guess it is an effect of making their <iCost>-1</iCost>. I don't suppose any harm would come from changing their cost to match the normal Archer. I assume the same thing should be done to the scorpion clan chariot.
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Spirit Guide is supposed to transfer XP to an eligible living unit, excluding beasts and animals, not transfer the promotion to another unit.
I did not know that, there is probably no bug as I was looking for the promotion to be past on.
 
I am thinking of changing the Empyrean symbol to this, a combination of two religious icons from the BtS Gods of Old scenario (those of Utu and An, the Sumerian Sun God and the Lord of Heaven) with he saturation turned up a bit.
Edit: I might like the red sun version better.

When updating the halos for the Empyrean priest and high priest, I noticed the halos were applied to it wrong before (sideways and such that they are invisible from behind) and that it is just inefficient to include copies of the religious icon in both folders instead of just referring to the religion icon folder. I also noticed that the staff with a glow effect was the only difference between the priest and high priest, and that it seems wrong for this relatively pacifist religion to use the most militant armored priests.

Canonically a high priests of the Empyrean should be wearing light yellow robes, not golden armor. I decided it would be better to change the art to closer match the canon description, so I made this based on Cordindale's art.

(Kael said he chose the name "Luridus" because it means light yellow, the color of the high priest robes. The word actually means pale, sallow, wan, sickly, ghastly, or horrifying. It is not the pale yellow color you'd see on a Sun God's robes, but more like the skin of a vampire who has not seen the sun in centuries. I have trouble thinking of a worse term for the Empyrean high priests, which is why I changed the name to Luminary.)
 

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The order of symbols seem good and well-thought out, and i can't think of any advised changes. My knee-jerk reaction would be to have Eternal Cabal centered next to Grey Cabal for aesthetic reasons, but the 'heavenly' arrangement makes much more sense.

Religious Law instead of Pass Through the Ether sounds like a good change; it even fits the tech name especially well. Just to double check, the Soul Shroud does give Death mana as well right? I find myself building the Soul Forge most games as Sidar despite their canonical abhorrance of such a thing, only because of the delicious extra mana it gives.

I feel like the UU Wizards combined with Arcane is what made the Amurites so potent, with their 12% addition lower miscast chance (32% with an intact staff) and free promotions.
On further thought i might need to switch from good ol' Dain to play Valledia more, since upgrading a horde of adepts to mages is so damn expensive. This change would help alleviate that and make each Wizard more valuable i suppose.

The Empyrean symbol looks fanastic. It will be odd to not see the familiar old red lion anymore, but i think these symbols (especially the red one) looks great as well, and certainly distinct enough from the Stewards and Anointed that there's no risk of mixing them up.
 
Aw, I liked the old lion symbol.

Anyway, I'm not sure about the eye, I think the symbol would feel more properly Lugus with just the sun. As it is, it looks a bit childish? Or shifty? Maybe less so if the eye was looking straight at you.
 
Aw, I liked the old lion symbol.

Anyway, I'm not sure about the eye, I think the symbol would feel more properly Lugus with just the sun. As it is, it looks a bit childish? Or shifty? Maybe less so if the eye was looking straight at you.

I just made a quick edit of the symbol in GIMP to shift the focus of the eye. I do think it looks better facing forward, now that you mention it.
 

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