[MOD] MagisterModmod

What do you think of these changes that I'm testing out:

The Crown of Akharien no longer lets units upgrade for free. (I was finding it annoying how often I felt compelled to exploit this my passing the equipment between every unit in a stack to let them all upgrade for free). Instead it grants free XP the same way as the Hero promotion does, plus it makes a unit 100% less likely to miscast spells. It may randomly grant Channeling 1 instead of Mastery of Magic.

The Equipped effect of the Ringgiver's high priest spell gives a 90% discount on unit upgrades instead of making all upgrades completely free. It also allows upgrades outside of borders and gives immunity to Rust


The Foxmen have a temple called the Trailhead (which does not grant any culture like most temples, but gives a free specialist slot for every unique feature within the city radius), a disciple called the Vagrant (with Light and March, but not Medic 1 like most disciples), a priest called the Drifter (with Light, Mountaineer, Divine, and March instead of Medic 1&2 like most priests, plus the paratrooper airdrop ability), and a High Priest called the Winddancer (with Flying, March, Medic 1-3 like most high priests). None of these units can get any defensive bonuses. All can move through rival territory.

The Wanderlust promotion no longer exists. (Note: this will break saved games). Foxmen disciples no longer start with the Adventurer promotion, which was preventing them from joining with great commanders as well as triggering both random lair explorations and the "And Now for Something Completely Different" effect that de-upgrades them so they can take a different upgrade path. The Truancy spell, which also de-upgrades them so they can take a different upgrade path, is also gone. Those abilities were getting a bit annoying and being able to upgrade the same disciples over and over tended to make all of them get affinity instead of just a special few as in other faiths.

The new Foxmen priest spell is "Explore Wilderness," which works the same as exploring a minor lair like a barrow or ruins but does not require any improvement on the tile. It cannot be used within any city limits, within any national borders, or on tiles with multiple units. It does not clear an improvement or grant any xp like a normal lair exploration, but the units may still get xp from defeated any hostile units the Drifter may run across.

The Winddancer's spell is Gale, which pushes units back and gives them the Airborne promotion, a promotion that combined the effects of Flying and Enraged, causing units to wander around out of control over any sort of terrain until the effect wears off.

The Slyph Search's great person type is now a Great Bard instead of an Adventurer or Foxmen cleric.

In lieu of a normal religious hero, any player with the Foxmen state religion can train one Adventurer in a city with the Foxmen religion and a Trailhead present. These adventurers won't have the lore specific names, races, and promotions of the adventurers generated from great person points or from lair exploration. They will have randomized names, the Foxmen religion, Air affinity, and the Light, Mountaineer, Divine, and March promotions like an ordinary Drifter. There is a bit of python code which prevent them from training another Adventurer when they already have one in an upgraded form. There is also python code that makes an Adventurer (included those upgraded to other unit types) abandon a player who abandons the Foxmen state religion.



I'm also thinking about getting rid of the Pilgrim promotion and the related mechanic that grants free promotions based on unique features. The python code is kind of messy and inefficient, and with all the spheres having their own religions and affinities it can seem odd for Elohim disciples to get spell spheres etc from very different spheres. I might need to give the Elohim some other bonus instead, linked to their canonical role as the guardian of holy sites. Maybe their Monk and/or Pilgrim units should just get +1 xp for every unique feature within their territory?
 
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For Elohim, maybe a building that gives additional :gp:/Free Specialists, greatly reduces distance maintenance and requires a Unique Feature in the city's vicinity? It would make sense for some of their cities to be pretty remote places if they're supposed to potentially guard every Unique Features.
 
I've been away from this for a few years now. What you are talking about is worlds diferent than what I remember.
 
For Elohim, maybe a building that gives additional :gp:/Free Specialists, greatly reduces distance maintenance and requires a Unique Feature in the city's vicinity? It would make sense for some of their cities to be pretty remote places if they're supposed to potentially guard every Unique Features.

A building granting free specialists for unique features is how I formerly implemented the Chancel of the Guardians, before I switched it from an Elohim UB to the Brotherhood of Wardens' temple. I guess I could go back to that.

Right now I can't think of a better name for an Elohim UB than the Chancel, whereas I'm thinking "Safehouse" may work as well or better for the Brotherhood temple.


Buildings can grant a flat number of great person points or a percent bonus to the generation rate, but the only thing it can give based on what improvements are within the city radius are free specialist slots.

I don't think that buildings can reduce distance maintenance specifically, but I could give the building -100% maintenance from all causes and could greatly reduce distance-based instability that could otherwise lead to revolutions.

The Chancel already reduced maintenance and the distance instability penalty, but I could make those bonuses a lot more significant if the building is balanced out by only be available near unique features.

It might also justify bringing back features like having the building automatically Bless units in the city an sanctify surrounding terrain. I used to have it sanctify terrain based on the life mana supply, then switched it to the spirit mana supply when it became Sirona's temple, but if the building is meant for remote locations that are hard to connect to the capital it might be best to simplify the code and not require any bonus.


I don't think I'd thought of requiring unique features near the city before. That could be done with little difficulty by adding this to CvGameUtils.py
Code:
    def cannotConstruct(self,argsList):
        pCity = argsList[0]
        eBuilding = argsList[1]
        bContinue = argsList[2]
        bTestVisible = argsList[3]
        bIgnoreCost = argsList[4]
        iPlayer = pCity.getOwner()
        pPlayer = gc.getPlayer(iPlayer)
        info = gc.getBuildingInfo(eBuilding)
        iBuildingClass = info.getBuildingClassType()
        eTeam = gc.getTeam(pPlayer.getTeam())

        if eBuilding == gc.getInfoTypeForString('BUILDING_CHANCEL_OF_GUARDIANS'):
            iX = pCity.getX()
            iY = pCity.getY()
            for iiX in xrange(iX-2, iX+3, 1):
                for iiY in xrange(iY-2, iY+3, 1):
                    pLoopPlot = CyMap().plot(iiX,iiY)
                    if pLoopPlot.isNone():continue
                    if pLoopPlot.isWithinCultureRange(iPlayer):
                        iImprovement = pLoopPlot.getImprovementType()
                        if iImprovement != -1:
                            if gc.getImprovementInfo(iImprovement).isUnique():
                                return False
            return True
Originally I was thinking I'd have to include a list of every unique feature and check each tile's improvement against each of them, which could be inefficient in code called as often in the background as most of the functions in CvGameUtils.py. If we don't care what feature it is so long as it is unique though, I think this code ought to be efficient enough.


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I'm thinking now that the Air Affinity, Mountaineer, etc for the Foxmen Adventurer is kind of overpowered. Maybe it is best just to give them the Foxman religion and Divine promotion.
 
I have some thoughts about the changes you suggested.
1. Apprentice foxmen. Place a 3+ Drifter next to a weak nation and spam lair research next to it so that the opponent's nation is BLOWN OFF with barbarian meat (I would consider having the units called by this spell attack the caller instantly), or choke the opponent with barbarian meat is part of the intent of this spell ? How does this spell work with nations that have the Barbarian trait? Will the summoned units have the hidden nationality perk?
2. "Pilgrim". Giving movement speed for each Unique Features is, in my opinion, extremely strong. I prefer the option to give each Faithful unit when creating in Elohim city, the experience of which is the greater the more miracles within the borders of your state (+5 for each Unique Feature for example).
 
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A building granting free specialists for unique features is how I formerly implemented the Chancel of the Guardians, before I switched it from an Elohim UB to the Brotherhood of Wardens' temple. I guess I could go back to that.

Right now I can't think of a better name for an Elohim UB than the Chancel, whereas I'm thinking "Safehouse" may work as well or better for the Brotherhood temple.


Buildings can grant a flat number of great person points or a percent bonus to the generation rate, but the only thing it can give based on what improvements are within the city radius are free specialist slots.

I don't think that buildings can reduce distance maintenance specifically, but I could give the building -100% maintenance from all causes and could greatly reduce distance-based instability that could otherwise lead to revolutions.

The Chancel already reduced maintenance and the distance instability penalty, but I could make those bonuses a lot more significant if the building is balanced out by only be available near unique features.

It might also justify bringing back features like having the building automatically Bless units in the city an sanctify surrounding terrain. I used to have it sanctify terrain based on the life mana supply, then switched it to the spirit mana supply when it became Sirona's temple, but if the building is meant for remote locations that are hard to connect to the capital it might be best to simplify the code and not require any bonus.


I don't think I'd thought of requiring unique features near the city before. That could be done with little difficulty by adding this to CvGameUtils.py
Code:
    def cannotConstruct(self,argsList):
        pCity = argsList[0]
        eBuilding = argsList[1]
        bContinue = argsList[2]
        bTestVisible = argsList[3]
        bIgnoreCost = argsList[4]
        iPlayer = pCity.getOwner()
        pPlayer = gc.getPlayer(iPlayer)
        info = gc.getBuildingInfo(eBuilding)
        iBuildingClass = info.getBuildingClassType()
        eTeam = gc.getTeam(pPlayer.getTeam())

        if eBuilding == gc.getInfoTypeForString('BUILDING_CHANCEL_OF_GUARDIANS'):
            iX = pCity.getX()
            iY = pCity.getY()
            for iiX in xrange(iX-2, iX+3, 1):
                for iiY in xrange(iY-2, iY+3, 1):
                    pLoopPlot = CyMap().plot(iiX,iiY)
                    if pLoopPlot.isNone():continue
                    if pLoopPlot.isWithinCultureRange(iPlayer):
                        iImprovement = pLoopPlot.getImprovementType()
                        if iImprovement != -1:
                            if gc.getImprovementInfo(iImprovement).isUnique():
                                return False
            return True
Originally I was thinking I'd have to include a list of every unique feature and check each tile's improvement against each of them, which could be inefficient in code called as often in the background as most of the functions in CvGameUtils.py. If we don't care what feature it is so long as it is unique though, I think this code ought to be efficient enough.


---
I'm thinking now that the Air Affinity, Mountaineer, etc for the Foxmen Adventurer is kind of overpowered. Maybe it is best just to give them the Foxman religion and Divine promotion.
Maybe creating a similar mechanic to that of the Kuriotates cities? Like, when founding a city, you have a normal "settlement" or a "guardian enclave/ sacred protectorade" or something, this one being kinda useless if the cultural borders dont have a special feature, and a escalar bonus to each feature in proximity (this can be done with a new special "palace" building or something, made just for that).
 
Having units from lair exploration code attack the caster directly or giving them hidden nationality would be tricky as I'm using the same lair exploration code in Custom Functions rather than including the code in CvSpellInterface.py.

In my tests I have not found the Drifter's explore wilderness ability overpowering, mostly because by the time you have access to priesthood there is not generally enough unexplored unoccupied wilderness left available to explore at all. If you are still worried about it though, I may consider giving the Foxmen Loki's Entertain ability instead.



In my last Calabim game I found that the Flesh Golem, especially since I switched it to be UNITCOMBAT_BEAST instead of NONE, seems way too powerful for a priest level spell. I'm thinking it should really be a high priest spell and abandon the player who abandons the state religion. I still really like the name Carnifex better for the maker of flesh golems though, so I'm thinking of switching the names of the Anointed priest and High Priest.

The Sanguinary's spell Rage currently grant all the units around it the Enraged and Burning Blood promotions plus deals some psychic damage. That would need to be scaled back, or given back to Buboes and replaced with something else for the Anointed priests. A spell that indiscriminately effects so many of your own units nearby can be rather annoying anyway. I created the Cold Blooded promotion specifically to prevent the Anointed High Priest and hero from falling victim to their own spell, but I'm not sure it is worth keeping that promotion either.

What would you think if I made it so that instead of having the Sanguinary cast a spell itself to affect nearby units, any living unit in the same stack as an Anointed Priest could cast the Burning Blood spell?

It would be easy enough to have a duplicate version of Burning Blood that can be cast in the same tile as a Sanguinary, but if the ability is given to units upgraded from it then I'd have to use python to cycle through units to check for their religion type and the Divine promotion. (To avoid Moroi in the same stack as a Sanguinary having two identical spells, I could just give a python prereq to the current spell and have it return true for Moroi before bothering to check other units in the stack.) That still is not difficult, but the would be an issue on how to make the miscast chance depend on whether the priest is without ara due to having the wrong state religion. I could easily make the spell not work at all if the priest is without ara but giving it a small chance to work and a large chance to miscast would not work.

I guess another option would be to give the Sanguinary a spell to remove Burning Blood, letting players take advantage of it for extra movement but then remove it before it makes their unit turn Barbarian. Such a spell could work fine with the priest miscasting mechanic.

That is awfully similar to the Blond Bond spell I have the Calabim's Brood Guard unique units through. I guess I could just switch that spell to the Anointed Priests and give the Brood Guards the Anointed religion and divine promotion so they could cast it too.

The simplest and most intuitive option I guess would be for the Sanguinary to have a Range spell that simply adds Enraged to enemy units, which does make them faster and stronger on the offense but also makes the weaker on the defense to the Sanguinary's allies can kill them more easily and so the unit's owner won't be able to control their actions until the effect wears off.



I'm thinking the Sons of Discord priests and High Priests need some changes too. The Disrupt spell code as I modified it for the Agonists (after previously modifying it for the Agents of Esus/Undercouncil) got way too complicated. Its effects are normally way too weak, but when cast by a powerful high priest can be too powerful when it flips cities without combat.

I'm thinking of giving the Agonist the Provoke spell (forcing nearby units to attack it) and giving the Belligerent a new spell, Rebellion, which grants the Rebel promotion to non-team adjacent units and can trigger revolts in adjacent non-team cities.

The mechanic of having Sons of Discord units always Rebel when not at war will need to be dialed back too.



I'm thinking that it seems wrong for the Council of Esus to be the one religion (of the 21 spheres, ignoring the Cult of the Dragon, Matronae, and Children of the One) that does not get a full cleric line of disciple->priest->high priest.

I'm leaning towards giving them a conventional cleric line called the Liar-> Thief -> Slanderer.

Since I let other priests be trained without state religion, limiting their power with the Ara mechanics making them more likely to miscast without state religion instead, I'm thinking the Ally with Aphotic Throne Undercouncil resolution needs to be changed. It does not seem right that their priests still require state religion unless you are a member of the undercouncil in good standing after that resolution passed.
I could just eliminate the vote option and go back to having just one version of the temple, but I still kind of like the idea of having a positive version for those following Esus and a hostile version for those of other faiths. I'm wondering though whether that should be specific to the Council of Esus or maybe be extended to all the religions.

I'm considering making it so that there is a stronger version of each religious temple that may be built with the state religion, possibly also available for those with a friendly enough religion or alignment, and a negative version that it is replaced with if you have the wrong religion or alignment. (Perhaps some might also get a neutral version of some temples, for when two religions are not enemies but don't really collaborate either.) It doesn't really make sense lore wise for a Temple of the Veil to provide the same benefits for an Evil player following the Ember Legion as for a good player under The Order, after all. Since I'd have to rely on python to switch out the buildings I guess I could come up with some more complicated rules on who can have what version, such as maybe giving a player of a different state religion who would normally have the beneficial or neutral version instead get the harmful version when at war with players that have that faith as a state religion and control its holy city.
 
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Very nice to see this modmod is still worked on from time to time!

A couple of things I noticed when playing the June '22 version: you can get Condottieri (I think that's the plural) and Hollow Men as lair results; which will abandon you instantly, potentially before you even see the unit, unless you have Stewards/White Hand as state religion. Maybe intended, but seems odd since they're outliers among the other disciples/priests/etc that you can get from lairs. And for Hollow Men, they seem rather weak for "abandoners", unless you have a ton of Ice Mana, in which case you're likely White Hand anyway. In comparison, I recall being able to capture and keep a couple of lair guard Nives. Those being WH-required to build units of the national-limit tier, perhaps they would be more suited as abandoners than the no-limit Hollow Men?

I found myself re-enabling the Stir from Slumber ritual in xml, as nothing was happening with regard to dragons post-Acheron; not sure how it was meant to go down without that ritual.

Funny bug: capturing a Shield Dragon with Dragon Fanatic in adjacent tile led to a string of python exception errors and a stack of 250 Shield Dragon Fanatics. At first I just deleted the stack, then noticed that AC was now at 100; creating the stack lowered it to 0, then deleting it raised it to the max (Last Days setting on, so 250x2 for each fanatic = 500 AC points). I reloaded autosave at that point :crazyeye:
 
I'm currently testing out the idea of having most of the religion's temples have both beneficial and hostile versions, like only the Aphotic Thrones had in the last release. You would get the beneficial version if you have the right state religion, or the right council membership, alignment, etc. Python would swap them out.

This is a lot of new buildings, which has me thinking about streamlining some other buildings.

In particular, I am thinking of merging the Temple of the Order with the Basilica and the Temple of the Undertow with the Asylum. The new religion's temples all have more unique names rather than being called "Temple of the..." , so I'm thinking that would mean using the name Basilica and Asylum for the temples.

I might make it so that the version of the Asylum built when following the Undertow allows the training of Lunatics but does not make other units trained there go Crazed, while the version you'd be left with after leaving that religion would not allow training Lunatics but would randomly make some units trained there be Crazed like the current Asylum does.


Similarly the good Temple of the Empyrean would remove Blindness, while the hostile one would blind some random portion of evil aligned units trained there. The beneficial Tophet gives Fire resistance, while the hostile one deals Fire damage to non Ember Legion units. The good Arena lets units battle for XP, while the bad one may make force random units into arena battles and/or make them Rebellious.

What do you think of those ideas?
 
These sound like good ideas. Would there specifically be one positive and one negative version for each, or a neutral one as well? I am thinking if one for example builds the Ring-Givers while following Dagda or another faith that would be indifferent. I suppose the default interaction between religion temples would be the positive version, while the negative one is only swapped in when there is a religious contrast between state religion/temple.

It would be neat if the Grey temple would be an exception to these and provide a constant benefit, as fits with their neutrality.

It also got me thinking that maybe there could be an Overcouncil decision encouraging harmonious work between the temples. I can't think of any religion that would specifically switch from hostile/neutral to positive as a result, but maybe it could cause all temples to give +1 culture as a minor incentive to spread many faiths? And/or provide an positive offset to differing state religions between council members.
 
A few more notes while I remember:

Adventurers leave a LOT of permanent sluaghs behind just from their downgrading/upgrading. Say a Shadow downgrades to Adventurer, then is upgraded to Adept-Mage-Archmage over the next turn or two, in the same location; a sluagh for each previous stage is created (all four of which can be raised as undead adventurers with a single cast by a Undeath Affinity caster, incidentally). E.g. on a huge map late game 60-ish of 70 sluaghs were adventurers. Side point, those sluaghs get the Soul Forged Spirit Bound promotion if they downgrade/upgraded in Soul Forge territory, as does any religious hero that abandons you after religion change; seems unintended since they don't die in either case.

With Chaos affinity, Empower Engine mutating non-living units like ships and cannon can give them promotions like Crazed/Enraged/Diseased/Immune to Disease; Mutation effect is supposed to "only affects units that are alive", so I'm guessing not intended.

Somewhat related: like mutation, vampirism is listed as "only affects units that are alive" yet flesh golems are able to inherit it (and thus go ravenous etc); and Losha von Valas raised as undead also retains her Vampirism. In comparison, another alive-only promo, Aspect of War gets correctly removed from a golem if it gets that promotion from a unit added to it.

The Sawol Cavea; I get the impression it's intended to be a one-of-a-kind based on its description and the comparison to Basium's weapon, yet it can be mass produced by a single Enchantment III/Affinity caster using a Dimensional Node -- allowing Dim. Affinity for any and every unit if you like. Rather powerful compared to most if not all* the other Craft Artifact outputs (*e.g. Metamagic spellstaves and the boots from Air are also very worthwhile of course)


I'm currently testing out the idea of having most of the religion's temples have both beneficial and hostile versions, like only the Aphotic Thrones had in the last release. You would get the beneficial version if you have the right state religion, or the right council membership, alignment, etc. Python would swap them out.

This is a lot of new buildings, which has me thinking about streamlining some other buildings.

In particular, I am thinking of merging the Temple of the Order with the Basilica and the Temple of the Undertow with the Asylum. The new religion's temples all have more unique names rather than being called "Temple of the..." , so I'm thinking that would mean using the name Basilica and Asylum for the temples.

I might make it so that the version of the Asylum built when following the Undertow allows the training of Lunatics but does not make other units trained there go Crazed, while the version you'd be left with after leaving that religion would not allow training Lunatics but would randomly make some units trained there be Crazed like the current Asylum does.


Similarly the good Temple of the Empyrean would remove Blindness, while the hostile one would blind some random portion of evil aligned units trained there. The beneficial Tophet gives Fire resistance, while the hostile one deals Fire damage to non Ember Legion units. The good Arena lets units battle for XP, while the bad one may make force random units into arena battles and/or make them Rebellious.

What do you think of those ideas?
Sounds good, but hopefully doesn't add too much to processing time/load. Potential temple switching only gets checked upon religion change perhaps?
 
These sound like good ideas. Would there specifically be one positive and one negative version for each, or a neutral one as well? I am thinking if one for example builds the Ring-Givers while following Dagda or another faith that would be indifferent. I suppose the default interaction between religion temples would be the positive version, while the negative one is only swapped in when there is a religious contrast between state religion/temple.

It would be neat if the Grey temple would be an exception to these and provide a constant benefit, as fits with their neutrality.

It also got me thinking that maybe there could be an Overcouncil decision encouraging harmonious work between the temples. I can't think of any religion that would specifically switch from hostile/neutral to positive as a result, but maybe it could cause all temples to give +1 culture as a minor incentive to spread many faiths? And/or provide an positive offset to differing state religions between council members.
A few more notes while I remember:

Adventurers leave a LOT of permanent sluaghs behind just from their downgrading/upgrading. Say a Shadow downgrades to Adventurer, then is upgraded to Adept-Mage-Archmage over the next turn or two, in the same location; a sluagh for each previous stage is created (all four of which can be raised as undead adventurers with a single cast by a Undeath Affinity caster, incidentally). E.g. on a huge map late game 60-ish of 70 sluaghs were adventurers. Side point, those sluaghs get the Soul Forged Spirit Bound promotion if they downgrade/upgraded in Soul Forge territory, as does any religious hero that abandons you after religion change; seems unintended since they don't die in either case.

With Chaos affinity, Empower Engine mutating non-living units like ships and cannon can give them promotions like Crazed/Enraged/Diseased/Immune to Disease; Mutation effect is supposed to "only affects units that are alive", so I'm guessing not intended.

Somewhat related: like mutation, vampirism is listed as "only affects units that are alive" yet flesh golems are able to inherit it (and thus go ravenous etc); and Losha von Valas raised as undead also retains her Vampirism. In comparison, another alive-only promo, Aspect of War gets correctly removed from a golem if it gets that promotion from a unit added to it.

The Sawol Cavea; I get the impression it's intended to be a one-of-a-kind based on its description and the comparison to Basium's weapon, yet it can be mass produced by a single Enchantment III/Affinity caster using a Dimensional Node -- allowing Dim. Affinity for any and every unit if you like. Rather powerful compared to most if not all* the other Craft Artifact outputs (*e.g. Metamagic spellstaves and the boots from Air are also very worthwhile of course)



Sounds good, but hopefully doesn't add too much to processing time/load. Potential temple switching only gets checked upon religion change perhaps?

I've considered neutral versions but don't know that it is worth making so many extra buildings. Another thing to consider is that I cannot have the buildings share a buildingclass and let a civilization construct both versions. Without a shared building class, I cannot make multiple buildings alternate prereqs for training units The hostile versions of the temples would thus not allow training any disciple units or religious champions.


If I have the friendly version of the Asylum remove Enraged and the hostile version add Crazed, I'm thinking I'll also eliminate the Committed Promotion and the Commit to Asylum ability and Escape from Asylum effects. That kind of python effect is probably less efficient that swapping the temples out and more likely to cause bugs like out of sync errors.

The way I have it right now, there are no hostile versions of the temples of the Grey Council, Fellowship of the Leaves, or Foxmen. Fellowship does not effect alignment so it should be available to all. The Foxmen randomly change alignment, so it should be available to all too. Right now anyone can build a Moot, but I might decide to make it Neutral-only, perhaps with the same hostile versions for both good or evil players.

Neutral players can have the non-hostile versions of most temples, but the friendly Order temple is Good only and the friendly Ashen Veil, Coven, and Ember Legion are evil-only.

Currently I just have it so that any Overcouncil member can build the Temple of the Empyrean regardless of alignment, whereas it would otherwise require either Empyrean state religion or Good alignment


I'm thinking of merging the Temple of the Veil and the Demon's Altar too.




Adventurers leaving sluaghs is a major annoyance I've been trying to deal with for quite a while. At several points I thought I had it fixed only to notice the problem again. I guess I still need to play around with the code some more. I really wish the python had an easy way to determine whether a unit is really killed or upgraded.


I like Chaos affinity giving summon perks and empowered engines some random effects, but the exact promotions given by Mutation may not be the right ones. I just changed Chaos Affinity to just give Dance of Blades for now, in part because of those promotions you point out but also because I find it annoying when an archmage's summons start Blinded.

I have added Vampirism to the list of promotions blocked from Flesh Golems. I don't want to Undead units to lose Vampirism though, because having both promotions is used for Churel the Graveleech and the other graveleeches he sires, those who cannot feed on the living but only on the undead.

I forgot the The Sawol Cavea provided affinity. I just switched that to +1 psychic +1 unholy damage.
 
Hi all! Every post from Magister makes my heart race with every new idea to improve the mod itself. But the thought of transferring all these developments to the Age of Wonders 4 engine makes my heart beat even stronger. There are major issues with the integration of religions, but I think this can be done in a "roundabout" way. Inspired by this thought, I decided to draw (in progress) the Book of Metamagic to match the original game design. And as a bonus, he already managed to create and play the character Sheelba from the Clan of Embers. How do you like the idea and drawing?
 

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Hi all! Every post from Magister makes my heart race with every new idea to improve the mod itself. But the thought of transferring all these developments to the Age of Wonders 4 engine makes my heart beat even stronger. There are major issues with the integration of religions, but I think this can be done in a "roundabout" way. Inspired by this thought, I decided to draw (in progress) the Book of Metamagic to match the original game design. And as a bonus, he already managed to create and play the character Sheelba from the Clan of Embers. How do you like the idea and drawing?
wow. You're going to make a mod on AoW4 based on FallFromHeaven ? That is.... crazy. In the good sense ofc. Do it xD
 
Hello again! I am glad to announce that I finished my work on the Tome of Metamagic dedicated to the release of AoW 4. I am ready to hear your criticism and comments on this drawing. The next book will be dedicated to either Dimensional or Enchantment.
 

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Just discovered FFH a few weeks ago and was blow away, but I have to say, this mod is substantially better. I have spent way too much time just reading through the lore writeups in-game, and all the added content really fits nicely in the setting it seems.

Anyway, reason I am here is I got DEEP into a game and hit an unavoidable end-of-turn freeze. I looked back several pages and saw similar reports from others - just curious if anyone could shed some light on how to fix such a thing. I would really hate to abandon this save on turn 360.
 
Just discovered FFH a few weeks ago and was blow away, but I have to say, this mod is substantially better. I have spent way too much time just reading through the lore writeups in-game, and all the added content really fits nicely in the setting it seems.

Anyway, reason I am here is I got DEEP into a game and hit an unavoidable end-of-turn freeze. I looked back several pages and saw similar reports from others - just curious if anyone could shed some light on how to fix such a thing. I would really hate to abandon this save on turn 360.
Had a similar thing a while back where a particular AI civ got caught up in a infinite loop deciding where to move a particular stack. IIRC the problem was apparent in the BBAI log (file name BBAILog - leadername.txt, should be in the Logs directory next to where Saves are stored); I think that that logging is on by default, it would need to be enabled if file isn't there. Moving the problem stack in worldbuilder to the other side of the AI's empire resolved the loop; but I had to do it a few more times over the next few turns until it stopped happening.
 
Had a similar thing a while back where a particular AI civ got caught up in an infinite loop deciding where to move a particular stack. IIRC the problem was apparent in the BBAI log (file name BBAILog - leadername.txt, should be in the Logs directory next to where Saves are stored); I think that that logging is on by default, it would need to be enabled if file isn't there. Moving the problem stack in worldbuilder to the other side of the AI's empire resolved the loop; but I had to do it a few more times over the next few turns until it stopped happening.
Seems like what is happening on my end too. I found that log, but it doesn't seem very helpful.

This is one of the final lines: "Cannot start mission of type 1." Seems to be the only thing out of the ordinary...

The only other mission reference I see is at the end of xml.log where it reads, "[931980.063] info type NONE not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml."
 

Attachments

Hmm. Maybe the debug.log then? Last few lines may have the ID and location of problem unit or stack.

"Cannot start mission of type 1." shows up pretty regularly in my BBAI logs too, without causing any apparent issue; so probably unrelated.
 
Hmm. Maybe the debug.log then? Last few lines may have the ID and location of problem unit or stack.

"Cannot start mission of type 1." shows up pretty regularly in my BBAI logs too, without causing any apparent issue; so probably unrelated.
I'm not getting a debug.log file. Do you mean PythonDbg.log?

I wish the python debug output was standard python interpreter output. I use python extensively in my job so I know I could likely solve the problem if it is a scripting error, but as it stands I can't really tell which .py scripts are running when. Also, off-topic, but python seems like a very odd choice for a game as it is an interpreted language and, though it is my favorite coding tool and the most useful one I know for science/stats, it runs glacially compared to optimized, compiled code.

Seems to me like a script loop is going infinite or something. The game doesn't crash, it just hangs as soon as I press end turn. I can still move the cursor around and it doesn't change into the spinning globe icon.
 
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