[MOD] MagisterModmod

Among all imba civs, the Doviello is the most overpowered for only one unit: Lucian. How? Simple: whack the first neighbour civ you see with him, kill their warrior and scout in wild, after he gets lv 3 or higher he can kill all warriors in their capital, and smash all the way till the end, which should be before turn 200.
Yes but who plays magister modmod to win :) there are better things to do in this mod that wining I must say
 
I've lost with Lucian before. Some civs like the Amurites start out with an adept (2 for them). They give the enchanted weapon promo. I've found that if you wait too long or they are too far off, ie a neighboring civ takes like 10 or 15 turns to reach it's impossible to conquer them with what you brought. I've had to do the "siege" or starvation thing several times where you pillage everything. It works, but you really don't want to be in a situation where you have a long line of beastmen trucking overland so you get a big enough stack to take a city.

I'm not sure what's up with the ai sometimes. On the few occasions I play the Svarts the are worldbeaters. If you use the starting adept to buff scouts they are strength 4 from the beginning of the game. Hunters are strength 6.

The Svarts also get Shadow Mana with their palace, so archers are a lot less useful defending against a Svart stack with an adept. Once you get sorcery, you can ignore a lot of the defenses as well.

There isn't much I can't take down with those guys.

What's weird about them is that optimally you want to go FoL, but beeline to getting Nox Noctis as quickly as you can. The AI often seems to go for a different religion like Ashen Veil or the Overlords which is much weaker for them. When I play them other than the basic techs, I don't do anything but try to found FoL, then CoE. I live with hunters and fawns as my troops until then.

If you play with Orthus, you also have to consider that your cities have to be strong enough to survive him until he is killed. Also the barbs are really strong until that happens as well.
 
The meteor event states that orcs will receive an eternal flame in addition to a golden age for the third option, but no eternal flames seems to be built even when I ensure that no other civilization could build it.
 
I recall noticing that the Clan was not getting the free building from that event before. I never actually figured out why. I think I just assumed that is what happened if someone already had the wonder and that it would work fine otherwise. I guess I should keep trying to fix it, or just change the bonus to something else.

Edit: Ok, it seems that the only problem is that I forgot to change set <bPickCity> to 1 instead of 0 for EVENT_METEOR_3. I just created a dummy spell to trigger the event and let me test it, and it seems to be working fine now.
Edit2: Of course, the way it works now allows you to have multiple eternal flames, and makes the golden age part of the option unavailable if the event is triggered for a city that already has an eternal flame. This would be a very big deal if it were a recurring event, but I guess it is fine if it only happens once per game.


I'm starting to think that I made Creation and Ice mana a bit too hard to get without a really lucky starting location or winning the race to the right religion. I still don't want them to be as accessible as the other mana spheres though. What would you think if you could build Ice nodes on raw mana, but doing so could take hundreds of turns? What about making it so that Creation nodes could be built on raw mana, but most of the time the node would fail and revert to unimproved raw mana instead of granting a source of Creation? Or maybe making the Amathaon constellation event add some Creation mana to the map?
 
Why hundreds of turns?

Is the type of mana you get with the palace some kind of balancing issue? Right now some civs get creation from the start (Kuriotates, and Luchiurp I believe), and can build any node they need except for ice. And the Luchiurp have a very good chance of getting the ice mana from the Tablets of Bambur.

The only issue I can think of is Eurabates maybe. But if Auric is as strong as you have indicated more creation mana isn't going to help him much. And as is, when Eurabates gets promotions he can solo the whole map sans Auric. I've maxed Eurabates out on all promotions in 100-150 rounds before. I'm sure my 4 or 5 creation mana nodes helped him, but he is more limited by the armageddon counter and what to do with conquered cities than anything else.

I just don't see why it is necessary to control these types of mana more than any other.

On a side note, I've set up puppet states with conquered cities. It takes them so long to get productive and they start with crap defending troops. If you don't garrison them yourself they get immediately retaken in most cases.

Not as much an issue for other civs, but the Kuriotates have a real problem if they don't get the nexus. Kind of funny, if it is my city I can use the nexus to send in a reinforcement from any of my cities or settlements. But if it is a puppet state I can gate in one reinforcement a round.
 
Would it be possible for puppet states to get a disciple or maybe several of your state religion?

I don't know whether the ai can culture pop, but it might help. Or maybe a puppet state could get the equivalent of a great work or something when it forms. Usually they are surrounded by other cities of the civ they are splintered from.

Maybe the puppet state code needs to scale with how many rounds have gone by in the game. New puppet states really need to start with better defenders and workers from the get go. I've set up new puppet states in the 4 and 5 hundred rounds and had them start with warriors as defenders. I've also seen them get Champions and Longbowmen. I have no idea what that code is doing.
 
I think it's fine as it is imo, powerful but not so easy to get unless your lucky. (incidentally in the last 3 games I started with a source of creation mana :p)

Edit: I've got a question though...what exactly does the calabim world spell do now? I used it and nothing happened as far as I could tell I read somewhere in this thread that it makes vampires more powerful but nothing changed. Anyways this is an awesome mod.
 
Maybe the puppet state code needs to scale with how many rounds have gone by in the game. New puppet states really need to start with better defenders and workers from the get go. I've set up new puppet states in the 4 and 5 hundred rounds and had them start with warriors as defenders. I've also seen them get Champions and Longbowmen. I have no idea what that code is doing.

It uses the same code that is used for liberating cities and splitting empires.

Code:
for (int i = 0; i < GC.getDefineINT("COLONY_NUM_FREE_DEFENDERS"); ++i)
         {
             pCity->initConscriptedUnit();
         }

I looked up COLONY_NUM_FREE_DEFENDERS and it's defined in the BTS files as 2. I'll up this to 3 or 4 for FFH.

Puppet States arent meant to be immediate, useful allies. You have to invest some time into helping them out. And if you can make them legitimate (by eliminating all other players of that civ-type), then you have a free Vassal from whom you can extort palace mana. I'm hoping to re-enable the ability to git units in the near future, so that will help also.
 
Hello all, this is an amazing modmod.

I;m sure this is a very newbie question, but I'm having trouble with the magic and am not certain if its a game mechanic I don't understand or an actual problem with my game. Certain spells, poison blade for instance, do not seem castable at any appropriate time (or at all). Maybe my units aren't right (melee mostly), or my religion is off, some other new game mechanic that I don't realize.

If you can let me know if that sounds like me not knowing what I'm doing or if its an actual problem.

Thanks.
 
Poison Blade in basic FfH2 was the Nature 2 spell. In my modmod it is the Nature I spell. Bloom was a FoL priest spell in base FfH2, and is the Nature II in my modmod. Treetop defense was Nature I in base FfH2, and is a Fol Priest spell (available regardless of state religion) in my modmod. Call Tiger was replaced by Call Animal (which can summon any kind of animal, depending on level, terrain, etc), which is still an FoL priest spell but requires the state religion. You should be able to plainly see the prereqs of a spell in the civilopedia.

Poison Blade, whether in basic FfH2 or MagisterModmod, only works on Recon units. Any xml-only spell that grants a promotion (except those that only apply to the caster) only grant them to units of the unitcombats allowed in the promotions xml defines. You can easily see this in the civilopedia.

Some spells might be unavailable due to Overcouncil resolutions. In basic FfH2, these resolutions only block access to the mana resources, but in Magister Modmod they also block the casting of the spells from those spheres. This is done through python prerequisites. I noticed just after the last release that the python prereqs were off for some spells, so the resolution to ban shadow mana might block an entropy spell and vice versa. I have fixed this for the next release. (Python prerequisites can also make spells able to be cast even when they cannot do anything, if the prereq does not take into account things that the SDK would otherwise handle like whether units can be given a promotion though the xml. That code was also a little of for a couple spells, but has sense been fixed.)
 
Dude, I don't think it's any mystery you have have a major hard-on for elves.

Otherwisee why would you hav given them so many advantages in your mod?

What's more interesting is how powerful the Khazad and Luchiurp can become.

In the hands of a human the kuriotates can take all of them on with Eiurbates,but come one. Do you really think the Doviello are a fair match for the Ljolsalfar? I mean if it isn't the first 100 rounds or so?

I would mention the Bannor as well. But I think you like them. Just not enough to write in the easy I wins you give the elven races.
 
very nice mod to play.
Is it possible to get the barb civ in your mod : for example if barb civs go to citysize 3 they can become a minor civ ?
 
I noticed that saverous no longer abandons civs that switch from the OO state religion. Is this to set up for redemption possibilities like in the Tale of Saverous? If so will there ever be unique graphics for a non-demonically possessed Saverous?
 
I did not realize that I had changed his bAbandon tag, did not mean to do so, and have just changed it back.

Saverous is not a demon in my modmod, but instead has the Demon Possessed promotion. There is already a good version of Saverous in the game, which you can get by defeated Saverous with Valin. He does not have different graphics though. Giving him unique graphics is not a high priority, as in the lore he still had grey skin marked with demonic rune tattoos even after repenting.

----

I'll probably release another update within the next few days. It will definitely break saved games.
 
Saverous is not a demon in my modmod, but instead has the Demon Possessed promotion. There is already a good version of Saverous in the game, which you can get by defeated Saverous with Valin.

Really? Is that in one of the scenarios or the base game? I'd love to get him. I think I'll play a game with order as the religion, usually you can found that one.

Is it just a matter of defeating Saverous with Valin? Like capturing an animal? Is it a percentage chance, or are you guaranteed to get him?

Also I've never actually gotten to the point where I could do it with Saverous, but there is some promotion that gives you an exorcism ability. Can you remove Saverous' Demon Possesed quality? Even without anything to do with Valin?
 
I did not do anything special with any scenario to make it do that. It has been in the base game of my modmod for quite some time (although there were some bugs in the code in older versions). I'm not sure I ever mentioned it before. It is basically an Easter egg. It is handled through Valin's <PythonPostCombatWon> call, and should always happen when Valin defeats Saverous.

(The thought just came to mind that I should probably do something to prevent Saverous from being resurrected as a demon possessed thrall if he has already repented and taken to following Valin Phanuel.)


The Exorcist promotion (which has the Righteousness technology and the Demon Slaying promotions as prerequisites, but is free for Valin Phanuel, Confessors, Monks, Counselors, and Eurabatres; I just now gave it to Priors, Pontifs, Sphenor, Chalid, and Basium too) allows you to remove the Demon Possessed promotion. Saverous happens to have resisted the spell every time I have tried using it on him, but there is no reason why it should not work with a stronger caster. The Elohim Chancel of the Guardians building also removed Demonic Possession fro units in the city.


According to the Lore, Saverous had actually not been demon possessed for quite some time when he met Valin. The demon fled him when the Bannor killed the Burnt Priest. (The demonic power in the runes remained, but no one was controlling him.) They would have killed him too if it were not for Pontif Elim (apparently just a diminutive herbalist, although his name sounds suspiciously similar to Pontif Elmin, who seems to be the highest ranking priest in The Order), who argued that he was just another victim and should be spared. Pontif Elim then looked after Saverous for more than three years (during which time he had to work hard to reteach Saverous how to think for himself enough to be able to walk or eat without someone else controlling his every movement) before Valin found him.


I have considered changing it so that Exorcising Saverous switches him to the good version, but that would requiring switching a very simple xml on spell to require python and could make the game slightly slower.


I have also considered adding The Burnt Priest as an Overlords hero, but that would probably make the religion much too powerful.
 
A few more questions I had. First after tinkering around with the wonder spell for a while it summoned a beastmaster UU called spiderkin. I think they are from the aracnos civilization in RifE. Investigating the world editor showed they were available as a unit to place there as well. Is there inclusion intentional and if so do they serve any purpose beyond Wonder fodder?

Second I haven't been able to figure out who can creature hollow men and under what circumstances, as I have only seen them in the civopedia.
 
The ability to get Spiderkin from the Wonder spell is an Easter egg that Kael added to base FfH2 quite a while back.

Hollowmen are the ghosts of those who served Mulcarn during the Age of Ice. At one point I made Letum Frigus a lair that spawns them, but if I recall correctly there ended up with far to many of them. Currently the can only enter the game as henchmen spawned by exploring Letum Frigus. Like all units with the White Hand religion, they will switch to Auric's control once The Draw ritual is complete if they are near Auric's units and their owner (the barbarian state) is at war with Auric.
 
Long-time lurker, first-time poster and big MagisterMod fan reporting in. MC, would it be at all possible for me to get this pre-settled 21 Civ map to work with your modmod? What technical restrictions might be preventing it from working at the moment?

If the technical hurdles are too great, I'd be willing to use WB to re-create this scenario from Nikis-Knight's original 19-Civ map. However, I lack the know-how to add in the Mercurians/Infernals/2nd Illian cannon-fodder Civ, and how to modify each leader's attitude towards each other. Is there a more comprehensive WB-esque downloadable out there that could help, or would I have to pick up XML modding and the like? (I've been meaning to do this anyways... It would be a nice excuse to start).

On an unrelated note, might I have your thoughts on some humble, Illian-centric questions/suggestions?

- This was a patch or two ago, but I couldn't seem to build Aquilians, even in my White Hand holy city (with the state religion and Immortal Essence, of course). And when I used WB to give myself one, it appeared to be flying very, very low. Like, using-its-wings-to-burrow-through-the-earth low. Did Fiacra mate with a mole during the thaw-down? Can this be remedied?

- Recolored, blue-ish / icy white Aquilians and Nives would make this Illian player quite happy. At the moment they both look like plain 'ol wild animals, as opposed to mystical beasts of the Winter. Some minor graphical tweaks to Wilboman to distinguish him from generic Frost Giants would be dandy, too. Oh, and Auric Ulvin is a very, very tiny man. How time-consuming would it be to re-size him, making his entire model like 10% larger?

- I checked with WB, and I can't upgrade my level 7 Dumannios to a High Priest, nor can I Ordain a Great Prophet. All the building/technological prerequisites were met. If a certain ritual is required for this, it isn't listed in the 'pedia. Otherwise, something appears to be wrong. Didn't have this problem last patch. And speaking of upgrades, could Wilboman get the option of upgrading to a Frost Giant Berserker when Rage is researched? That, or some other type of bonus so that his generic-unit lookalikes don't have more raw power than the unique Hero?

- I've seen 2 or 3 other mods with a UU "Ice Druid" priestess. IIRC she summons Frostlings and grows forests on ice terrain. Any chance of including her? How difficult would this be?

- Drifa (and Thalatth, for that matter) seem rather weak compared to the rest of the dragons. I can understand Eurabates being the powerhouse that he is, but what's your reasoning for making the White and Blue dragons so much weaker than Abashi/Acheron?

- The Auric unit's Crazed promotion. Auric losing his sanity as he nears godhood is all well and good - but having your most valuable unit randomly rushing off to kill crap and bite off more than he can chew - isn't. Woe to the player who forgets to prepare a Spirit 3 Archmage to Assuage/Babysit the God-King. Plus, does it really fit the lore for Mulcarn's legacy to make Auric go rushing out of his camp to charge the enemy head-on by himself? IMHO the Insane trait is enough.

And some non-Illian ones:

- How about setting a 50-turn waiting period after you explore the Broken Sepulcher, Bradeline's Well, etc. before they can be explored again? Perhaps only after a "positive" result. The point here is to stop unscrupulous players from racking up free Great People.

- The Grapes of Wrath are a great idea. Could this be extended to seafood resources? And with the awesome reskins you have for the 6 lesser Demon Lords, surely crimson "Demon Carp" and black/purple "Crustaceans of the Damned" should be doable.

- On a somewhat similar note, any chance of different artwork for Hell Terrain coast/ocean/Ice/Tundra? I haven't looked around, but I'm sure that some non-FFH mods might have suitable artwork that you could ask to borrow if graphical editing is too time-consuming.

- If Saverous can be redeemed, can Rosier also be made to see the light?

Looking forward to that next new patch. Keep up the good work, man!

Edit: About getting the premade map to work with your mod - I finally got to load an incomplete version - 4 Civs out of the 22 appeared, with cities and buildings but no units. Each had a score of 10,000. Trying to create a city for one of the other civs resulted in a single tile of their culture and an invisible city with no buildings or name. The "toad" resource showed up as a flock of pink sheep. Does this help narrow down the problem at all?
 
Back
Top Bottom