MagisterCultuum
Great Sage
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?
It did not have my modmod set as its mod path, and it contains close to 3 dozen references to units, promotions, improvements, or buildings which no longer exist in my modmod.
I changed all of those issues in Notepad++, and it seems to be working fine. (It wasn't working the first 4 times, because there were some changes I'd forgotten until I noticed them in the error logs.) I haven't played more than a couple turns, but any problems should have shown up upon loading.
(I'm a little upset because I was intending to come back to a game which I had forgotten to save in over an hour, and testing this map deleted the autosaves. I'm also kind of glad though, as it made me notice an error in my recent changes to the code that lets Barnaxus teach other golems. If I hadn't played a map with him already present then Barnaxus's ability would not work in my next release.)
The same changes I just made would probably make it work fine with older versions of my modmod too, but I haven't tested to be sure. Rather than upload the corrected version now, I have decided to place the file in the Scenarios folder of my modmod and include it in my next release (which should be before the weekend).
The scenario files are not actually xml, but the worldbuilder saved game file type. I didn't know much about them until recently, but they seem even easier than XML. The biggest issue is being careful not to accidentally delete a BeginPlot or EndPlot reference and wind up with a missing plot in the middle of the map.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).
There are a lot of things that are impossible to change in worldbuilder which are easy to change by editing the file directly. (There are still some things that should be but aren't though, like the religion of a unit.) I'm sure you can figure out how to modify each player's attitude if you just open that map's file and search for AttitudePlayer.
Were you playing as the Illians, and did you have The White Hand as your state religion? Those are also prerequisites.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?
Edit: I just checked the pedia, and can see that they were somehow set to have a team limit of 0. I should probably go back and edit CIV4UnitClassInfos.xml so that UNITCLASS_AQUILAN has a -1 under <iMaxTeamInstances> like all the other units, as allowing 0 per team means it can never be built.
I really couldn't figure out why the Aquilans are flying so low, since the art define was just copied from Fiacra. Then I remembered that, since I was told that Fiacras art was identical to that of a normal hawk, I just used the normal hawk art rather than copying the art folder from AoI. I just compared their .nif files, and noticed that the normal hawk is sitting right at the origin whereas Fiacra is above it at a distance slightly greater than her wingspan. Borrowing the AoI art should fix the issue. (I'd need the art in a different folder if I am to reskin it anyway.)
I am my no means an expert on modding graphics, but a basic re-coloration should be within my ability. Don't expect anything near as good as my vampire knight art, as I can't work off of a base as good as Magnadine's art. The only dds files that will work here are the low resolution ones from vanilla civ.- 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?
The Bestiary actually says that Nives have thick grey fur, but because they are usually covered in snow I guess making them white would still be ok. The picture next to them in the bestiary is mostly white with a little blue too.
I just changed Auric's size in his art defines, from <fScale>0.46 to <fScale>0.51. I believe that should make him almost 11% larger.
It seems like it should have worked for you, but I don't think it is worth my time to figure out why it wasn't; I have completely rewritten the prerequisites to such upgrade spells since my last release already, and it new version seems to work fine.- 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?
Upgrading heroes is a bit tricky, due to the way the resurrection spell works in my modmod. I don't feel like adding more python workarounds for it. (Tholal was supposed to have edited the SDK to prevent such issues, but it didn't seem to work. Maybe it will after his next release.)
I just reduced Wilboman's base strength by 1 and gave him 1 Ice mana affinity. I also made him slightly larger than the other Frost Giants so you can tell the difference.
It would be easy to add, but I have no intention of doing it.- 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?
I believe that in the Lore Abashi and Acheron were much renowned for being among the most powerful of beasts. No one really knows anything about the blue dragon other than that a mortal killed him during the age of ice. Is having a god not enough for the Illians, that they need a stronger dragon too? (Drifa is already the only dragon that can kill whole stacks with a direct damage breath spell.)
- 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.
But, what if I am one of those unscrupulous players?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.
Waiting 50 turns seems rather long to me, particularly on quick games like I usually play.
I think that the way that other modmods add such waiting periods is to replace the improvement with an identically dummy version of itself, which upgrades to the normal version after a while. I don't really want to do this, on account of all of the buildings that grant free specialists for being near unique features. Either the building would not be able to give the specialist when the lair cannot be explored, or the mouseover for the building would appear to list the same thing multiple times.
It is easy to disable the python for a plot to prevent a lair from being explored again without resorting to dummy improvements. It is also easy to reactivate the python, but not so easy to tell the game when to trigger the code that does this.
I suppose I could come up with some other world around. One way would be to generate a barbarian dummy unit on the tile, with limited duration and the same sort of complete invisibility as Sluaghs have. The python prerequisite code for lair exploration already cycles though units on the tile to prevent a unit from exploring the lair while another unit is already doing so. It would be simple enough to add 2 more lines of code in order to prevent the spell from being cast while such a dummy unit is present on the tile.
- 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.
I'm planning to do something with them, but am not quite sure what yet. I might try to think of a good name for a replacement resource, or I might make the resources turn into barbarian sea monster units.
All the terrain types have had unique art for a couple weeks already on my computer.- 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.
Initially I just borrowed some terrain art from other FfH2 modmods, but I didn't really like how it went with the rest of the terrain so I made my own. I also fixed the grids on some of the base FfH2 artwork, although trying to do so on Broken Lands resulted in the game crashing.
Firaxis made it really hard to have multiple types of water art. I wanted to make hells seas like hose described in the pedia (a black mirror-like surface that reflects stars from outside of creation), but that is not even remotely possible.
When I tried to borrow the starscape from the Final Frontier mod, the stars were visible through every type of terrain on the whole map. They also stay in the same place when you zoom in our out instead of staying associated with any plot. It was really detracting.
The waves are not handled at a per plot basis, and must be raised or lowered for the map as a whole. Making the plot's art black only results in a slightly darker blue.
The boundaries between different water terrains are a real pain. I had to change the normal coast art to prevent sandy beaches from being places where ever it met its hell equivalent. I believe the beachless version I am using now was taken from Master of Mana. The boundaries are still not perfect, but they are far less jarring that they would be if I had not changed it.
(Since they didn't look the part, I changed the names Black Sea and Abyss to Sea of Sorrows and Ocean of Despair, respectively.)
I'm sure he could, but I don't think it is likely to happen. Nothing in the lore indicates that it would, so I'm not adding the possibility to my modmod. On the other hand, Saverous being a good guy after he was freed from the Burnt Priest's control is canon.- If Saverous can be redeemed, can Rosier also be made to see the light?
I'll try. (Hopefully I'll find a job and not have much time for it soon though.)Looking forward to that next new patch. Keep up the good work, man!