[MOD] MagisterModmod

I have just posted another update.

This fixed the issue with the graveyard resurrection spell and prevents the resurrection of units turned into Liches and Shades.

Lichdom can now be cast by heroes, but not by units that are immortal. (This prevents the spell's doubling of Eaters of Dreams mentioned in the previous post.)

Various minor bugs have been corrected.

The Undercouncil has a new resolution, Obscure Maps. This costs 500 gold, and has the effect of causing any territory owned by an Undercouncil member to no longer be revealed to any player not on the Undercouncil.

The Overcouncil has the new Share Maps resolution, which causes any tile that is revealed to one member of the Overcouncil to be revealed to all of them. It also has new resolutions to outlaw Sheut Stone, Razorweed, Gulagarm, Desert Roses, and Chaos Mana. The ban on each mana type now extends to also preventing units that already have spell sphere promotions in those spheres from casting the spells that they allow. The ban on Dimensional Mana also prevents the units of Overcouncil members from getting their summon's xp passed on by the dimensional promotions. The votes to force a civic now correctly show which civic is being forced.

The Unsummon spell prevents the summons which it kills from passing on any XP to their summoners.

The Auric Ulvin unit is now created by The White Hand ritual rather than Samhain. Any Illian or Doviello player may create the ritual, but Auric Ulvin must be present as a leader in the game and is the one who gets the free units. The ritual now creates the three named priests of winter units on Letum Frigus with Auric if said unique feature is prevent on the map. (Otherwise, the units are generated in the appropriate capital cities.) The leaders of each of the named priests are forced to become Auric's vassals. If in the game these leaders still get their respective named priests instead of Auric, and the unit still gets the hero promotion and becomes the leader's avatar. The named priests are now UUs instead of normal priests with the strong promotion, and can only upgrade through a spell rather than the normal means. This was done primarily because upgrading these units the normal way was causing the leaders to loose their traits. The player who completes the ritual gets the holy city of The White Hand, a diplomatic bonus with Auric and his lieutenants, the site of Letum Frigus revealed, and meets the Auric leader.

Dumannios starts with Bounty Hunter, Riuros with Evangelist, and Anagantios with Inquisitor. The White hand now as a Evangelize to City spell like the other religions. The Evangelize to Units spells can no longer be cast when all units within range already have the proper religion.

The Godslayer will never be given to a player with the White Hand state religion.

Runewyns can now be spawned from big bad results of lair exploration. They now remove spell sphere promotions from units they kill as well as units that kill them. If the defeated unit is later resurrected or was an immortal and so is immediately reborn in the capital city, it will lack its spell spheres the same as if it had won the combat.


Minor leaders now appear in the 'pedia. Civilizations and Leaders have been alphabetized so that it is easier to find the ones you want in the menus of the create custom game screen.

The Crush and Pillar of Fire spells will no longer consider units that have already been damaged past the maximum damage limit of the spell when determining which tile is the best one to target. You no longer have to waste a spell doing no real damage to a large stack of enemy units, but will instead deal real damage to a smaller stack.

I decided that it is too annoying to have The Cult of the Dragon pop up in your capital just a few turns into the game. It now has TECH_NEVER as a prereq, so instead of being founded randomly it begins in Acheron's city. The No Acheron game option is now a Remove Religion The Cult of the Dragon gameoption. I also used the extra game option slot to add an Remove Religion The Children of The One option, and made the No Projects option visible with a mouseover to tell you that it also prevents the founding of The White Hand. I changed all the old Remove Religion so that they again eliminate the proper religion, which was happening because I had rearranged these religions in order of most good to most evil.

Several new TXT_KEYs have been added or edited to better explain what something does. All my custom XTS_KEYs are now in a seperate file Magister_CIV4GameText_FFH2.xml, so I don't have to include a disorganized and unwieldy version of CIV4GameText_FFH2.xml. The size of the download is thus notably smaller.



Edit: Before releasing I should have tested The White Hand ritual with an Illian minor leader other than Riuros, since he was the last one handled in the code. When a special priest of winter's corresponding leader is not in the game, it does not necessarily default to Auric's control as intended. Instead, it can be given to the last of the leaders that is in the game.

I have fixed this already, but will wait until I've made more changes before my next release. You may fix this yourself by adding this to lines 1512, 1533, and 1554 of CvEventManager.py:
Code:
				else:
					iLeader = cf.getLeader(gc.getInfoTypeForString('LEADER_AURIC'))
					pPriestPlayer = gc.getPlayer(iLeader)
 
Hi,

currently playing with the elohim
(can't remember if I have version 4 or 9 of march,; however, that shouldn't matter)

all seems fun save the gargoyles..
5+ gargoyles with 10+:strength: and City Attack 3.. (and 2 and 1???).... too strong :( they razed 2 civs already.
I managed to fend two of them by using up 6-8 warriors : 1 per gargoyle on defense, and 3-4 in attack to softend it up. However that worked fine when they came separated.
Latter 2 gargoyles appeared... together, spaced by 1 turn. That was wicked. using my 5warriors I lost 2 warriors in defense, putting the gargoyles at.. 9 ! then the 3 other warriors died without effect I could only win by WB myslef 1 devout and 3 monks. 2 mlonks died, and the devout and 1 monk killed the beasts...

conclusions : Gargoyls are too horrible. especially as they are released in big groups..or maybe only is small groups, but multiple times.

they I used that devout to test the promotions from the terrain Wonders. I was a bit disappointed: mainly it transforms devout (and thus monks and some units) in mages.
I would have loved some mix of exotic promotions and boosting promotions (to alleviate the 3 base :strength:, no marksman of devouts and the 4 based :strength: of monks, and maybe sometimes the mana spell).

Maybe make the monks/devout only able take 1 boosting, 1 combat oriented and 1 mana ?
or 3 specialization max total?, or devout can take 1, monk 2, confessor 3? (and thus hospitalier get only 2 as they come from monks)?

some boosting promotions "strong" (at Odio's prison), "marksman", "+50% withdrawal"; "shadow II (or shadow I, negating FS)"...etc; "+1:movement:, Water Walking, +50% on Ocean/Coast" ; "+2defense, +1 movement cost of terrain; two times fortified bonus (with the Earth-feature)".

combat oriented : "Order of Lugus : +100% against undeads"; "Order of the Bones: +100% against Dragons"; "Order of Sirona : can cast Hope, gets courage; +10%combat", "Order of... : +20% command unit, +2FS"...Etc

further, Odio's prison giving "shield of faith" to kilmorph only units seems strange : kilmorphs civs can already have shield o faith through the priest unit.


Regarding the Holy Cities, I had the chance of fouding Kilmorph and Empy (that one with a free disciple unit I "saved" from a dungeon".
I was interested by the holy shrines mechanics: kilmorph giving 1 free specialist per mined hill is nice.
However, for Dies Deis; it is : "2 specialist per Mirror of HEaven"; isn't it kinda harsh on the civ? one might not close to desert when founding the Empy religion. Further, one can't choose where the holy city appears even If I were to play malakim !! Does that really mean that the free specialist only appears on very rare combination of founding city + Mirror of Heaven?

However, I think I like the 3 manas... and the free promotion... and all of the other parts. Thanks.
 
Gargoyles should have City Defense 1-3, not City Attack 1-3. I'm assuming that you just typed it wrong.

Spawning too many gargoyles should not be happening if you are playing the March 9th release. The python code creates 3 gargoyles just like it does in base FfH2, but I had also set the improvement to spawn gargoyles one at a time the way that barrows spawn skeleons. I did not realize that this would reactivte the python function of the plot so that it would generate 3 gargoyles the next time it is aproached. I also had not realized that the xml spawned gargoyles would be given such an aggressive AI. Those spawned in python are given the animal AI and so will not chose to enter cultural borders. In the March 9 version the improvement no longer spawns anything in xml, so gargoyles should not be a serious issue.


I may change the pilgrimage spells a bit, but I don't really intend to create completely new promotions for it and I don't plan to complicate the code by dividing the bonuses into classes and alowing each unit to cast each class of the spell only once.


The fact that Dies Diei grants Creation mana (which boosts research and GPP, and cannot be acquired by nodes built on raw mana) makes the free specialists from improvements relatively unnecessary. I don't have a problem rewarding only the rare combination of the religion being founded near the Mirror of Heaven. Now that I think of it, Decius of the Malakim could conrol the placement of this holy city. He has no favorite religion so The Empyrean will not be founded in his capital upon researching Way of the Wise, but he could still train Lightbringers and start spreading the religion where he choses. (Varn could have done that too had I not added the bit fo python that founds The Empyrean for him at Way of the Wise shortly before the release.)




----------------
I'm severely limited in my ability to md right now, because my laptop crashed on Saturday. The fan and lights will turn on, but it never gets as far as booting the BIOS much less the Operating System.

I took it to BestBuy's GeekSquad yesterday, but they wanted to charge $200 just for the diagnostic. I'm still unemployed and have less than $400 in savings, and have not been impressed with them anyway. (The only reson I went was because I have a $25 gift card.) Today, in an hour or so, I plan to take my laptop to a computer repair shop that offers its diagnostic services for free. Hopefully they can also fix it for a reasonable price.


Fortunately, I backed up every file I care about on an external harddrive on Friday night. (I had made a couple changes to my mod on Saturday morning, but I could redo those in 5 minutes.) I am currently using my old laptop, which has a slowly failing screen that is both dim and obscured by over a hundred vertical lines of random colors. I cannot easily test my mod on it, as it runs Linux Ubuntu 11.10. Also, I haven't been able to get its sound to work since switching to that OS.
 
lol.
you're almost right, I typed true, but remembered wrongly... (I only noticed a promotion with effect with cities :D)
sorry.

For the rest, I think they spawned 3 at a time, then 1, then 1... based on their position on WB at the time.

For the pilgrimage : well I wasn't too keen on the "classes" but that was for balance as some of my propositions could be "too strong".
However, I was really disappointed by the promotion gained by pilgrimage.. my devout/monk became a mage-like unit and not a better/stronger devout/monk.

last : I hope you'll get a computer back :D
 
I just got back from the place where I dropped off the laptop for a free diagnostic. The man working there said that from the sound it was obvious that something was blocking the fan and causing the machine to overheat. He also said that this model has a known design flaw where the video card overheats past the melting point of the flux used to solder it in place, causing it to dislodge from the motherboard. He seemed a whole lot more knowledgable than the Geek Squad guys, and was shocked when I told him how much they were charging for a diagnostic. When I mentioned that they would probably have to send it off to a processing center, he said that he could charge me a whole lot more than the job is worth and make me wait longer if I really want him too.
 
nice of him :D
 
I would suggest that you never take electronics to a big chain store for repair. All they do is download any porn they find and then send your machine off to the manufacturer. For this same reason, always refuse any extra 'warranties' they try to sell you.
 
Yeah, I'm not really a fan of Best Buy. I tend to think they were ok 6 or 7 years ago, but have gone steadily downhill. Realy the only reason I started there was because I have a gift card to there I'd have to spend on something. I'll probably end up putting it to better use and get a new cooling pad.

I did buy that laptop from them a couple years ago, but that was because my mom could get $100 gift cards for like $85 and I happened to find a deal on an laptop with 8GB of RAM for under $600. I was not planning to buy a warranty anyway, but was suprised that no one tried to sell me one. Perhaps it was because they were busy, or perhaps they figured I knew better because I came in wearing my Georgia Tech jacket and went directly to pick up the one I wanted.


I don't think they could find anything of interest on my internal hard drive (they would not have gotten my external harddrive).

The place that has it now is a little shop in a strip mall, which has one other location in Texas but operates pretty much independently from it. They do the repairs in the shop. Rather than sell whole computers they sell the componets individually and offer their services to help design and assemble custom systems to fit the customer's needs. It is not the closest little computer shop to my house, but is the only one I found that does free diagnostics.
 
I started a Clan of Embers game last night trying out your mod for the first time, and have a concern after a few turns. I had to install the BUG mod and change that python file as well, plus installed Lesslol's CVgamecoredll decrease turn-time enhancement afterwards (in case the order mattered).

Is Jonas, having the Barbarian trait, allowed to explore a skeleton lair? I thought that was supposed to declare war with the barbarians. A few turns before I was able to explore it, my unit landed on the same spot as another barb unit (and was asked if I wanted to declare war). Of course I chose No, and noticed thereafter I was not asked again when landing on the same spot with another barb unit.

Edit: Also, I chose the Classical era to start (I've always chosen ancient) cause you mentioned somewhere a potential issue otherwise, and right off the bat (well a few turns) Rhoanna bit it. We'll see what happens with the rest of the civs. I chose barb cities and more animals but not more barbs. I do like having more techs at the start.
 
I have no idea what Lesslol's CVgamecoredll decrease turn-time enhancement is.


I purposefully allow units whose owners are at peace with the barbarians to still explore lairs. All units that lairs generate are given the hidden nationality promotion, so they can still be bad for barbarian players.

The issue with not being askd to declare war against the barbarians after saying no the first time in normal FfH behavior, not my doing.

I have always prefered Classical starts myself. I don't really think there is a problem with Ancient starts, but in Medieval starts all of the religious techs have already been handed out and so the religions will be founded randomly. That is not by doing, but Kael's. I tried to make a new era for the religious techs and moving them to their religious eras, but that caused all sorts of errors so I undid that. Edit: Now that I think of it, the issue you mention is probably that the Mercurians cannot build any military units in ancient start games. I forget whether I left the playable in the latest release like the one before it, but they were only made so for testing purposes. I'll probably go back to making the Mercurians and Infernal require their wonder/spell and rituals next release.
 
I have no idea what Lesslol's CVgamecoredll decrease turn-time enhancement is.

Oh, Lesslol posted it in Tholal's thread: http://forums.civfanatics.com/showthread.php?t=357824&page=49

I purposefully allow units whose owners are at peace with the barbarians to still explore lairs. All units that lairs generate are given the hidden nationality promotion, so they can still be bad for barbarian players.

The issue with not being askd to declare war against the barbarians after saying no the first time in normal FfH behavior, not my doing.

Thank you for the clarification.

I have always prefered Classical starts myself. I don't really think there is a problem with Ancient starts, but in Medieval starts all of the religious techs have already been handed out and so the religions will be founded randomly. That is not by doing, but Kael's. I tried to make a new era for the religious techs and moving them to their religious eras, but that caused all sorts of errors so I undid that. Edit: now that I think of it, the issue you mention is probably that the Mercurians cannot build any military units in clasical start games. I forget whether I left the playable in the latest release like the one before it, but they were only made so for testing purposes. I'll probably go back to making the Mercurians and Infernal require their wonder/spell and rituals next release.

I don't know if it's an issue. I'm still playing the game, and don't want to check the worldbuilder, but I will get back to you (though this may only apply to Merc/infer as you point out). If that IS the case, then I'll try ancient start to see if it's any different.
 
Do you mind if I ask for a bit of information on how the "magically liberal" promotion works? Who can get what and teach what? Arthendein(sp?) and my warriors only seem to be getting tier 1 spells, whereas a prior I had received Law II. Also, my some of my arcane units received law II from Govannon, but I don't think any of them have been teaching Body II to each other. And finally, does having, say, six units with magically liberal and body I and a seventh unit with neither mean a greater chance of teaching than if it were just two units in the stack?
 
I have not heard back about my computer yet (except an automated message last night containing the name of the person handling my ticket) and I was getting tired of a soundless Linux machine, so I found my old laptop's recovery CDs and restored it to factory settings. The laptop I am now using still has a rather dim screen distorted by over a hundred vertical lines, but it is back to using Windows XP Media Center Edition and its sound works fine. I have installed Civ IV, BtS, FfH2, More Naval AI, and the March 9th version of my modmod, and can see that they work too. I can also now confirm that installing BUG is not necessary if the contents of BUG Mod ini files.zip are put in the right place. I have Notepad++ set up the way I like it for editing xml, but PyScripter refuses to install properly. I don't plan to do much modding in python until I can use that to help me find mistakes.



@ A Moon: I did not recall the details myself, and had to wait after installing the mod and looking at the code itself to answer. Here it is:

Any unit with Magically Liberal may spread Magically Liberal.

Arcane units may not be taught any spell spheres until they gain Magically Liberal.

The first level of any spell sphere may be taught by any Magically Liberal unit that knows it.

The second level of each spell sphere may only be taught by a Magically Liberal unit that knows the third level of said sphere.

Extension I may be taught by any Magically Liberal unit with Extension I.

Extension II may be taught by any Magically Liberal unit with Extension II.

Channeling I may only be taught by a Magically Liberal unit with Channeling II.

Channeling II may only be taught by a Magically Liberal unit with Channeling III.

Channeling III may only be taught by a Magically Liberal unit with the Caswallawn promotion.

(An arcane unit with Channeling III has a chance to get the Caswallawn promotion by risking its life casting Cave Trials in a city with a Cave of the Ancestors. The promotion grants metamagic affinity, and makes the unit unable to gain anything from further Cave Trials. Gaining the Caswallawn promotion will kill any other unit that already had said promotion.)

Only Channeling I and the first level of each spell sphere are taught to every eligible unit in the stack. More advanced magic may only be taught to one unit per turn per teacher, and the student must have Magically Liberal regardless of unit class.
 
I'm looking at your modmod and considering trying it. Which is the latest version? The one on the first post of this thread now?
 
Yes, the MagisterModmod 2012 March 9 version on the opening post is the most recent. Even I don't have access to a newer version, due to my computer problems.

The only differences between that and the version only my non-functional laptop contains is the fix I explained at the end of post 41 of this thread (which only matters in the unlikely event of early revolutions or puppet states established in Illian lands), and the fact that I changed the effects of the Share Maps and Obscure Maps votes to happen every turn once the vote is passed rather than only once.
 
It looks like a pretty complicated mod. Lots of details to it. We'll see how it goes.
 
I have not heard back about my computer yet (except an automated message last night containing the name of the person handling my ticket) and I was getting tired of a soundless Linux machine, so I found my old laptop's recovery CDs and restored it to factory settings. The laptop I am now using still has a rather dim screen distorted by over a hundred vertical lines, but it is back to using Windows XP Media Center Edition and its sound works fine. I have installed Civ IV, BtS, FfH2, More Naval AI, and the March 9th version of my modmod, and can see that they work too. I can also now confirm that installing BUG is not necessary if the contents of BUG Mod ini files.zip are put in the right place. I have Notepad++ set up the way I like it for editing xml, but PyScripter refuses to install properly. I don't plan to do much modding in python until I can use that to help me find mistakes.
were is the "right place" ? I put it in what I thought was the right place, but I get exception messages anytime a civilian unit is built. And I can't see the marking of events as there are always 18 lines of "BUG cannot find the support files" or something akin to that.
 
In my Windows XP computer the right place for the BUG Mod filder found within that zip archive seems to be either C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword or C:\Documents and Settings\[user name]\My Documents\My Games\Beyond the Sword. I tried the former first and found it worked, before noticing that everyone had been recommending the latter. I tried it instead, and found it seems to work just as well.
 
so directly in the "C:/.../beyond the sword" folder ?
 
Thank you very much for translating your code into English for me, and giving me a reason to risk my archmage in the caves, and for making the amurites actually good at magic, and for the the mod in general. I hope your computer gets fixed soon.
 
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