[MOD] MagisterModmod

however if you speak about desert hills near rivers or desert tiles near lakes/oasis but not near rivers... well. I have no ideas.
best regards.

Yeah, this was exactly my problem. I had a lot of desert tiles next to lakes or oases, and couldn't Spring any of those fresh water desert tiles. There was already an explicit check for floodplains in the Spring python code, so maybe Magister was trying to prevent Spring on Oasis tiles by adding the fresh water check? I think an explicit check for Oasis would have worked a lot better, unless he really was trying to nerf the Spring spell. In the latter case, I have to say that it took me quite a while to figure out the pattern of which tiles allowed or didn't allow Spring. So, either a bug or a very confusing game mechanic.
 
or spring in those tiles should build.. floodplains..

"don't play with water in desert boy... it brings food... but also sickness"...
 
How can I decrease unhappiness from "we are feeling rebellious"? Pillar of chains makes it very high.


P.S. I cannot resurrect Drifa, Acheron and Thalatth. I am playing as Svartalfar and have an Archmage with Life 3 promotion.
 
Just caught wind of this mod, and from what I've read so far, it looks very entertaining and promising! Although it seems that the most recent version of the mod at Game Front is missing. The July 15th version of the mod listed in the first post is still downloadable, though. :crazyeye:

yep it is missing from game front and I was also unable to download it
 
@MagisterCultuum:
May you provide a link in first post to your host for the last update ?

pretty please ?
 
Could someone download this mod and host it some place like dropbox so I can download it? It doesn't look like gamefront is going to allow my country access anytime soon.
 
tell me where I can download... and I might do that (well when I'll have ADSL back on my computer)
 
I won't be providing another download link for my last release, as I've made some changes since then. Instead, I think I'll just release another (fairly minor) update later tonight.

Someone just sent me a referral to CX.com, a cloud storage site that is supposed to make sharing files easy. I just made a free account there a couple minutes ago. Let's see if that is a better site to host my modmod than GameFront is.

Edit: For some reason I'm really tired now. I think I'll go to bed early, and put off the release until tomorrow.
 
Is there any particular reason dwarven druids lost the ability to cast crush? Also is it still possible to create permanent beasts of agares.
 
I have just finished uploading the latest version to my new cx.com account

You may download the installer here or the archive here.

As I said earlier, this is a fairly minor update which I would not have posted yet if my previous upload had not become unavailable.
---------
@McBeardly
Crush was moved to be the Runes of Kilmorph High Priest spell instead of a spell available only to the Dwarven Druid UU.

You cannot just train a permanent Beasts of Agares like in base FfH2. Mokka's Cauldron still raises tier 4 animals and beasts as Beasts of Agares, but they would be made Undead rather than Demons. You can still use worldbuilding to give yourself such units, of course. The Infernal Grimoire creates a permanent Beast of Agares along with the Balor; you could capture it with a Beastmaster.
 
Thank you, MC. I am glad I can finally play this again. :)
 
you're so nice :D
 
Hey, thanks for continuing to work on this project. It's as awesome as ever.

When I try to download the latest version from cx.com, I get this error:

{"errorType":"Unknown","message":"Internal Server Error"}
 
Huh...I just got the same error when I tried downloading Magister Modmod November 12 2012 Setup.exe. I don't know why. It was working fine right after I uploaded it.

I still had no trouble downloading Magister Modmod for FfH2 November 12 2012 Changes.7z though.


If the website continues to have errors I may try re-uploading, but for now I'd just recommend you use the archive instead of the installer.
Edit: The installer seems to download just fine now.
 
I've been enjoying the mod so far. The changes you've made have brought me back to playing FFH2 once again. :)

While playing as the Malakim, I've noticed that their Lightbringer unit (their replacement for the Empyrean's Ecclesiastic disciple unit) obtains an unusual number of promotions once they level up. I was able to obtain and max out most of the promotions while only having 6 points of XP.

This does not seem to happen with most of the other disciple units, but I've yet to test all of them out.

This is with playing the latest version of the mod as of November 12th.
 
Played the mod last week and besides Tholals great AI the mod has some very nice changes. The alphabetic sorting of leaders a game creation is very nice and changes like the flood plains causing pollution to make them a bit more balanced are very nice.

It also doesn't seem to want to fix what's not broken which is very nice after my experiences with Master of Mana.

White hand religion and dragon cult is also very nice. While playing I also noticed various slight changes which improved game play. BUG mod button for example.

Actually the main gripe I still have with the mod is it's weak documentation. It's sometimes very hard to find out how things work now like vampires, etc. It might seem trivial but I played with a friend and we didn't know that the holy city for the cult of the dragon is Acherons lair. We found it out finally by watching Acherons city, but we didn't find it anywhere in the Civilopedia.
I also tried to use drown on my blood pets and it never worked until I googled and found out that it seem to require Necromancy. I think Vampirism is also not described in the Civilopedia and I had to search for a description somewhere in this thread.

I also noticed, that some world spells seem to have a higher requirements, like Calabims almost useless spell now requiring sorcery if I remember right. On the other side, Ljosolfar's march of the trees super power spell is still available early and the AI player wiped two players out with it (including me). I don't think it's necessary to delay march of the trees but I found the high requirements for some almost useless world spells a bit strange.

In short words, it's a very nice mod with mostly fine tuning changes (although I can't justify all changes yet) coupled with great AI. It's main weakness would be the weak documentation. It would be nice to have a wiki or docu script available where most of the key changes are described.

But all in all it's my favourite mod now, being the first one to beat Wildmana. Many thanks for the great work!
 
Malakim disciple bug?

If you have a desert shrine, then Malakim disciples get 1 free promotion for every unimproved desert tile within a certain radius (I don't know the number of tiles myself) which can give extremely powerful disciple units with enough desert tiles.

I agree on the lack of documentation being a downside to the mod, although to be fair to MagisterCultuum, the Civilopedia is really incomplete in base FFH too.
 
If you have a desert shrine, then Malakim disciples get 1 free promotion for every unimproved desert tile within a certain radius (I don't know the number of tiles myself) which can give extremely powerful disciple units with enough desert tiles.

I agree on the lack of documentation being a downside to the mod, although to be fair to MagisterCultuum, the Civilopedia is really incomplete in base FFH too.

Ah, so that is what was happening. Thanks for the information!

Yeah. The original FFH Civilopedia was always a bit cryptic with certain information, that I agree with. Although this has lead to some unintentional thrills when I first discover a unique effect on a building or unit (such as Guybrush Threepwood's Sing ability).
 
I admit that I haven't been very good about making changelogs, but I think that my civilopedia actually explains things much better than that of Base FfH2 does.

The fact that the Desert Shrines give free promotions is actually pretty well documented in the building's pedia entry and its mouseover:
TXT_KEY_BUILDING_DESERT_SHRINE_HELP said:
Provides disciple units built in this city with a free promotion pick for every featureless, unimproved desert tile that the city is capable of working

The Desert Shrine code:
Spoiler :
Code:
		if city.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_DESERT_SHRINE')) > 0:
			if unit.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_DISCIPLE'):
				iPlayer = unit.getOwner()
				iDesert = gc.getInfoTypeForString('TERRAIN_DESERT')
				iX = city.getX()
				iY = city.getY()
				for iiX in range(iX-3, iX+4, 1):
					for iiY in range(iY-3, iY+4, 1):
						pLoopPlot = CyMap().plot(iiX,iiY)
						if not pLoopPlot.isNone():
							if city.canWork(pLoopPlot):
								if pLoopPlot.getTerrainType() == iDesert:
									if pLoopPlot.getFeatureType() == -1:
										if pLoopPlot.getImprovementType() == -1:
											if not pLoopPlot.isPeak():
												unit.changeFreePromotionPick(1)

As you can see, the radius is three, but the line if city.canWork(pLoopPlot): means that only tiles with radius of 2 would matter unless the city also has a City of a Thousand Slums or is owned by a Sprawling trait leader. I believe the tile also must have some yield, which unimproved deserts normally would not except for a Malakim player.


The Drown spell clearly has the Necromancy technology prerequisite stated in its mouse-over text and its civilopedia entry.

It is not my fault that Kael set things up so that the spell buttons do not appear and so their mouse-overs cannot be viewed until their prerequisite techs are known.


River of Blood does not have any technology prerequisite, in the latest version at least. It does require the Vampire promotion though, which would require waiting until Feudalism for any unit but Losha Valas to acquire. If you cast the spell before you had any vampires then you would miss out on the 2 free xp per vampire per enemy city that has its population reduced.

The Gift Vampirism spell has this in its help mouse-over/pedia entry:
Allows a living unit of at least 6th level (or 4th level if a Moroi) to take the Vampirism promotion. It may also grant Body, Death, Mind, and Shadow spell sphere promotions based on the mana you control.

Since the help mouse-over/pedia entry automaticaly mentions adding the Vampire promotion, I just changed the text to say this:
[ICON_BULLET]May add [LINK=PROMOTION_BODY1]Body[\LINK], [LINK=PROMOTION_DEATH1]Death[\LINK], [LINK=PROMOTION_MIND1]Mind[\LINK], and [LINK=PROMOTION_SHADOW1]Shadow[\LINK] sphere promotions, based on mana[NEWLINE]
[ICON_BULLET]Caster must be a living unit of at east level 6, or level 4 if a [LINK=UNIT_MOROI]Moroi[\LINK][NEWLINE]
[ICON_BULLET]Requires either a [LINK=BUILDING_GOVERNORS_MANOR]Governor's Manor[\LINK] or a [LINK=PROMOTION_VAMPIRE]Vampiric[\LINK] unit on the caster's tile



I just noticed that the Kuriotates world spell Legends still falsely claims that it adds culture to all your cities. I just now updated it to match its current effects:
TXT_KEY_SPELL_LEGENDS_HELP said:
Spreads The Cult of the Dragon to random cities and units
Moves the Cult's holy city to the caster's location

I also just updated the Cult of the Dragon pedia entry to make things clearer.
 
It's no problem MagisterCultuum. You're doing very good with this mod and I appreciate the effort and time you are putting into this.

I've only recently started playing with FFH2 mods (I'm a bit late, but I'd say it is better now than never). Most of what I know comes from the default FFH2 game, so I'm still adjusting to the new changes you've made. It is very refreshing to play with this mod, so pardon me if I miss out on some of the documentations and pedia entries concerning the new features made! :)
 
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