[MOD] MagisterModmod

May I assume that your Auric had Twincast? That would double it.

For some reason I seemed to think that the bAbility tag prevented Twincast from doubling the number of units a unit can summon, but I now see that is not the case.

I just changed that spell to use python, like the other rebuild Barnaxus spell does. It actually uses the same python result code, which I changed so that the diplomatic bonus no longer bothers to check to see if the caster is Luchuirp but instead whether the city an caster owner are the same. The Illian version does not have a python prereq, but must be cast by Auric in one of his own cities.


I also just decided to create another spell that lets the Auric sacrifice the Pieces of Barnaxus in order to release and absorb Mulcarn's Last Breath and hurry his Ascension rituals as he did in the scenarios. (In the process I discovered a couple of python bugs elsewhere.)
 
I don't intend to restore the religion specific techs or stop giving a free priest for being the fit to research a religion founding tech, but I think I will give Saverous, Bambur, Arete, and Guardian of Nature later tech prereqs.


I'm not quite sure what causes most leaders to rush for specific religions, but I suspect that it could have to do with valuing them more based on the units and civics that they provide. Moving the tech prereqs might make leaders more likely to adopt their thematically favored religions.

What techs prereqs would be appropriate? Is Feral Bond too late for Guardian of Nature? What if I also gave it other bonuses, like improved Stability or free promotions for Treants created by civs with that civic? Since Arete means "the good" (as well as being the term for a kind of mountain range), would Phlosophy or Way of the Wise be reasonable prereqs for it? What techs for Saverous? Way of the Wicked? Warfare? Priesthood (as he is a thrall of the Burnt Priest)? For Bambur? Maybe Smelting?

I was thinking some more about the prereqs for the two religious civics in question.

As far as Arete goes, how about Currency as the the tech that enables it? I think you may have something with Feral Bond as the prereq for Guardian of Nature.

Guardian of Nature at leas would be pushed back to about when the other religions start to emerge. It wold also make Commune with Nature more of a research priority as well.
 
I cannot download files from CX.com. Could anyone upload it here? The error is {"errorType":"Unknown","message":"Internal Server Error"}
 
I don't know a lot about how the AI prioritizes techs myself. I believe that they take into account the things that the tech offers, but I'm not entirely sure. I think that the Flavor values count for a lot. Different technologies have different flavor values for categories like Military, Production, Gold, Growth, Science, Culture, and Religion. (Sanitation and Medicine has a large weighting for Growth, and smaller weightings for Production and Gold. Animal Handling has moderate weightings for Growth and Military.) Different leaders have different weights towards different flavor types. (Charadon is weighted heavily towards Military and has a negative weight towards Science.)

I wonder if it might be a good idea to made new flavor types based on civilization, alignment, and religion. I don't know if it is possible to change a leader's flavor weights in the middle of the game though, so Tebryn Arbandi might still be weighted toward evil, Ashen Veil associated technologies even after converting to The Order and turning good.

Maybe I should bring up that Idea to Tholal. He knows a lot more about how the AI works than I do.



Making an Asylum be a prerequisite for Saverous actually fits his back story very well. I think I'll do that.

Would he need a higher tech prereq too, for games when the AI is allowed to ignore building prerequisites?

Saverous really isn't associated with the water very much, so I don't think I'll give him Ampbhibious. Since he is a Doviello, I'll give him Winterborn.

I'd considering giving him Mutated, which could grant Amphibious, but possible other results like Rebellious and Enraged wouldn't be so good for a hero.


I think I gave the Svartafar a starting adept because Faeryl is arcane and the dark elves are better known for magic. Having both poisoned blades and inspiration that early is probably a bit much though. I just realized that the most arcane of civilizations, the Amurites and Sheaim, actually don't get nearly as much of an advantage as the other civilizations that start with adepts since their mana types do not provide free buildings like Inspiration or Muse. I removed the free starting Adept from the Malakim, Kuriotates, and Svartalfar. (I just recalled that I had formerly given a free starting adept to the Luchuirp, who are probably at least as magical as the Svartalfar and certainly more so that the Malakim, but took it away because early access to Muse and Wall of Stone were too much.)

From bash FFH, I kept seeing AI research animal handling and it took forever.

But furthermore, I think the promotion system needs a big fix. +20% strength for each promotion is a bit too much since base FFH2, notwithstanding the whole combat system in CIV4 was never good. I don't know why I still love this game and your mod though.
 
summon rift spell for Judecca - right at the start is too strong, especially repeatable nukes per turn. Magister, at least tech prereq for "summon rift", please, "pass through the ether" fits nicely.
 
Does anyone have a useful strategy for vampirism? I had a game with a friend this weekend and tried to semi-rush feudalism for vampirism. However, the result was a bit underwhelming considering the research costs for feudalism. I was pretty much stuck with strength 4 Moroi and Blood Guard troops (5 with bronze) which isn't really that much in mid-game. Feasting my cities isn't really worth it for moroi since it takes huge amounts of them to conquer a well protected city. The Blood Guards are more support casters than fighters and the vampire bonus of +10% strength is too low to interest anyone. The spell casting options are nice, but with body and shadow, more than two spell casters per stack are pretty much wasted. And I even need level 4 Moroi to get this lowly bonus.

My friend on the other side, made a simple Runes of Kilmorph strategy and was spamming strength 8 men at arms (6 + 2 iron from Mines of Galdur) like crazy.
It got better when I got stygian guards, but I could have done that in the first place instead of researching dozens of techologies for vampirism.

Actually, the only possible use I see for Vampirism is rushing men at arms first and then try to research feudalism after that. Then spamming Moroi, get them to level 4 and upgrade them to Men at Arms. In general feast is only worth for high power troops like Bruja, Vampire Lords and maybe vampire Men at Arms. If i'd play again, I'd probably try to rush Brujah by quick teching Rage with Infernal Grimoire.
 
With Flauros, level 4 Moroi are easily obtainable with the Theocracy, Apprenticeship and Conquest civics together with a Command Post (can be built with Organized trait) and Form of the Titan for 13 xp on completion. He's Financial so should be easy to get the techs required quickly. Governor's Manors provide you with huge production, and they're on the Feudalism path so build them everywhere. Alexis would need some aggression to get to 17 xp, but she suits an aggressive style anyway.

Death II is the big thing from Vampirism, a large stack of Spectres will wear down defenders easily, especially if you get the Tower of Necromancy. For example, with 4 death mana and Combat IV, vampires should get Death II for free, so your spectres would have 7 strength, Empower I-IV and 5 free promotions each. They also have the Fear promotion, so only certain units can even attack your stack.

Upgrading to Men at Arms is a good plan, they could easily mop up after a spectre barrage.
 
Really enjoying the mod so far. This is my first play through with the Illians (I'm getting absolutely smashed by the AI!) but I was a little confused about the rituals/religions/heroes. Bare in mind all I know is based on the first post and pedia.

I expected to receive Auric when I completed Samhain but nothing happened apart from a few frostlings appearing at my borders. When I later completed the White Hand ritual
I received him along with 3 other priests of winter - is this correct?

Also, as I'm not up on the lore really, if Auric dies, given that he is the same as the leader of the Illians do I lose the game?

Finally, there seems to be a bug when the White Hand ritual is finished, a splash screen appears but it's blank and clicking won't remove it - only pressing escape repeatedly got me off the screen.

Keep up the good work!
 
I cannot download files from CX.com. Could anyone upload it here? The error is {"errorType":"Unknown","message":"Internal Server Error"}
Register for a free account on CX, then download.
;)
I was wondering why it seemed to be working at first, and then not, and then working again. It does seem like being logged in makes the difference.

I suppose you all need to make free accounts in order to get the mod then. (Edit: I can see that several of the downloads are from "A guest user " though. Maybe you only need an account to download while the site's traffic is high?)

You might as well do so using this link , so I could get extra storage space. I doubt I'll actually need it, but it wouldn't hurt. (I made my account after clicking on a similar link on a YouTube video from a user to whom I am subscribed. I don't think I actually installed any desktop app though. I wonder if that means we didn't get extra storage from it.)


Really enjoying the mod so far. This is my first play through with the Illians (I'm getting absolutely smashed by the AI!) but I was a little confused about the rituals/religions/heroes. Bare in mind all I know is based on the first post and pedia.

I expected to receive Auric when I completed Samhain but nothing happened apart from a few frostlings appearing at my borders. When I later completed the White Hand ritual
I received him along with 3 other priests of winter - is this correct?

Also, as I'm not up on the lore really, if Auric dies, given that he is the same as the leader of the Illians do I lose the game?

Finally, there seems to be a bug when the White Hand ritual is finished, a splash screen appears but it's blank and clicking won't remove it - only pressing escape repeatedly got me off the screen.

Keep up the good work!
The White Hand Ritual founds the White Hand religion in that city. The splash screen issue is almost certainly caused by a problem searching for the religion founding movie. There have been several reports of issues with the religion movies of the religions I've added. I thought I'd fixed them, but I guess not. I always play with movies turned off, which prevents any of those problems. It also means I easily forget about the problem.


The White Hand ritual can be performed by any Illian or Doviello player, but only when Auric Ulvin is a leader in the game. It should always create the Auric Ulvin unit under Auric's control. The unit will be created on the site of Letum Frigus if it is close enough to the owner's capital city, and otherwise in said capital.

Anagantios, Dumannios, and Riuros will also be given to Auric Ulvin, unless their respective Illian minor leaders are present in the game. If they are, they are given to them instead and given the Hero promotion.

Whenever a leader get a unit that is the same as the leader, that unit is made the leader's avatar. (This is set in the def onUnitCreated(self, argsList): function of CvEventManager.py.) Whenever a leader's avatar is lost (even if it is lost in some way other than combat), it causes the leader to loose his traits. These can be regained if you use the Life III spell to resurrect the leader (or even just give yourself another copy of the unit using worldbuilder, in the more recent versions).

Loosing Auric Ulvin will not cause you to loose automatically in a normal game, but it will in the scenarios.
 
The AI seems to have problems using great engineers.
When I invaded a city in my last game I got three great engineers from the opponent.
I reported that first in Tholals thread, but he said it's an issue of Magister mod.
 
Death II is the big thing from Vampirism, a large stack of Spectres will wear down defenders easily, especially if you get the Tower of Necromancy. For example, with 4 death mana and Combat IV, vampires should get Death II for free, so your spectres would have 7 strength, Empower I-IV and 5 free promotions each. They also have the Fear promotion, so only certain units can even attack your stack.
Not really convinced if that's the best use for vampires. I think I could do the same by just rushing sorcerors a lot faster. They even have the same strength. The research difference could be invested in power troops from religions or further dive into the sorcery tree to maybe get arch mages later.
Only advantage of the vampires would be the possible update to Men at Arms.
 
I remember playing them.. and lo.. feast is good :D
direct heal when feasting on bloodpets.
direct xp when the units get out of your cities...
on moroi it is wasted.
but on moroi-becomes men at arms ?
on "any unit get lvl 6" ...
well always a nice promotion.

the royal guards are awesome : no way your just-invaded cities get conquered-back. + they got those fun city boosting spells IIRC. nice for frontier cities or newly conquered ones.

after that, moroi being "weak"... eh.. those are axemen.. axemen are weaks when everybody else has Tier III units.

vampirisme is a tierIII strategy. to make it worthwhile you'll need some Tier III units.

(and mages are Tier III... so saying mages are better than moroi+vampirisme is stupid. you have to read it in the reverse way ... lolilol tierII morois, with vampirisms are as good as "pocking" tier III mages !!!! youpi ! a promotion that improves your units by the equivalent of a whole tier (or at least a half tier).

IMO, my lvl6 vampire rangers or AV priests soon became lvl 10 and kick that ass. not even speaking of horsearchers... with heroic epic you get them quickly to level 6.
 
after that, moroi being "weak"... eh.. those are axemen.. axemen are weaks when everybody else has Tier III units.

vampirisme is a tierIII strategy. to make it worthwhile you'll need some Tier III units.
Well, that's exactly the problem. Feudalism is such an expensive research, that you can get easily tier 3 troops for it. Therefore IMHO Vampirism is only worth it, if you already have tier 3 troops and just want to make them stronger. I wasn't aware of that in my last game and therefore got stuck with weak T2 moroi troops since I had to spend all my research to get feudalism. I think I have to rush Men at Arms first and then get vampirism after that to make them more powerful.
 
well... it's like if you go for a mage strategy and you have not much mana nodes... you'll get your *ss handed back to you by the other's men at arm.
all is in the order you do the things

if you go for longbow you won't be able to attack the nearby civ much while his horsearchers will be able to attack you.



that would be like researching calendar before mining when you don't have a plantation ressource and have a gold resource.

eventually you'll need the calendar tech.. for your next-to come cities. however you don't need it now.... and even more. until you can leverage it (or the techs it opens) it is a strategic error to research it.

Feudalism is the same : sooner or later you'll need feudalism.
Calabim can leverage feudalism sooner rather than later compared to other civ.
however sooner is not "before I can leverage it".

:)

I hope I'm not sounding to "lecturing" :D I'm not so good aplayer myself
 
I have download this mod, thanks.

While looking in Civilopedia I discovered that Eurabatres is much more powerful then other dragons. Why?
 
The AI seems to have problems using great engineers.
When I invaded a city in my last game I got three great engineers from the opponent.
I reported that first in Tholals thread, but he said it's an issue of Magister mod.

I believe that is caused by engineers being able to make roads and railroads here as the AI values workers higher than the other options.
 
I wanted Engineers to be able to build Railroads (which normal workers cannot build) as well as some improvements like mines and windmills. Engineers still have that ability if they are left with UNITAI_ENGINEER, but then they cannot be automated to build anything and more importantly cannot built a Route To another tile. Using a unit without UNITAI_WORKER as a worker involves a lot of micromanagement.


According to the Lore, Eurabatres is described as "the most powerful creature of the created." Presumably this only means those beings created by The Twenty-One rather than The One, as it would be odd for him to be more powerful than the god who created him, but it is still pretty impressive. The Gold Dragon is much closer to a god than to a mortal being. Eurabatres is the original dragon, the result of a completely new idea on the part of Amathaon. All other dragons are but poor reflections of his majesty. Most of the gods made multiple dragons (Bhall had dozens if not hundreds of fire dragons serving her, but none were greater than Acheron and the lesser beasts have been vanquished and forgotten) as well as several other great beasts to serve as their weapons in the Godswar, which involved expending their own power and spreading it more broadly. (Agares did not create any dragons, beasts, or demons, but he has corrupted enough that were made to serve the good gods that his army is the strongest in every category.) Amathaon made only one, but concentrated so much power in him that he alone could face entire armies of his foes. Eurabatres is also the most intelligent of the dragons. Most of the dragons are simply weapons of mass destruction that follow whatever orders their god gives them. Amathaon so disliked fighting that he delegated all of the decisions pertaining to the war to his dragon. The Golden One was made to give orders rather than take them, and has an unparalleled strategic as well as tactical genius.

If anything, Eurabatres's power is underrepresented compared to the other dragons. I didn't want to risk making him greater than Auric Ascended though.
 
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