[MOD] MagisterModmod

I did. and farming is fun... but tedious in the end.. and you'll really need that defensive stack for offensive wars... so it's a trade-off.
 
I did. and farming is fun... but tedious in the end.. and you'll really need that defensive stack for offensive wars... so it's a trade-off.

Frankly it ruins our enjoyment of the mod.

The great person counter means nothing when any civ can on average get a new great person once every 20 turns from just one of these unique sites. At a cost of what a few archers? Considering the great person is worth ~3000 beakers if used for techs, it's game breaking.

I like the mechanic of requiring exploration of these sites taking more than 1 turn to complete but it needs either a cool down of 100? turns per site, or to "use up" the site and convert it into the resource it was intended to yield. Regular dungeons work properly it seems, some good results, some bad results, but eventually they are used up. My opinion is that this mod is unplayable with the current unique dungeon system in place. Also it is bugged in that if a unit begins to cast the explore ruin and dies from attack before completing the spell, it still goes off. Unleashing whatever was contained within it. For multiplayer this is significant as we find ourselves unique dungeon "bombing" the other player not caring if our unit is killed the round we move onto the dungeon.

I'll look and see if it can be fixed outside of the DLL if not being able to convert unique dungeons to fully explored/yielding their mana is being considered a "feature" of the mod.
 
well, I was speaking with a SP point of view, were the game is more for fun than about competition
 
Playing multiplayer with a friend. We've found that the major ruins never completely explore? This is somewhat game breaking as with a single strong defensive stack and a little luck in finding one of these unique features, you can repeatedly farm the positive results.

Is anyone else experiencing this issue?

It's not an issue, it's a feature. Some of us really enjoy being able to explore. (By the way, don't play with the Grigori if you don't like this feature -- their heroes will explore automatically within friendly territory if they aren't moved each turn.)

Sorry to hear that it ruins your enjoyment of the mod, but you don't have to explore them, you know. If it's ruining your enjoyment, then show some restraint and don't do it. I've played dozens of games using Magister's mod, and I haven't found the extra exploration to be game breaking.
 
It's not an issue, it's a feature. Some of us really enjoy being able to explore. (By the way, don't play with the Grigori if you don't like this feature -- their heroes will explore automatically within friendly territory if they aren't moved each turn.)

Sorry to hear that it ruins your enjoyment of the mod, but you don't have to explore them, you know. If it's ruining your enjoyment, then show some restraint and don't do it. I've played dozens of games using Magister's mod, and I haven't found the extra exploration to be game breaking.

Great idea, except the AI will come into your territory and explore those same unique features repeatedly.

So this is considered a feature and the unique dungeons are not intended to yield the resource that they list? Sounds pretty wonky to me.
 
In the next release, you will be able to prevent other players from exploring any lair simply by keeping a unit fortified on that tile.


Adventurers do not explore automatically within friendly territory if they aren't moved each turn; they only explore non-existent lairs in unowned territory.



I'm not sure what you mean by "not intended to yield the resource that they list."
 
So this is considered a feature and the unique dungeons are not intended to yield the resource that they list? Sounds pretty wonky to me.

You'll get the resource they list when you research the appropriate technology for the mana type (Necromancy, Divination, Elementalism, Alteration, Sorcery).
 
If anything is game-breaking in this mod, it's the Lanun, Grigori, Luchuirp and Kurio palaces. +1 specialist per generic improvement is just crazy.

That said, the only reason I play this mod is because of the unbalanced craziness which makes it totally fun. Creating a Luchuirp super capital with the City of a Thousand Slums, Guild of Hammers, and 30 workshops (60 free specialists!) is just *fun*.

For competitive multiplayer I'll play Erebus in the Balance.
 
+1
I tried this modmodmod again with that viewpoint and I can appreciate it more.
They're right about re-explorable lairs being stupid - without a time limit or chance of disappearance its a stupid mechanic.
Completely agree about EitB (of course :p), its definitely more suited for mp - doesn't even have the kurio crash.
 
That said, the only reason I play this mod is because of the unbalanced craziness which makes it totally fun. Creating a Luchuirp super capital with the City of a Thousand Slums, Guild of Hammers, and 30 workshops (60 free specialists!) is just *fun*.

Yeah, I noticed that too. If you get a hilly start you could get the Tamblets of Bambur + Guild of Endeavours for 2 specialists per mine. Works perfectly with the elven civs as you actually have enough food to work all those ancient forest grassland hills (after some terraforming with druids and nature 2 mages).

I've recently played a game with the Svartalfar and I noticed the Mercurians seem to have a huge 'Past events have driven us apart' against some civs (including me). I don't exactly know what I'm doing wrong. I'm Good and in FoL and am killing the Sheaim (they should be happy, considering Basium and his two Bannor teammates were capitulating the Malakim and the Kuriotates at the time, definitely a good way to stop the apocalypse).

The Infernal pact taking over a random city with the Veil could be annoying in some cases, I guess. I was playing with No Settlers on and my second barb city got flipped, but I had Alazkan the assassin (that guy is a beast, he's got 900 xp by now) and some illusionists nearby so it wasn't really a problem (although they killed my ancient forests). However, it's probably my fault considering I opened borders with the Sheaim.

Tower of Mastery giving free Channelling 3 to units when you don't have the ToM victory enabled is pretty much an instawin (and it's not even that hard to get, I only had 7 cities and got all the required mana because I owned 4 Holy cities). Unlimited health and happiness in every city + an unlimited suppy of Life 3 (and therefore immortal) illusionists? :lol: Not that I'm complaining, it's great fun, just as most other features in this mod. I really like how you buffed promotions (instead of nerfing them, like in MoM).
 
Diplomatic penalties with the Mercurians could be due to founding the Ashen Veil, founding the Octopus Overlords, (being of the Infernal civ,) or creating units with the Unholy Taint or Demon promotions.

Note that this check is performed when the unit is initialized, which could be before the unit's default race is replaced by Illusion or Puppet.

Also note that this check would still be run when you capture a demon rather than building or summoning it. If you are playing as the Svartalfar against the Sheaim late in the game, I suspect that your Beastmasters probably captured some of their Pit Beasts.

(I just added the <bImmuneToCapture>1</bImmuneToCapture> tag to <Type>PROMOTION_DEMON</Type> to stop that from happening. Now I'm about to test and make sure that it does not cause any problem with the Gela's ability to dominate demons. Edit: No problem there.)
 
You'll get the resource they list when you research the appropriate technology for the mana type (Necromancy, Divination, Elementalism, Alteration, Sorcery).

Thanks for clarifying. I wasnt building the tech as I didnt have the mana!
 
In the next release, you will be able to prevent other players from exploring any lair simply by keeping a unit fortified on that tile.


Adventurers do not explore automatically within friendly territory if they aren't moved each turn; they only explore non-existent lairs in unowned territory.



I'm not sure what you mean by "not intended to yield the resource that they list."


Thanks for this. One thing to note, would a severed soul or other 'invisible' type of unit stationed on someone elses unique feature prevent exploration?
 
I had not thought of that.

A quick test shows that they can. I thought that giving Severed Souls <bNoDefensiveBonus>1 would prevent them from fortifying and stop that, but it doesn't.

I guess I'll instead check for invisibility.

Spoiler :
Code:
def reqExploreLair(pCaster, sSpell):
	if pCaster.isBarbarian():
		return False
	if pCaster.isOnlyDefensive():
		return False
	if pCaster.getSummoner() != -1:
		return False
	if pCaster.getDuration() > 0:
		return False
	if pCaster.getSpecialUnitType() == gc.getInfoTypeForString('SPECIALUNIT_SPELL'):
		return False
	if pCaster.getSpecialUnitType() == gc.getInfoTypeForString('SPECIALUNIT_BIRD'):
		return False
	if pCaster.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_SIEGE'):
		return False
	pPlot = pCaster.plot()
	if not pPlot.isPythonActive():
		return False
	iPlayer = pCaster.getOwner()
	if not pCaster.isHuman():
		pPlayer = gc.getPlayer(iPlayer)
		if pPlayer.getNumCities() < 1:
			return False
		pCity = CyMap().findCity(pCaster.getX(), pCaster.getY(), iPlayer, TeamTypes.NO_TEAM, False, False, TeamTypes.NO_TEAM, DirectionTypes.NO_DIRECTION, pPlayer.getCity(-1))
		if not pCity.isNone():
			if -1 < CyMap().calculatePathDistance(pPlot,pCity.plot()) < 5:
				return False
	if sSpell != -1:
		[COLOR="Red"]iTeam = pCaster.getTeam()[/COLOR]
		iSpell = gc.getInfoTypeForString(sSpell)
		for iUnit in range(pPlot.getNumUnits()):
			pUnit = pPlot.getUnit(iUnit)
			if pUnit.getOwner() == iPlayer:
				if pUnit is not pCaster:
					if pUnit.getDelayedSpell() == iSpell:
						return False
			elif pUnit.getFortifyTurns() > 0:
				[COLOR="Red"]if not pUnit.isInvisible(iTeam, False)[/COLOR]
					return False
	return True

I was planning to release the update tonight, but I have to get up early tomorrow for Habitat for Humanity and mom has a bunch of chores she wants me to do to make the house more presentable before my sister's boyfriend visits on Sunday.

Also, I'm a bit concerned that something (probably def unitCannotMoveInto(self,argsList):) is slowing the game down too much. It seemed fine when I was playing on small maps, but not so much on larger maps. (Oddly, this seems more noticeable early in the game, probably because most checks only occur when a unit is trying to move into territory that its team does not own and late in the game I tend to own a lot of land.)
 
Playing a game and running into an instance where the game is just hanging after I end my turn. It just sits "Waiting on other Civilizations". From repeatedly going into the world builder, the way to get around this is to completely eradicate the Sidar. None of their individual cities are building anything to cause the issue or have units that is causing the issues.

This is all to the best of my ability to diagnose at least. I tried erasing other civs and cities and it does nothing.

Attached is the save file.

Cheers,
 

Attachments

Playing a game and running into an instance where the game is just hanging after I end my turn. It just sits "Waiting on other Civilizations". From repeatedly going into the world builder, the way to get around this is to completely eradicate the Sidar. None of their individual cities are building anything to cause the issue or have units that is causing the issues.

This is all to the best of my ability to diagnose at least. I tried erasing other civs and cities and it does nothing.

Attached is the save file.

Cheers,

I had exactly the same problem. The game stalls "waiting on other civilizations". I was about to post a bug report when I saw this message. So I tried the trick to suppress other civs with the WB and eradicting the Hippus solves the problem.
 

Attachments

Diplomatic penalties with the Mercurians could be due to founding the Ashen Veil, founding the Octopus Overlords, (being of the Infernal civ,) or creating units with the Unholy Taint or Demon promotions.

Note that this check is performed when the unit is initialized, which could be before the unit's default race is replaced by Illusion or Puppet.

Also note that this check would still be run when you capture a demon rather than building or summoning it. If you are playing as the Svartalfar against the Sheaim late in the game, I suspect that your Beastmasters probably captured some of their Pit Beasts.

(I just added the <bImmuneToCapture>1</bImmuneToCapture> tag to <Type>PROMOTION_DEMON</Type> to stop that from happening. Now I'm about to test and make sure that it does not cause any problem with the Gela's ability to dominate demons. Edit: No problem there.)

Ah, I did indeed summon some pit beasts (and captured some of their workers, not sure if that counts). Does owning the Veil HC also cause diplomatic repercussions?
 
Neither of you posted logs from when the problem happened. That could have been more useful than the saved games, but if you start another game (including loading those saved games) then the useful data would be overwritten.

I don't feel like rolling back to test saved games for issues that might no longer exist, especially now that I'm just doing my final testing before the next release. .

I'm not really sure what to say about the various WoC issues. There is a good chance that it is the AI getting stuck in a loop, which may be more Tholal's fault than mine.

Sometimes I have noticed that the game seems to go unresponsive for a little while and then fixes itself. (I wonder if computers with less RAM might stay frozen.) That tends to happen when python has to cycle trough the whole map to check something. (Loops that check multiple things on all the tiles seem to take much longer. I think it is faster now that I handle serious searches through a couple new Custom Functions, because even though it searches the map multiple times it checks fewer things and can end the loop early once it finds something.)

Were the Sidar/Hippus in your games members of the Overcouncil? Sometimes it seemed like the loops used to share maps between Overcouncil members once the Share Maps resolution has passed was causing issues. I have changed the way the code works since the last release. I think it is faster to share all Overcouncil maps one per game turn rather than make every Overcouncil member share his maps during his own turn.

---

Owning the AV holy city because you captured it would not influence your diplomatic relations with Basium. Founding the religion yourself would, even after someone takes the holy city from you. Owning the Entropy and Dimensional mana provided by the Stigmata on the Unborn would hurt your diplomatic relations, but the mana based diplomatic penalties have different texts and are not grouped together under 'Past events have driven us apart.'

I don't think that capturing demonic workers would cause the penalty. I believe that the race is not passed on until after the new unit is initialized and the onUnitCreated code has already run. The unit would have to have Demon or Unholy Taint in its xml defines (of have it added in python early in onUnitCreated) for it to count towards the diplomatic penalty.


(Note that the Sidar leaders have a similar opinion of players who create Undead units.)
 
Re: Infinite Exploration of Epic Dungeons

I, for one, would appericate an optional new game toggle to turn this feature off.
 
I have just posted a new release.


@BvBPL: Adding new game options is tough. I would have to convince Tholal to add them in the DLL, even if their effects are entirely in python.
 
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