[MOD] MagisterModmod

You can then again copy the new CvScreensInterface.py, CvWorldBuilderScreen.py, and Platy World Builder.xml in order to get the new worldbuilder working without problems.

Now works as intended. Thanks. Now...fun begins! :crazyeye:
 
[to_xp]Gekko;12562334 said:
Magister could you please point me to the python code that governs the barbarian skeleton -> spectre -> wraith upgrading? sorry for the OT ;)

I afraid I cannot, because it does not exist.

Those upgrades are handled through xml-only spells. They are Kael's doing, not mine.
Spoiler :

Code:
		<SpellInfo>
			<Type>SPELL_UPGRADE_SPECTRE</Type>
			<Description>TXT_KEY_SPELL_UPGRADE_SPECTRE</Description>
			<Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
			<UnitPrereq>UNIT_SKELETON</UnitPrereq>
			<CivilizationPrereq>CIVILIZATION_BARBARIAN</CivilizationPrereq>
			<bAllowAI>1</bAllowAI>
			<iAIWeight>300</iAIWeight>
			<iCasterMinLevel>4</iCasterMinLevel>
			<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
			<bHasCasted>1</bHasCasted>
			<ConvertUnitType>UNIT_SPECTRE</ConvertUnitType>
			<bAbility>1</bAbility>
			<Effect>EFFECT_SPELL1</Effect>
			<Sound>AS3D_SPELL_TRAIN</Sound>
			<bGraphicalOnly>1</bGraphicalOnly>
			<Button>Art/Interface/Buttons/Units/Spectre.dds</Button>
		</SpellInfo>
		<SpellInfo>
			<Type>SPELL_UPGRADE_WRAITH</Type>
			<Description>TXT_KEY_SPELL_UPGRADE_WRAITH</Description>
			<Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
			<UnitPrereq>UNIT_SPECTRE</UnitPrereq>
			<CivilizationPrereq>CIVILIZATION_BARBARIAN</CivilizationPrereq>
			<bAllowAI>1</bAllowAI>
			<iAIWeight>300</iAIWeight>
			<iCasterMinLevel>6</iCasterMinLevel>
			<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
			<bHasCasted>1</bHasCasted>
			<ConvertUnitType>UNIT_WRAITH</ConvertUnitType>
			<bAbility>1</bAbility>
			<Effect>EFFECT_SPELL1</Effect>
			<Sound>AS3D_SPELL_TRAIN</Sound>
			<bGraphicalOnly>1</bGraphicalOnly>
			<Button>Art/Interface/Buttons/Units/Spectre.dds</Button>
		</SpellInfo>
 
sorry for the OT again :D

how would one add promotions to the scorpion goblin archers starting on goblin forts? I'm thinking of changing them to either an orc archer with weak or a scorpion goblin with strong, basically mirroring what Kael did to the starting orc archers in newborn barb cities after people noticed they were too hard to capture at 5 str. thanks in advance :)
 
[to_xp]Gekko;12564162 said:
sorry for the OT again :D

how would one add promotions to the scorpion goblin archers starting on goblin forts? I'm thinking of changing them to either an orc archer with weak or a scorpion goblin with strong, basically mirroring what Kael did to the starting orc archers in newborn barb cities after people noticed they were too hard to capture at 5 str. thanks in advance :)

The code that places defenders in the goblin forts is found under def onGameStart(self, argsList): in CvEventManager.py

In MagisterModmod, the relevant code starts at line 525. However, I commented it out. They sometimes seemed like too much in the early game, especially after one time that I had a start when a goblin fort isolated my starting settler from all my other starting units.

You probably want something more like what is after what is commented out.
Spoiler :
Code:
##		if not CyGame().isOption(gc.getInfoTypeForString('GAMEOPTION_NO_BARBARIANS')):
##			iGoblinFort = gc.getInfoTypeForString('IMPROVEMENT_GOBLIN_FORT')
##			bPlayer = gc.getPlayer(gc.getBARBARIAN_PLAYER())
##			for i in range (CyMap().numPlots()):
##				pPlot = CyMap().plotByIndex(i)
##				if pPlot.getImprovementType() == iGoblinFort:
##					bPlayer.initUnit(gc.getInfoTypeForString('UNIT_GOBLIN_SCORPION_CLAN'), pPlot.getX(), pPlot.getY(), UnitAITypes.UNITAI_LAIRGUARDIAN, DirectionTypes.DIRECTION_SOUTH)



		if not CyGame().isOption(gc.getInfoTypeForString('GAMEOPTION_NO_BARBARIANS')):
			iGoblinFort = gc.getInfoTypeForString('IMPROVEMENT_GOBLIN_FORT')
			bPlayer = gc.getPlayer(gc.getBARBARIAN_PLAYER())
			eTeam = gc.getTeam(gc.getBARBARIAN_TEAM())
			iUnit = gc.getInfoTypeForString('UNIT_GOBLIN_SCORPION_CLAN')
			iPromotion = gc.getInfoTypeForString('PROMOTION_STRONG')
			if eTeam.isHasTech(gc.getInfoTypeForString('TECH_ARCHERY')) or CyGame().getStartEra() > gc.getInfoTypeForString('ERA_ANCIENT'):
				iUnit = gc.getInfoTypeForString('UNIT_ARCHER_SCORPION_CLAN')
				iPromotion = gc.getInfoTypeForString('PROMOTION_WEAK')
			for i in range (CyMap().numPlots()):
				pPlot = CyMap().plotByIndex(i)
				if pPlot.getImprovementType() == iGoblinFort:
					newUnit = bPlayer.initUnit(iUnit, pPlot.getX(), pPlot.getY(), UnitAITypes.UNITAI_LAIRGUARDIAN, DirectionTypes.DIRECTION_SOUTH)
					newUnit.setHasPromotion(iPromotion, True)

Frankly, I don't see a very good reason for there to be any Scorpion Clan unique units. I believe the only differences between then and the usual versions are art style and +1 poison strength. That can easily be granted by a new Scorpion Clan promotion, which since MNAI v2.5 can also allow them to upgrade outside of borders (thus letting me eliminate the spells used to upgrade them). I've considered switching to a promotion before, but decided against it because new units randomly spawned from the Goblin Fort promotion would not be given the promotion (unless I set up python to check every time any of those units were created). MNAI v2.5 added the ability for an improvement to grant a free promotion to its spawns too though.

MNAI v2.5 also introduced an ability to make all units spawned from a particular improvement start with a certain promotion.
 
thanks! I agree the scorpion clan implementation is a bit clunky, but I think a strong poison goblin on each fort is fine. helps keep the fort around a little longer so Barbarian leaders can benefit from it, without being too much of a challenge early on. :)
 
I have three things I've noticed with this latest release.

1) I played the Kuriotates and did the Stir from Slumber ritual. Eurabates spawned on his bones in Ljolsalfar territory. I didn't have any agreements with the Ljolsalfar, and Eurabates was in a position where he could not move at all, until Ameliancher was so kind as to agree to Right of Passage.

2) I then sent Eurabates out to fight the Malakim. Eurabates was perched on a mountain, and lo and behold when he left it to take a Malakim city Teutorix and a stack of Malakim were perched on his mountain. I guess Cult of the Dragon spread to them.

Teutorix was kind of weird. He didn't have any xp, but he started levelling normally after that. Either he was just made or the conversion process reset everything for him. I tend to think he was reset, since he came to Jesus in the open field.

3) Those Wyvern Riders are awful strong.

Additionally, I have started trying something with the Lanun. Instead of settling on the coast I head inland for a land start like all the other civs try for.

It works much, much better for them if the terrain is decent. Sea starts are just plain terrible even for them. I've tried all kinds of things with changing tiles worked, etc.

But in the very early game when you are racing to a religion you just aren't going to get any production boosts unless you go mining. The Lanun have an awful problem with hammers.

I've noticed that in games I play, and games that the AI plays that the Lanun can't sprawl like the other civs until the later game. The Ljolsalfar and some of the other civs usually have three or four cities by round 100 or so, while I just got done with the religion stuff.

I've tried different stuff with the tech tree, but even with the Lanun you pretty much have to go Exploration->Agriculture->Ancient Chants->Mysticism to start out with unless you have excellent resources like wine or something you need Calendar for.

Just no hammers in the ocean, even with the Heron Throne. The Expansive trait doesn't even let Falamar keep up with the other civs building settlers in the first 100 rounds or so when it is super important.
 
Sunbeam,

Can you post a save or screenshots of your Lanun starts? I have found that whether using Hannah or Falamar, on Magister, MNAI or Terkhen modmod, a Lanun start with room for 2-3 coves and 2-3 seafood resources is very powerful. It's slow only until you get fishing. Then you go 3-4 workboats, Heron Throne, tech mysticism and OO and have them all finish around turn 60. Godking+HT+2-3 pirate coves is more hammers earlier than most civs have without a wine/hill start. Even Hannah can pump settlers fast.

With Lanun's economy, then you can get to lumbermills or mines much faster than anyone else can so you can start developing a lot of land hammer tiles.
 
You can tech all that by round 60?

I play the Kuriotates a lot, and unless they get lucky with a goody hut they are hard pressed to get exploration/ancient chants/mysticism until about round 45 or so. If there is an exceptional resource like Pool of Tears or fruit of Yggdrasil it goes much quicker of course.

I guess I could put up a screenshot, but I'd have to find some site that will let me store files so I can put up a link.

One thing I do that most don't seem to is I play ancient era. So the Lanun have to research exploration and agriculture.

Depending on the area round me (lairs) I might start with a warrior. If that isn't a priority I either build a work boat or a worker. It doesn't seem like it takes much less time to build a work boat than a worker.

Actually...

Okay started a game with Lanun. Settled on the coast, just plains and a river.

The "What do you want to build in this city" on round 1 says: 19 turns for worker, 15 for work boat, 13 for warrior/scout, sea haven 23, heron throne 125. Default starting civics is nationalism.

Pretty crappy start production wise, but I seldom see a worker build time less than 10 rounds. Usually it takes 8 or 9 rounds minimum to build that first warrior. By the way, I start with a scout, warrior and settler, no worker.

I've toyed with the Lanun and Luchiurp a good bit (Doviello too). I don't see how you do all that, even without having to research agriculture/exploration by round 60.

The build times obviously go down as the city grows but it takes a while. I don't know whether a work boat can fortify a cove, but if it doesn't it's going to be a long time before you get necromancy or sailing to put a unit on it. Usually I have to tech the metal line to get a unit besides the Priest that can get something.

I've actually turned off working all sea tiles, cove or not and gotten more hammers.

If you want to found the Overlords and I do, you pretty much have to follow the tech order I laid out. Typically the Lanun when I play them have a hard time getting mysticism much before round 60. Then you have the research time for the Overlords. Overlords is pretty popular with certain civs, particularly if they have a coastal start. Balseraphs seem to like it, and Jonas. Decius seems to go for it too for some reason. Malakim seem to research every religion regardless.

When I play Kuriotates I never have any trouble beating the Lanun to Overlords. I tend not to, because one of those stupid building cause units to go mad (think it is the asylum, but maybe it is the necronomicon).

If I coast start as Kuriotates, and the Prophets are popping, sometimes I bulb Overlords for the mana. I never build asylums though.

Another thing with the Lanun, if you do get to found Overlords, you have to immediately build the asylum and Saverous, which eats up a lot more production time. I've founded Overlords several times, spent time building a settler and some warriors, then lost out on Saverous.

Look, I only play on noble difficulty, mainly because I like to found religions. By round 100 or so, one of what I call the "sprawler" civs will usually have around three or four cities. Then they really take off.

The Lanun are just a civ I have no problems destroying. The Khazad and Ljolsalfar are much harder if you don't get them early. Early or late the Lanun are pretty easy.

I've also noticed that the civ that gets the Fruit of Yggdrasil usually does very well. Balseraphs are particularly dangerous if they get that.

So in short, I really can't understand what you are saying about the Balseraphs.

By the way, dollars to doughnuts, if Varn Gosam is in the game Empyrean will be the first religion founded. Order is pretty quick too.
 
Sunbeam,

Playing on Noble this should not be a problem at all, meaning having God King, OO and Heron Throne all up in your capital on or around turn 60 with a water-heavy start. Please post a save and your exact build order and tech order up to turn 60 and we can try to diagnose where you are making a mistake.

My guess is that you are not prioritizing getting pirate coves up fast. Coves provide food, hammers and tons of commerce all on an otherwise resource-less tile.
 
sunbeam : I'm not sure what is your problem with coves... coves are mega powerful. (esp if you can get 3 in the BFC
 
My ritualist (as trojan horse cargo) with rebellious promotion turns to barbarian, he is not visible on tile, and if her trojan horse moves through it tile be CTD.
 
sunbeam : I'm not sure what is your problem with coves... coves are mega powerful. (esp if you can get 3 in the BFC

I checked something with Lanun last night. Coves don't have any hammers out of the gate. According to the wiki they get some when they upgrade to the second form, and more when they get to the third.

Pirate Cove: 2 bread, 4 gold out the gate. (Civilopedia says only 2 gold however)
Pirate Harbor: 1 bread, 1 hammer, 3 gold according to Civilopedia.
Pirate Port: 2 bread, 2 hammers, 4 gold according to Civilopedia.

Coves do not upgrade like the forts seem to without a unit on them. I'm not sure what is going on with the forts, usually I stick a unit on them because it looks cool, but it seems to me they upgrade without a unit on them.

Civilopedia says it takes 10 turns to become a Harbor if garrisoned, and an additional 20 to become a port after that.

Regardless it is going to be a while before you get hammers out of this.

I'm pretty sure coves don't though. I haven't tried putting a fishing boat on one, but otherwise you are going to have to wait until at least sailing (for a galley) or necromancy to put a unit on one.

Look I'm not making this up. Go ahead and start a Magister modmod game and tell me I am full of it. But in my Lanun games I'm not getting much of anything out of the sea except food and some coin. The Lanun problem, and most other civs in the early game is hammers.

As for my teching, I told you. exploration->agriculture->ancient chants->mysticism.

I don't see any way around it honestly. If I have a good food resource close I might work calendar, crafting, or animal husbandry in.

I guess with Lanun you could always just feed yourself off the sea and just go ancient chants->mysticism to start.

But in my experience things go much better with them if I manually deselect sea tiles and force the city to work land tiles.

And as for how I generally do the tech tree, usually it is exploration->agriculture->ancient chants->mysticism. After that it is Calendar. Then it depends. I need something that will give me units that can actually kill something. So if I see deer or fur, I go hunting. If I see livestock, it is animal husbandry, then if I see horses it is horseback riding. Otherwise it is crafting/mining/bronzeworking.

I have to work cartography and maybe festivals in there (markets) somewhere too.
 
how does the sever soul ability work? I noticed that when I put dimension 2 on certain units in the worldbuilder they don't receive the sever soul ability, like Odio or Brigit.
 
The Sever Soul spell only works for Living units. Brigit is an Angel and Odio a Demon, so neither counts as Living.

I believe I made it this way for two reasons. One was because the Infernal Ritualists were using it so much that it slowed the game down. The other was that it allowed the demon lords a way to get around the limitation that kept them in hell terrain (although I can easily stop that now that I limit their movement in python based on a dummy promotion).
 
Sunbeam--I tried it in Magister Modmod and see what you are talking about. Not sure when this change happened or if it has always been there, but it says that for the pirate cove to upgrade to a pirate harbor or a port it has to be garrisoned.

FYI FFH2 base, MNAI and EitB pirate coves will automatically upgrade (like cottages) when you work them.

That being said, on noble difficulty I was still able to finish both OO in the capital and Heron Throne exactly on turn 50. This was despite not knowing about pirate coves not growing and therefore having a suboptimal build order. The equalizer for Lanun in Magister Modmod is that they start with fishing, and don't have to waste 20 turns researching it at the beginning.
 
Here is the screenshot.

Incidentally, I noticed some other things in Magister modmod that are Lanun buffs:

1) Lanun palace provides +1 free specialist per pirate port.
2) Heron Throne provides +1 hammer in ALL sea tiles in your empire, not just the city it was built in. This is a huge buff.
3) Pirate coves provide 1 ring of culture. Very nice for rapid expanding.
4) Necronomicon provides +1 specialist per fishing boat in the city.

In terms of garrisoning the pirate ports, using a Drown should work if you don't want to bother with sailing right away.
 

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I made it so that Pirate Coves/Habors/Ports are treated the same as Forts/Castles/Citadels. When the Advanced Tactics game option is active, then they are "Superforts" that can control territory and must be garrisoned in order to upgrade. When that option is not active, then they must be worked by a city to advance the same way they do in base FfH2.
 
Sunbeam--I tried it in Magister Modmod and see what you are talking about. Not sure when this change happened or if it has always been there, but it says that for the pirate cove to upgrade to a pirate harbor or a port it has to be garrisoned.

FYI FFH2 base, MNAI and EitB pirate coves will automatically upgrade (like cottages) when you work them.

That being said, on noble difficulty I was still able to finish both OO in the capital and Heron Throne exactly on turn 50. This was despite not knowing about pirate coves not growing and therefore having a suboptimal build order. The equalizer for Lanun in Magister Modmod is that they start with fishing, and don't have to waste 20 turns researching it at the beginning.

Just so I know, I assume you:

1) built 3 work boats
2) Maybe another for 1 (or is it two?) sea resources.
3) Maybe another warrior
4) And your tech path has been ancient chants->mysticism->Message from the Deep, no other techs like agriculture or anything.
5) And you didn't build a worker
 
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