[MOD] MagisterModmod

I hardly ever use death mana, even though I can see how useful it can be.

I just played an Amurites game where I founded the Overlords religion and built the Necronomicon.

Turns out Skeletons can be upgraded to Wraiths as soon as you have 5 gold.

Is this what that code fix you mentioned above takes care of?

Edit: Never mind I found and reread your post, you were way ahead.
 
I have uploaded a new version.

You may download the Installer here or the Archive here.

It is mostly fixes for the bugs that the previous version introduced, but also adds a few new features and some changes which I hope will make it run more quickly.

I decided to get rid of the lines in def unitCannotMoveInto(self,argsList): which pertained to features, as they really only mattered in scenarios where I had already used a more efficient method of making those tiles impassible.

To assure that Mountaineers won't pass through features like Volcanoes, Sea Ice, Walls, and Fallout, I have given them prerequisite resists.

(Edit: I just recalled that I tried this method several months back, and then gave up on them once I realized that it can prevent flying units from passing over features like sea ice too. I'll probably undo this change eventually, but I don't think it is worth a new upload immediately.)


I decided that Hallowed Ground, instead of being impassible to Demons, the Undead, and the Demon Possessed, should instead damage any Demons, Undead, or other units destined to return as Manes who should happen to pass through them. (This is currently only used in the Lord of the Balors scenario though, and the AI players are forbidden to pass through those tiles anyway.)

Mercurians units with promotions like Demon or Unholy Taint no longer have these removed (inefficiently) through python automatically each turn. They still have them removed when the units are created, but it is now possible to capture units with those promotions. Now, the Mercurians have a "Purge Self of Evil" ability (available at Righteousness) which can be used of any unit which may return as Manes, and Demon, or any Undead unit. It reduces the AC, removes evil religions, removes evil promotions, kills the undead, and transforms Demons into Angels. A demon of tier 4 will be transformed into a Repentant Angel, unless you are already at your national limit of those.

Gibbon Goetia has been implemented as a Shape Shifter, with this ability working through a spell rather than automatically on combat.

Various TXT_KEYs have been updated.

I just found a minor python bug, but I don't think it should have any real effect. The Baron Duin Halfmorn still has <PythonPostCombatWon>postCombatSpreadLycanthropy(pCaster,pOpponent,75)</PythonPostCombatWon>, even though I deleted that define when I moved the code into CvEventManager.py's def onCombatResult(self, argsList):
 
this new update broke my saved game so im assuming it will break all saved games.
 
I am enjoying last version very much, playing as Kuriotates. I like idea of random race for archers (same as Grigori in MoM too) only dwarven archers have human graphics.
 
As long as someone mentioned the Kuriotates, what's up with the fact that warriors and archers can't upgrade to mounted units with that civ? Kind of makes sense since their units are centaurs, but in the other mods the Kuriotates can turn those units into centaur archers and chargers.
 
I am not sure Evangelism on units is working, casted 100+ times and it`s allways resisted by everyone. Some of the great general with elf race has elven graphics, and other human, that`s strange :)
 
If I recall correctly great people in this mod dont take their race from the nation but start with a preset race for that particular name (they also start with spells sometimes too). There are a few great people that are elves. I think there is one engineer that's an orc too. Most are human though.

Also the reason dwarven archers look human is because neither dwarf nation had archers. Instead they had slingers. So there is no dwarf art to use for an archer.
 
Yes i know that about slingers, just in MoM if you play grigori you are getting human,elf, orc, goblin archers or dwarf slinger at random when you build archers ;) I am freak into tip top graphics so MoM with esvath`s extended is best graphical FFH mod, but now i enjoy gameplay with Magister. It`s so simple yet very interesting and great fun.

About great persons, i got Great Generals without race - human look, elf race - elf look, elf race - human look.
 
About great persons, i got Great Generals without race - human look, elf race - elf look, elf race - human look.

There is a distinction between Great Commanders and Great Generals (if you play with Advanced Tactics). AFAIK the only unique art is the dark elf Commander; and it's just the same art as the dark elf champion has.
 
Yes, you are right, i play with advanced tactics and its darkelf thanks for explanation ;)
 
As long as someone mentioned the Kuriotates, what's up with the fact that warriors and archers can't upgrade to mounted units with that civ? Kind of makes sense since their units are centaurs, but in the other mods the Kuriotates can turn those units into centaur archers and chargers.

I think that Tholal added some code to prevent units from changing races through upgrades.

I am not sure Evangelism on units is working, casted 100+ times and it`s allways resisted by everyone. Some of the great general with elf race has elven graphics, and other human, that`s strange :)

What are the levels of the units? What promotions do they have? The chance of resisting any resistible spells are changed by such factors.

The ability would work a lot better if it were cast by a high level hero on a stack of level 1 warriors than it would if cast by a level 1 disciple on a stack of high level champions.

It does not work at all on units that have religions set in their xml defines (although the Children of the One equivalent, Enlighten, ignores this), on non-living units, on Animals, on Beasts, or on units that are Avatars of their leaders.

There are also different resist modifiers for different religions' evangelize spells. The White Hand is a particularly unappealing religion to most, and thus has the lowest chance of Evangelism working.

If I recall correctly great people in this mod dont take their race from the nation but start with a preset race for that particular name (they also start with spells sometimes too). There are a few great people that are elves. I think there is one engineer that's an orc too. Most are human though.

Also the reason dwarven archers look human is because neither dwarf nation had archers. Instead they had slingers. So there is no dwarf art to use for an archer.

I give out the appropriate races, religions, and some other promotions to fit the lore than is known about various named Great Persons.

Once the list of names for any particular type of great person is exhausted, it is given a random name. These great persons get the civilization's default race (unless they are Kuriotates or Grigori in which case they may be given a random race the same way that units built by those civs might). There is a chance for them to get a religion that is present in the city, with double the chance if it is also your state religion.


Since the last release, I decided to make the Dwarven artsyle make Archers look like Slingers.

There is a distinction between Great Commanders and Great Generals (if you play with Advanced Tactics). AFAIK the only unique art is the dark elf Commander; and it's just the same art as the dark elf champion has.
There is a difference in MNAI, but not in Magister Modmod. I decided it was too confusing and so just combined them.
 
I think that Tholal added some code to prevent units from changing races through upgrades.



What are the levels of the units? What promotions do they have? The chance of resisting any resistible spells are changed by such factors.

The ability would work a lot better if it were cast by a high level hero on a stack of level 1 warriors than it would if cast by a level 1 disciple on a stack of high level champions.

It does not work at all on units that have religions set in their xml defines (although the Children of the One equivalent, Enlighten, ignores this), on non-living units, on Animals, on Beasts, or on units that are Avatars of their leaders.

There are also different resist modifiers for different religions' evangelize spells. The White Hand is a particularly unappealing religion to most, and thus has the lowest chance of Evangelism working.

Do things like the Tower of Alteration or The Nullstone Citadel affect the chances of Evangelize working? I have rarely gotten Evangelize to work after getting these wonders. In general I think evangelize doesn't work enough.

Also, I noticed that for Gosea the Dwindeling's Civopedia entry, there is a reference to something called the Ashes of Brigdarrow. Now that Kael is no longer updating fall from heaven, will you put that into the civopedia?
 
I believe that such buildings do increase the chance of a unit resisting the evangelism spells. Even just being in a city makes a unit more spell resistant to some degree.


I probably should not share The Ashes of Brigdarrow since Kael asked me not to when he shared it. This request was made not because he did not want it included in the mod just yet, but because he was thinking of publishing it in a book of other stories about Erebus and had some concerns pertaining to copyrights and publishers.

I have already shared a short segment of the tale in the Tarch's Tower 'pedia entry though. Maybe it would be ok to give Gosea a short excerpt too. I don't think there is any new info here that has not already been shared.
Spoiler :

excerpt from The Ashes of Brigdarrow said:
The mention of the Heartstone reminded him of the strange stone that Garon Ire had handed Gosea the Dwindling two days before the goblin attack. Dain knew he should stay quiet, that this was an argument of which he didn’t want to become a part, but he had never been good at staying quiet.

"Is the Heartstone a fist sized grey rock with strange sharp facets cut into it?" Dain asked.

Everyone stopped talking and looked at Dain. At a motion from Haerlond one of the guards blocked the door. Kirien glared at Dain.

"What do you know about the Heartstone?" Haerlond asked, his voice was even but each word was enunciated completely as if a sentence unto itself.

"A woman came through our village with two guards; her name was Gosea the Dwindling. The Thegn of our village searched her belongings when they thought she may have been the reason for our disappearance. One of the things she had was a stone that looked like it was cut by a drunken jeweler."

"Where did she go?" Haerlond asked in the same even tones.

"I don’t know," Dain answered, "She hired the goblins to attack Brigdarrow. She even gave them instructions on how to attack it so no one would get away."

"I saw her and her companions leave Brigdarrow the day before the goblin attack," Kirien added, "They headed west into the forest."

"The procession was four days ago." Haerlond said, mostly to himself. "They are five days ahead of our hunters?"

Then thinking, Haerlond asked, "Is there anything else you remember about them?" Looking at Auric he added, "What was your impression of them?"

"I never saw them," Auric said.
 
While I know this is not about balance, the GC/GG merge had big effects on the power of the unit - its now almost worthwhile to start a war just for the free GA, and the Illian shrine is much easier to get.
 
I finished game with Ljosafar, only Evangelize wasn`t working. Now i play Amurites using Empyrean, Chalid is lvl 14 and he can`t evangelize even newborn archers nor blind barbarian orcs, goblins. Casted Evangelize like 20 times, blind 12-15 times 100% resist all the time. Will continue casting as I play and report if anything will succeed :)

Next issue - Govannon teaches his spell promotions to everyone : workers, archers, radiant guards, vicars EXCEPT wizards :O is that intentional? will try on adept later. EDIT: 30 or more turns later 2 of 6 wizards stationed with Govannon got promos from him, so they only learn slower or something :D
 
I just played a game where I had extreme slowdowns, the kind where rounds take 1 or 2 minutes at round 252.

The Sheaim just declared war on me (Os Gabella was the leader if it matters).

On a hunch I went into world builder and deleted the Sheaim cities, and thus the civ.

The turn time went back to normal.

They weren't a particularly big civ at this point, the Elohim were far and away the biggest.

I kind of wonder if the summoner trait isn't causing slowdowns.

If you want any kind of log file, you are going to have to specify the name, and what directory it is in.
 
In my Ljosafar game got terrible wait times (30-40sec) too until defeating Sheaim, suspected demons summoning to be the cause, can provide save before clearing them from map (can be ressurected cause of puppet states, revolutions or whatever, clan was ressurected 6 times from ashes by hippus AI :D )
 
I would guess that the Sheaim related slowdown is really more Ashen Veil related, and has something to do with effectTaint. That is the code that makes units with Unholy Taint, Demon, or Demon Possessed spread hell terrain hell terrain. That is kind of an important part of this modmod though, so it is not going away. I'll see if I can code it more efficiently though.

It could also be due in part to the Planar Gate code though, and we cannot rule out the time required for the AI to decide what to do with all the summons either.

Edit: I just found a bug in CvSpellInterface.py under def effectDefectLugus(pCaster):, where it should say iPlayerUnit = pUnit.getOwner() rather than pPlayerUnit = gc.getPlayer(pUnit.getOwner())
 
So I try to install newest version into my old version of Magister Modmod ...

but it says that I'm missing the Fall From Heaven 2 sourcefile?

Should I just hit ignore and see what happens?
 
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