[MOD] MagisterModmod

Some questions(Illians):
1. How much is the draw hurried by sacrificing an archangel?
2. If my cities turn fallow after ascension, I presume it would be sensible for me to try to grow my population as much as possible before ascension?
3. How many total High Priests of Winter can I have? 4 including Anagantios, Riuros and Dumannios or excluding them?

Btw great modmod!
 
Some questions(Illians):
1. How much is the draw hurried by sacrificing an archangel?
It provides 700 :hammers:

Sacrificing the Pieces of Barnaxus to Release Mulcarns Last Breath provides the same amount, but can apply to either The Draw or Ascension.
2. If my cities turn fallow after ascension, I presume it would be sensible for me to try to grow my population as much as possible before ascension?
Probably.

The only way to make your cities grow when you have the Fallow trait is to use Manes.

Adding Manes to cities gives them the Demonic Citizens building, which eliminates concerns over health and happiness, but those can still be a problem before Manes are added. (Maybe I should make the Ascension ritual add Demonic citizens automatically.)

Note that units of the White Hand religion will return as Manes under Auric's control, instead of going to the Infernals, once Auric ascends.



Auric Ascended's Death will remove the Fallow Trait, cause Manes to abandon you to the Infernals, and remove the Demonic Citizen's buildings from your cities.

3. How many total High Priests of Winter can I have? 4 including Anagantios, Riuros and Dumannios or excluding them?
Issues over the Ressurection spells and Shrine of the Champion made me consider those lieutenants of Auric as separate unitclasses from the standard priests of winter, and the same s their respective upgrades. Changes I since made to how resurrection works may have eliminated this need (I'd need to review the code some more to be sure), but for now they do not count towards national limits. You may have 4 High Priests of Winter excluding Anagantios, Riuros and Dumannios.

Btw great modmod!
Thanks.
 
Thanks for the quick reply.
Are there any other changes you have made regarding the draw, ascension or auric ascended? I'm planning to ascend tomorrow.
Also, do you have a list of all the changes made by your mod?
EDIT: Whom does the Godslayer go to - the player with the highest power, the player with the highest score or the player at the top of the scoreboard (ie, in a team)?
 
On ascension, I think I heard somewhere that auric ascended keeps the promotions that auric had before ascension in this modmod, could someone confirm/deny this?
 
Thanks for the quick reply.
Are there any other changes you have made regarding the draw, ascension or auric ascended? I'm planning to ascend tomorrow.
Also, do you have a list of all the changes made by your mod?
EDIT: Whom does the Godslayer go to - the player with the highest power, the player with the highest score or the player at the top of the scoreboard (ie, in a team)?

On ascension, I think I heard somewhere that auric ascended keeps the promotions that auric had before ascension in this modmod, could someone confirm/deny this?

I do not have a complete change log for the mod, as I many of the changes were made long before I had any intention of sharing it with anyone. There are several posts here I describe changes from memory or as I made them, but nowhere do I have a comprehensive organized list.

The Draw and Ascension can be performed by any player with The White Hand as his state religion, but it is Auric who gets the benefits. Edit: Also, the Auric unit must be alive for either ritual to be performed. Luckily the Life III spell can be used to resurrect him if need be.

The Draw gives Auric Ulvin the player the Insane trait, and gives Auric Ulvin the unit the Immortal, Strong, Channeling III, and Crazed promotions. (You have to be careful that his insanity does not lead your avatar into some suicidal attack. You must keep his guarded and away from harm. Alternately, you could wait to perform the ritual until you have a unit with Spirit III in order to calm his down.)

It forces all players of the White Hand state religion to become Auric's vassals, and forces all of his vassals to adopt The White Hand state religion.

It still damages Auric's units besides Auric Ulvin, and causes permanent war with other players.

After The Draw is completed, and as long as the Auric (or Auric Ascended) unit survives, The White Hand religion acts like the Cult of the Dragon and leads to revolts in enemy cities. Enemy units of the White Hand religion (note that this includes things like Frostlings, Nives, Ice Elementals, and Drifa the White Dragon) will also abandon their owners to serve Auric Ulvin when they get near his cities or units.

(If Stir from Slumber is completed before The Draw, then Drifa will enter the world as a Barbarian. If The Draw comes first, ans Auric is still around, then The White Dragon will start under Auric's control.

Likewise, completing Samhain after The Draw causes Mokkas and all the other Frostlings to begin under Auric's control.)

The Ascension ritual upgrades Auric to Auric Ulvin. He keeps most of his promotions, but not all. Just before the upgrade he looses all of his spell sphere promotions. (The God of Ice should not be dabbling in Fire or Nature magic, and the Auric Ascended unit has Ice abilities innately.) He also looses the promotions which The Draw granted. (You do not want your god to be Crazed, and he is strong and immortal enough without those promotions.)


Auric Ascended's Strength was increased from 30 + 30 Cold to 60 + 15 Ice affinity. He has 8 moves (including one from the Flying promotion), as opposed to only 4 in base FfH2. He can move the normal way but can also move like an ICBM, allowing him to instantly enter or attack any plot in the entire world, excluding those too close to friendly units or territory. (Note that moving like a Nuke has diplomatic repercussions. This applies to using the Dimensional III summon, the Rift, as an ICBM-transport unit.) Auric Ascended automatically terraforms all nearly terrain (like the greater version of the Snowfall spell, but based on the unit;s lever rather than a random number generator so as to avoid possible OOS issues), and captures rival units of the White Hand religion. Auric Ascended is naturally immortal, and has this natural immortality constantly restored; he may be killed an infinite number of times per turn and will always come back, unless either The Godslayer or the Netherblade is the instrument of his demise.


Players which are Auric's teammates, vassals, or who follow the White Hand religion are always disqualified from getting The Godslayer. So are dead players and the barbarian state. Who does get it is determined partially by random chance. Player rank matters too, and if I am reading the code right then the bonus points granted for being the top ranked player in the game is double the number of points which can be granted at random. However, the number of bonus points added for simply being human rather than an AI is double that. In a normal single player game where an AI rival Auric ascends, it will be the human player that gets the Godslayer. The Godslayer will be placed in that player's capital city.

If no player is selected to get the Godslayer (for instance, if none of Auric's enemies have any cities), I make the game add it as a barbarian unit on a random tile.
 
I have never seen the AI get the Auric Ascended unit.

But if the Ilians can have 7 High Priests of Winter, and Auric Ascended... how could a human player lose if they got all that? The Godslayer gives you 1000% strength against Avatars right? It's pretty easy to build 10 or 15 ice nodes in this game. I think I've built 20 before. Even with 1000% strength what kind of unit could damage something with say 300 strength? Eurabates is about all I can think of, maybe Brigit with a lot of Fire Mana.
 
It is hard enough to complete ascension that it is meant to be practically tantamount to victory.

(The Avatar promotion grants immunity to fire damage, so Brigit would be pretty harmless.)

The strength bonus from the Godslayer does not really matter. The real effect, handled in python, guarantees that any unit with the Avatar promotion will be killed whenever it is in combat with any unit with the Godslayer.

Similarly, The Netherblade also guarantees victory against world units.

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I just discovered a crash caused by the line in def onPlayerChangeStateReligion(self, argsList): which makes players that adopt the White Hand state religion become vassals of Auric Ulvin. I don't think it is a problem when a player just converts on his own, but when Auric asks a player to convert then changing the player to become his vassal while the diplomacy screen is still open causes problems. The line does not matter much anyway, as the player would be made a vassal under those conditions at the start of his next turn.
 
Similarly, The Netherblade also guarantees victory against world units.

Won't that be a little OP? I mean, guaranteed victories against heroes is a lot. And on top of that he targets heroes first.
Also, will I (Auric) be told when and to whom the Godslayer is given? I'm just 7 turns away from the Draw right now. The answer is no.
Another thing : What is the justification for making the Illians fallow after ascension (I mean lore-wise)? And giving the demonic citizens?
 
You might want to consider not allowing the Infernals to take cities with the Order or Empyrean when they enter the game. In my current game Hyborem took the Order holy city from the Calabim and Made the Code of Junil.
 
I just won conquest with Auric Ascended - the nuke feature is great. 2-3 cities can be captured in one turn - immense fun steamrolling with a god.But I must say one thing - if only Auric Ascended can nuke, then why is there a diplo penalty for it? The Draw already forces you to war with everybody.
 
It seemed to make sense that those directly in the service of the God of Stasis would not be capable of normal Growth (the opposite precept). Fallow prevents said growth, and also shrinkage from starvation. The lore also stated that Mulcarn used to keep many of his people (mostly champions) frozen solid, so that they did not waste resources in the present but could be defrosted whenever he wished to have their service. (It is implied that the many statues lining the halls of his palace were actually living beings whose service was not currently needed.) It makes sense for Auric Ascended to likewise freeze some of population when there was not food enough to feed them all.


The idea behind giving Manes to Auric is that a new God of Winter would surly take over the old God of Winter's vault, the Throne of Hell, or at least be jealous enough of his worshipers that he might not want to share their souls with the Infernals. Since Mulcarn's hell is the closest to Erebus, it would be the easiest to merge with this world. Letum Frigus is the site where his hell physically intruded on Erebus last time.

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Auric Ascended is not the only unit that can move like an ICBM.

The other one is the Rift, the Dimensional III summon. This unit has 3 Dimensional affinity, but is by far more useful as a transport than as an attacker. It can be use to carry up to 21 different units anywhere instantly.


The diplomatic penalty for using Nukes is a normal feature of Civ IV, which I do not know how to deactivate. The closest I could come was changing the text it displays to something that sounded more appropriate in a fantasy setting. The new text was written primarily with the dimensional summon in mind.
 
That does make sense.
BtW, why did you remove the ability to choose random Good/ Neutral/ Evil leaders from custom game.
EDIT: Just a random thought - I just read in the layers of hell thread that manes are created after training in each hell, a long time. So why do the infernals get manes immediately after a unit's death?
 
I was pretty sure that Tholal broke the mechanism that assigned such random leaders. I haven't actually run across problems in the few tests I ran recently though. Maybe he fixed the issue in his last release and I forgot to change things back?

You can edit CIV4CivilizationInfos.xml so that CIVILIZATION_RANDOM had 1 instead of 0 for <bPlayable> and <bAIPlayable> and see if everything works fine for you.


Now that I think of it, it might have only ever been a problem when the Unrestricted Leaders game option was active. I think that was allowing players to be permanently set as Random Good/Neutral/Evil, which ended up in those players starting with no units and thus promptly dying as soon as the game started.

You may notice that I included all of the minor leaders in CIVILIZATION_RANDOM too, but then commented them out. Before Tholal changed the random leader assignments, Unrestricted Leaders did not assign leaders and civs randomly but allowed you to set any combination manually. Having the minor leaders under CIVILIZATION_RANDOM allowed you to set them where you wanted them, but kept them from being placed in normal games. I liked it better that way, and hope Tholal will change it back for the next release.
 
EDIT: Just a random thought - I just read in the layers of hell thread that manes are created after training in each hell, a long time. So why do the infernals get manes immediately after a unit's death?

I was gonna think of an answer to this, but it looks like Kael already did in that same thread:

No, Manes are the least of the demons. The beginning of the process. Hyborem is grabbing the souls heading through the Throne of Hell and forcing them into his service. He isnt waiting the centuries it takes for them to become true demons.
 
Units of the White Hand religion return as Manes when they die. If Auric Ascended is around they serve him. Otherwise they serve the Infernals.

Belonging to the Illian civilization is not by itself relevant to determining a unit's afterlife.

Manes and Angels may also be gifted from the population of cities when they are razed (unless their owners have the Fallow trait), based not only on alignment but also the religions present. The White Hand religion gives Manes, either to the Infernals or to Auric based on the same conditions.

I just noticed that I also made a portion of the population of Auric's cities after ascension also give Manes to Auric regardless of the religions present. However, since this is within the statement if not ownerPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_FALLOW')):, it appears that this only applies to cities which have mostly Auric's culture yet had been conquered by someone else. I'm not sure it is worth keeping this. I may change it so that The White Hand religion just gives more Manes to Auric than it would to the Infernals.
 
So I should have evangelized my warriors before sacrificing them for manes.
Also, I tried changing what you said in CIV4CivilizationInfos.xml, and it worked. Thanks for the help.
EDIT: I just started a game as the Elohim - but why did you move Corindale to Strength of Will? And are there any other major changes you have made with the Elohim?
 
Having an archmage that early seemed too strong, particularly for a civ not known for magic. (Corlindale is actually an Amurite who abandoned his people to join the Elohim due to feeling too much guilt about killing innocents while serving in the Amurite military.)

The Elohim have several improvements. They might just be the most overpowered civilization.


The Chancel of the Guardians automatically sanctify nearby terrain (how near depends on how much life mana you control), so the Elohim are pretty much safe from hell terrain and the powerful demons who cannot leave it.

The Pilgrim promotion (which can be purchased at Theology, but which Devouts and Corlindale get for free) allows the Pilgrimage abilities to be used on the various unique features, which grants various promotions. (Some have prereqs, like a certain state religion.) It also grants those promotions for free if the unique feature is within the units owner's borders when the Devout is built or the Pilgrim promotion purchased.

Monks have affinity to Spirit mana, and so may become quite powerful if you control enough of it. Whereas other units with affinity are either heroes, national units, or temporary summons, you can train and unlimited number of Monks. Monks also start with the Exorcist promotion, so they can end Demon Posesion. Monks may upgrade to Paladins, Immortals, and Counselors.

Counselors are the Elohim replacement for Berserkers, and serve an entirely different role. They are disciple units which can never attack, but their 3 Spirit affinity can make them excellent defenders. Perhaps more importantly, they start with all levels of Spirit magic for free.

Spirit III has multiple awesome spells.

Peace is no longer Corlindale-specific, but can be used by any Spirit III caster. It removes the prerequisite promotion in addition to killing the unit, but does not prevent resurrection or the free mana-based promotions granted to the resurrected unit. Using Counselors (which do not even have a level prerequisite) for this purpose means that the Elohim can pretty much end wars against them whenever they feel like it. It is hard to conquer a civilization that can unilaterally declare peace whenever battles start to turn against them. The Elohim never have to settle for unfavorable terms of surrender. They could take most of your cities, leave them completely undefended, and then stop the war before you have a chance to regain any territory. (This gives new meaning to the phrase "Blessed are the Peacemakers.")


Assuage is a Spirit III spell that removes Enraged, Burning Blood, Crazed, (Committed, which is what Asylums use to temporarily suppress Crazed and Enraged), and Rebellious. It can also deal lethal amounts of Holy damage to rage based demons, namely Chaos Marauders, Iras, Odio, and the Avatar of Wrath. Last but not least, it is the cure for Lycanthropy. It won't work on Baron Duin Halfmorn himself, but it can restore his victims to what they were before becoming werewolves and cause. In gratitude, those units will follow the unit that cured them. (That is mostly because I don't know a way to store the unit's previous owner data in addition to the previous unit type.) You can even exploit this in order to gain control of your rivals' national heroes (at least the living ones) if you like.


Trust now requires Shadow III in addition to Spirit III. It is no longer a one time use spell, but can be used repeatedly for a +1 diplomatic bonus with the owner of a rival city if the caster casts it there.
 
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