[MOD] MagisterModmod

Magister - when a priest with Command is turned into a werewolf and attacks, it is possible to get both the defender as a werewolf and the defender as its original unit. Also, it is possible to turn summons (temporary units) into werewolves (permanent units). Perhaps make it so Command is automatically removed from any werewolves? Is there any way to check if a unit has a time limit on it, and if so keep it from becoming a werewolf?
 
Hi Magister.
I could manage my problems, I posted before.

Bug: The spell Wild Hunt of Dovielo doesn´t work anymore.

Is it possible to make a szenario where you can choose form different leaders of one civilization?
Is it possible to intergate a winning Gameoption in a szenario, where the player who builds his palast in a specific city wins the game?

Thanks
 
Also, speaking of werewolves, do you think the werewolf promotion should have a (small) chance to be spread when a werewolf loses or retreats from combat?
 
I just got a message that I could no longer build the Eyes and Ears Network, or Nightwatch units. And I don't understand why. I still have shadow mana. And I don't see any other events that might account for it. Any ideas?
 
The answer appears to be that my alignment changed. So the question becomes, why would my alignment change? I was neutral for 300 turns, and didn't change religions or civics.
 
I have had that happen to me when Nature's Revolt occurs past the first 50 turns of so. I am guessing the code inefficiently searches for all barbarian units and converts them to animals which may be resource intensive. Personally Ive had to make it so that the ritual occurs early enough that it doesn't crash my game, which is a bummer.

I think a change I introduced earlier in order to make it more efficient was actually much less efficient. I just rewrote it again, but don't feel like testing it tonight.

Is Kuriotates MP bug still around? :-(
I haven't done anything about it. Ask Tholal.
Hi,
Thanks for the new upgrade. Magistermodmod is running sooooo stable in multigamer mode now! :crazyeye:
I have only one problem. I don´t know how I can upgrade the pirate coves.
As I only play mulitgamer, I have to reduce the power of Tsunami. That was easy in the CvSpellInterface.py
But I also would like to reduce the power of ranged attacks of catapults. Can someone tell me where I can do that. Or maybe you tell me your tactics against catapults or worse a ship coming loaded with catapults.
I would be very happy if you could integrate my balancing notes for multigamers in your next patch.

Thanks for the nice mod and your constant work!!!!!!

To change the power of a unit's ranged attacks you edit Assets/XML/Units/CIV4UniInfos.xml change the value of <iAirCombat> and/or <iAirCombatLimit>. The first value is the strength of the attack, while the second is the maximum damage the unit can do to another unit before becoming unable to hurt it any farther. For example, a catapult with <iAirCombatLimit>10</iAirCombatLimit> would not be able to injure a unit that it at 90% or less of its full strength. A catapult with <iAirCombatLimit>100</iAirCombatLimit> would be able to actually kill units from a distance.

My work really hasn't been so constant lately. It has been two and a half months since the last release, and I've hardly done a thing since. I've been discouraged by the difficulty in merging in Platyping's World Builder update, which looks a lot better but doesn't leave much space for we to add the widgets to change FfH2 specific things. It also eliminated the ability to just type in numerical values (in order to make the code more stable), which left me wondering how I could possibly set summoners now.

Magister - when a priest with Command is turned into a werewolf and attacks, it is possible to get both the defender as a werewolf and the defender as its original unit. Also, it is possible to turn summons (temporary units) into werewolves (permanent units). Perhaps make it so Command is automatically removed from any werewolves? Is there any way to check if a unit has a time limit on it, and if so keep it from becoming a werewolf?


I thought I'd taken care of that, but I guess not.

I just now changed it so that almost nothing under def onCombatResult(self, argsList): will trigger if the loosing unit has a limited duration.

I had blocked the case where the unit is like a worker and can be captured by just any unit, or where it is an animal/beast and could be captured by the normal Subdue promotions.

When it comes to command promotions things get more complicated, and even more so when we include promotions like the Crown of Command equipment.

Hi Magister.
I could manage my problems, I posted before.

Bug: The spell Wild Hunt of Dovielo doesn´t work anymore.

Is it possible to make a szenario where you can choose form different leaders of one civilization?
Is it possible to intergate a winning Gameoption in a szenario, where the player who builds his palast in a specific city wins the game?

Thanks

I'm thinking that a change I made to that worldspell which I thought might make it more efficient may have actually introduced a possible infinite loop, as it may add more wolves when it cycles through to wolves it has already added.


Scenarios are basically just world builder save games. You cannot select leaders the way you could when the leaders are being added to a random map.

You could have multiple leaders of the same civ on the map at the same time, and let the player choose which one to control. This is basically how the Splintered Court scenario works.

If you have a game option assigned to the scenario and don't mind using python, you could kill all the alternative leaders of the same civ and give their cities and units to the selected player as soon as the game starts.

You could use python to add players to the game after it starts, perhaps based on an event where the human player is given a choice.


You cannot easily add a new victory type, but is is not hard to use python to set a victory type as having been achieved. This is done in several scenarios.

You can use CyGame's function VOID setWinner (TeamType eNewWinner, VictoryType eNewVictory), which usually looks like gc.getGame().setWinner(gc.getPlayer(iPlayer).getTeam(), 2),

I just looked in the API, and found that the second parameter victory in BtS types are:
-1 = NO_VICTORY
0 = VICTORY_SCORE
1 = VICTORY_TIME
2 = VICTORY_CONQUEST
3 = VICTORY_DOMINATION
4 = VICTORY_CULTURAL
5 = VICTORY_SPACE_RACE
6 = VICTORY_DIPLOMATIC

I'm not sure if it makes much of a difference, but Kael always used 2 (Conquest).

Also, speaking of werewolves, do you think the werewolf promotion should have a (small) chance to be spread when a werewolf loses or retreats from combat?

I've seriously considered it, and not rules it out.

Unfortunately, I don't think that there is a python function exposed that runs when a unit retreats from combat, only with one unit actually kills another (although the loser might survive through immortality).


I just got a message that I could no longer build the Eyes and Ears Network, or Nightwatch units. And I don't understand why. I still have shadow mana. And I don't see any other events that might account for it. Any ideas?

Are you still a member of the Undercouncil? That is a requirement too.



The answer appears to be that my alignment changed. So the question becomes, why would my alignment change? I was neutral for 300 turns, and didn't change religions or civics.

Did you free Brigit from the Ring of Carcer? That turns you Good, and being Good makes you ineligible to remain a member of the Undercouncil. Similarly, freeing Odio from Odio's Prison turns you Evil. You can also turn Evil from the Feasting ability of Vampires or the Consume Soul ability of Eaters of Dreams. Turning Evil would kick you out of the Overcouncil, but that would not be relevant for building Nightwatches or the Eyes and Ears Network.
 
I still enjoy playing this mod.

However, Waiting on other civ hangups still exist. Is there any point in reporting those?
 
Does anyone know of a post with info on how the amurite cave of the ancestors now works. What special end things you can get and the like?


Sent from my SM-T210R using Tapatalk
 
The Cave of the Ancestors grants a free specialist slot for every mana node (or Remnants of Patria) found within the city radius.

It is also a prerequisite for the Cave Trials ability. This can be used by living arcane units of unlimited duration only in cities owned by the same player as the unit. It cannot be used by a unit with the Caswallawn promotion, or by units that do no have any promotions available to them.

The ability is risky; it has a 70% 20% chance of killing any unit that uses it. Those who survive are granted a free promotion pick (the ability to purchase a promotion as it usually could with xp, but without leveling up and making future promotions harder to get).

If the unit has Channeling III, then it may additionally grant the unit the Caswallawn promotion.

If any player already has any unit with the Caswallawn promotion, then the caster must fight to the death against that unit. (While I cannot actually trigger combat between the units, since they might have the same owner, I do use the combat odds to determine which one lives and which one dies.)

If the caster already has every available promotion, then it will definitely contest the rank of Caswallawn (either fighting for it or just getting it for free if there is not currently any unit with that promotion). Otherwise, there is a 2% chance of this happening.


The Caswallawn promotion itself grants Metamagic Affinity, increases the strength of the unit's spells, and increases its spell resistance.


If a unit has both the Caswallawn and Govannon's Ethics promotions, then it may teach Channeling III to other living units. Such a powerful promotion cannot however only be taught to units of less than tier 4, which means that pretty much only heroes, national units, and great persons there thereby gain abilities equivalent to archmages. (They would not have the ability to use the Cave of the Ancestors or contest the rank of Caswallawn though, as all top tier arcane units already have channeling III and units of other unitcombats cannot use the Cave Trials ability. They would have to gain xp in order to purchase promotions like Fire III. Still, it is quite nice to have Knights and Immortals who can cast such powerful spells, possibly enough that you'd be willing to risk putting Govannon himself through the Cave Trials.)
 
Ok. Gotcha.

Few comments and questions:

In my personal experience with this, the mortality rate for units doing the Cave Trials is significantly less than 70%.

By "every promotion" are we including Combat promotions, Mobility, and the like, or just magic ones?

Does playing as Dain the Caswallawn (or whatever his name is) influence the ability of units to receive the Caswallawn trait?

--

Any ideas on what to do w/ Waiting on Other Civilization hangs? I've recently played two games out to the mid 300s in turns and both have just hung at some point.
 
It seems that I misread the code when I was writing that. It says if CyGame().getSorenRandNum(10, "Cave Trials") > 7: but I misread it as if CyGame().getSorenRandNum(10, "Cave Trials") < 7:.

As such the odds of death are not 70%, but only 20%.

The available promotions include mobility, combat 1-5, extension 1-3, heroic strength/defense 1&2, ect, in addition to the spell sphere promotions for which you have the prerequisite mana type. It does not include any promotion which has any prerequisite you lack, which includes magic promotions which depend on mana you do not control.

If you give away all of your mana, you could concivably get as far as attaining a Caswallawn without any spell spheres (except the one first level of the patron sphere, which any arcane unit would have in my modmod regardless of mana).


I made it work this way because it is much more efficient to use pCaster.canAcquirePromotionAny() than to cycle through a hardcoded list.


If I knew how to completely solve the WoC issues I would have done so.

Frequently WoC issues are caused by an AI getting stuck in a loop trying to decide what to do with a specific unit. I often try opening MPLog.txt to find the unit ID of this unit. It is not hard to identify if the same unit ID is listed on dozens of lines in a row.

Unfortunately you cannot do much in Worldbuilder during an AI player's turn, but if you have a recent saved game you can open it and then search for a unit of that unit ID belonging to the proper player. Unit IDs are assigned on a per player basis, so you have to find a unit belonging to that player first. A change I made in world builder allows you to type in the Unit ID you want and have the screen automatically switch to the unit you want. Once that unit is selected, you may delete it. This often prevents the WoC issue, but sometimes a very similar issue will be caused by the same AI's trouble deciding what to do with a different unit.


One of the things that so frustrated me with Platyping's new updates of worldbuiler is that they remove the mechanics required in order to allow us to find problematic unit in that way. Since the keyboard inputs were a source of instability, he changed it so that all numbers can only be adjusted with plus or minus buttons. That does not work very well with numbers like unit IDs, which are not assigned consecutively.
 
So if I am reading you correctly, availability of promotions is measured on the availability of promotions available to the unit at that time. So a generic archmage isn't penalized by not having, say, heroic strength, right?

Thanks for info on WoC issues. I would be interested in seeing what happens when I do that. I've got to interesting games hung up on it, one as Bannor + Mercurians + Mercurians (Minister Koan showed up in a Mercurian city, giving me two angelic teammates) versus a gigantic Ljo + Kurio alliance. The other has me as the Amurites against a world dominated by the Sheaim with like four Infernal factions running around plus a few vassals and minor factions.

Still loving the mod. Some elements seem overpowered, but this is a blast.
 
Magister,

Wanted to start by saying that I greatly enjoy your mod and was thrilled when I saw you were back to working on it.

Unfortunately I have run into a stopper issue. It seems that most of my games hang up and in the mid-to-late-game stages; between turn 150 and 200. I have not seen any patterns that can identifiable as the cause and it isn't an issue with hardware. I have managed to play through a few times but the vast majority get stuck on the circling world icon and can never be continued, even if I go back a few turns and do things differently.

I was curious if anyone else had had issues with hang-ups and if it would be worth sending saved games to you to investigate.

Thanks
 
Two posts above you.
If I knew how to completely solve the WoC issues I would have done so.

Frequently WoC issues are caused by an AI getting stuck in a loop trying to decide what to do with a specific unit. I often try opening MPLog.txt to find the unit ID of this unit. It is not hard to identify if the same unit ID is listed on dozens of lines in a row.

Unfortunately you cannot do much in Worldbuilder during an AI player's turn, but if you have a recent saved game you can open it and then search for a unit of that unit ID belonging to the proper player. Unit IDs are assigned on a per player basis, so you have to find a unit belonging to that player first. A change I made in world builder allows you to type in the Unit ID you want and have the screen automatically switch to the unit you want. Once that unit is selected, you may delete it. This often prevents the WoC issue, but sometimes a very similar issue will be caused by the same AI's trouble deciding what to do with a different unit.


One of the things that so frustrated me with Platyping's new updates of worldbuiler is that they remove the mechanics required in order to allow us to find problematic unit in that way. Since the keyboard inputs were a source of instability, he changed it so that all numbers can only be adjusted with plus or minus buttons. That does not work very well with numbers like unit IDs, which are not assigned consecutively.
 
Not sure about mana, but for normal resources, you will indeed get the resource (with the appropriate tech, of course), but not the increased food/production/money from having the appropriate improvement on the tile.
 
Top Bottom