[MOD] MagisterModmod

In vanilla ffh, IIRC, all Balseraphs spellcasters could summon puppets. I am surprised that only adepts can do that in Magister Modmod. Is this a bug or the normal behavior?
 
I think it is a relic of code limitations which have been fixed.

Permanent summons in base FfH2 have their number limited only by the number of that type of unit and the number of possible summoners (and the number of possible summoners does not actually check all of the prereqs of the spell either, such as the caster's religion or whether it is a living unit). I did not like how this allowed a single highly promoted archmage to make an unlimited number of puppets so long as you had enough adepts. I changed the code so that it depends on how many of that summon type the actual summoner has summoned. Before Tholal's last update though, an adept's summons would become disassociated from their summoner when the adept upgrades, allowing more puppets than summoners.

I think it is probably fine to change <UnitClassPrereq>UNITCLASS_ADEPT</UnitClassPrereq>back to <UnitCombatPrereq>UNITCOMBAT_ADEPT</UnitCombatPrereq> now.
 
I think it is a relic of code limitations which have been fixed.

Permanent summons in base FfH2 have their number limited only by the number of that type of unit and the number of possible summoners (and the number of possible summoners does not actually check all of the prereqs of the spell either, such as the caster's religion or whether it is a living unit). I did not like how this allowed a single highly promoted archmage to make an unlimited number of puppets so long as you had enough adepts. I changed the code so that it depends on how many of that summon type the actual summoner has summoned. Before Tholal's last update though, an adept's summons would become disassociated from their summoner when the adept upgrades, allowing more puppets than summoners.

I may be miss-reading this, but other mods have not managed puppets in this way for a long time now - I believe even the base mod doesn't. They work puppets as temporary summons that have a duration, so the problem that you've mentioned doesn't seem like it would occur, at least in every version I've seen (especially EitB, which runs off a very old version of Tholal's mod and certainly isn't implemented like that). The only one I've seen that handles them as permanent summons is your mod - I prefer this implementation - so unless you're talking about previous versions of yours I'm not sure quite what you mean here.
 
First - Thanks so very much for the awesome mod Magister!

Using most current version of mod released 3/4/14.

I'm having a repeatable late game WfoC hang. It seems to be tied to building my first Wyvern rider. When i city production out of that it doesn't occur. I then built a dragon fanatic (no problem), used him awhile, and as soon as i upgraded him to Wyvern rider the next turn i get the hang. Tried to build one a dozen or so turns later and got the same hang.

Same game was getting another WfoC hang connected to the dragons. Once i completed Rise from Slumber that turn Eurabates, and i assume the other dragons, awakens. I can use him for one turn then repeatable WfoC hang. When i switched away from the ritual before completion the hang did not occur. Not sure what will happen if another civ completes the ritual but i assume a WfoC hang.

I can attach saves if it would be helpful.
 
That does not seem to be happening when I try to test it. The timing could just be a coincidence.

I think the issue is more likely related to the Rebellious promotion randomly granting the Enraged promotion and changing the units to a more hostile unitcombat. Maybe this is happening even for bAlwaysDefensive units and the AI cannot figure out how to make them attack?



I was thinking of releasing an update tonight, but I may look into this issue first. Also, Tholal's comment that he was just about to merge in Worldbuilder 3.16 but would use 3.18 instead gives me hope that there may be another MNAI update soon which could be included in my next release.

An MNAI update is more likely to solve a WoC issue than anything I know how to do myself.
 
What is a spiderkin? Why is it not in the pedia? And how can the Balserophs get one so early in the game no one even has rangers yet?
 
They're a unit that can be randomly granted by using the Wonder spell, granted by Chaos III. Balserpahs can get them early because Loki can cast Wonder.
 
First of all: Thank you for the mod! I thought I've had enough of FFH2, but I was wrong. :p

However I've encountered a problem. After my beastmaster captures Myrean (Dragon's Hord) and I finish my turn the AI won't finish it's next turn. I'm playing as Cassiel. Here's my savegame.
 

Attachments

Weird issue: I think this modmod is making my laptop crash. I've never had this laptop crash before, but I had to restart several times to complete my last game.
 
I am now uploaded another update of my modmod.

You may download the Installer here or the Archive here

This includes MNAI 2.53 and a few other changes, but is still pretty minor.

(I never really solved the issue with the Taunt/Provoke ability causing the game to crash when the caster dies in a battle that the spell itself forced. It does not usually cause a problem because units strong enough to kill the caster are usually strong enough to resist the spell, but it should still be used with great caution. I don't think that the AI ever really used the ability, so you should be able to avoid it until we find a more permanent solution.)

I don't think that this should break any saved games from the March 4th version.

I did not still have any games saved from when I was playing with code identical to the last upload, but those from just before this merge worked fine. The game I tested had been having recurrent WoC issues before the update, but no such issues afterwards. I think the AI turns went by a bit quicker too, although not by a huge amount.

The saved game that Kelthador posted would not load, so I assume it was from an older version and his problem may have been fixed long ago.

The Flame8's saved game loaded fine with the update. I'm still not sure why the Illians don't build anything though. According to "BBAILog - The Flame8.txt" (since the MNAI 2.53 release the logs are named as such), Auric's turn ends with "City Garduk trying for ATTACK_CITY due to Warplan"

Edit: Ok, I think I may have figured this out. The warplan is making the city only consider building units that have ATTACK_CITY as a possible AI. At his tech level, that can only mean a warrior. However, to prevent warrior/scout spam I long ago added a bit of code in CvGameUtils.py (lines 355 to 358) which makes an AI player unable to train level 1 units if the player has too many of that unitclass for the number of cities he controls.

If I give the Illians the Bronze Working technology, then Auric will quickly switch to building a Training Yard and then Axemen. When I comment out those lines of python, then Auric immediately starts building more warriors.

Perhaps I should remove the python block in CvGameUtils.py, and trust that Tholal has improved the AI enough to prevent such spamming. At the very least, I should probably make this restriction less restrictive.
 
The saved game that Kelthador posted would not load, so I assume it was from an older version and his problem may have been fixed long ago.

Hi Magister,

the version I'm using is "Magister Modmod March 4 2014 Setup.exe". I've never played your modmod before, so I'm definitely not using an older version.

Thanks for posting an update! I'm going to install it, maybe this will solve the problem in my saved game.
 
Hi Magister,
is there a way turn off that lowest player cut in 100 turns?

Great modmod, thx!
 
Do you mean that you accidentally turned on the "Challenge - Final Five" game option and would like to deactivate it?

(I never use that option, but the description says that the lowest player is cut every 50 turns until there are 5 players left. I believe that the number of turns is probably modified by game speed though.)

Changing game options after the game has started is one of the abilities that the enhanced worldbuilder allows.

Open WorldBuilder (either through clicking Enter WorldBuilder in the Main Menu or by using the Control + W keystroke)

Click Game Options, the 4th button from the left on the top row.

At the bottom of the Game Data screen is a list of Game Options. The active ones are in Green, and the inactive ones in red.

Simply clicking on the name of the game option toggles it on or off.


The changes in game options made in the middle of a game do not seem to change the defaults like those made in the custom game screen. If you want to change what is active in future games you will need to set the option you want in the Custom Game screen.
 
No this is not final five what I meant, theres text in my scoreboard that lowest player cut in 100 turns. I double checked and Final five option is off.

If its not feature then maybe I got bad installation..? I also dont know what will happen after 100 turns..
 
Were you playing a different mod before starting this one? If so, there may be a carryover from options selected in that mod -- not always a 1:1 match, mind you, because of different placements of the order of options.

Try starting a new "Play Now" game. That should remove any options carried over.
 
I think that cutting the weakest player might be a feature of one of the scenarios. It is possible for the scenario game options to be activated by mistake, particularly if you have been playing other mods. You may disable them in the game in question the same way, although you may have to click the "Show Hidden Options" button first in order to see them.
 
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