[MOD] MagisterModmod

Ok, thanks both of you!

I will test when home. I just downloaded several mods and modsmods so its more than likely that you are right:)

Yep, it was caused another mod. Starting Play now- game fixed it.
 
Playing 3/24 version as the Grigori.

When i upgrade my Adventurers into Warriors they eventually downgrade back to Adventurers. At first think this took several turns (or i didn't notice) but now it seems to happen in one or two turns. Waited for Bronze Working and upgraded 2 to Axemen and the next turn both downgraded to Adventurers again. Strangely this is not happening to a Scout i upgraded from Adventurer. Hmmm, he is camping in wilderness, and the other two are in cities. Just thought of that but don't know if it matters.
 
That's the way adventurers are supposed to work in this mod. Upgraded adventurers have a chance to revert back to their basic level if they are left unmoved within your territory. The benefit is that you can take the unique bonuses from multiple upgrade paths.
 
That is a feature, not a bug. Adventurers get tired of boring tasks and want to try "something completely different" by reverting to a form from which they can be upgraded to a different sort of unit.

It will only happen if you leave the adventurer in a city, where you team's culture is dominant, which has more than one defender, is not in revolt, and does not have a hostile unit in an adjacent tile.

The odds of it happening (when it is allowed) depend on the level of the unit.
 
I can't seem to change the scoreboard settings. For example, I can't see the number of cities despite the option being enabled in the BUG settings.

Also, does Dynamic Civ Names work?
EDIT: It does work, it's just that you need to have 4 cities or a change in civics to get a dynamic name.

And some settings like Always Peace and Final Five seem to be on by default when I updated.
 
There is a strange behavior when using a culture bomb on a newly conquered city with a disciple or even a bard. Some tiles are converted to your civ, some may still belong to another civ (which may happen and is coherent) and some tiles, even in the BFC, do not belong to any civ, which is really perturbing.

This lasts for a couple of turns and then the territory is properly converted.

A similar situation also happens when a city whose culture was dominating another civ territory is destroyed (or conquered). It may take several turns before the dominated city regains ownership of the liberated land and during this time the land belongs to nobody.

I have the impression that it is a new behavior.
Why does this situation happens?
 
@Akbarthegreat:
I never use Dynamic Civ Names, so I don't know much about it. I can't think of any reason why it should work differently in MagisterModmod than in MNAI though.

@Ghostslayer:
I think that culture bombs, unyielding order, etc, have always worked that way in Civ. I don't know much about why.

@Gloric Ulvin:
It has made Waiting for Other Civilizations issues much less common, but they can still happen on occasion. I don't know whether it would fix your particular issue or not.
 
But I still can't see number of cities or power ratio on the scoreboard. I enabled both the options in the BUG options menu. Is there anything else I need to do?
 
you simply closed scoreboard from screen ?

I can see everything else on the scoreboard.



Also some suggestions:

1. Orthus should maybe come a little later, but with a few more barb axes. Right now it's too easy to beat him with a few warriors (unless he spawns very far away and gets a lot of xp).

2. Perhaps the diplomacy hit from the Camulos constellation should wear away soon?

3. A bug: When running I am running apprenticeship, but still haven't researched HBR, all my newly built workers have the blue aura around them (2/2 xp). But there is no promotion I can give them. It's pretty annoying.
 
3. A bug: When running I am running apprenticeship, but still haven't researched HBR, all my newly built workers have the blue aura around them (2/2 xp). But there is no promotion I can give them. It's pretty annoying.


you can give to them later mobility I and II
 
I encountered an interesting variation of the Waiting for Other Civilizations bug yesterday that I think might help in figuring out where it's coming from. (This is on the most recent revision.) What happens in the attached save game is that, when you end turn 228 the game will go *entirely* into the next turn (229)--I discover a new tech, all information updates--and *then* the Waiting for Other Civilizations message appears, even though it's clear all AIs have already made their moves. Some functions were still available, so I even managed to get a save on the turn with the Waiting for Other Civilizations bug having already happened.

Thoughts?
 

Attachments

Neither of those saved games will load for me.

That might be because I just switched to using the new DLL which Tholal uploaded in order to fix the crash to desktop that the Taunt and Provoke abilities can cause, but in that case it seems odd that my older saved games load fine.

Are you using an older version?



You may want to use the new DLL Tholal released (the one with releave in the name)


Edit: I just remembered that I added a few new random events just after the last release (which allow you to give your units various racial slaying promotions if you are at war with a civ of that race, and which causes a major diplomatic penalty with all civs of that race.) The events broke my old saved games, and all the saves I kept were from after that change.
 
Neither of those saved games will load for me.

That might be because I just switched to using the new DLL which Tholal uploaded in order to fix the crash to desktop that the Taunt and Provoke abilities can cause, but in that case it seems odd that my older saved games load fine.

Are you using an older version?



You may want to use the new DLL Tholal released (the one with releave in the name)

I think I am using the new DLL, so that's weird. I just updated a couple days ago, before starting that game.

Edit: Just reinstalled the most recent versions of both MNAI and your mod to be sure, and I could still open both saves (albeit the turn 229 one being bugged, of course).
 
The last posted update of my modmod includes the DLL which Tholal released with MNAI 2.53.

It does not include the 2.53a dll.

The only difference between them (to the best of my knowledge) is that the 2.53a dll fixes a bug which will cause the game to crash when the Taunt ability causes its caster to be killed.
 
Have you considered adding the separate Adventurer and GP bars (from FF, I think)? Right now, getting adventurers after the first quarter or so of the game is difficult.
 
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