[MOD] MagisterModmod

Things and oddities that might be bugs:

As a Svartalfar leader following FoL I find myself having -2 Ice Mana. It goes up to -1 when I own Letum Frigus so it's really a negative amount. Is it intended?

As a Clan Leader, if I walk over a goblin fort, the game prompts me whether I want to declare war to the barbarians as expected. If I decline I still end up fighting the goblin.

Mind III casters used to be able to dominate demons, now they can't - intended?

The Empyrean wonder provides 100% bonus against espionage but there isn't any as far as I know.

Illusions (created by the Create Illusion spells) can't attack or cast spells or any kind of ability. They just stand here being summons.

Scorpion pens and Giant Spider pens are redundant.

The following things have the same civilopedia descriptions:
Temporance & Treetop Defence - Floating Eye, Dispel Magic, Destroy Undead, Sanctify and Ressurection

Due to the way I think dimensional mana handles summons, some of them are able to get both Combat I and Combat V.

By the way, Life II (Destroy Undead) is way too weak and specific especially now that magic has been buffed up, it should affect demons as well (or make a Destroy Demons available too). In the same way, the Council of Esus needs some love now that Nox Noctis doesn't redeem it anymore by making everyone invisible. Although I don't approve of all the feature additions and design choices made in modmods such as RifE I must admit they've done a pretty good job at rehabilitating CoE and making it on par with the other dominant religions such as the Veil or the Order.
 
Yes, I intended for State religions to provide negative amounts of the opposing mana types even while they provide a free source of the associated mana. For some reason buildings cannot provide -1 mana (putting negative 1 in that field makes it provide +3 instead) so I made it -2 instead.


You are able to attack the unit because it has the Lair Defender promotion, which acts like both Held (although it does not prevent the casting of spells) and Hidden Nationality.


I don't think Domination was ever supposed to work on non-living units, including demons. You may be confusing it with the Dominate Demon spell that the Gela allows. I think at one point I used the same txt_key, and still use the same icon.

The Council of Esus has disciples called Agents of Esus, which have the abilities of pre-BtS Spies like stealing plans and sabotaging production. I think that the espionage defense bonus might help defend from those spy abilities, but I'm not sure. (Units can also use the Initiate ability when on the same tile as an Agent, paying gold to change its religion to CoE and be able to use abilities like Mask.)

Illusions are supposed to be used as decoys, making enemies attack them before your real troops.


Many of the animal pens seem redundant. You don't need all of them.

I'm fixing those spell TXT_KEYs now.

I don't see why Destroy Undead should work on demons instead of only the undead. I do think I'll increase the damage it deals though.
 
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.

Pic attached.
Spoiler :
R6NcJSR.jpg
 
Thanks for all these clarifications!

Many of the animal pens seem redundant. You don't need all of them.

Scorpion pens and Spider pens both do the same thing with no cumulative benefits, while all the other pens have some cumulative :culture: bonus. And sometimes you do need many of them if you want to build a Grand Menagerie or something.
 
I agree that Destroy undead should only work on the undead (spirits and zombies) .....

I do however think that some spell like "Banish" should be in the game, preferably either at Force III or a combo of Force III and Law III (or possibly a triad of Force III, Law III, and Spirit III?)

Either way, Banish should damage Elementals, Demons, and Angels.

Perhaps allow it for mages? Such as ... Force II, Law II, Spirit II combo Spell?
 
I think I'll change Scorpion Pens to provide Resist Poison instead of Poisoned Blade.

I may make them provide happiness and culture too, and maybe even require a carnival, as I'm thinking that I'd rather eliminate superfluous pedia entry TXT_KEYs for.



There is not much I can do about the blue glow for units that have enough xp to purchase promotions but have no promotions available to purchase. I'm pretty sure that is a DLL thing that Tholal would have to address.
 
Interesting.

Another oddity: playing as Doviello, the duels mechanics look weird. First of all, I need to issue multiple duels if I actually want any unit to die, otherwise they simply damage themselves. Moreover, they don't seem to gain any xp from winning fights (or drawing them either). Not only that, but a small amount of :hammers: may get scavenged in the nearest city if the duel happens to take place there. Combined with the fact that almost no one dies from duels, it can be used as an exploit to accelerate local production, albeit a very tedious one. Finally, when duels are the last action in my turn I have this weird behavior where I can't end my turn (no press ENTER prompt) and get stuck.

More generally speaking, the Doviello are very underpowered and a few additional mechanics (duels are flavorful but fairly limited) wouldn't hurt them. Perhaps some extra stuff with animals such as AoI-like Mark promotions or stripping Carnival requirements for captured animals would help.
 
I forgot that I was in the middle of testing our a new method of implementing the Accept Challenge ability. I decided against the change eventually, but forgot to remove the new code and uncomment the old version before the release.
 
Withdrawal is very annoying. With the appropriate promotions/traits/civ, there can be a withdrawal chance of 95%, making the units almost invincible.
After withdrawal, a unit is not really dangerous, but is very very annoying.

The problem is that withdrawal seems to be infinite. In RiFE, units can only withdrawl once. Probably, this is a too big nerf, but limiting the number of escapes would be interesting. For instance, any time a unit withdrawls, it looses one movement point. And when no movement is allowed, withdrawal is no longer possible (or is dramatically reduced).

This seems logical and makes senses. And this way withdrawal remains very powerful, but one could imagine interesting tactics to get rid of the withdrawlers.
 
@ghostslayer: normally that is the case.
and IIRC there are 2 elements in the xml.: withdrawal in attack and withdrawal in defense...
maybe the promotions/traits ...Etc need not give always withdrawal in defense when it grants withdrawal in attack
 
Ring of Flames is almost unusable in your own territory or other territory that you intend to settle/capture because it always sets off smoke on all surrounding forests. To use it anywhere you want you have to wait for an adept with spring.

Also, Decius shouldn't be allowed to be Evil with the Malakim or Good with the Calabim. In my game he was Evil with the Malakim and the Empyrean, Ovelords and Veil had the same holy city (one of his cities).
 
@ghostslayer: normally that is the case.
and IIRC there are 2 elements in the xml.: withdrawal in attack and withdrawal in defense...
maybe the promotions/traits ...Etc need not give always withdrawal in defense when it grants withdrawal in attack

I also thought it was the behavior, but it does not seem to work in defense. Attack any horseman, and you can see that his movement does not change. And he can withdrawl *many* times.
 
Interesting.

Another oddity: playing as Doviello, the duels mechanics look weird. First of all, I need to issue multiple duels if I actually want any unit to die, otherwise they simply damage themselves. Moreover, they don't seem to gain any xp from winning fights (or drawing them either). Not only that, but a small amount of :hammers: may get scavenged in the nearest city if the duel happens to take place there. Combined with the fact that almost no one dies from duels, it can be used as an exploit to accelerate local production, albeit a very tedious one. Finally, when duels are the last action in my turn I have this weird behavior where I can't end my turn (no press ENTER prompt) and get stuck.

More generally speaking, the Doviello are very underpowered and a few additional mechanics (duels are flavorful but fairly limited) wouldn't hurt them. Perhaps some extra stuff with animals such as AoI-like Mark promotions or stripping Carnival requirements for captured animals would help.

Doviello are very underpowered? Level up Lucian and he could rush any city.
 
I kind of think Lucian should be upgradable, that way if you kept him alive past the early game he would have a chance to stay relevant.
 
I have encountered a strange bug while playing Calabims. Some of my recently conquered cities have a *negative* production and it keeps on decreasing (or increasing in absolute value).
For instance in the screen shot below, current production is -50, but was -40 the previous turn.

What is the problem (and is there a fix)?
 

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Base str 6, he can level up past 10 past the early game.

Yeah, but if he happens to survive past that he's just an axeman. This isn't really important to balance since the best use of Lucian is always going to be early rushing which has a high chance of getting him killed, but sometimes I like to save units from the early game and make them into immortals or whatever.
 
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