[MOD] MagisterModmod

I didn't know that about barbs.

Another things I don't understand, the adventures occasionally revert to basic adventurer. And the hidden nationality promotion spontaneously disappears. Is that intentional?

Yes it is. You just need to read though a couple of posts a few pages back which explain the reasoning behind this (which did seemed reasonable to me).
 
Love the diplomatic penalty for using Rift: "You tore the very fabric of space around us!"
 
I didn't know that about barbs.

Another things I don't understand, the adventures occasionally revert to basic adventurer. And the hidden nationality promotion spontaneously disappears. Is that intentional?
as said Zoomooz. adventurer are "adventurer"... they are free spirits, having difficulty with hierarchy. sometimes or the other they want to wander to seek some personnal adventure, kill a baby (a baby dragon I mean;)) or eat a strange mushroom. Sometimes, being adventurous, they decide they are unsatisfied with their current job choice and want to try another weapon or want to leave the army.

thus they become "adventurer" once again and you have to escort them back to your territory to train them anew.
However they kept those promotions... and that might become handy. imagine a +60% withdrawal (ex horseman) champion, or a potency/chanellingII/mana spells ex-mage horsearcher ?
...Etc
 
Just in the middle of a game, and going along nicely, when I notice my gold per turn is going down. Don;t pay to much attention to it until its really starts to go down. I then notice that a hunter from so nation that I have got open borders with has come into one of my cities (with 5 great prophets in it) and each turn is stripping my prophets away!:sad:.

I checked what promotions its got, and the only one out of the ordinary is 'sinister' which, according to the civipedia gives +1 poison attack. No mention of great person stealer. Is this intentinal, because no more open borders if it is:p

edit. I went in and removed the sinister promotion form the hunter to see what would happen. The hunter came in and still tried to steal a great person but, instead of getting the great person, war was declared, and the hunter disappeared (not just moved to outside my borders as per normal declaration of war, completely disappeared). I'm using the newest version of the mod, and this has got to be a bug of some kind.
 
IMO that's not a bug.
I think that this feature is from base FFH.
some All svartalfar recon units can steal great people of other cities.. with risk of declaring war or something.
I don't remember the details but I'll look at it.
Edit: quote from the official FFH Manual :
Your Recon Units can cast Kidnap in Rival Cities, allowing you to steal away their settled Great Specialists. The main trick is to identify in which City there are available Specialists, but if the Sidar are nearby that is an easy task indeed.
Then all that remains is to sneak in unnoticed and begin acquiring the benefits of someone else's hard work.
Kidnap
Requires:
•Svartalfar + •Recon Unit + •Must be Cast in a Rival's City with at least 1 Great Specialist
•Has a chance to remove a settled Great Specialist from the City and Create the corresponding Great Person under Svartalfar Control
Chance of success is 8 * Base :strength: of Caster
•Declares War if unsuccessful
---50% chance Unit is killed upon failure.
---Otherwise Unit is sent to your Capital
If he disappeared, maybe he became hidden. EDIT: Or more probably either he died upon failure, of was teleported to capitol....

Further, with Council of Esus (unless Magister modified it) if you have it as state religion, you are not pushed out of borders when declaring war.
 
Thanks a bunch. I've played ff2 for years and have never noticed this before ( I wonder how many great people I've lost to those bastards :cry:) Well its time to canel open borders. Just as a side issue, this seems a very powerful ability.
 
thus they become "adventurer" once again and you have to escort them back to your territory to train them anew.

So you know, they can only regress to being adventurer's when they end a turn in your borders without moving, so they won't abandon you in the middle of a war, or when you're shuttling them around trying to fight invaders.

But the multiple unit-type promotions is a pretty awesome. Marching City-Raider III sentry III Knights with every spell? Please and thank you.
 
oh...didn't notice that :D

For what you propose, it might be hard (you'll need a lot of xp).
(well not so hard as can be shown bellow)

however I see a nice exploit (depends on the frequency of adventurer becoming "wild"):

-upgrade all mana nodes to 1 or 2 types so that you get 4-5 nodes of each type.
get adventurer level 6 or more
-wait until it becomes adventurer.
upgrade to adept : free new promo. + free lvl 1 mana promotions
upgrade to mage : free new promo + free lvl 2 mana promotions
upgrade to archmage: free new promo + free lvl 3 mana promotions

Then : change mana nodes to 2 other mana :
wait for archmage to become an adventurer.
start the shuffling again :
+3 new free promotions + lvl1, 2, 3 of 2 more mana spheres.

re-do until satisfied

100 turns later : 4 archmages with all mana lVl 3. + many free promotions from upgrade.

then wait for becoming adventurer :
-go disciple line : (no more limitation on 4 archmage) + you can use divine III spells without upgrading over priest

then wait for becoming adventurer :
-go UBER knight-mage with many promotions !! (and free mobility I and potency if you had it for disciples..


---> would that work ?
 
One problem might be obtaining Grigori disciples.
 
I'm getting another crash. If you attack the Lanun capital with the Ice Elemental (should be the only active unit) the game will crash. The city is defended by three units: a settler, a worker, and the godslayer unit (not a unit with the godslayer, just the godslayer itself). Both the settler and the worker have 1 strength thanks to being blessed.

This is not with the most current version, mind you, but with the one just before it.
 
One problem might be obtaining Grigori disciples.
that is true for grigori... but in my current game as elohim i got 2 adventurers by exploiting the epic lairs :D
 
Would you consider making resurrected heroes lose their accumulated XP? I don't mind fighting Yvain more than once, but fighting a level 15 Yvain every turn is a little much.

Also, is it intentional for enemies to be able to cast bloom on my terrian? Sorta weird for the elves to come in and make new forests over my bananas.

Also, also, I can apparently cast ad to freak show w/o there being a freak show.

If I didn't want to let heroes keep their xp, levels, and promotions, I would have stuck with the normal FfH way of handing resurrection. I already nerfed resurrection by making it cost the Life 3 promotion. I might go back to making the newly resurrected unit start out damaged and perhaps set it as if it had already attacked and cast a spell that turn, but I won't be making the heroes loose levels.


It is intentional for players to be able to cast bloom outside of their own territory. I certainly like spreading forests ahead of me when I play as an elf. In my latest release in response to your post I added a python prereq to prevent the AI from doing so though. I just discovered that this python prereq caused the game to ignore the SDK prereqa for spells that create features; since the python did not include lines determining on what terrain it could be cast, it can be cast anywhere. The effects of the spell are still handled in the SDK though, and only create New Forests on valid plots. This means that you can waste a lot of turns casting the spell in vain.

I just changed the python prereq to take into account the terrain type, features already present, improvements, what civ own the plot, etc. I'm not sure it is worth slowing down the game with another python prereq though, so I might go back to how it was in the previous version. I've also considered moving the effect of the spell to python so that I can let all civs cast it on Camps (which anyone can build on top of forests already) and so that the owner of the plot rather than the owner of the unit matters in determining whether it can be cast on other improvements, but I'm not sure if the AI would understand the spell as well that way.


I don't think I changed anything about how Freak Shows or the Add to Freak Show abilities work. It must have been that way since vanilla FfH2.
I'm getting another crash. If you attack the Lanun capital with the Ice Elemental (should be the only active unit) the game will crash. The city is defended by three units: a settler, a worker, and the godslayer unit (not a unit with the godslayer, just the godslayer itself). Both the settler and the worker have 1 strength thanks to being blessed.

This is not with the most current version, mind you, but with the one just before it.

I loaded your saved game on the latest release, and got no crash or any other bugs. I don't feel like rolling back a version to try to find the issue since it seems to have been fixed already.
 
that is true for grigori... but in my current game as elohim i got 2 adventurers by exploiting the epic lairs :D

I got 4 of them playing dwarves because I've spent a lot of time and scouts investigating the Unique Features.

I think you have got to limit yourself (house rules) to three good exploration per game, ie in a 1000 turn game every 333 turns. As the ai does not explore, and indeed there is no limit to this exploration, really, its giving the human player too much of an advantage IMHO.
 
I think you have got to limit yourself (house rules) to three good exploration per game, ie in a 1000 turn game every 333 turns. As the ai does not explore, and indeed there is no limit to this exploration, really, its giving the human player too much of an advantage IMHO.


I'm just starting to investigate the differences between this game and vanilla ffh2. We'll see how it goes when I try more serious games.
 
I didn't realize that the AI could not explore lairs. I just added <bAllowAI>1</bAllowAI> to all the explore spells, and am now starting a game to see how they handle it.

I also changed the odds so that good results from epic lairs are much less common.


Changing anything about how worldbuilder works is beyond my abilities. I think some of that stuff is hardcoded in the game engine, and cannot be changed even in the DLL. If it can be done in the DLL, I'd see if Tholal could handle it.

I suppose I could add a series of python spells that causes you to switch to control another player. I would not want these active in most games, so I'd have to make a game option a prereq for them. Since I already used up the one extra game option slot in order to disable the Children of The One religion, I'd have to re-purpose one of the scenario game options to fill this role. I'm not sure it is worth it though. It might slow the game down to have to check the python prerequisites for 50 new spells that could never be used in most games.
 
Is mokka's cauldron working as intended? When I have it in my city, and a unit dies, it does, as described, create a demon version of the unit. However, the unit is barbarian owned, and, all the rest of my units get kicked out of the city, and I lose my city???
 
Is mokka's cauldron working as intended? When I have it in my city, and a unit dies, it does, as described, create a demon version of the unit. However, the unit is barbarian owned, and, all the rest of my units get kicked out of the city, and I lose my city???

I remember fixing that issue a long time ago, but when I glanced at the code it was clear that it had not been corrected. Maybe it was something I fixed in the lost version right before my computer crashed.

It will be corrected it in the next release.
 
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