[MOD] MagisterModmod

Hello, just played the first couple Return of Winter scenarios with this mod mod. When I realized Auric and his priests start in the second scenario I decided to play as the Illians to make sure they didn't die. ;) I think the new blizzard mechanic is great, functionally, and it's makes for pretty impressive aesthetics, too. However I noticed that with all the blizzards hovering around my core cities, it was rather hard to see the terrain under them. So I'm just wondering, is there by chance a way to make the blizzard art more transparent?

Actually, what'd be really cool is if blizzards could be more transparent for just Illian and maybe Doviello players, and then everyone else has to deal with the blinding conditions...but that doesn't sound very likely.

And while I'm here, has anyone played through the Beneath the Heel scenario with Magister's changes, and perhaps have strategic advice? I'm a little worried about dealing with a Barnaxus with 100xp, and an army of golems with every promotion he has... X_X You've done a good job making the scenarios more challenging, Magister! Thanks very much!
 
Is there a reason you removed the landmarks from all the Unique Features?

Also would it be possible to make Flood Plains not be there from the very beginning when playing with End of Winter on? Not only is it immersion breaking, it hugely overpowers whoever starts with them. Their yield being much better on Tundra and Plains than Desert makes the whole situation even worse.

I still fail to see any improvement in the AI whatsoever. It still techs ridiculously slow and everyone is much too aggressive, preferring warrior rushes over long term development. This would make sense for someone like the Clan of Embers or Doviello, but can anyone explain to me why Cassiel would possibly join a Calabim+Illians+CoE+Ljosalfar dogpile against the Kuriotates of all people? Granted, the whole mess started with Cardith trying to conquer me (Calabim) with a whole three warriors, which I repelled easily enough of course, but that makes it even worse.

To be fair, most of these problems probably stem from More Naval AI rather than your modmod, but I wanted to ask you about the Unique Feature landmarks and didn't feel like making two separate posts of my rant.
 
Couple of point with the latest version.

Blizzards for the illian are much better, with many more moving around, making their northern base (huge ke scenario) a fortress hard to crack. However, blizzards passing over land converted from the temple of the hand revert back to tundra (or whatever it was) for a turn.

I have not noticed that in relation to blizzards. I have noticed the Snow sometimes reverting back to whatever the tile originally was for a turn, but that is an issue dating back long before the new Blizzard mechanics.

To prevent this from happening I need to be able to check what the current temp terrain timer of a tile is and increment it before it reaches one. Tholal just exposed the required function to python this week, and has not yet released an updating including that feature.

Because there are now so many blizzards about the place is there a way to get to blizzards to make terrain ice, (or whatever the temple does) so that food growth is unaffected?

Blizzards should already make tiles which were already Tundras turn to Snow when they move there. They should not turn Snow into Tundra.
Also, in every game that I have played, no sooner has auric has joined the game, then the illian get defeated. I am assuming that the ai is getting him killed. Perhaps there needs to be a different mechanic here as ai cannot use hero's well.

Just minor points really, mod is really working rather nicely.
Loosing the Auric unit should only cost the player his traits, not make him loose the game.

I haven't really noticed the AI loosing Auric Ulvin very often except when I personally target him for assassination.
Cheers

Edit: Forgot about building ice nodes. While they do take longer then other nodes, I have noticed they seem to 'reset' while build. I set three priest of winter on one, and it says it will take 40 turns. Five turn later, rather then 35, its 114 until completion. Is this a bug or have I missed something?
Those numbers do seem very high. What game speed do you use? I usually play on Quick, so I guess things might be unbalanced for those who use Marathon.

Costing 4x as much is probably a bit much. I just reduced it to 2x.

Did the terrain change types in the meantime? The way that the game is coded, even the Illians take longer to build things on Tundra and Snow than they do on Grass or Plains.

Are there any enemy units nearby? Your units might be waking up to be alert for danger, and quitting their work. If you cannot get rid of the hostile units you may need to remind them of their orders each turn.

It also may be that the units are awakened and pause their work when they gain enough xp to level up.

Edit2: Still getting quite a few 'endless turns' However, I discovered that nearly all of them related to civs that are at peace with barbarians, and go near archon. In WB I made sure that no civ was at peace with barbs (orc, summon infernal rituals etc) and no endless turns since.

I'll look into it, although none of the endless turns I've experienced in this version seem related to that.


also with this update every custom scenario i try with ke's scenario starts the game having been already lost. if i go to play scenario instead of custom it works. have no idea why this is happening.

Strange I'm afraid I don't know what is doing on either.

(I hadn't tested that scenario in a long time because my computer can't handle such large maps very well. I'm getting some more RAM for Christmas, so maybe it will work better then.)

Awesome work :) I have enjoyed it a lot.

In your last version I was able to access Lethe under art / hero (something like that); which I used to make a custom Svartalfar unit (more cosmetic than anything). Now you have packaged the .nif file someplace.

Is there anyway to access .nif files that are packed awau, and are there modeling tools to edit or make my own units?

Would love to design terrain as well (but one thing at a time, unless you know some good tutorial links).

To retrieve the file structure from a .fpk file, you use PakBuild

My graphics modding has been pretty much limited to editing the dds files in GIMP to reskin units.

I've also done some very limited work with NifSkope, but never got very good with it. My changes there were basically just breaking copies of existing files. (I created the Pieces of the War Machine and Pieces of the Mithril Golem models by moving the sections of the associated units around so that they don't align properly. I made the Clava Vindex by deleting everything but the weapon from Basium's model.)

I tried Blender (which should make it possible to create brand new models), but never really figured out how to make it work properly. That is a rare skill in the Civ IV modding community.


Hello, just played the first couple Return of Winter scenarios with this mod mod. When I realized Auric and his priests start in the second scenario I decided to play as the Illians to make sure they didn't die. ;) I think the new blizzard mechanic is great, functionally, and it's makes for pretty impressive aesthetics, too. However I noticed that with all the blizzards hovering around my core cities, it was rather hard to see the terrain under them. So I'm just wondering, is there by chance a way to make the blizzard art more transparent?

Actually, what'd be really cool is if blizzards could be more transparent for just Illian and maybe Doviello players, and then everyone else has to deal with the blinding conditions...but that doesn't sound very likely.

And while I'm here, has anyone played through the Beneath the Heel scenario with Magister's changes, and perhaps have strategic advice? I'm a little worried about dealing with a Barnaxus with 100xp, and an army of golems with every promotion he has... X_X You've done a good job making the scenarios more challenging, Magister! Thanks very much!

Yeah, visibility can be an issue. I've noticed and been annoyed by it too, but am not sure what to do about it.

I do not think it would be possible to make features look different for different players.

It is possible to create a new variety of the blizzard feature (although I don't have experience doing so) which could be more transparent. I could use that in Illian/Doviello lands, but it would look the same for everyone.

Currently Blizzards can appear in any lands controlled by a player with The White Hand as the State Religion. (Tholal tried to make it so that it would be any Illian player, but I think he accidentally just made it be player number 11.) I'm thinking of limiting this further, so that it does not happen until The Deepening and then occurs at a faster rate.

Is there a reason you removed the landmarks from all the Unique Features?
I mostly just found the Landmarks for the unique features to be annoying. They block visibility and cannot be removed. (At the time I made this change, they could not even be removed in WorldBuilder. Now they can.) Instead I made the Elohim and the owner of the Celestial Compass have signs placed on the unique features (which the players can change or remove), identifying the spot even if the tile is not visible.
Also would it be possible to make Flood Plains not be there from the very beginning when playing with End of Winter on? Not only is it immersion breaking, it hugely overpowers whoever starts with them. Their yield being much better on Tundra and Plains than Desert makes the whole situation even worse.
Sure. It was not possible before the last MNAI update, but is a simple change now. Frankly I'm a bit surprised that Tholal did not already make it that way. I pretty much just copied his code for this.
I still fail to see any improvement in the AI whatsoever. It still techs ridiculously slow and everyone is much too aggressive, preferring warrior rushes over long term development. This would make sense for someone like the Clan of Embers or Doviello, but can anyone explain to me why Cassiel would possibly join a Calabim+Illians+CoE+Ljosalfar dogpile against the Kuriotates of all people? Granted, the whole mess started with Cardith trying to conquer me (Calabim) with a whole three warriors, which I repelled easily enough of course, but that makes it even worse.

To be fair, most of these problems probably stem from More Naval AI rather than your modmod, but I wanted to ask you about the Unique Feature landmarks and didn't feel like making two separate posts of my rant.
Yeah, that is Tholal's area, not mine.

The AI did get better at autocasting spells in this version, it is slightly less likely to freeze up, and much less likely to declare war on friends when it is stupid to do so, but it could still use some improvements.
 
With the ice nodes, I do play marathon, and 'my version' of marathon, which is triple the turns of normal marathon. I'm guessing that there is max amount of turns that a improvement can have, and with the 4500 that ice nodes have, along with my changes, I have exceeded this limit. All other improvement work fine, so I will try with the ice with x2. (I have noticed a similar problem with realism inviticus, which have 'clear marsh' improvement, another very long improvement time). The longer time for improving on ice terrain, as opposed to other is working correctly.

The blizzards are definitely changing snow tiles to tundra/plains etc. I believe its only on the turn that that they appear.

Thanks for taking the time to respond.
 
To retrieve the file structure from a .fpk file, you use PakBuild

My graphics modding has been pretty much limited to editing the dds files in GIMP to reskin units.

I've also done some very limited work with NifSkope, but never got very good with it. My changes there were basically just breaking copies of existing files. (I created the Pieces of the War Machine and Pieces of the Mithril Golem models by moving the sections of the associated units around so that they don't align properly. I made the Clava Vindex by deleting everything but the weapon from Basium's model.)

I tried Blender (which should make it possible to create brand new models), but never really figured out how to make it work properly. That is a rare skill in the Civ IV modding community.

I have been trying my hand at blender myself in my spare time these last couple of months. I think I can edit existing models, but am still figuring out how to create them from scratch.

Speaking of creating new units, I am mostly done with creating the Balseraph Immortal unit. I just need someone to test to see if the unit actually looks decent in game since I don't know how to replace unit graphics in my game.

http://forums.civfanatics.com/showpost.php?p=13583490&postcount=5185

I have it in a zip file in the link above. Could someone who knows how to place new unit graphics into a mod test it out for me and let me know how it looks and performs? I don't believe I changed any animation information so theoretically it should have no issues.

The purple suit might need some shading and shadows if it looks too monochrome in game though.
 
I've noticed that the Dragon Fanatic units were showing up as red blobs, and assumed that this meant that there was an error in packing Magister1.fpk which omitted important artwork. However, I just discovered that the problem is just some typos in C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Magister Modmod for FfH2\Assets\XML\Art\CIV4ArtDefines_Unit.xml

DragonFanatic.nif should be Dragon Fanatic.nif

I have been trying my hand at blender myself in my spare time these last couple of months. I think I can edit existing models, but am still figuring out how to create them from scratch.

Speaking of creating new units, I am mostly done with creating the Balseraph Immortal unit. I just need someone to test to see if the unit actually looks decent in game since I don't know how to replace unit graphics in my game.

http://forums.civfanatics.com/showpost.php?p=13583490&postcount=5185

I have it in a zip file in the link above. Could someone who knows how to place new unit graphics into a mod test it out for me and let me know how it looks and performs? I don't believe I changed any animation information so theoretically it should have no issues.

The purple suit might need some shading and shadows if it looks too monochrome in game though.

You need to place the custom artwork in some folder under Art, and reference that path in the unit's unit defines like this:

C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Magister Modmod for FfH2\Assets\XML\Art\CIV4ArtDefines_Unit.xml:
Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_IMMORTAL_BALSERAPHS</Type>
			<Button>Art/Interface/Buttons/Units/Immortal.dds</Button>
			<fScale>0.48</fScale>
			<fInterfaceScale>0.5</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>[B]Art/Units/Civs/Balseraphs/Immortal/Joker.nif[/B]</NIF>
			<KFM>Art/Units/Spearman/Spearman blood.kfm</KFM>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1</fShadowScale>
			</ShadowDef>
				<fBattleDistance>0.35</fBattleDistance>
				<fRangedDeathTime>0.31</fRangedDeathTime>
				<bActAsRanged>0</bActAsRanged>
				<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>

To make this civ-specific art, you need to edit C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Magister Modmod for FfH2\Assets\XML\Civilizations\CIV4UnitArtStyleTypeInfos.xml:
Code:
		<UnitArtStyleTypeInfo>
			<Type>UNIT_ARTSTYLE_BALSERAPHS</Type>
			<StyleUnits>		
			
				<StyleUnit>
					<UnitType>UNIT_IMMORTAL</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_IMMORTAL_BALSERAPHS</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_IMMORTAL_BALSERAPHS</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_IMMORTAL_BALSERAPHS</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>


I just tested it in my mod, but it does not seem to be going well. For some reason I cannot explain, only the sword and the spikes on top of the head are showing up. The body and face are completely invisible. (I had expected some animation issues, as you did not leave much clue as to what unit it was based on, but the spikes and sword are moving just fine.)


When I open Joker.nif in NifSkope, I definitely thought that the textures needed a lot of work, more than just a little shading. The whole thing is rather cartoonist and would look out of place next to higher quality of artwork that so many other units have.


When I reskinned units, I never used the paint or airbrush tools except for using the smallest brush for a few finishing details. Painting with larger brushes gives far too smooth a look. I generally just found something with a texture I already liked, and then used colorize, desaturation, hue adjustment, contrast adjustment, etc. I would copy and paste from other units, scale up/down, realign, mirror, etc.

I'd probably use the Mimic as the base for this immortal. It has very nice texture, which is a little dark but which could be lightened and have its contrast increased before colorizing.
 
First let me say that this modmod is awsome. I've been playing the original FfH2 for years, and this mod really takes things to the next level. I just love all the added content:D.
The balance changes you have done are my are propably my number 1 favorite:). Whooiee do I have fun after I figured out how I can use the Tower Of Talus, which is right next to my city, man my hero's are just kicking serious butt and gaining levels. I also like how the tower can spawn not just monsters, but all kind of interesting stuff. Oh and then there are the portals....sweet....the portals bring a completely new aspect to maps, which are full of small continents and islands.

I do think that maybe barbarians should spawn more sea units, ships and creatures, but that's just my opinion.

There are only 2 problems that comes to mind.

1. I'm currently playing a marathon game and I'm at turn 942, but the armageddon counter has never reached higher than 5, even thou there several civilizations/leaders who follow Ashen Veil religion and they are aggressive. I was just wondering because in the original FfH2 the AC could really get out of hand even in midgame.

2. Well as I said I'm on turn 942 and...well...I hit a snag...that is a endless loop kind of snag. I hope you can take look at my savegame and tell what I can do to prevent it and continue my game.

Dude do not stop working on this mod it is golden:D:D:goodjob::king:

EDIT:
So I did some "experimenting" and found out, by eliminating leader after leader with WB, that the problem was the Amurites/Dain Of Caswallawn particularly. After I "deleted" him from the game I was able finish my turn. Don't know what the cause of the problem is, but we'll see if it happens again. I did try deleting all his units, but no dice with that. None of his 2 cities were gonna finish any buildings by next turn either. Must be something that I can't find out by using WB. I did re-incarnated the Dain after 2 turns, and vóila everything is working as it should. Hopefully I won't "hit" this problem again. =) Still keep up the good work.
 

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First let me say that this modmod is awsome. I've been playing the original FfH2 for years, and this mod really takes things to the next level. I just love all the added content:D.
The balance changes you have done are my are propably my number 1 favorite:). Whooiee do I have fun after I figured out how I can use the Tower Of Talus, which is right next to my city, man my hero's are just kicking serious butt and gaining levels. I also like how the tower can spawn not just monsters, but all kind of interesting stuff. Oh and then there are the portals....sweet....the portals bring a completely new aspect to maps, which are full of small continents and islands.

I do think that maybe barbarians should spawn more sea units, ships and creatures, but that's just my opinion.

There are only 2 problems that comes to mind.

1. I'm currently playing a marathon game and I'm at turn 942, but the armageddon counter has never reached higher than 5, even thou there several civilizations/leaders who follow Ashen Veil religion and they are aggressive. I was just wondering because in the original FfH2 the AC could really get out of hand even in midgame.

2. Well as I said I'm on turn 942 and...well...I hit a snag...that is a endless loop kind of snag. I hope you can take look at my savegame and tell what I can do to prevent it and continue my game.

Dude do not stop working on this mod it is golden:D:D:goodjob::king:

EDIT:
So I did some "experimenting" and found out, by eliminating leader after leader with WB, that the problem was the Amurites/Dain Of Caswallawn particularly. After I "deleted" him from the game I was able finish my turn. Don't know what the cause of the problem is, but we'll see if it happens again. I did try deleting all his units, but no dice with that. None of his 2 cities were gonna finish any buildings by next turn either. Must be something that I can't find out by using WB. I did re-incarnated the Dain after 2 turns, and vóila everything is working as it should. Hopefully I won't "hit" this problem again. =) Still keep up the good work.

As someone who has had many, many endless turn problems, I can say that its almost certainly unit related. You said that killing of a civ, fixed the problem, but killing of all of the units didn't, proving that its not unit related. Incorrect. I could be anyone else's units that are interacting with the particular civ as well. You need to enable logging civ.ini file, and then go into logs, and open the bbai file. At the end you should find a particular unit (identified by number) repeated over and over. This is the culprit that needs to be removed.
 
As someone who has had many, many endless turn problems, I can say that its almost certainly unit related. You said that killing of a civ, fixed the problem, but killing of all of the units didn't, proving that its not unit related. Incorrect. I could be anyone else's units that are interacting with the particular civ as well. You need to enable logging civ.ini file, and then go into logs, and open the bbai file. At the end you should find a particular unit (identified by number) repeated over and over. This is the culprit that needs to be removed.
Thanks for the info! I'll look into it since I hit another loop.
 
any tip to find the unit with only its number ?
 
any tip to find the unit with only its number ?

Indeed. Firstly, go to the top of where the unit number starts (in the text file) to see who the unit belongs to. Then in world builder click on player data, in this screen select the above player.

Then, down on the bottom left, select city and unit data.

There is then a list (to the right of the screen) of all units that this player has. I click to top number menu (which put the units in numerical order). Then simply scroll down to the offending unit, and click on the little skull and cross bone. Done. Exit WB and make a new save (Occasionally, there can be more then one naughty unit, and this saves doing the initial one again).

Edit. The skull icon is the one next to the number, not up the top of the list, which kills all units.
 
Just a quick guestion by "logging civ.ini" do you mean enable the BUG logging, or do I enable it from one of civ4 or magister .ini files
 
Could somebody with better knowledge of Civ4 functions take look at my savegame so that the problem/bug, which seems to cause a loop/crash for in my current game, could be squashed in future releases of this amazing modmod.

I have narrowed it down to very specific location, units and/or event. Leader: Sandalphon City: Celo. The crash/loop problem goes away when I delete all the units from this city, and I have done twice now, fixed it on two different occasions tp prevent endless loop/crash.

Thank You!
 

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Strange I'm afraid I don't know what is doing on either.

(I hadn't tested that scenario in a long time because my computer can't handle such large maps very well. I'm getting some more RAM for Christmas, so maybe it will work better then.)

Is there a way to get the previous version of ur mod where the scenario worked? I tried the archive but it only links me to the current version.
 
In addition, while I was fortunate enough to have Kuriotates as a rival in this game, I was not so fortunate in a previous Sheiam game, where I found to my dismay I couldn't perform the Stir from Slumber ritual without Cult of the Dragons. Well, that makes sense, but...for some reason Acheron hadn't ever spawned, and the religion didn't exist. Seems a little cruel for the Sheiam (and Illians, for that matter) only to be able to play with their funnest toy iff the fire lord decides to wake up.

I and a friend of mine are having the same problem, only as Illians. Somehow in our games (that is the one we play together and another one he plays alone) Acheron never showed up and the Kuriotates aren't present either. Now we are sitting here with Divine Essence and Drifa's lifeless bones, clueless about what to do. :dunno:
For the record we are playing with All Unique Features, so both the bones of Acheron and Drifa are around.
 
This mod was updated to incorporate MNAI 2.60 a little more than 6 weeks ago. That was the main point of the last update.

I'm next planning on updating to incorporate MNAI 2.61, which Tholal said he was hoping to release towards the end of this month. He doesn't have much time left before that self imposed deadline is passed, but I think we can give the father of twin toddlers a pass if he is a little late.


I just now added a bit of code to push barbarian cities to train Acheron if they can.

I think I'll also add events which allow Cardith Lorda, Tebryn Arbandi, or Auric Ulvin to get a free Dragon Fanatic if they already know Fanaticism and control the Bones of Eurabatres, Bones of Abashi, or Bones of Drifa respectively and have the proper alignment. That unit could of them spread and found the religion wherever you wish.

I believe that can be done through xml alone, which would not be possible if I tried to civilization type or whether the religion has been founded. Even when new events are xml only though they still sometimes break saved games.
 
I just now added a bit of code to push barbarian cities to train Acheron if they can.

Hold on, does that mean Acheron is actually being trained by the Barbarian State? I always thought his spawn was scripted like Orthus. Does that mean that we could still make him show up in our games if we were to, say, leave an empty city with good production to them?
 
Hold on, does that mean Acheron is actually being trained by the Barbarian State? I always thought his spawn was scripted like Orthus. Does that mean that we could still make him show up in our games if we were to, say, leave an empty city with good production to them?
Yes.

If you want to use worldbuilder, you could also assign a city to built him and provide it all of the :hammers: he requires.


-----------

I'm thinking about tweaking the way Planar Gates work, to reduce the economic problems caused by random unit appearing when you cannot afford their upkeep and to help the player direct such units to appear in cities were they would be more useful.

I would make there be a "Planar Gate (Open)" and a "Planar Gate (Closed)" version building, which are mutually exclusive and identical except in their python effects. No city could ever have both at the same time. Dimensional I would allow spells to open or close the gate, swapping one building for the other. No creatures would ever enter Erebus through a Closed gate, but the maximum number of units allowed to enter through the Open gates would be based on the total number of both open and closed gates counted together. The Open Planar Gate spell might go ahead and trigger the same code that runs each turn in that particular city, giving a chance (not a certainty) of a planar gate summon appearing at the time the gate is opened.


I was originally thinking that Closed gates would only be for human players rather than trying to teach the AI to understand it, but I suppose I could tell the AI to close gates if their gold was running too low and if that city did not have any enemies nearby.

I could make it so that the Closed gates can be built without the dimensional mana requirement, but dimensional mana is needed to open the gate and a gate in a city without dimensional mana would close automatically.

I might add some events where hostile creatures can enter through events which were unwisely left open.


What do you think of these ideas?
 
Hold on, does that mean Acheron is actually being trained by the Barbarian State? I always thought his spawn was scripted like Orthus. Does that mean that we could still make him show up in our games if we were to, say, leave an empty city with good production to them?
yes... since the beginning, Acheron is "built" in the first city captured/settled by the barbarians.
so they need:
- 1 city
- a tech ???
- AI so that the AI selects the "Acheron project" as something to build.

I'm not sure the "empty city with good production" would be enough. The main issue was that in some modmods the Barb-AI do not always select Acheron project as something to build
 
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