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.