[MOD] MagisterModmod

Hi Magister,

I just played a game with the CoE, and I did not like the ability to upgrade shaman to mages. It was imbalanced, they got far too many mages. Effectively it gives the CoE the Catacomb Libralus and Warrens. Particularly Jonas can switch to high XP civic and spam shamans who quickly upgrade to mages. It also has the wrong flavor. Mass mages feels like the Amurites, the CoE should be lots and lots of regular troops.

My suggestion would be to give the CoE a national unit that acts like a mage. Then they would have 4 mages and maybe 4 Bahl Orcs. That would be enough mage power to support the army, but the focus would be on the regular troops.
 
I'm thinking about making some changes to the White Hand ritual (mostly because the current code just looks so messy.) How do these mechanics sound to you guys?

The projects would become available for any player (not just Illian or Doviello), so long as there is a source of Ice mana available in the city. (Those civs would still have an advantage in that they start with the prerequisite mana. I would probably block AIs from other civs from performing it too.)

I don't think it's necessarily thematic for other races to FOUND the religion or perform the ritual, but I do think it should be a religion that can spread randomly and that anyone (besides Auric himself, I suppose) with a city having the religion can switch to...and from. Doviello sort-of slave themselves to Auric, right up until the end when they realize possibly it is better to not let the crazy dead God pretend to live again, no? [I haven't actually gotten around to playing the last campaign mission yet; I'm just sort of assuming. :/] So I think it would be perfectly thematic for someone to temporarily ally with the White Hand, try to exploit Auric's power for their own ends, then [try to] betray him before the world ends.

The points raised about everyone starving with Temples of Ice is a good one. It's a neat effect in the campaign, that you're sort of forced to put up with it as Doviello, but it is a little untenable. Perhaps +food on snow can be a benefit of the religion itself? If so, the Illians need something more than just that to represent their cold affinity.

It would be very very powerful (but they often need a boost anyways, in my experience); could you give them production from ice in addition to food? Maybe food from the outset but then additional production for the Illians only when adopting the White Hand?

If the player who completes the ritual is not Auric Ulvin himself, then that player will enter into a Permanent Alliance with Auric Ulvin.

Even if you do have another civ founding the religion, I would again ask that it not lock them into anything permanently. I could see myself doing this just to get the Illians a bit of a boost, and maybe enhance my chances at getting to stab Auric with the Godslayer in a single-player game. :D But that doesn't work at all if I'm allied to him.

Auric Ulvin does not have to be an active player in the game in order for the ritual to be used. If Auric already died, the ritual will revive the player. If he was never in the game, he will enter it for the first time upon completion.

This is good, if you do insist on letting anyone perform the ritual.

Auric shows up not only with Anagantios, Riuros, and Dumannios, but also with the support of a settler, worker, commander, adept, a couple champions, and a couple javelin throwers to defend him.

I realize it's basically what the Infernals get, too; I don't suppose there's any convenient way to scale the level on the melee and ranged units based on average tech advancement in the game to that point? The ritual is completable relatively early and champions might be a bit unbalanced.

Then again, Illians usually need all the help they can get...

All Illian players (including Braeden the Laconic and Minister Koun, if they are in the game) will adopt the White Hand as their state religion, have the faith spread to one of their cities, get a diplomatic bonus towards you, and become your vassals if they are not your teammates.

I don't know the story with Braeden; I would think Minister Koun should have some leeway. Illians should certainly favor White Hand just as Bannor favor Order and so on, but I don't like the forced-religion mechanic.

The Anagantios, Riuros, and Dumannios units will not initially given to the respective players, but would still leave Auric's ownership to join those players as avatars within a turn. (The code to make them switch players was already in place, and the code to determine who gets the unit before initializing it seemed needlessly complicated.)

That's fine, I'm sure.

If Letum Frigus is not present on the map, then it will appear near the city which completed the ritual.

Um...I like free ice mana and all, but...that seems a bit odd. Suddenly the battle-site between God and man just appears in my backyard? I don't like that at all.

The units will all appear at Letum Frigus, rather than either there or in the player;s capital cities depending on the distance between those points.

If it's already in the ritual-completer's territory, or in unowned territory, fine. But other-wise it's a bit dangerous. I believe I have seen Auric's retinue instantly decimated by starting in the core territory of the Luchiurp the Illians were at war with...
 
I definitely agree with the White Hand ritual except for the permanent alliance part. It could be more like the Infernals summoning than the Mercurians. Without the permanent alliance you could bring the Illians into the game or assist them, but not necessarily be forced to work with them.
 
I would keep the White Hand unique for the Doviello and Illians. It is IMO a nice characteristic feature for the two snow nations. I don’t even find it justifiable or useful for the others.
From the lore POV: Why would the nations who were almost annihliated by the freezing cold during the Age of Ice want to revere Mulcarn? Perhaps the Svartalfar would, as they are a somewhat winter race.
From the gaming POV: Since the Temple of the Hand spreads ice, it seems to me fairly suicidal for the nations that can’t profit from this type of terrain (it is a bit spoiled for the Doviello too). Not to mention that cold would cause damage to their own units.
I would definitely keep it a mostly Illian/Dovillo thing, not letting the AI players hurt themselves like that.

I was just wondering whether we should still limit human players who want to play in unorthodox ways.
Have you considered using the spearman from the Charlemagne mode as Bannor’s warrior? Perhaps you could also utilise the light cavalry from that mode.
I had never really considered it before reading this suggestion.

(At first I was thinking it would not be worth borrowing art from another mod as I don't want to have to pack a new .fpk including copies of the new art, but it appears that Firaxis structured the paths of the art for the mods they included with BtS so that they are easily accessed. )

I just tried using the light spearman for the warrior and the light cavalry for the horseman. I really like the look of both units, but am afraid they both look far too advanced for the era of the techs for those units.

It would not be right for the Bannor warrior to look more advanced than their Axemen, and the more advanced units already have decent looking more heavily armored Bannor unique art.

I'm thinking that the light cavalry would make a much better Royal Guard. I'm not a big fan of the normal art for that unit, so I might just replace it for everyone (but the Calabim, who have the Broodguard UU instead) rather than just the Bannor.

Some other observations:

Personally I’d like to see Demagogs more like a permanent unit and not just temporary Crusaders.
I'm kind of disappointed with them too, but am not sure yet what I'd like to do about it. So far they are pretty much the same as in the base game.

I'm tempted to give them the recruiter ability, which seems thematically appropriate, but the Bannor hero already has that and Great Commanders aren't too hard to come by during crusades.
I think the Grigori should get some boost in their ability to gain Great Prophets. As far as I know the only way now is to build the the first level of the Altar and for that you need a Luonnotar(Arcane Lore) which is quite an advanced tech. In my experience the Altar of the Luonnotar victory is paradoxically the hardest to achieve for the Grigori.
It is still easier for them to get Great Prophets in this modmod than in base FfH2.

Many players would not want to corrupt their Adventurer point pools with Great Prophet points.

From a Lore perspective, the Grigori are not particularly accepting of the Luonnotar. They can practice freely in Grigori lands without persecution, but their neighbors are mostly disenchanted with the idea of following any religion. Most don't think this strange cult would be any better than the corrupt state churches they knew if given a chance. Cassiel knows that many of their claims are true, but he does not believe that The One wants any worship and so never even hints at supporting them.
I’ve noticed the Infernals can build the Great Lighthouse, even though the ordinary lightouse(required for the GL) is blocked for them. Is this intentional?

I blocked the Infernals from constructing many buildings which are of no use to them, to stop the AI from wasting :hammers: that have better uses.

The Infernals do not get any utility from ordinary Lighthouses, as Fallow players do not use food. They can still benefit from the Great Lighthouse wonder, whose main benefit is in trade.

It is default BtS behavior to allow wonders to be built without building prerequities if their prereq buildings are blocked in xml.


I definitely agree with the White Hand ritual except for the permanent alliance part. It could be more like the Infernals summoning than the Mercurians. Without the permanent alliance you could bring the Illians into the game or assist them, but not necessarily be forced to work with them.

I just tried switching it so that instead of a permanent alliance it grants peace, open borders, a defensive pact, and a diplomatic bonus. So far though, The AI does not handle this nearly so well, at least in cases where the ritual initialized the player.

In an earlier test when Auric was my permanent ally, the AI surprised me by playing as well as I'd ever seen any AI do. Being able to settle within my cultural borders and seeing all that I could see (but not having his units start in a city where they are tempted to just fortify like Basium's), he founded his cities smartly. He used the named priests well in war, while keeping his own avatar safe deep within my territory.

(Of course, he might have done so well largely because in that test I cheated to finish the ritual on very early, so there was a lot of good land still available.)

When not a teammate, he just seems to sit there. He doesn't move his settler out of my territory to found a city. He threw away his lieutenants immediately in suicidal attacks against the Azer summoned by my Tower of the Elements, which has Hidden Nationality Status from its Lair Guardian promotion. As a teammate, HN would not be a problem.



I don't think it's necessarily thematic for other races to FOUND the religion or perform the ritual, but I do think it should be a religion that can spread randomly and that anyone (besides Auric himself, I suppose) with a city having the religion can switch to...and from.
I don't think it makes any sense to let anyone have the White Hand as their state religion while at war with Auric, at least once he is Drawing near Ascension. After Ascension, I still think it makes sense to force the faith on his vassals and force his worshipers into vassalage. I suppose I could be more open about who may use it otherwise.

Doviello sort-of slave themselves to Auric, right up until the end when they realize possibly it is better to not let the crazy dead God pretend to live again, no? [I haven't actually gotten around to playing the last campaign mission yet; I'm just sort of assuming. :/] So I think it would be perfectly thematic for someone to temporarily ally with the White Hand, try to exploit Auric's power for their own ends, then [try to] betray him before the world ends.
Actually, Mahala remains Auric's teammate all the way through the final scenario. The Hippus mercenaries join his team only temporarily, until Auric betrays them by sacrificing Tasunke to his dragon, but the Doviello remain loyal servants all the way through his Ascension.

Were this not the case I would not have considered making the ritual forge such an alliance.
The points raised about everyone starving with Temples of Ice is a good one. It's a neat effect in the campaign, that you're sort of forced to put up with it as Doviello, but it is a little untenable.

The range of the Temple of the Hand's terraforming is determined by the Ice Mana supply, so you could avoid that by giving all that mana away.

There is also some passive terraforming though, from the Blizzard module. Tholal wrote it to apply to the Illians, and I changed it to players of this state religion.

Perhaps +food on snow can be a benefit of the religion itself? If so, the Illians need something more than just that to represent their cold affinity.

It would be very very powerful (but they often need a boost anyways, in my experience); could you give them production from ice in addition to food? Maybe food from the outset but then additional production for the Illians only when adopting the White Hand?
I would love to do that if I could, but it is unfortunately impossible without a major overhaul to the DLL. It seems like too much to ask of Tholal.

(I could use python to manually change the plot's yields, but it would be hard to keep track of when to change the yields and not too hard to exploit terraforming to keep the extra yields while changing the terrain to something more useful.)

I would very much like it if I could make buildings like the Temple of the hand change the yields of specific terrains, but unfortunately the schema only allows them to alter the yields of water or riverside tiles.

One thing I can do is make the temples store food (like granaries, but much more effectively), which makes sense thematically on account of refrigeration.

I could also make access to a bonus (like ice mana) increase the percent yields that the city gathers.
Even if you do have another civ founding the religion, I would again ask that it not lock them into anything permanently. I could see myself doing this just to get the Illians a bit of a boost, and maybe enhance my chances at getting to stab Auric with the Godslayer in a single-player game. :D But that doesn't work at all if I'm allied to him.
What if I set it up to work through an event that lets you choose to whether to become teammates or not?
This is good, if you do insist on letting anyone perform the ritual.



I realize it's basically what the Infernals get, too; I don't suppose there's any convenient way to scale the level on the melee and ranged units based on average tech advancement in the game to that point? The ritual is completable relatively early and champions might be a bit unbalanced.
I was thinking I would make most of the units be whatever kind would be conscripted in the city that completes the ritual, possibly based on the size of the city.
Then again, Illians usually need all the help they can get...


I don't know the story with Braeden; I would think Minister Koun should have some leeway. Illians should certainly favor White Hand just as Bannor favor Order and so on, but I don't like the forced-religion mechanic.
The three named priests of winter derive their legitimacy from the Hand and should adopt it, but I guess I'll leave it for other Illians o choose or not.

Hi Magister,

I just played a game with the CoE, and I did not like the ability to upgrade shaman to mages. It was imbalanced, they got far too many mages. Effectively it gives the CoE the Catacomb Libralus and Warrens. Particularly Jonas can switch to high XP civic and spam shamans who quickly upgrade to mages. It also has the wrong flavor. Mass mages feels like the Amurites, the CoE should be lots and lots of regular troops.

My suggestion would be to give the CoE a national unit that acts like a mage. Then they would have 4 mages and maybe 4 Bahl Orcs. That would be enough mage power to support the army, but the focus would be on the regular troops.

The ability to upgrade Shamen into Mages is base FfH2 material. I don't want to cripple the Clan when it comes to magic.

I may however make Warrens not apply to Arcane or Disciple units, and make Bhall-Orcs upgrade into Archmages and Ritualists rather than Mages and Savants (which may upgrade to Mages).

That ought to be enough to prevent them from becoming an arcane powerhouse.
 
If the whole Infernal-like start doesn't work with the Illians a permanent alliance with the option like you stated would be a great idea, as the AI wouldn't require it unless they were the Doviello or a minor Illian civ anyway.

Lots of great ideas!
 
I'm thinking that the light cavalry would make a much better Royal Guard. I'm not a big fan of the normal art for that unit, so I might just replace it for everyone (but the Calabim, who have the Broodguard UU instead) rather than just the Bannor.
If I’m not mistaken the Bannor is the only one who uses the war hat so I think the art of the light cavalry would only fit that nation.


I'm kind of disappointed with them too, but am not sure yet what I'd like to do about it. So far they are pretty much the same as in the base game.
I'm tempted to give them the recruiter ability, which seems thematically appropriate, but the Bannor hero already has that and Great Commanders aren't too hard to come by during crusades.
Perhaps you could replace Donal Lugh’s recruit ability with the one to buy Demagogs. The question is what would be a reasonable price. 60 gold per unit?


I have a proposal concerning the siege process.
I find the city walls unrealistically easy to destroy by siege engines. I think the siege would be more interesting if the bombard efficiecy was downgraded to 8% for Catapults, 15% for Trebuchets and 5% for Fireballs. The bombardment could then soften the defences only down to 25%. Afterwards the Battering Ram would have to be used in order bring it down to 10%, which would be the lowest possible limit for destroying walls. This wouldn’t apply to Cannons; I’d let leave them the way they are.
In addition, Catapults and Trebuchets could use various types of ammuntion, that would temporarily lower the health or happiness inside the bombarded city. I imagine they could e.g. use carcasses or faeces in order to spread plague and heads of prisoners or pots full of snakes for demoralizing the city.
I’d also remove the bombard from ships completely. It seems odd to me and the blockade ability is good enough for ships already.
 
As we talk about the affinity with different types of terrain. Could the CoE have a unique benefit from jungles? The Orcs already have a fighting bonus in the jungle but what if they treated jungles like forests and worked them similarly like the Elves can work forests. With that some sort of jungle bloom spell for spreading jungle would be nice.
 
Perhaps you could replace Donal Lugh’s recruit ability with the one to buy Demagogs. The question is what would be a reasonable price. 60 gold per unit?

Now that I think about it, it doesn't seem as a good solution. I'd still make them a purchasable unit. Maybe through Flagbearers...
 
Now that there's a new version of MNAI out, is it correct to assume that an update of this mod will follow within a few weeks?
 
I wish someone had informed me of that update sooner.

I'll try to see if I can get an update done soon, but am not guaranteeing anything.

I'm supposed to be the house leader for a Habitat for Humanity rehab project right now, although it seems like the contractor is handling most of that job himself and not communicating with me as much as he should.

I also has a phone interview for an engineering job yesterday, and should hear back about getting an in person interview next week. I should probably try to practice on AutoCAD Civil3d more than tinkering with Civ4. On the other hand, if I don't get a new version out before starting a new job I won't have so much time afterwards.
 
I have a version which I could go ahead and release, but it seems to be suffering from a bug also seen in the new version of MNAI alone: arcane and disciple units are inexplicably able to research technologies, even really advanced ones which would normally take several great persons to finish.

Should I release it as is, or wait for Tholal to address that issue?
 
I'd wait for him to address this, seems like a pretty big issue to me.
 
I have a version which I could go ahead and release, but it seems to be suffering from a bug also seen in the new version of MNAI alone: arcane and disciple units are inexplicably able to research technologies, even really advanced ones which would normally take several great persons to finish.

Should I release it as is, or wait for Tholal to address that issue?

I would not mind trying it out even if the bug is present. I play online with two others and want to try out this mod, so we just agree to not use the bug.
 
Tholal still has not addressed the issue, but Terken has. I have not tested this extensively, but his hoxfix seems to fix the problem without causing any more.

You may download the installer here or the archive here.
 
I noticed a couple of problems with drowns.
When creating a drown from a warrior, the upgrade is incorrect.
It will be independant of the kind of metal that your melee units can use. So, il you have access to mithril, an upgraded warrior will be of strength 4+1 unholy, while having mithril weapons. If you upgrade it earlier to a drown when having only copper, its initial strangth will be identical, but when you have access to mithril its strength becomes 7+1...

Also, the cost of an upgrade to a drown seem to be correlated with the experience (and maybe tier) of the unit and can reach insane amounts (I noticed 2000+ gold). While there may be good reasons for such an amount, the player should be warned and the cost of the upgrade indicated. Otherwise it can rapidly blindly run out of cash.

Another pair of remarks about supplies. As Magister said in a previous post, they are now a buildable unit, but all leaders seem to be able to build it , while it was supposed to be reserved for some traits (sprawling, industrious IIRC).

BTW, sprawling civs do not get a real advantage form this feature. Indeed it is impossible to build anything in a settlement with a supplies, while it could lead to interesting strategies.
 
I haven't had the time for a game in several months. So I'm behind on the changes you've made. I take it forts no longer control territory and have no cultural borders? What other changes have been made to them? I haven't gotten to castles yet.
 
I haven't had the time for a game in several months. So I'm behind on the changes you've made. I take it forts no longer control territory and have no cultural borders? What other changes have been made to them? I haven't gotten to castles yet.

The forts controlling territory and having cultural borders is actually an option in the custom games. I think its the Advanced Tactics option. If you select that forts will have cultural borders and be able to control territories.
 
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