[MOD] MagisterModmod

Hey as long as you mentioned Decius, I'm pretty sure I saw a game with him in charge of the Malakim where he built wolf riders in Golden Leane.

I never use the guy, so I don't know for sure, but are you sure that trait only allows him to build appropriate units in captured cities?
 
The Tolerant trait mechanic should not let him do that.

Are you sure he built them there? Could he have built them in a Clan city, hired them as mercenaries in either a Clan or Barbarian city, hired Scorpion clan wolf riders on a tile with a goblin fort (this would require gaining peace with the barbarians through the infernal pact ritual first), or simply captured the unit with the Domination spell of a unit with the Mind 3, Law 3, Command 1-4, or Crown of Command promotion?

More Naval AI opens up one more possibility, where a very weak Clan of Embers player could decide to give up independence and give all his cities and unit to another player.
 
I don't know the details. I'm really sure I have seen a wolf rider being built in Golden Leane. I remember going what the heck is up with that?

One possibility is the city got captured, then recaptured.

I'll try to play a game with Decius and see if I can replicate this. Or maybe I'm messed up.
 
how to change a national unit to a normal unit? For example: can build unlimited crossbowman
 
I just played a game with Decius as the leader of the Malakim.

His arrogator trait seems to be working normally. As I think about things, I am quite sure I saw a wolf rider being built in Golden Leane. Maybe my memory is faulty though. Barbarians took a city I had taken from the Calabim, and after I retook it I could make Bloodpets and whatnot normally. I guess Barbarians taking a city doesn't "reset" anything.

I did find another problem. I didn't note exactly when it occurred in the tech tree, but when I built priests they seemed to have unlimited experience. For example when I made a Stonewarden I was able to give him absolutely every promotion out of the box. I didn't check with disciple or any other type of religious unit. I guess the problem happens when you get priesthood because I made a few disciple to spread Runes before that, and there was nothing odd about them.

And I hadn't done anything with the Malakim world spell.

Depending on how that arrogator trait works (I haven't had much experience with it) it is incredibly powerful. I mean can you have 4 Stoneskin Ogres and 4 Phalanxes? Or are there only 4 "slots" for that kind of unit?

Really handy for picking up different types of mana as you need it too. Have to play with him some more soon.

As a sidenote, the Malakim have awful health issues. Just awful. Their cities live with a little green nausea face. Not like those happy wonderful elven cities.
 
The arrogator trait is really he same as the tolerant trait in basic Civ4, but beloning to different leaders.

The civilization type of a city for the purposes of Kael's the tolerant trait assilimation mechanic is determined by who built the city, not who owned it most recently. The exception to this is that cities originally built by the barbarians and later captured by another civ are changed to use that civilization type instead.

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Personally, I think I would rather the mechanic be based on what civilization currently has the highest culture. I was about to say that that is not possible the without dll changes, but then I realized it would probably only require a simple piece of code like this under CvEventManager.py's def onCityDoTurn:
Code:
		if not CyGame().getWBMapScript():
			if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_TOLERANT')):
				pPlayer2 = pCity.findHighestCulture()
				iCiv = pPlayer2.getCivilizationType())
				if iCiv == gc.getInfoTypeForString('CIVILIZATION_INFERNAL') pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_MERCURIANS'):
					iCiv = gc.getInfoTypeForString('CIVILIZATION_MERCURIANS')
				pCity.setCivilizationType(iCiv)

(The first conditional is there because if this mechanic would pretty much ruin the Black Tower Scenario, negating most of the benefits gained from decisions in the previous scenarios. I think it is self explanatory why I don't want Basium training demons.)


It would probably be better to add together the cultures of players of the same civilization type though. A city with 28% Bannor culture and 72% Ljosalfar culture evenly divided between 3 different Ljosalfar leaders should be considered Ljosalfar instead of Bannor. Maybe this code would work:
Code:
		if not CyGame().getWBMapScript():
			if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_TOLERANT')):
				iDominantCiv = -1
				iMostCivCulture = 0
				for iCiv in range(gc.getNumCivilizationInfos()):
					iCivCult = 0
					for jPlayer in range(gc.getMAX_CIV_PLAYERS()):
						if gc.getPlayer(jPlayer).getCivilizationType() == iCiv:
							iCivCult += pPlot.getCulture(jPlayer)
					if iCivCult > iMostCivCulture:
						iMostCivCulture = iCivCult
						iDominantCiv = iCiv
				if iDominantCiv != -1 and iDominantCiv != pCity.getCivilizationType():
					if iDominantCiv == gc.getInfoTypeForString('CIVILIZATION_INFERNAL') and pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_MERCURIANS'):
						iDominantCiv = gc.getInfoTypeForString('CIVILIZATION_MERCURIANS')
					pCity.setCivilizationType(iDominantCiv)


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When you say "unlimited experience," you you actually mean that their xp is limitless, or that you are getting so many free promotions picks that you do not actually need to spend xp to get all of the promotions?


The Desert Shrine building should be granting 1 free promotion pick for each unimproved desert tile without an oasis or flood plain that is near the city. I just noticed that I forgot to include the check for improvements, so it is granting more free promotions than intended. I'm also thinking I'll simplify the code and make any feature prevent the plot from granting a free promotion. I forgot that peaks generated by most mapscripts have deserts under them, so I'll make it ignore peaks too. Right now I count every tile within a 7x7 square if it is is the culture range. Maybe I should scale that back to only the tiles that the city is capable of working.

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National units limits (and world unit limits too) are based on the unitclass type, not the unit type. Stoneskin Ogres and Phalanxes are share the same unitclass, so they count towards the same limit. The Arrogator trait in my modmod, like the Tolerant trait in basic FH2, does not let you get around national unit limits. If you have one Phalanx, one Verdandi, one Nullstone Golem, and one Stoneskin Ogre, you would not be able to train or upgrade any more of any of those units until one of them is killed.

In response to your previous post, the limits on how many of a unitclass you may train are set in CIV4UnitClassInfos.xml
Code:
		<UnitClassInfo>
			<Type>UNITCLASS_CROSSBOWMAN</Type>
			<Description>TXT_KEY_UNIT_CROSSBOWMAN</Description>
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>-1</iMaxPlayerInstances>
			<iInstanceCostModifier>0</iInstanceCostModifier>
			<DefaultUnit>UNIT_CROSSBOWMAN</DefaultUnit>
		</UnitClassInfo>
If <iMaxGlobalInstances> is greater than -1, then the units in that unitclass are world units. Currently heroes have 1 here and all other units have -1, but there is no reason you could not allow 4 units of a unitclass before forbidding more from being built. Note that a world unit dying does not automatically open up a slot for more to be built.

<iMaxPlayerInstances> is what makes a the units in a unitclass National units. In base FfH2, this is -1 for all normal units and 4 (or 3 in much older versions) for all national units, but in my modmod I also made Liches national units of which each player may only have 1.

<iMaxTeamInstances> is not actually used for any unitclasses (the tag by that name under CIV4ProjectInfos.xml is used, because their is no <iMaxPlayerInstances> tag for rituals) in my modmod or basic FfH2, but there is no reason why it couldn't be. If you do not have a permanent ally, then this is functionally identical to <iMaxPlayerInstances>, but if you do then their units count towards your limit too.


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You cannot actually build the palaces of other civs in order to get the free mana, buildings, or yield bonuses, specialist commerse bonuses, etc. When Kael first added the mechanic it was not only possible to build another civ's palace, but to have two of them at the same time. (The code that removes the palace from your previous capital city only looked for your civ's version.) Kael did not like this unbalancing exploit, and so changed it so that any palace you build will be changed to your civ's version. For some reason he never made it so that the information shown in your build queue reflects this though.

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The Malakim really shouldn't inherently have worse health problems than the average civ. I suppose they are more likely to start far away from Forests (which provide a health bonus) and close to Flood Plains (which provide a health penalty) though. You didn't happen to notice these health problems right after Blight, the Armageddon event that happens at AC 30, hit, did you?
 
No, I seldom play the Malakim, but this mod is like the others with the Malakim having health problems. It seems a little worse with this one, though I don't know the mechanics well enough to comment on what you have said.

The AC counter was maybe 20 at the highest.

Just seems kind of bad compared to other civs. The ones I usually play don't have much trouble getting up to population 30 or 40 without needing more than one or two life nodes. (I go FoL a lot.)

I built four with the Malakim and was still having problems with population in the low teens. I had all health building but infirmaries. I was on nothing but desert with flood plains though. No good health or food features either. It seems to me that the Malakim never get anything like the Fruit of Yggdrasil in the regions they start in. They are usually lucky to get wheat or something.

As to the experience thing, maybe it was the shrines. I can tell you that my Stonewardens had every possible promotion I could give them, and were still capable of choosing a promotion if one were available. I built a couple of Camel Archers and they only had the normal promotions from things like Form of the Titan xp.

I just played a game with Decius and the Bannor. Varn was actually next to me, and he had some really tough Stonewardens.
 
I pretty much explained that in my last post, but I'll spell it out in more detail:

Open C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Magister Modmod for FfH2\Assets\XML\Units\CIV4UnitClassInfos.xml

Search for and Replace each instance of <iMaxPlayerInstances>4 with <iMaxPlayerInstances>10 (or whatever limit you want)


Keep in mind that the limits work through the unit class. There is no reason why there should be the same maximum number of Archmages as Beastmasters, but you cannot give a unique unit a different limit than the unit which it replaces.
 
There is something screwed up with the lizardmen and orcs. They are way too tough.

I've been playing the Doviello recently. Lucian is a wuss compared to the orcs and lizardmen. I've had full health Lucian die attacking orcs on the plains for god's sake.

Just now I had 2 beastmen and Lucian fully fortified on a hill right by one of those idols the lizardmen spawn on. A lizardman spawns, attacks my beastman and kills him. Lucian has improbably bad odds (like 30%) attacking a strength 4 lizardman on a plains tile, who did happen to be fortified. So I have Lucian stay put, the other lizardman who had just spawned attacked my other beastman and kills him. Next round the first lizardman is up to full strength.

I send Lucian to Urslo, and he is in a forest tile unfortified. The first lizardman, who has only killed one beastman attacks Lucian in a forest, across a river, and kills him.

Then this lizardman takes Urslo.

This is flat out not right. Something is screwed up with these particular mobs. It happens with other civs, fights that the odds say I win with 90% I wind up losing. The stooges are particularly bad with this. I saw in another thread here that the stooges have an animal tag or something.

I've also had problems with orc warriors being gods or something. If you attack with a warrior on a plains tile, with the orc unfortified you should have 50% or so. Right now the warrior almost always loses. Heck I've had axemen lose to these guys in the same situation. Right now I am leery about attacking these guys, since I can count on losing at least one warrior per orc dealt with.

Lucian is theoretically a strength 6 unit? I am confused as to how his rust works. I've had him visit forges in earlier versions of this mod, and it never gets removed. He sure doesn't fight like a strength 6 unit.

Also as regards the Doviello and Ilians. Are the Ilian bonuses for food production on ice working? They sure don't seem to be. The Doviello and Ilians usually start in awful territory as far as growing cities. They progress very slowly compared to other civs.

As long as I'm talking about the Doviello, what is the rationale for them with the starting techs? I know they are supposed to be primitive survivalists, but you would expect them to start with exploration or something.

I never really found them to be that handicapped in the other mods, but they have real problems here. I used the Wild Hunt world spell in a Doviello game, and tried to wear down Jonas' warriors in Braduk. I sent 5 wolves against that city trying to wear down the defenders, without taking health off any of the defenders (no axemen or archers, just warriors).

What exactly is this spell supposed to do in this mod? Now you have to wait for hunting to use it, and it seems like it crashes your economy more than anything else. Compared to the Ljolsalfar world spell, it is pretty much weak sauce.

Doviello research is like pouring molasses. In the several games I've played with them in this mod, they and the Ilians expand the slowest. I've managed to do okay with the Ilians if a certain condition is met, that I'll mention shortly, but the Doviello have real problems if they don't get lucky with the goody huts, or meet another civ very early. I've tried beelining the metal line, but happiness and economic issues force me to research other things. By the time I get Sons of Asena, other civs have archers.

Also the Doviello and Ilians seem very unlikely to get horses, even more so than the other civs. I find it difficult to deal with archers without losing a ton of units, without horses.

There are other ways to deal with archers, but the Doviello research so slowly that axemen and horsemen are about it for them for a long, long time.

Now, as regards the Ilians. I realize you want Auric and his Priests of Winter to spawn in Letium Frigis for flavor purposes. But what happens if they are a long way away? Right when I play the Ilians, I fire up world builder and make sure Letium Frigis in in my territory, or reasonably close. If it isn't, I restart the game.

I think it may be possible to build a dimensional mana node, and I think Auric might be able to pick escape, but I really don't want my Priests of Winter to be left hanging.

To summarize:

1) I think there is something screwy with the barbarian units. They are too tough. I didn't notice these issues until I downloaded your latest mod.

2) The Doviello are just handicapped. There isn't another way to put it. They also get very few great people since I am always in a bind with them, and find it difficult to research many civics as opposed to things you need just to survive.

3) The Ilians kind of are too. No where near as bad as the Doviello, but their economy and expansion is very sluggish compared to other civs.

Also not sure where to put this, Charadon seems to work a lot better than Mahala as a leader. I'm not real sure what she is supposed to do other than raid other civs for money. She doesn't seem to do that very well either. Her economic situation is usually so bad, it just lets her lag other civs less badly. Heck other than promoting scouts to hunters, it doesn't seem to come up that much. I've only had a couple games with them where I made it to Battlemasters bfore throwing in the towel. And Rangers are a pipe dream with how slowly she researches.

Charadon's charismatic trait seems to work better for everything.

I'm also confused by why you give some civ leaders three traits. And strong civs like the Khazad at that (Charadon has three I guess, sorta). Also in my opinion Mahala's traits don't synergize too well. She's known for ingenuity, but in your mod it doesn't seem as handy for her at least as in the other mods.

The raiders trait works well for Tasunke, but in practice it is kind of clunky for a bunch of slow moving Sons of Asena.

So far I've played the Kuriotates and Bannor a lot. Bannor are kind of meh compared to Kuriotates, but playable.

Lanun seem very strong. They seem to be much better in your mod, than in vanilla. Khazad are freakishly powerful. If someone doesn't take them out early, they inevitably seem to sprawl into a monster. The Ljolsafar are similar.

In vanilla I'm used to the Sheim not doing well when the ai plays them, but they are strong here. Hippus seems pretty crappy both with a human player and the ai. I never play the Clan of Embers or Malakim very much, and I dislike the Svartalfar and Sidar civs so I don't know much about the other ones. Ditto for the Elohim.
 
I agree that the barbarians seem overpowered, but I don't think that any of my changes are responsible for that and I don't really know how to fix it. My modmod inherited that issue from More Naval AI. Take it up with Tholal.

(Well, I guess that the barbs in my version could be somewhat worse once Orthus spawns and before he dies, since he gives them the Aggressive and Raiders traits. I don't think that is the main issue though.)


Rust should only make Lucian 10% weaker, and should be removed when he is in a city with a Forge. Note that the mechanic requires him to be in the city at the start of a turn, not simply pass through it.


I haven't noticed any problem with the Illians not getting extra food on ice.

Not getting horses is probably just due to mapscripts that place them on terrain without the resource. (It is also rather thematic for them to be stuck with marginal land.)


I almost always start in the classical era when I play on a random map (lately I've mostly been play testing the scenarios), so I did not notice that the Doviello have no starting tech. I just gave them Exploration.



I'm thinking that I may adjust the Scavenger mechanic so that it grants free research points towards the technologies that are prerequisites for the units that the scavenger defeats, and perhaps make the Ingenuity trait double this bonus.

Edit: ok, it seems I misread the API and there does not seem to be a convenient python function to let me find a unit's tech prereq. I could do it for the promotions that the defeated unit has though, or just give random research towards techs that the unit's owner knows.




I just made this change to the code that places Auric and his lieutenants:
Code:
			iLeader = cf.getLeader(gc.getInfoTypeForString('LEADER_AURIC'))
			if iLeader != -1:
				pPriestPlayer = gc.getPlayer(iLeader)
				iAuricTeam = pPriestPlayer.getTeam()
				eAuricTeam = gc.getTeam(iAuricTeam)
				if iAuricTeam != pPlayer.getTeam():
					pPriestPlayer.AI_changeAttitudeExtra(iPlayer, 4)
					eAuricTeam.meet(pPlayer.getTeam(), True)
				pCapital = pPriestPlayer.getCapitalCity()
				pCapital.setHasReligion(gc.getInfoTypeForString('RELIGION_WHITE_HAND'), True, True, True)
				[COLOR="Red"]if pLetum !=-1:
					iDistance = CyMap().calculatePathDistance(pCapital.plot(),pLetum)
					if iDistance == -1 or iDistance > 40:
						pLetum = -1[/COLOR]
				if pLetum !=-1:
					pPriestPlot = pLetum
				else:
					pPriestPlot = pCapital.plot()
				pNewUnit = pPriestPlayer.initUnit(gc.getInfoTypeForString('UNIT_AURIC'), pPriestPlot.getX(), pPriestPlot.getY(), UnitAITypes.UNITAI_HERO, DirectionTypes.DIRECTION_SOUTH)
				CyInterface().addMessage(iPlayer,True,25,CyTranslator().getText("TXT_KEY_WB_RETURN_OF_WINTER_VICTORY", ()),'',1,'Art/Interface/Buttons/Improvements/Letum Frigus.dds',ColorTypes(8),pPriestPlot.getX(),pPriestPlot.getY(),True,True)
Now they will still be placed in their respective capitals instead of at Letum Frigus if the improvement is too far away or is inaccessible due to oceans or mountain ranges.
 
Thanks for the reply. I hope what I'm writing now isn't too disorganized.

Also I'm just playing, not playtesting, and haven't been taking notes about the situation as I encounter things. Also some of what I have to say applies to the mod version before your latest.

In the previous version of your mod I played the Doviello with Mahala. She was fortunate enough to start with the Khazad right outside the valley she started in. The usual big stack of beastmen and Lucian took care of them.

I was far enough from other civs that I managed to tech up and get to battlemasters. One thing that helped me was I did get horses in that game. I had to wipe out the Balseraphs who also started pretty closely to get them though.

Now my memory may be faulty, but I'm pretty sure I had Lucian in a city with a forge for a few rounds and noted his Rust promotion was never removed.

In that same game the Sheim had taken out Acheron and gotten his hoard. I was attacked by a stack of pyre zombies and axemen (can Sheim build those now?). I defeated their stack and was looking for my battlemasters with the Mithril promotion but couldn't find any. So is that working? I was specifically trying to get my battlemasters the kills so I could get Mithril, but didn't get any.

On a side note, Acheron is too easy to deal with now. Without his stack of Sons of the Inferno in that city, he is pretty easy to take out. The ai apparently is much better about attacking him now. He is back to being a goody hut.

Also Orthus has a new strategy apparently. I guess it is smarter, but he seems to hang out somewhere for a long time, until he has all 100 points of his hero promotion. Then he finds a couple of axemen or spearmen from somewhere and goes to attack a civ. This happens reasonably early still, so my usual strategy of hunkering up in one city with a big stack of warriors until I have archery doesn't work. The time he attacks I only a few defenders in a city.

Not a problem for Kuriotates, because I can generally get Centaurs or even Centaur Archers there in time. For the slow footed civs, or those unfortunate enough to get horses it's much more of a problem.

Maybe my issues are related to the map I play. I use the Erebus map script, which is kind of frustrating at times with how it lays out everything. I use this because I enjoy building the most, and really hate it when civs start too closely. It seems to be the best map for avoiding this issue. Kind of cramps the Kuriotates in particular, but they still don't seem to have problems getting big cities.

I only play on Noble difficulty if that makes any difference. I will say horsemen make a huge difference in the games I've played so far. Being able to get to where I need to be quickly, and able to hit and run with a reduced chance of losing units really helps.

Part of my problem with the Doviello might be the script as you say. I can't recall that I have every had the Fruits of Yggdrasil or something in my starting territory. I get Letium Frigis with them frequently, but typically I get a bunch of ice covered hills with a few productive tiles along rivers. I've started sending my initial settler a long way out trying to find better territory, but often I wind up in a spot where my beastmen and Lucian can take like 8 or even 10 rounds to protect my city. Also I wind up losing several rounds scouting out a build spot.

Then too, I seem to get the dwarves as starting neighbors frequently. You were right about the Luchiurp getting Runes first more often, but if either gets it and builds Bambur the Doviello have real problems. The Ilians seem to get them as neighbors just as frequently. I find this frustrating because Khandros Fir is a real warmonger, and if you don't catch him very early he is very hard to conquer. Usually the Luchiurp take longer to turn into a dangerous threat, so I'd much rather start next to them.

Don't get the wrong idea, this is a very good mod and I really enjoy it. I do think you have some balance issues though.

I do want to say whatever you did with the Dragon Fanatics and the Cult is better now. I played a recent game with the Kuriotates and the Sidar had some mammoth civ on the other side of the Amurites. I sent in a Fanatic and he spread the religion to the Sidar, and converted a bunch of units. I'm not really sure what happened over there, but it wasn't the mess it had been in the past when I've done this. It used to be a bunch of barbarian units would roam around the civ and take a few cities. Then the affected civ would be tied up dealing with this issue.

Anyway you are doing a great job. But in a lot of way I think your changes are very ambitious, and I do think it will take some time to balance out everything.

Runes and Leaves are too widespread now to make me happy. All the Religions get founded, but those are the predominant ones. The Lanun go overlords of course, and you can count on the Sheim going Veil in the end, but if not for those civs it would be a Runes/Leaves world usually.

Also the Empyrean is kind of weak now. I guess you can still load up on the sun mana, but what Chalid did, Brigit does better now. The benefits of the Empyrean are Chalid and Blinding Light. I just need a sorcerer to get that now, or ice mana and an adept.

Not very good compared to Runes or the Fellowship. Or the Order.

And in another disorganized point, I played an Ilian game where I loaded up on ice mana.

My Heirs of Tarans were strength 50. They wrecked all kinds of havoc (upgraded from Priest of Winter I think), though a few Bannor fireballs took them out pretty easily. I should have had some sorcerers with force mana, but next time.

Did you intend for them to get that strong?
 
I just noticed that the Forge Building, unlike its Dwarven Smithy replacement, does not have the <bApplyFreePromotionOnMove> tag. That is probably stopping Rust from being removed, and should be changed.

Edit: Now I see that neither building has that tag in base FfH2, which makes me think it might not actually be relevant. I can't seem to find where the code that removes it is supposed to be.


Given your scavenger trait, (actually only the Scavenger promotion matters, but it is only granted by the trait), Lucian should also be able to get rid of the Rusted promotion by stealing weapons from another unit. I just noticed though that as currently written this only happens while stealing weapons of a higher tier (meaning mithril). I just changed it so that Rusted can also be removed by stealing weapons of an equal tier.


In the text of Ashes of Brigdarrow, Gosea the Dwindling is guarded by two Axeman. As such, I thought it appropriate to allow the Sheaim to train them. Pyre Zombies as a Champion UU now instead.


You have to have the Dragon's Horde as a building in a city in order to get its free Mithril. Since I do not want all the Barbarian melee units to have access to Mitrhil weapons too soon (that would make them way too powerful), I made it so that the Dragon's Horde starts not as a building but as a promotion on the Acheron unit. If he is killed he should drop it automatically, unless he is captured in which case it remains in promotion form until he drops it.


The Barbarians should be able to build Disciples of Acheron and Sons of the Inferno now, in any city with The Cult of the Dragon present (which of course includes Achero's city, which is made that religion's holy city when he is created). I put the tech prereq of Disciples of Acheron at Priesthood though, back when I was having an issue with them spawning randomly everywhere. I think I solved that by giving them a Cult of the Dragon State religion requirement, and using python to force the barbarian state to convert to that religion when Acheron is built. I'll move them back to Mysticism and see if they get built properly now.

I'm considering switching Acheron so that instead of having the Held promotion there are two versions of the unit in the same unitclass, with the one that the Barbarians build being DOMAIN_IMMOBILE but being switched to the other version in python when it is captured. This would allow him to cast Breath Fire and Roar to defend himself while still stuck in his city. It would also let him drop his Horde though, unless I changed it so that it is only generated using python when he is killed.
Edit: I just realized some potentially serious complications this could cause. Perhaps it would be better to get rid of held and not create an immobile version of the unit, but to add a python prereq to his version of the Breath Fire spell another conditional to effectCultusDraconis which causes him to have his moves ended whenever he is in a barbarian city?


Orthus actually has a chance of converting the units he defeats into Axemen to follow him.


The Erebus mapscript certain does seem to cause problems for the Malakim and the Doviello.


I've never seen Heirs of Taranis get that strong. They've actually seemed rather weak most of the times I got far enough to get them. You must have had a lot of Ice mana. Perhaps I should cut back on the affinity and boost their base strength. I'm a bit surprised that a bunch of fireballs worked against them though, as they should automatically heal completely after every combat.
 
Ok, a few things, I just played a game with the Doviello again.

1) The tough barbarian thing is apparently totally due to Orthus leadership and the promotions he gives them. I played a game with no Orthus and the barbarians seemed totally normal to me. The Raiders trait (which I disparaged above) explains how the barbs were able to whack my workers so reliably from such a distance.

Now that I understand what is going on, it doesn't seem so bad. Not sure if I am going to play with Orthus in the game now though. I play the Kuriotates the most, and they don't have any problems. I can get a Centaur anywhere in a hurry. I'm sure the Hippus will have no problems with them either.

Some of the other civs I'll have to think about. It's kind of rough to lose workers to barbs all the time. Not to mention the fact they can be a real threat if you have too many barb spawning points around (one game I had a goblin fort and three lizardman rocks, I got swarmed).

Maybe I rely on horses too much, but it is hard to protect a lot of area without them.

2) The Doviello problems (and Ilians also I think) are apparently totally due to the mapscript. I got a good starting area in the game I just played, and they seemed perfectly normal. As you said the Erebus mapscript is apparently kind of wonky. All that ice just isn't good for a city to grow. The Ilians still seem to do better with normal terrain, but New Mulyr apparently freezes over Ilian cultural area.

The Temple of the Hand is good for happiness, and the Ilians do better with ice than anyone else, so I'd say it is a net advantage however.

3) I checked Lucian with a forge. My memory was incorrect. However it happens his rust promotion is being removed.

4) Yeah, I was really trying for ice mana. I wanted to see how high I could get the strength on the ice elementals. But in the late game, the Rites of Oghma starts popping nodes all over the place. And the ice mana gives a linear benefit if you build more.

I was surprised the Heir died to fireballs. They do have weakness to fire. Also he was being attacked by a Bannor stack. He seemed so strong I had him running around solo in Bannor territory to see what he could do.

I think I had like 12 or 13 ice nodes. I think Auric's elementals were strength 18 or 19 or something (I had both heroic strength and defense maxed).

5) I apparently don't understand this game as well as I thought. One thing that seems off to me is the withdraw chance for horses. Cardith Lorda has the Defender trait, so it didn't surprise me when Flanking 3, gave a 95% withdrawal chance for cavalry units.

But in the Doviello game I just played, Mahala's Horse Archers had the same 95% withdrawal chance with Flanking 3. I thought it was capped at 85% unless you had a trait to affect it?

Is this how it should work?
 
Does the Sept. 8th release only include the new custom art, or are there other updates as well?
 
It definitely contains other updates besides just the new art.

It changes that spells like Call Animal, Summon Sand Lion, and Create Puppet work so that what matters is whether the caster already has one of those permanent units summoned rather than counting the number of possible summoners and summons.

It makes Theology a prereq of Summon Beast of Agares, so that Judecca is not so overpowered.

It allows Mercurian Angels to upgrade to Runewyns.

It includes many new txt_keys to better explain how the mods works.

It makes Creation mana not qute so overpowered.

It adds The Grapes of Wrath as a hell equivalent of Wine. (Units like the Ira have affinity for the resource.)

It allows barbarian units to get free spell sphere promotions based on mana, using a random number based on the amount of mana found in the area of the map where they spawn since they do not have a capital and so are not considered as controlling any mana by the mechanics that give spell spheres to others units.

It makes Citadels of Light work properly.

It changes the way that hell spreads somewhat.

It makes Lightbringers lose their building prereq but require the Empyrean religion present in the city. It makes Desert Shrines more useful (too much so, I've had to scale it back since).

Plenty of scenarios have been changed.

Civics were adjusted to cut back on the chance of revolutions.

Priests instead of only disciples were made units that can be gifted through lair exploration. This includes Luonnotar and Priests of Winter.

The AI is less weighted towards Rights of Oghma, and there is a limit (albeit a high one) on how often it can be used. The AI is now somewhat more likely to use natures revolt.

In the Lord of the Balors, you no longer start with your units on a ship. The AI was just too likely not to settle that way. Instead, each invader of the Fane is placed in one of five random positions that I considered most favorable and spread out to defend all the area south of the mountains. The demon lords (excluding Hyborem) are also randomly placed in positions within the hell terrain of that I consider adequately spread out and favorable. Making peace with Meresin increases the AC instead of having no effect. You can also make peace with Hyborem if you agree to convert to the Ashen Veil state religion. The human civs no longer have avatar units, as their AI cannot handle them. The game now requires complete kills, but each Infernal player is destroyed (their units and cities turing barbarian) when their avatar dies (permanently, so either killed twice per turn or by the Clava Vindex).

The Malleus Vindex was renamed the Clava Vindex, because even though Kael has called Basium's weapon a war hammer in a forum post the only mention in game itself calls it a club. (It clearly looks more like a cudgel than a hammer now that I am using the same art from the Basium unit.)

The Gela now allows players not only to dominate demons, but to capture AV cities not controlled by a player with the AV state religion.

I added a spider web improvement to spawn baby spider and temporarily immobilize units caught in it. (It did not work very well though, since non-permanent lairs are automatically destroyed when entered. I changed by mind and removed it shortly after the release.)

I also added a Pit improvement (which spawns Pit Beasts) and a Hallowed Ground improvement (which prevents the spread of hell terrain on the tile), both primarily for use in Lord of the Balors.


Various AI weights have been changed. Many buildings are more likely to be captured rather than destroyed when a city is captured.


Various minor python bugs have been fixed, and several bits of python changed so that it should run faster (although more of this optimization was done since that release).


Portals generated from lairs are more likely to lead to distance or isolated locations, rather that just a few tiles away. The demon lords will tend to spawn further from each other, and are less likely to take AV cities from players with the AV state religion.

My attempt to make the Kuriotates arcane and recon lines unique art depend wholly on their races did not work well. There is a typo on the code that gives the races, and it would only apply to units they build anyway, I have since gone back to having Lamia and Musteval UUs.
 
Among all imba civs, the Doviello is the most overpowered for only one unit: Lucian. How? Simple: whack the first neighbour civ you see with him, kill their warrior and scout in wild, after he gets lv 3 or higher he can kill all warriors in their capital, and smash all the way till the end, which should be before turn 200.
 
Not really. I've been making changes gradually without planning most of them much in advance, and haven't really kept track of all of them.

I'll see about using Winmerge to compare by modmod to base FfH2 and making a feature list for the next upload. Right now I'm kind of busy getting the house ready for the painters that are coming on Monday though.
 
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