[MOD] MagisterModmod

I'd like to see water mana as a chance to find resources from water...as Lanun, there is no incetive to build wyrmhold, water mana from wyrmhold is usually at this stage of game pretty useless...maybe chance to flooding - wipes out improvements and bonuses but creates floodplains from flooding via water mana?

also dimensional mana hoarding from wyrmhold to Sheaim is remarkably poinless, maybe on dimensional and two death mana to sheaim from wyrmhold? maybe to dimensional mana chance to build units with flying promo? maybe 3% per mana? but wyrmholds to kuriotates and illians fits like gloves due to very useful mana ....to them...
 
The primary advantage of extra dimensional mana is that Sheaim mages get Dimensional II for free. That means potentially 60% more powerful summons (20+20 for Dimensional I and II and 10 + 10 for empower from two extra combat promotions) plus a 25% kickback on XP earned by summons.

That, and they can trade it to other civs. For all that's worth.
 
civ4screenshot0001j.jpg
 
I'm thinking that part of the reason why the Luchuirp tend to be so powerful is that they are taking advantage of Barnaxus too early. In the last release I made him weaker, but it didn't help much. I'm thinking it would be better to make him stronger again, but change his tech prereq from Construction to Engineering. How does that sound?

me-thinks both are good.
However, I would rather have the "ring barrier" be more imposing on the caster...
or less powerfull.
destroying every summon is very powerful for a lvl2 spell.
(especially for high order elementals).
maybe either :
-gives (aura?, 2range(all BFC) ) +30% vs summons (or +50) (either as "feature of the terrain, or as a temporary promotion that disapear as soon as you move out of range)

-defensive strike mechanics on summons (or like the malakim tower of flame or something, but activated by summons): each summon that

-blocks the caster from casting ?
and : each time a summon attack the city, the ring may fail. chance is increased proportionnaly to summons str²*level and inversly proportional to greater caster with dimensional 2 : lvl (*2 for mage, *3 for archmage).

For earth 1.. it would be nice... eg. a +5%:hammers: magical forge, +10% with earth mana, +5% with enchantment (total +20%)

So Sever Soul as Dimensional II has support from the audience? Good, because I went ahead and made the change before waiting for a response. I did the same with the Ring of Warding.


Your suggestions for balancing the Ring of Warding would be very hard to code.

It would be fairly easy to change it so that the Ring of Warding does not automatically kill summons, but rather deals them a significant amount of damage. The amount of damage and/or the maximum limit on the damage could be made to scale with how much Force Mana you control if you like. This is basically how the Citadel of Light works in my modmod, but it uses a <PythonAtRange> call rather than a dummy spell's <PyRequirement>. That difference complicate things. The code would be called whenever a unit is selected, so deselecting a summon and then selecting it again would cause damage to be dealt to it again. This doesn't matter so much when the unit is killed the first time it is selected.

It might work alright if I made the spell deal an extremely high amount of damage, but capped it based on how much Force mana the owner controls. That should make it so that the summon

I just got an alternate idea. I could make it so that the Ring of Warding makes it so that nearby hostile summons loose the ability to make attacks.



I'd need a better name than "magical forge." How about "Diligence?" It think it is better for it to represent inspiring a good work ethic in the populace rather than giving them an actual magic building. I also don't think that an earth spell should grant a stronger bonus based on controlling Enchantment mana. That would make it benefit the Luchuirp more than the Khazad.

If it weren't for he fact that the Luchuirp Golems would not benefit from it, I'd consider making it a promotion that boosts workers' work rates instead.


I'd like to see water mana as a chance to find resources from water...as Lanun, there is no incetive to build wyrmhold, water mana from wyrmhold is usually at this stage of game pretty useless...maybe chance to flooding - wipes out improvements and bonuses but creates floodplains from flooding via water mana?

also dimensional mana hoarding from wyrmhold to Sheaim is remarkably poinless, maybe on dimensional and two death mana to sheaim from wyrmhold? maybe to dimensional mana chance to build units with flying promo? maybe 3% per mana? but wyrmholds to kuriotates and illians fits like gloves due to very useful mana ....to them...

I cannot set different bonuses to alter the chance of discovering different resources (without making significant change to the DLL or using a very awkward python workaround). Earth mana actually increases the chance of discovering all discoverable resources.

As BvBPL said, the main benefit is free dimensional promotions, which also pass on free combat promotions to summons and let the summoner keep a portion of the summons xp.

It should also be noted that Eaters of Dreams have affinity for Dimensional Mana in this modmod. So do Rifts, which are normally used only for transporting your armies but can also be used simply to attack distant units.

Good catch. I have fixed this.
 
Your suggestions for balancing the Ring of Warding would be very hard to code.

It would be fairly easy to change it so that the Ring of Warding does not automatically kill summons, but rather deals them a significant amount of damage. The amount of damage and/or the maximum limit on the damage could be made to scale with how much Force Mana you control if you like. This is basically how the Citadel of Light works in my modmod, but it uses a <PythonAtRange> call rather than a dummy spell's <PyRequirement>. That difference complicate things. The code would be called whenever a unit is selected, so deselecting a summon and then selecting it again would cause damage to be dealt to it again. This doesn't matter so much when the unit is killed the first time it is selected.

It might work alright if I made the spell deal an extremely high amount of damage, but capped it based on how much Force mana the owner controls. That should make it so that the summon

I just got an alternate idea. I could make it so that the Ring of Warding makes it so that nearby hostile summons loose the ability to make attacks.

Would it be easy to code so that attacking summons have a percent chance to not attack, or percent chance that the attack does no damage? That seems a bit more fitting for a "ward", as in to turn aside an attack. Although, causing damage is a bit like D&Ds Glyph of Warding. Perhaps a name change?
 
I have come to the conclusion that Philosophical is an overpowered trait. At least as far as founding religions goes.

I've played the Clan of Embers and the Malakim lately (always Varn, Decius just isn't in his league).

It's like you are playing at warp speed compared to the Clan. Elohim with Einion have some of the same aspects, but there is something weird about the Malakim. Even without the adepts they research faster than anyone in the early game.

Kuriotates are pretty good at this too, but not being able to infinitely city sprawl hurts them I think.

Maybe it's only my games, but if Varn is in the game he will almost always found Runes, then Empyrean not too much later. Elohim will usually get it if Varn isn't in the game.

I know religions aren't the only thing, but it seems to me that they are bulbing techs with the great people. Varn doesn't really need to do it, there is something really off about the Malakim compared to other civs.

And I have no idea why, but Ljolsalfar are usually the only competition to found Leaves. EVERYONE (except Sheim and Lanun) seems to want this. I'd think the Svarts would too, but I almost never lose that religion to them.
 
I don't know all the bells and whistles behind the scenes with this game.

But is there any option to limit the max number of cities a civ can have? The number of cities/distance from the capital thing doesn't even slow them down.

Frequently I wind up with a final opponent that is some massive civ with upwards of 30 cities. It's just too much tedium to win when that happens. If the altar/tower isn't really feasible (ie, a philosophical leader or a lot of mana nodes), I just call it quits at that point.
 
Would it make sense for the Svartalfar to found Council of Esus at Way of the Wicked, similar to the Malakim and The Empyrean?

I think it would, but Nox Noctis is way overpowered compared to the other religious shrines. Particularly for the Svartalfar. If you have that building you can upgrade Fauns to Satyrs out of the gate.

With the recon units for the Svarts being 1 more strength than other civs they can really get out of hand with the recon units.
 
Would it be easy to code so that attacking summons have a percent chance to not attack, or percent chance that the attack does no damage? That seems a bit more fitting for a "ward", as in to turn aside an attack. Although, causing damage is a bit like D&Ds Glyph of Warding. Perhaps a name change?

That would not be easy at all. I believe it would be impossible without significant SDK work.

There are python calls that take place after the combat is decided, but none that happen when combat is first initiated.

I believe that Civ IV actually does have a python call that can be used to block units from entering specific tiles, but Kale disabled it because it slows the game down considerable. He disabled the check that let you execute code whenever a unit moves to a new tile for the same reason.



The way I have coded it (and the Nullstone Citadel's effect before it) is though a python prereq of a spell. This code is called whenever the unit is selected and again once the unit moves to a new tile (which might have different valid spell targets).

If you tell it to move through multiple tiles at the same time though, then it does not seem to be called again until the unit stops at the last tile. I just thought to test this, and found that if you select a summon that is outside of the Ring of Warding's range and tell it to attack the city, it can do so before it is blocked.

Perhaps it would be better to work through an improvement instead of a building. I don't think it would be so easy to get around a <PythonOnMove> effect. The actual attack blocking code would be more efficient, although it might take a more complicated work around to decide where to put it and whether to maintain it.

Edit: Actually, it does not work nearly as well that way. As an improvement, the Ring of Warding is useless against units summoned in adjacent tiles, as they are not assigned their summoners or durations until after they are initialized and counted as moving there.

Do you think it is ok to ignore the exploit and allow summons with enough movement points to attack through the Ring of Warding if they are beyond its range when they are ordered to attack and do not have to stop in between for any reason? Keep in mind that that would require the casters have multiple extension promotions and another unit close enough to the city that it is visible. If the defenders are revealed while the summon is moving then it would stop and be made vulnerable to the Ring of Warding's effects. I'm thinking it is an acceptable limitation of the code. I'm already accepting similar things from other passive spells.



I don't think I'll change the name. Making the nearby summons unable to attack the city (and, incidentally, anything else) seems like the main point of Warding. Damaging them is just a bonus.

I have come to the conclusion that Philosophical is an overpowered trait. At least as far as founding religions goes.

I've played the Clan of Embers and the Malakim lately (always Varn, Decius just isn't in his league).

It's like you are playing at warp speed compared to the Clan. Elohim with Einion have some of the same aspects, but there is something weird about the Malakim. Even without the adepts they research faster than anyone in the early game.

Kuriotates are pretty good at this too, but not being able to infinitely city sprawl hurts them I think.

Maybe it's only my games, but if Varn is in the game he will almost always found Runes, then Empyrean not too much later. Elohim will usually get it if Varn isn't in the game.

I know religions aren't the only thing, but it seems to me that they are bulbing techs with the great people. Varn doesn't really need to do it, there is something really off about the Malakim compared to other civs.

And I have no idea why, but Ljolsalfar are usually the only competition to found Leaves. EVERYONE (except Sheim and Lanun) seems to want this. I'd think the Svarts would too, but I almost never lose that religion to them.

Mind and Creation mana do boost the research rate by themselves, even without their spells being cast. I just decided to reduce Creation from a 2% to a 1% bonus.

The Malakim start with Mind, and can get Creation fairly early from the Deies Diei.

It looks to me like Varn actually has a negative flavor weighting towards science, which would seem like it should put a damper on his research. I guess it doesn't. Maybe his positive weighting towards the religious flavor drives him to found religions.

I was thinking that there was some old code forcing good leaders to try to found good religions sooner, but I can't find it. Maybe that was pre-MNAI.

Varn's positive weighting towards the Runes might make him rush to found it. I just reduced this weight.


The Ljosalfar start the game with a portion of the research towards Way of the Forest already complete The Khazad get a bigger bonus towards Way of the Earthmother, but this is still not sufficient for them to found it much of the time.

Would it make sense for the Svartalfar to found Council of Esus at Way of the Wicked, similar to the Malakim and The Empyrean?

Eh, I don't think so. The Malakim have this advantage because it is explicitly stated that their holy men were devoted to Lugus long before they received the revelation that established their official doctrines.

The Svartalfar do start out with some of the research towards The Council of Esus already completed. I just made this bonus bigger than it was in previous versions. They still need to research the prerequisite techs to before completing Deception though.

I don't know all the bells and whistles behind the scenes with this game.

But is there any option to limit the max number of cities a civ can have? The number of cities/distance from the capital thing doesn't even slow them down.

Frequently I wind up with a final opponent that is some massive civ with upwards of 30 cities. It's just too much tedium to win when that happens. If the altar/tower isn't really feasible (ie, a philosophical leader or a lot of mana nodes), I just call it quits at that point.

You could give the leaders some variant of the Sprawling trait, or use the No Settlers option, but those are probably too extreme.

You could use python to block the construction of settlers if the player has to many cities/settlers already.

You could also use the <iInstanceCostModifier> tag in CIV4UnitClassInfos.xml to make settlers become more expensive the more you build. (Actually, I think I'll do that now.)

This won't help a whole lot if the rival empires got that big from conquest instead of setting their own cities though.
 
Tablets of Bambur is way better than Nox Noctis, Bambur and arete > 8xp to recon unit be it svart recon
 
Mind and Creation mana do boost the research rate by themselves, even without their spells being cast. I just decided to reduce Creation from a 2% to a 1% bonus.

The Malakim start with Mind, and can get Creation fairly early from the Deies Diei.

It looks to me like Varn actually has a negative flavor weighting towards science, which would seem like it should put a damper on his research. I guess it doesn't. Maybe his positive weighting towards the religious flavor drives him to found religions.

I was thinking that there was some old code forcing good leaders to try to found good religions sooner, but I can't find it. Maybe that was pre-MNAI.

Varn's positive weighting towards the Runes might make him rush to found it. I just reduced this weight.


The Ljosalfar start the game with a portion of the research towards Way of the Forest already complete The Khazad get a bigger bonus towards Way of the Earthmother, but this is still not sufficient for them to found it much of the time.

The Malakim with Varn usually seem to wind up as pretty powerful. There is a difference with the AI and a players. To me, in this rev of the mod, the Malakim are overpowered for a human player. When a human is going for a certain religion, he will hold on to a GP, until he has the right techs to bulb it. I'm not real certain what the AI does with them. I'm pretty sure the Elohim bulb with Great People though.

But the AI doesn't seem to do anywhere near as well as I do with the Malakim.

One thing about Runes, and it is anecdotal. I think that a GP will bulb Runes before Leaves. I've actually been in the situation where I had mining and hunting, and the GP wants to bulb Runes, when I actually wanted Leaves. I'm not sure whether certain Prophets are preferential towards certain religions or what.

Also it may be a case that the AI civs in general go for Crafting/Mining before Hunting, so they try for Runes.

And on the "Sprawling Empires" thing, you are right about it being the result of conquest in the end game. I usually tend to be a builder, plus I play on the Erebus map. Quite often I get two continents, me on one, and the competition on the other.

Not sure what to do about it honestly. Khazad and the Clan are really bad for this. Lanun too, but not as much as those two.
 
Tablets of Bambur is way better than Nox Noctis, Bambur and arete > 8xp to recon unit be it svart recon. Poison is higher priority when you play svarts than deception... and destert shrine is better than all the buildings ;)
Nox Noctis in nowere near op it is a normal decent shrine to The weak religon, and that comes from the stealth or whatever they call it promo not the 8xp
 
I've already made enough changes that that saved game is not compatible with what I'm running anymore. I could rename the new version and roll back to the last release to test your game, but don't wish to do so if it isn't necessary.


I'd already made some changes to he Provoke/Taunt spell. (The two spells are the same except for the chance of resisting it.) People had noted before that the Provoke causes crashes when used in other player's cities, so I blocked it from being used there.

Was that what happened in your game, or is there something else I need to change? Maybe it should not be allowed if there are units belonging to another team on the same tile as the caster?
 
I've already made enough changes that that saved game is not compatible with what I'm running anymore. I could rename the new version and roll back to the last release to test your game, but don't wish to do so if it isn't necessary.


I'd already made some changes to he Provoke/Taunt spell. (The two spells are the same except for the chance of resisting it.) People had noted before that the Provoke causes crashes when used in other player's cities, so I blocked it from being used there.

Was that what happened in your game, or is there something else I need to change? Maybe it should not be allowed if there are units belonging to another team on the same tile as the caster?

I provoked with Mardero lunatic and assasin (simultaneously). I guess - taunted enraged lunatic - somehow. Taunting others on the field - no issues. Tested on WB. I see, tholal has fixed the issue...
 
Days ago I found out that adventurer can upgrade from archer to CROSSBOWMEN with only TRADE and archery tech. So from now on Grigori would need only these and it's game.
 
I've just finished scenarios. Great work but not without bugs.

Radiant Guard:
Mikel can't cast (because of being held).
Also, shouldn't he be inside Bourne? If you think that it would be too easy, just add another Beast of Agares to Infernals.
And I always wondered, where are Hippus? Maybe some of lanun
Spoiler :
and/or bannor
forces should be replaced by hippus?

The Black Tower:
I think that Barnaxus shouldn't spawn: "the black tower" happens after "the Momus" which happens after "Beneath the heel".
Spoiler :
And Barnaxus was destroyed in "Beneeth the heel".

If The Splintered Court is completed,
Spoiler :
then elvel civil war is ended and they are united now.
So why only one of elven civilizations is allowed?

Fall of Cuantine:
Final event didn't happened
Spoiler :
after I killed drones.
Waiting one turn didn't help.

Wages of Sin:
The text for calabim message after defeating a third civilization is missing. Is it written at all? In earlier versions the task was to kill 3 civilizations, not 4.

Against the Gray:
Starting with a brujah with Body 3 is overpowered. I gave him Decius and completed all map with just this one unit. :king:
Not a bug, but what are all those skeletons, wraiths and necrodruids doing in SIDAR lands?

Blood of Angels:
Auric can't rescue Brigit (he is evil).

The Cult:
No unit has the white hand religion. Even priests that were built later.

Mulcarn Reborn:
Spoiler :
The death of Cassiel is mentioned in starting message. And I killed Odio.

Overcounsil meetings are broken. The only option to vote is "abstain". I think that's because of
Spoiler :
Decius
. Before he spawned, overcounsil worked fine.

Lord of the Balors:
I killed Hyborem and multiple (2 or 3, I don't remember) barbarian Gela's spawned.



General:
Illusion archers can use ranged attack.

Force 1 spell can add Temporance promotion to angels.

Avatar of Wraith has 6 chaos affinity. Why? I though that he and archangel of Camulos are different guys.

In Lords of the Balor I've found many tigers at (0,0). Can Sluagh summon tigers? Did Genesis turn some of sluagh in tigers? Or was it simply coincidence?

The "violent spirit possessed him" event add crazed but didn't add demon possessed promotion.

It is probably a feature, but sluagh heroes get post-mortem experience. 1 exp per turn. :lol:

Illian assassins can become invisible on snow. Maybe they should automatically become visible on another terrain?
 
I've just finished scenarios. Great work but not without bugs.
I haven't really done anything with the scenarios lately. They aren't a priority for the version I intend to release later today, but I'll try to fix the things that are quick and easy.
Radiant Guard:
Mikel can't cast (because of being held).
Also, shouldn't he be inside Bourne? If you think that it would be too easy, just add another Beast of Agares to Infernals.
And I always wondered, where are Hippus? Maybe some of lanun
Spoiler :
and/or bannor
forces should be replaced by hippus?
There is an event in which the player can chose to betray the Overcouncil and join Hyborem in defeating Basium. I believe that placing any of your units in the Bone the Gleaming would make victory that way too easy.

I say that, but then I noticed that in my scenario file Mikel appears to be in the city. Maybe he just gets kicked out?

I think there was a reason I wanted him held, but I don't recall what. I think I'll go ahead and remove that promotion.

During this scenario you can meet Capria of the Bannor, who in the process of sailing to The Fane of the Lessers to vanquish the demon lords and rescue Donal Lugh. While she was away from the Bannor homeland, Auric Ulvin attacked. They are too busy fighting him off.

Tasunke of the Hippus would just be negotiating his payment for serving Auric.

I'm not quire clear why Kael did not allow any of Rhoanna's Hippus to join Falamar, as they should be traveling together after the events of The Momus.

I just added a few mounted units with the Horselord promotion to the game under Falamar's control.

The Black Tower:
I think that Barnaxus shouldn't spawn: "the black tower" happens after "the Momus" which happens after "Beneath the heel".
Spoiler :
And Barnaxus was destroyed in "Beneeth the heel".

If The Splintered Court is completed,
Spoiler :
then elvel civil war is ended and they are united now.
So why only one of elven civilizations is allowed?
Barnaxus destroyed already? I hadn't thought of that, but it does seem like he must have been. I suppose someone could have gotten the piece back after Mulcarn's Last Breath was extracted from them, but he probably would just be an ordinary Golem after that.

Still, from a mechanics perspective it does not seem right to block them from this hero only.

The Elves may be reunited, but the victor's culture would probably dominate so it is as if the looser where just wiped out.

I don't think I'll change this scenario, a least for now.
Fall of Cuantine:
Final event didn't happened
Spoiler :
after I killed drones.
Waiting one turn didn't help.
I haven't dealt with it for so long I don't quite remember, but isn't
Wages of Sin:
The text for calabim message after defeating a third civilization is missing. Is it written at all? In earlier versions the task was to kill 3 civilizations, not 4.
Kael wrote more of those entries for the Malakim than he did for the other civs. I may go back and write more so that every player has some text for killing another player later, but not today.
Against the Gray:
Starting with a brujah with Body 3 is overpowered. I gave him Decius and completed all map with just this one unit. :king:
Not a bug, but what are all those skeletons, wraiths and necrodruids doing in SIDAR lands?
I removed Body 3.

I didn't add any of those undead units. They were in the base FfH2 scenario. Kael may have had some good reason. I'm not sure what it is, but I don't intend to change it.
Blood of Angels:
Auric can't rescue Brigit (he is evil).
No, but Mahala could possibly free her and sacrifice her for him. Auric can still free and kill Odio.

Maybe I should add a special spell to let Auric sacrifice the archangels rather than freeing them. I did not want to do this just for this scenario, but maybe I could make it available in a regular game to hasten The Draw.
The Cult:
No unit has the white hand religion. Even priests that were built later.
This scenario must use the No Rituals game option, which I also use to eliminate this religion since there weren't enough spare game options. I'll go see if I can change this without allowing any of the rituals we do no want.
Mulcarn Reborn:
Spoiler :
The death of Cassiel is mentioned in starting message. And I killed Odio.

Overcounsil meetings are broken. The only option to vote is "abstain". I think that's because of
Spoiler :
Decius
. Before he spawned, overcounsil worked fine.
I don't really feel like trying to figure out how to adjust those text entries right now.

I the the problem with the councils is that the game is set up to only allow a player to vote in a council is every member of the team is a member of the same council. I find this annoying, but I believe that it is something that would require DLL work in order to change.

If you can convince Decius to join the Overcouncil then things should be fine. Of course, if this is the Calabim version of Decius he may well use the Feast spell, which would turn him evil again and kick him out of the council. Things would be much easier if Decius took the Malakim route.

Lord of the Balors:
I killed Hyborem and multiple (2 or 3, I don't remember) barbarian Gela's spawned.
I remember thing like this happening before. I think I may have foxed it already, but don't quite recall. I don't think I'll address it in time for this release, but maybe it can be sorted out before the new year.

General:
Illusion archers can use ranged attack.
I'm not really sure what can be done about that.
Force 1 spell can add Temporance promotion to angels.
I think that may have originally been intentional, but I changed it so that Temporance now only applies to living units of your team. It also grants 50% rather than 35% resistance to holy and unholy.
Avatar of Wraith has 6 chaos affinity. Why? I though that he and archangel of Camulos are different guys.
At first Kael claimed that the Avatar of Wrath was a manifestation created fro the rage of mortals, but when he got around to including all of the archangels' names in the pedia then he made him Camulos's archangel.
In Lords of the Balor I've found many tigers at (0,0). Can Sluagh summon tigers? Did Genesis turn some of sluagh in tigers? Or was it simply coincidence?
Can Genesis? No. That ritual only changes terrain, not units.

Nature's Revolt, however, was probably UNIT_SLUAGH_RECON into tigers, because they have the Hunter unitclass. I just changed the code so that it will not happen anymore.
The "violent spirit possessed him" event add crazed but didn't add demon possessed promotion.
Are you sure it didn't just wear off before you noticed it?


You weren't playing as the Mercurians, were you? Such evil promotions are removed from their units automatically. Maybe I should block them from getting exploration outcomes that grant them too.
It is probably a feature, but sluagh heroes get post-mortem experience. 1 exp per turn. :lol:
It isn't exactly intended, but I'm not sure there is anything I can do about it so long as I use Sluagh dummy units to store unit data.

lfgr recommended that I switch to storing their data using the SdToolkit, but I have not yet made much progress in figuring out how to do that.

Illian assassins can become invisible on snow. Maybe they should automatically become visible on another terrain?
I just changed the python prereq of Whiteout so that instead of requiring Snow terrain, it can also be used on Glaciers, sea Ice, or Blizzards. When none of those conditions are met, it will remove the Hidden promotion unless the unit also has the Stealth promotion (which can grant the same hidden promotion regardless of terrain).
 
There is an event in which the player can chose to betray the Overcouncil and join Hyborem in defeating Basium. I believe that placing any of your units in the Bone the Gleaming would make victory that way too easy.

I have never tried this option (can't imagine Falamar supporting demons against humans). Maybe Mikel and other empyrean units should convert to Basium in that case?

I think there was a reason I wanted him held, but I don't recall what. I think I'll go ahead and remove that promotion.

In starting message Mikel says that he would be fighting heretics inside the city. I think he was held to actually keep him from moving.

I just added a few mounted units with the Horselord promotion to the game under Falamar's control.

That's what I wanted.

You weren't playing as the Mercurians, were you? Such evil promotions are removed from their units automatically.

I don't remember for sure but that's likely the case.
 
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