[MOD] MagisterModmod

I definitely don't think that Disciple units should be immune to conversion to all religions. A huge part of the reason you would want to convert rival units to The Children of The One is because the priests who convert are automatically disbanded. I suppose I could do the same for priests who abandon their faith to worship a dragon. It would still leave units like Satyrs to revert to their original religion.


I just reduced Rebellious's <iBetrayalChance> to 10 instead of 20.


I've considered making Dragon Fanatics <bAlwaysHostile>1, but then they wouldn't be able to enter rival cities to spread their religion there. I suppose I could change their Evangelize_city ability to work at a distance though, perhaps just merging it with Evangelize_Units

(For those who don't know, <bAlwaysHostile> works like <bHiddenNationality> as far as allowing it to attack and be attacked without officially being at war. It does not however make the unit appear to be a barbarian. Players could still see who is sending the units after them. This tag was added to CIV4UnitInfox.xml for vanilla BtS, but not used by Kael and not extended to CIV4PromotionInfos.xml like <bHiddenNationality> was.)
 
I made Pirate Coves/Harbors/Ports function as super forts when the Advanced Tactics game option is active. (I always play with this option.)

How do I fortify pirate coves? tried ships, did not work....
 
How do I fortify pirate coves? tried ships, did not work....
It works for me.

It is true that ships don't actually have the Fortify command; using the Sleep, Skip Turn, Sea Patrol, or Sentry commands seems to work just as well though. I think the super forts are not actually dependent at all on the unit being fortified, only on it being present. (Perhaps I ought to change the TXT_KEY to better reflect this.)

The mouseover text for superforts saying how long it is until they are upgraded or that they must be fortified in order to upgrade don't seem to update immediately. You have to wait a turn or two.
 
It works for me.

It is true that ships don't actually have the Fortify command; using the Sleep, Skip Turn, Sea Patrol, or Sentry commands seems to work just as well though. I think the super forts are not actually dependent at all on the unit being fortified, only on it being present. (Perhaps I ought to change the TXT_KEY to better reflect this.)

The mouseover text for superforts saying how long it is until they are upgraded or that they must be fortified in order to upgrade don't seem to update immediately. You have to wait a turn or two.

(Perhaps I ought to change the TXT_KEY to better reflect this.

Exactly, did not know what or what not to do...
 
Great to see you're still actively developing this excellent modmod, MagisterCultuum! :)

One little thing I noticed with the current - Dec. 24 - version; Margalard is still lacking the banana affinity which Gurid has, and which you mentioned you'd be adding back on page 20 of this thread.
 
I have a suggestion about the Kuriotates, but I'm not sure if it is primarily because of the map I play (Erebus).

Quite often you wind up in a situation where the best starting spot is a coastal tile (if you don't feel bold about ranging out). Unless you get very, very lucky it usually is a poorly performing city.

Frequently I build a coastal city and get no resources (fish). The Lanun don't have this problem because pirate coves produce food.

I think I am suggesting that the Kuriotates be able to build something similar. I really don't know how the balance works on this, because that is a feature of the Lanun civ. If it is a bad idea I understand. On the other hand the Lanun can spam cities.

Just a thought.
 
A new version of my modmod has just been uploaded to cx.com.

You may download the Installer here or the Archive here.

Edit:
I just came across a crash caused by a AI Work Boat casting Pirate Cove.

(I actually came across this before the release. Tholal couldn't see what could be causing it, so I ran a couple more tests. I had no problems then either, which made me think it was an unrelated fluke. I am definitely getting a repeatable crash now though, in the saved game I just shared in the MNAI bug thread.)

I should not have removed my earlier fix for the crash caused by automated human Lanun work boats, as it prevents this problem too.

You can easily restore that fix by editing CIV4SpellInfos.xml so that SPELL_PIRATE_COVE does not have <bSacrificeCaster>1</bSacrificeCaster>, and CvSpellInterface.py so that under spellPirateCove(pCaster) the line pCaster.kill(True, iPlayer) is no longer commented out (i.e, does not have the ## before it).


I also just noticed that SPELL_CREW_LONGSHOREMEN had <bInCityOnly></bInCityOnly> instead of <bInCityOnly>0</bInCityOnly>, and that this seems to be treated the same as <bInCityOnly>1</bInCityOnly>. It does not seem to be causing any problems other than preventing the Lanun from taking that particular Crew promotion in their Pirate's Coves/Harbors/Ports. (Letting ships with Seafaring take any Crew promotions there instead of only in cities in a new change in this release.)
 
It works for me.

It is true that ships don't actually have the Fortify command; using the Sleep, Skip Turn, Sea Patrol, or Sentry commands seems to work just as well though. I think the super forts are not actually dependent at all on the unit being fortified, only on it being present. (Perhaps I ought to change the TXT_KEY to better reflect this.)

The mouseover text for superforts saying how long it is until they are upgraded or that they must be fortified in order to upgrade don't seem to update immediately. You have to wait a turn or two.

I thought we are supposed to fortify it with land units like warriors on galley. It is a fair balance for the overpowered Lanun. In fact, almost every civ except Bannor and Clan of Embers are overpowered in this modmod.

How about this buff for Bannor palace -- one free specialist, no condition, or, one free specialist for every civ you are at war with?
 
Unfortunately, making the number of free specialists scale based on the number of enemies would be impossible to implement without a rather significant change to the DLL. I don't like the idea enough to beg Tholal for that.

I just gave the The Halls of Sabathiel a free Priest specialist, as in the lore it is a large temple complex as well as the center of government.

I also made it grant +2 global xp and reduce War Weariness in all their cities by 50% instead of 10%. The Bannor's Crusade civic now eliminates War Weariness entirely.



For the Clan of Embers, I think I'll just half the cost of Warrens (and maybe make Jonas' Expansive trait half it again).
 
The "pilgrim" promotion is not working for me in the lastest release. I have Elohim with Empyrean religion, with Letum Frigis and the Pillar of Heaven within my borders. Devouts are not receiving the bonuses from these features when built, and there's no pilgimage button when standing on top of the features. I also noticed that Auric converted to the White Hand, but his alignment did not become evil.
 
Unfortunately, making the number of free specialists scale based on the number of enemies would be impossible to implement without a rather significant change to the DLL. I don't like the idea enough to beg Tholal for that.

Did you try CyCity.changeFreeSpecialistCount (SpecialistType eIndex, INT iChange)?
 
A dream start from map regen. I thought I'd share with you. Immortal diff, small map but 7 civ, tectonics map. Classical start. Autosave with attachement.

Spoiler :

civ4screenshot0003mh.jpg
 

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The "pilgrim" promotion is not working for me in the lastest release. I have Elohim with Empyrean religion, with Letum Frigis and the Pillar of Heaven within my borders. Devouts are not receiving the bonuses from these features when built, and there's no pilgimage button when standing on top of the features. I also noticed that Auric converted to the White Hand, but his alignment did not become evil.
(I assume you mean Letum Frigus and the Mirror of Heaven.)

The Pilgrim promotion seems to work fine to me.

It is the religion of the unit rather than the state religion of the owner that matters are far as the religion specific Pilgrim bonus promotions go, whether applied when the unit is trained or through a spell.

The spell would of course not be available if the unit has already cast a spell that turn (or if spell is blocked by a nearby Nullstone Citadel). It can also be blocked by Stasis, since I forgot to give the spells the <bAbility>1 tag until now.

It should be noticed that there is no python code run when the promotion is applied, only when the unit is trained.


I recently switched the code that forces players to convert religions to use pPlayer.setLastReligion(iReligion) rather than pPlayer.convert(iReligion), so that it won't be blocked by anarchy, recent religion changes, ect. I guess that this does not change alignment on its own. I'll add another line to do that.


Did you try CyCity.changeFreeSpecialistCount(SpecialistType eIndex, INT iChange)?

I guess I forgot about that.

Still, I don't know that I want to have to constantly check to see how many wars the player is waging. It also seems a bit wrong that allowing your cities to rebel and not crushing the rebellions would provide a bonus.

Having free specialists from other sources might complicate things too.

I think I'll just stick with one free priest specialist in the Bannor capital.
 
(I assume you mean Letum Frigus and the Mirror of Heaven.)

The Pilgrim promotion seems to work fine to me.

It is the religion of the unit rather than the state religion of the owner that matters are far as the religion specific Pilgrim bonus promotions go, whether applied when the unit is trained or through a spell.

This was a surprise to me, because in the previous release, my devouts received the bonuses from unique features within my borders upon creation, no matter their religion. They could also travel to features outside my borders and receive the bonus. If the unit's religion is what matters, that makes the promotion much less useful to me.
 
I just gave the The Halls of Sabathiel a free Priest specialist, as in the lore it is a large temple complex as well as the center of government.
I might make it : 1 free specialist AND one priest slot, instead of 1 free priest.
you maight want to give a bit of lee-way to the banor instead of focing them into the priest path...
well, mostly it won't change a thing but it might
my 0.2
 
There is a problem whit AI adventurer they seem to duplicate from time to time I don't think it happened to me when I played Grigori
 

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There is a problem whit AI adventurer they seem to duplicate from time to time I don't think it happened to me when I played Grigori

and AI uses adventurers as units too...I do not like adveture mechanic from Magisters',( GP line pollutes, regardels of your will) I'd prefer something like Terkhen offered for MNAI
 
Are you playing a recent version? I thought I fixed that problem back in December. I haven't seen any problems with it on my end since then.
 
Has anyone noticed a problem with the latest version crashing frequently?

I'm having this problem now, whereas the last few versions of the mod were rock solid. I also get slowdowns at times.

It's possible some other program is interfering with things (Avast is awful chatty now, always letting me know it has "updated").

Also what is the story with the Grigori adventurers? Do they only revert to basic adventurers in towns? I am leery of playing the Grigori because I have this image of sending a stack somewhere, camping it outside a town for a siege, and the guy the whole stack is built around decides to run off drinking or something.

I had thought as long as they moved every turn they would stay stable, but sometimes I need them to stand still for a couple of rounds.
 
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