[MOD] MagisterModmod

What map do most people play on? Ive mostly been using Highlands on huge, but maybe there are other fun map scripts to try.

Also, I find the Amurite worldspell to be less than effective. How does one use it strategically?
 
I use the Erebus mapscript, but that is only because it is the one I hate the least.

All the others have everyone starting right next to each other.

As far as the worldspells go, most of the time I don't use them. Some of them are useless like the Doviello one. By the time you get hunting with that civ, unless you got lucky with a goody hut, a stack of strength 2 wolves doesn't do much. Sometimes they help if you get really lucky with the RNG, but against some of the civs with enhanced defense... well they don't even scratch anything.

The Ljolsalfar one is really good in the early game. If they are a neighbor I make it a point to clear cut any vegetation I can to slow down the treants. Plus it does it's job, as it is a death sentence for an attacker to attack them until that world spell is fired, unless your stack can retreat enough to survive until the treants die.

The Ilian and Elohim worldspells are so far down the tech tree that I forget they are there honestly. I'm not sure when the last time I saw either civ fire that spell off in a game.

The Kuriotate spell is kind of meh, honestly. You start with creation mana, so unless you are going for enough to ensure your archmages know fertility out of hand, it's pretty much a waste. I can't remember if you need to fire it before you do Stir from Slumber. Probably not since other civs can do that ritual. So I kind of don't use it with them, unless I have a prophet or commander happy. 2 creation mana is good because bother Eurabates and Yvain have an affinity for it, but otherwise I don't really notice much if I never use it.

Bannor worldspell (or civic, whatever) is actually less than useful. As far as I can tell the AI will never quit Crusade unless they were dragged into the war as a vassal. So you pretty much have to destroy them when they use their unique feature. They won't talk to you, so unless you get the mediator event you will never have the chance for peace.

Lanun worldspell is as usefull as ever. In other words not much, unless you want to weaken one or two coast cities for a takeover.

Never use Sheaim, Svartalfar, or Sidar as civs when I play.

The rest of them have some marginal use, like the Malakim I guess. The Khazad one seems useful for them. The Luchiurp one is hard to tell because that civ usually dies quickly if anyone is close to them, or they get their usual start spot from hell. That said the hammers just aren't that useful. Maybe if they get Bambur or something.

As regards the Amurite spell, usually I don't use it. Mainly because I have no strategy that depends on a mage getting just one more promotion. Marginally useful.

In other words a lot of times I never bother using the world spell. One other note, the Clan spell has been good at times in the past. And it has been awful in the past too. I usually wait till around 200 or something unless I am doing an early rush to use it. Use it too soon and you can wind up with very little for your effort. I've used it late and not gotten too much at times as well.

It was a lot cooler in other mods when you could get Disciples of Acheron.
 
I use the Erebus mapscript, but that is only because it is the one I hate the least.

All the others have everyone starting right next to each other.
Try this one [http://realmsbeyond.net/forums/showthread.php?tid=6074] for equal spacing.
I disagree with your conclusions too, for example the Lanun WS can be overpowered because it has no.limit - so if you collateral before, you can destroy massive SoD.

Can you make it so stealth is uncastable in enemy territory?
 
As regards the Amurite spell, usually I don't use it. Mainly because I have no strategy that depends on a mage getting just one more promotion. Marginally useful.

Actually in this modmod it appears that it just moves mana nodes around, while not giving any EXP to mages.
 
Muris Clan Goblin event! When can we smack those goblins for pooping in our lands? Always annoyed me that you cant do anything about it.

Also is there some way to stop ships going into the maelstrom? They dont seem to take the maelstrom into account when you give them a move order. So you have to tell the to move around it manually. Perhaps a casting of a spell when next to it to enter?
 
Hi! I've been playing this mod for long and recently I've found a problem.
Around turn 500 when I end turn, the turn never ends, it's just keeps saying 'waiting other civilizations'. The game doesn't freeze, in fact I can move freely around the map, but the turn never ends. I've tried loading some turns before but it always freezes at the same turn.
I attach a save where you can see what I mean.
Anyway, thanks a lot for the mod!
 

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Luchuirp have the second best worldspell in the game after Stasis, IMO.. other good ones are Revelry, River of Blood, For the Horde (esp on Continents/Terra type maps with tech trading on) and Sanctuary/Arcane Lacuna in difficult games.
 
One of those funny FFH2 things happened...

So the Elohim are unique in that their assassin UU (the devout) can upgrade to a Priest of whatever religion you have available. I had a level 6 hunter, and upgraded them into a devout with the intention of then upgrading to a stonewarden.

Well, apparently I had the first level 6 assassin in the game, so the devout got the "Aeron's Chosen" promotion lol. Seems kind of counterintuitive for a devout of the "holy" civilization to get that promotion, but whatever. I then upgraded them into a stonewarden. Who knows where it will go from there! So now I have a stonewarden with the "Aeron's Chosen" promotion and +2 unholy combat, among other things...
 
I support the notion that it's the changes to the AV religion that are causing slowdown. I've just run a session with Sheim included but no AV enabled, and hundreds of turns into a game with several large empires AI turn time has been minimal - perhaps 10-15 seconds compared to the 90-120 seconds often encountered.
 
On the topic of AV religion, should civilizations that adopt the religion be able to research infernal pact more than once? I notice that civs keep building infernal pact even though they are already at peace with the barbarians. I guess it allows more infernals into the world, but annoying none the less.
 
The Pact is limited to 3 times per "team". The main reason for allowing the multiple builds is as you mention - allowing more infernal civs.
 
So I got a chance to try out the new werewolves. I noticed that with the new racial preventing casting I cant use shrine of shirona to heal them. I haven't tested it but I think this also means that lycanthropy infected units would not be able to explore lairs since I think that is also a casted ability, nor cast the hide ability granted from the Esus religious shrine. Also I cant pick up items on the units.
 
I just got the latest patch after a few months of not playing and there seems to be some weird bug where everyone has a + 17 relationship bonus for the reason "we are worried about our rivals being vassals to your empire."

By the way I think this modmomd is just absolutlely amazing, thank you so much you all the work you've put into it!
 
Is there a list of the promotions that Devouts get on visiting special features? Also, is it correct that Channeling II is removed from priests, and that devouts upgraded to priests can't get level 2 spells of a sphere they got the level 1 spell from thanks to a pilgrimage?

Also, is there any point to building monks straight? It seems to me if you have a requilary and priesthood you should always build Devouts first and upgrade them to monks for 5g, at least that way you get a few of the spells and the pilgrimage promotion.
 
Is there a list of the promotions that Devouts get on visiting special features? Also, is it correct that Channeling II is removed from priests, and that devouts upgraded to priests can't get level 2 spells of a sphere they got the level 1 spell from thanks to a pilgrimage?

Also, is there any point to building monks straight? It seems to me if you have a requilary and priesthood you should always build Devouts first and upgrade them to monks for 5g, at least that way you get a few of the spells and the pilgrimage promotion.

I don't know about the level 2 spells issue with the Devouts.

But if you go to the Civilopedia entry for Devouts in Magister's Mod, and click on the Pilgrimmage special ability it has a long list of sites in graphical form about a third of the way from the bottom on the left. Just mouse over each entry and it will show you what the spell is.

A couple of comments. Some of those abilities, like the one from Maenalus require you having a religion, Overlords in the Maenalus case. The Guardian of Pristine pass is usually on a hilltop. No problem if it was in your borders when the Devout was produced. But unless they have Kilomorph as a religion and take Mountaineering they can't visit it for a pilgrimmage.

Also, whatever you do, do NOT have the Palus in your borders. Every Devout you make from then on will be insane. Magister seems to love this effect.

I make it a point not to have this feature in my borders when I play the Elohim. If I conquer a city with it in the borders I raze it. Same with a fort. You can eventually remove insanity with Spirit 3, but that is usually a long way off.

Just not worth messing with. I just love moving a stack somewhere and having a couple units decide to run off because they had an attack of "Wahoo."

And yeah, I don't think it is best to make monks from Devouts. Actually any of the units a Devout can upgrade to, should be produced as Devouts. This is pretty much the recon and religious line if my memory serves.

Edit: Wanted to add that if I found Overlords, I never build an asylum. The only time I will is if I have neighboring civs that are close and I will need Saverous to conquer them. Later on a single hero doesn't make that much difference with the size of the stacks you get, and he and Hemah aren't worth the insanity effect (crazed promotion) on normal units.
 
Hmm, that explains why I didn't get anything from visiting the Mirror of Heaven and Yggdrasil. They must require some religion.
 
If you have built Altar of Luonnotars in a city it can be useful to build monks instead of Devouts for some free promotions, but yes the vast majority of the time it's better to upgrade from devout.
 
I am finally getting around to testing out the new Gibbon Goetia. The new changeling abilities are pretty neat. I think it gives the Gibbon the Balseraph Mimic ability to steal promotions. I am going to build a super mimic.
 
a few thoughts (having just installed this a week ago and playing a few games)....
note that i use classical era starts to skip past a lot of the early game which i find to be tedious, so some things are going to be unbalanced because of that.

- the game seems to tick very slowly compared to MNAI or ExtraModMod. i don't know why it's slower but it makes playing games a little more annoying.

- religious technologies giving a free priest for the founder is way too powerful, on top of the normal benefits for being a religion founder (especially due to shrines giving more mana than before).

- as with vanilla FFH, stack-damaging magic is far too strong. stacks of OO and AV priests in particular can steamroll most any level of defense for how early they are available.
 
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