[MOD] MagisterModmod

How about allowing the Infernal Pact to be built in the AV holy city, regardless of its owner's state religion? This way you could have the Infernals in the game even without an AV civ.

I've had the AI attack me with their heroes with <1% odds twice in my current game (once Kithra(0.9) and the second Bambur(<0.01)).
 
The uniques feattures of the game all provide a mana (except yggdrasil) and all the mana can be got this way. With two exceptions: shadow and chaos mana. Is there any reason in the lore for that?
 
I'm going to try to make it so that one's state religion actually provides an additional source of mana (and reduces your supply of its opposite) rather than merely being counted that way for purposes of free spell sphere promotions.


I can do this through using pCity.changeFreeBonus(iBonus, 1) and pCity.changeFreeBonus(iBonus, -1) in the capital city whenever the player changes state religions. (And also adding some checks to apply it if the player already has a state religion before founding its first city, which would pretty much be limited to scenarios and rebels.)


It is working fine so long as the capital city remains the same.

Unfortunately, I'm running into some trouble when it comes to switching these bonuses from one city to another when a player moves his capital. The problem is finding out which city used to be the capital in order to remove the changes there. If I don't remove the changes, then they could apply multiple times and give you something like +3 Water and +3 Fire from the Overlords. I cannot just rely on pCity.getFreeBonus(iBonus) to check the modifers previously applied to other cities, as that includes bonuses from shrines.


---------
@Ghostslayer

Entropy, Law, and Nature are not granted by unique features either.

I added the mana types where it seems appropriate according to the lore. There are no unique features (either already implemented by Kael or with enough canonical lore behind it to justify me implementing it myself) that seemed appropriate for the other types. (Actually Nature seems extremely appropriate for Yggdrasil, but I can't give it that without removing the Fruit of the Yggrasil.)

Other than Chaos mana, the types unrepresented by unique features are easily acquired through religions. (At one point Chaos mana was associated with the Cult of the Dragons, but I changed it so that there are separate Wyrmholds with he mana of their respective dragons.) I'm thinking I may make the Camulos Shrine event grant some free Chas mana.
 
Late game, as in post-astronomy, would it be possible to make workboats able to make seaforts in the ocean? By which I mean, ocean 3 tiles away from land, with no yield. This has both tactical benefits through visibility and bases on more defense and visibility through culture, and the possibility of securing the maelstorm or maneleus resources.
Speaking of which, workboats are currently unable to travel in ocean post astronomy, which is different from the BTS status and an unnecessary inconvenience. Is there a reason for this, or was the code just lost in the switch?
 
I am confused by that post. My workboats are able to move into Oceans just fine once I know Astronomy. I don't think this is the case in base FfH2 (which does not have any techs to make terrain passable), but it has been like this is MagisterModmod for a while.

Allowing just anyone to build forts in the ocean would detract from the uniqueness of the Lanun Pirate Coves/Harbors/Ports.

I do think that I will allow the Lanun to build Pirate Coves far from the coast once they have the Astronomy tech though.
 
Sorry, I was perhaps more relating this to More Naval AI (which I'm playing a Lanun variant) but the stimulus was here (for using the water feature mana). I just assumed you hadn't changed the workboat mechanics, my bad.
 
Magister pretty much every civ in the game is handicapped when they have an ocean start except the Lanun. Not going to rehash my hammer/Lanun discussion from way earlier in this thread, but I'm not so sure it's good for them if you play with advanced tactics turned on.

Anyway I just cringe when I see a sea start. Horrible for absolutely every civ, except the Lanun and they need advanced tactic turned off, or to get sailing at least to make it work.
 
What exactly are the requirements for Control Whole Team option? When i as an Ashen Veil worshipper summon an infernal lord, i get the popup asking me if i want to switch to them. If i accept, i can only play as the Infernals; if i decline, only my original civ. Do i need to have them as vassals?
 
You need to be part of the same team, i.e., in a permanent alliance.

The Infernal Pact only gives a defensive pact, open borders, an embassy, and a diplomatic bonus with the demon lords it summons. They are not teammates. You can convince them to agree to a permanent alliance eventually, if you share a defensive pact or a war against the same player for long enough, just as you could with any other player.

The Open Mercurian Gate spell, on the other hand, does cause Basium to enter the game as your teammate. The message asking whether you wish to switch is suppressed by the Control Whole Team game option, as it would be kind of pointless.
 
Thank you for the answer. I started up a game to try it with the Mercurians just a short while before your reply, and gave myself the gate to try it (and indeed, it worked perfectly as expected). One thing i note (this happened 50, 100, turns in), i declared war on another civ - that is, i switched from the original civ (Sidar) to Mercurians, and when i did so i received the notification that i had declared war on another civ.
Also perhaps strangely, the one i declared war on was Einion Logos, on the behest of Mahala, despite good relations with the former and poor with the latter...

Edit: It again occured; this time war was declared on Capria, assisting Sheelba despite very poor relations to with her. Strange that the AI should accept a call to arms from someone they dislike, against someone they are Pleased with.
 
You can convince them to agree to a permanent alliance eventually, if you share a defensive pact or a war against the same player for long enough, just as you could with any other player.
I believe this is 40 turns FTR. Could you make it vary by game speed?
 
Thank you for the answer. I started up a game to try it with the Mercurians just a short while before your reply, and gave myself the gate to try it (and indeed, it worked perfectly as expected). One thing i note (this happened 50, 100, turns in), i declared war on another civ - that is, i switched from the original civ (Sidar) to Mercurians, and when i did so i received the notification that i had declared war on another civ.
Also perhaps strangely, the one i declared war on was Einion Logos, on the behest of Mahala, despite good relations with the former and poor with the latter...

Edit: It again occured; this time war was declared on Capria, assisting Sheelba despite very poor relations to with her. Strange that the AI should accept a call to arms from someone they dislike, against someone they are Pleased with.

Happened with me too. Baisum just randomly DoW's anyone.
 
I'm not really sure what is causing those declarations of war.

I wish I could change the number of turns required for a common war or defensive pact to lead to a permanent alliance, but I think that is hardcoded in the DLL. Back when I was trying to make my own DLL one of the first things I tried was reducing the number to 5. Now I think I'd rather let the enhanced world builder handle it.
 
Magister, I know this is asking a lot, but have you ever considered including some of the RIFE civs in your modmod? Since they're already all set up they probably wouldn't be too hard to add (then again, my modding experiencing doesn't quite add up to that knowledge) and would enrich the game even more if you're going for the lore (which you've done a fine job with). I like your modmod so much more with the balance, but my favorite civ, the scions of patria, are lacking :/. Great job with where you're taking it already and thank you :D
 
I don't know if this helps, but I have been looking at the BBAI file in the logs folder whenever I get those unlimited AI turns. So far it for this current game the problems are stemming from assassins or trebuchet's "starting ConquestMove". When I delete those units from the offending civilization, the AI turn issues disappears , for that turn anyways.

The lines that are in BBAI looks like:

[8340.796] Stack 11616320 (led by Trebuchet (3375203), size 1) starting ConquestMove
[8340.796] Stack 11624534 (led by Assassin (3407973), size 1) starting ConquestMove

repeated ad nauseam.

Also, is there a way for the military adviser to show all units from all civilizations, not just in your sight range when in the worldbuilder?
 
You should not try to load scenarios that way with this modmod.

I reused the game option for that scenario in order to use the Control Whole Teams options.

The scenario screen was never particularly stable even in base FfH2, and even worse with the MNAI DLL.
 
(P.S. I'm still considering making it so that if enough units of great enough strength die to the Godslayer it can trigger the rise of Laroth. The limit would be rather high, so Auric's death would be practically a prerequisite. I might make The Draw a prereq too, and require that The Netherblade is still around. Laroth Ascended (which I'm thinking might instead go my the name Temulechus) will probably be a barbarian unit that is even stronger that Auric Ascended. Well, he would probably be personally weaker, but would arrive with an army (including any heroes that had fallen to the Netherblade, if I get those feats working) and so long as he is around all mortal units that die and don't become angels are manes will return under his control. He would still be vulnerable to the Godslayer, but not the Netherblade. Units killed by the Netherblade once he is around would go on to serve him even if they would have become angels or manes otherwise. When the new God of Death arrives, it is pretty much time to just give up.)

What happened of this idea?

Also,
How about allowing the Infernal Pact to be built in the AV holy city, regardless of its owner's state religion? This way you could have the Infernals in the game even without an AV civ.
 
What happened of this idea?

I believe it was active for a while but shelved due to system requirements.
 
Back
Top Bottom