[MOD] MagisterModmod

Founding a religion does not necessarily require researching any technologies. It is also possible to rescue a disciple from a lair, and use that disciple to found its religion. That can happen even in base FfH2, but is a bit more common in my modmod. My modmod allows Priests to be rescued too (which don't have the chance of failing to spread their religion), and increases the odds of it happening when the religion is not yet founded.

Founding religions this way is not exactly common, but it definitely happens. The Ai does not often use its priests to found temples of unfounded religions, but it seems to rush any rescued disciples to a city to spread their faith.

(In my current game I rescued a Savant from a dungeon before I had researched Corruption of Spirit, but another player had already founded the religion the normal way.)


(If any player can found the Empyrean and convert to it before learning Honor, then moving a unit onto the Mirror of Heaven will grant that tech plus a Great Prophet. That advantage is most commonly enjoyed by the Malakim, who can found The Empyrean at Way of the Wise rather than honor and may build Lightbringers with only that tech, but if another player rescues an Ecclesiastic or Vicar and founds the religion then they can exploit this bonus too.)
 
Founding a religion does not necessarily require researching any technologies. It is also possible to rescue a disciple from a lair, and use that disciple to found its religion. That can happen even in base FfH2, but is a bit more common in my modmod. My modmod allows Priests to be rescued too (which don't have the chance of failing to spread their religion), and increases the odds of it happening when the religion is not yet founded.

Founding religions this way is not exactly common, but it definitely happens. The Ai does not often use its priests to found temples of unfounded religions, but it seems to rush any rescued disciples to a city to spread their faith.

(In my current game I rescued a Savant from a dungeon before I had researched Corruption of Spirit, but another player had already founded the religion the normal way.)


(If any player can found the Empyrean and convert to it before learning Honor, then moving a unit onto the Mirror of Heaven will grant that tech plus a Great Prophet. That advantage is most commonly enjoyed by the Malakim, who can found The Empyrean at Way of the Wise rather than honor and may build Lightbringers with only that tech, but if another player rescues an Ecclesiastic or Vicar and founds the religion then they can exploit this bonus too.)

oh wow. I did not know that can happen. That's kinda cool.
 
So, Tholal's latest update was much smaller than I thought. Merging it with my latest version really involved nothing but copying the new DLL over the old one. As such I'm going to assume that extensive playtesting is unnecessary, so I can go ahead and release my update now.


You may download the installer here or the archive here.


This October 27th update includes the latest version of MNAI and WorldBuilder.

It eliminates the use of the bAlwaysHostile tag, making all of those units Hidden Nationality instead, in order to prevent AI bugs.

Hidden Nationality units should no longer be able to capture empty rival cities without war. (Tholal did not fix this bug, so I used python to do so.)

Werewolves work somewhat differently. Lycanthropy can now also spread to a unit that kills a werewolf, in which case it would not change players. Ravenous werewolves start out rebellious. Duin is no longer a beast and so cannot be subdued, and has the ability to dominate other werewolves. Werewolf no longer prevents casting spells, although Ravenous Werewolves and spell units like Fireballs and Floating Eyes start with a new promotion that does.

The Lair Guardian promotion does not itself make a unit hidden nationality any more, although barbarian units with said promotion will become HN too.

The Life III promotion itself no longer makes a unit immortal, but purchasing that promotion grants the Immortal promotion too. If Immortal is lost but Life III is retained, Immortal may be randomly gained again too. The various Resurrection spells remove both Life III and Immortal. (This change should fix the doubling of immortal Adventurers.)

The various Wyrmhold shrines now grant promotion perks.

A few more PyHelp tags have been improved
You may download the installer here or the archive here.
 
thanks for this update.

/regards
 
Thanks for the update! Since updating, though, I have been crashing right before I can enter any game (whether Play Now!, Custom, or Scenario). I tried re-installing with the same result. FFH and base CIV IV work fine. I am not sure which logs you'd need to help diagnose the problem, so I've attached all of them in this *.7z file.
 

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In my current game I have a werewolf that can fly. I got this because I build a wyvern rider, it rebelled on me, so I had Duin take him out. But the ravenous werewolf probably wasn't going to still be riding a wyvern. If a chariot becomes a werewolf, the game still calls it a chariot, but it's really not one any longer. So I don't think one should be flying.
 
I am getting attacked by barbarian mistforms constantly literally "out of no where". Meaning, when my units gets killed I reload the save and check with worldbuilder if I can find the cloaked unit so I could delete it, but it is nowhere to be found. Where do these mistforms spawn? I have seen one "trapped" between my and other players borders in my early game, but this "appearing" out of nowhere is strange. Does it have something to do with the fact that my units are standing next to broken sepulcher(death mana on the cell too)?

EDIT: I also now have a another problem. Soon as I was able, I create few trimires and started exploring my coast, and "destroyed/adventured in to" one of ship wreckes. It spawned a barbarian ship, which of course started to blockade my capital, but for some reason the naval blockade effect didn't "wear off" as it is supposed to after I had destroyed the ship. Now I can't access my coastal goodies.....any ideas how I can fix this?
Here is a picture, the cell where the shipwreck was located is circled.
 
I am getting attacked by barbarian mistforms constantly literally "out of no where". Meaning, when my units gets killed I reload the save and check with worldbuilder if I can find the cloaked unit so I could delete it, but it is nowhere to be found. Where do these mistforms spawn? I have seen one "trapped" between my and other players borders in my early game, but this "appearing" out of nowhere is strange. Does it have something to do with the fact that my units are standing next to broken sepulcher(death mana on the cell too)?

The Mistforms are probably barbarians formed when someone explores a lair.

Simply standing on the lair should not be a problem, but if someone explored the Broken Sepculcher earlier in the game the mistforms they released will likely linger in that area until they are killed.

The units are invisible, even in World Builder unless near a unit that can see invisible or unless the player selected is on the units' team.

You should be able to see them if you switch the active player to the barbarian state.

You can find also any unit in the game using either the Units + Cities page or the Info page of World Builder.

EDIT: I also now have a another problem. Soon as I was able, I create few trimires and started exploring my coast, and "destroyed/adventured in to" one of ship wreckes. It spawned a barbarian ship, which of course started to blockade my capital, but for some reason the naval blockade effect didn't "wear off" as it is supposed to after I had destroyed the ship. Now I can't access my coastal goodies.....any ideas how I can fix this?
Here is a picture, the cell where the shipwreck was located is circled.

There may be a small chance that you also released some invisible naval unit that is still blockading, but that is probably not the problem.


Blockade issues are well documented in base FfH2 and MNAI. Tholal and others have tried to fix them multiple times, but I guess they were unsuccessful again.

Blockading is mostly done in C++, so there is not much I can do about it.


You can try placing these lines under def onUnitKilled(self, argsList): in CvEventManager.py and see if that helps prevent such issues from happening again, but it won't help if the blockading unit is already dead.

Code:
		if unit.getGroup().getActivityType() == ActivityTypes.ACTIVITY_PLUNDER:
			unit.setBlockading(False)
 
Maybe Tholal and others could add a button to worldbuilder which removes all blockaded areas from the map, if possible.....just a thought. Oh and thanks for the help!
 
I'm the one who does most of the WorldBuilder work for Tholal. (He merged in Platyping'sWorldBuilder modcomp a while back but made a couple of minor errors. I fixed those and added all of the FfH specific functionality.) WorldBuilder is written in Python, and so requires python functions be exposed in order to do anything. The only exposed python functions for blockading are for turning it on or off for specific units. Things get way more complicated in the SDK.
 
I'm having the same problem as CainStar, except I didn't even spawn a ship in the first place, and now I can't work a lot of coast tiles due to a blockade coming out of nowhere.
 
Weird thing is I have played started 5 or 7 magister games and I have never ever seen things bug before......
 
I'm experiencing a crash when I try to end turn. I have included the BBAILog if it helps, I can also provide a savegame if somebody wants take a look at it.
 

Attachments

I can't really tell much by that one log file. Others might help, as might the saved game.

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I have noticed in recent games that units carrying equipment (Orthus and Donal Lugh with their respective items) don't seem to be dropping them when they are the last unit killed in a stack. In my most recent game I saw a message saying that the Empty Bier was created as I defeated Donal, but I never saw it actually appear or was able to capture it.

When the unit with equipment is not the last defeated it still seems to drop it.

Has anyone else had this problem?


I'm thinking I may go back to having equipment be bAlwaysHostile rather than bHiddenNationality in the next version. I don't think it should cause major AI issues, like the Dragon Fanatics did, since the equipment units are all immobile and lack any UnitAI.
 
My current game the Empty Bier was created as I sank a ship Donal Lugh was apparently on. I never saw it, as I assume it sank. I've had other items disappear if their holder died over water. In this game I've captured other items where I killed the holder on land.
 
I can't really tell much by that one log file. Others might help, as might the saved game.

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I have noticed in recent games that units carrying equipment (Orthus and Donal Lugh with their respective items) don't seem to be dropping them when they are the last unit killed in a stack. In my most recent game I saw a message saying that the Empty Bier was created as I defeated Donal, but I never saw it actually appear or was able to capture it.

When the unit with equipment is not the last defeated it still seems to drop it.

Has anyone else had this problem?


I'm thinking I may go back to having equipment be bAlwaysHostile rather than bHiddenNationality in the next version. I don't think it should cause major AI issues, like the Dragon Fanatics did, since the equipment units are all immobile and lack any UnitAI.
Here is are the other logs and the savegame you requested.

EDIT: So I tried to solve the problem by deleting units civilization by civilization(even kill of all the units ingame), but the game kept crashing. So I guess there is a "real" problem here.
 

Attachments

I have noticed in recent games that units carrying equipment (Orthus and Donal Lugh with their respective items) don't seem to be dropping them when they are the last unit killed in a stack. In my most recent game I saw a message saying that the Empty Bier was created as I defeated Donal, but I never saw it actually appear or was able to capture it.

When the unit with equipment is not the last defeated it still seems to drop it.

Has anyone else had this problem?

In my last game I killed Orthus and he did not drop the axe for me to pick up, and I got the message "Barbarians have created Orthus Axe". I never saw it, even after I had conquered most of the world.
 
I had a quick question: What is the name and source pic of the one of the Infernal Lords, I believe it has "Duke" as the title.

I would love to check myself but my computer is an 8 year old piece of garbage and I can't seem to download anything since installshield withered and died. : /
 
I assume you mean Duke Sallos?

I did not have anything to do with picking the leaderhead. That was Kael's doing. According to the credits thread, it is the work of an artist called Daarken. Wikipedia claims that this name is used by a man born with the name Michael Lim, whose artwork has been featured in Dungeons & Dragons and Magic: The Gathering.

The unit artwork used by his avatar unit is my an amateur attempt at reskinning Ploeperpengel's Angel of Death model to match the leaderhead artwork.
 
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