Got a screenshot for us? Also, does pressing F3 still work?
Can you remind me where Civ puts those pics? I've forgotten. And it's not anywhere near where I use for saved pictures.
Got a screenshot for us? Also, does pressing F3 still work?
I think that is too much for them to have because they are already powerful units against arcane. It's interesting give the arcane units a chance to fight back and survive hunters. However, if you choose to give them this, I suggest an promotion that is unlocked only if the hunter is very well experienced.I am debating whether to let them share the Nulstone Golem's ability to block magic nearby
Cool. Its nice to have new stealth units but its possible to make them do missions in cities that are at war with the player ? Actually, they could do this only in times of peace and I think its because their strength (as the spy unit doesn't have strength) that doesn't allow the unit to enter the city without attacking its defenders.Like an Agent of Esus it can investigate cities and steal plans
Maybe one of them could give Great Commander GPP too, because few buildings in the game generate points for them.I thought about letting Great Engineers be trained directly in the Foundry of Vengeance, but deciding just granting lots of engineer GPP is good enough.
The Fane of Fate grants Shade GPP.
The Docks of Dreams generates Adventurer GPP.
Inside of Documents directory, search for the Beyond of the Sword's paste. Click it and then search for another named "ScreenShots". There is stored all the screenshots you make of the game.Can you remind me where Civ puts those pics? I've forgotten. And it's not anywhere near where I use for saved pictures.
Inside of Documents directory, search for the Beyond of the Sword's paste. Click it and then search for another named "ScreenShots". There is stored all the screenshots you make of the game.
I had already implemented it, but now I think you're right. I undid that change and left the code simpler and more efficient.I think that is too much for them to have because they are already powerful units against arcane. It's interesting give the arcane units a chance to fight back and survive hunters. However, if you choose to give them this, I suggest an promotion that is unlocked only if the hunter is very well experienced.
I think that if the units are invisible and do not have Blitz that they can still enter enemy cities after that have already attacked once. At least, that is how it works for Angels of Death. Agents of Esus cannot do this as they are not allowed to attack anyone.Cool. Its nice to have new stealth units but its possible to make them do missions in cities that are at war with the player ? Actually, they could do this only in times of peace and I think its because their strength (as the spy unit doesn't have strength) that doesn't allow the unit to enter the city without attacking its defenders.
I don't think GPP are very appropriate for Sarabride, Morrigan, or Cliodna. I like having them give Engineers, Shades, and Adventurers much better. I personally think that there ae more than enough ways to get GPP, since you can get them from combat rather than just buildings. I guess some people might play without Advanced Tactics though...Maybe one of them could give Great Commander GPP too, because few buildings in the game generate points for them.
If it an Ai issue common to MNAI and other mod's using that code base, I don't think I have anything to do with it or any clue how to fox it. We should probably ask @lfgrSeems that no FFh2 modmods based on MNAI are working currently. I have played extra modmod, regular MNAI, and Magister, numerous times and with cntrl-shft-x to autoplay and all of them CTD mid to late game during the AI turns. Went through many of the posts, and error logs, but did not see anything glaring at me. Someone please tell us what modmod and version based on MNAI, that is 100% stable and enlighten us on any new/old settings or maps that will increase/decrease stability. All have been fresh installs deleting all game settings in user profile and deleting and reinstalling FFh2 and patch each time. Playing a regular game of K-mod right now as a control for Civ4 BTS issues, but none so far. FFH2 MNAI is one of my favorite games and I know all of you work very hard with little thanks in the modding community, but IMO, stability should be #1 priority. I would just like to finish a game and would gladly sacrifice new features,graphics, and turn times for stability and competent AI. Not complaining, just looking for some help. Great mod and concepts...
I'll start a new game and get some save games this week...thanks@Deadeyetim: Regarding fixing Crashes in MNAI: First, please make sure that you play the latest version of MNAI-U (2.8.1u) instead of the old MNAI 2.7.1, as the latter is not supported anymore.
If you get a repeatable crash, please post a savegame from directly before the crash in the MNAI-U thread. In that thread you also find information on how to set your autosave interval to 1 turn, which helps to get useful savegames. I can usually fix repeatable crashes with not too much effort.
If the crash is not repeatable (i.e. it doesn't reliably occur after reloading and doing the exact same things), fixing it is much harder. If, at some point, you're in a situation where the game crashes every few turns, you can post a savegame anyway. Bottom line is that I only really have a chance to fix the crash if I can reproduce it myself.
I don't think GPP are very appropriate for Sarabride, Morrigan, or Cliodna. I like having them give Engineers, Shades, and Adventurers much better. I personally think that there ae more than enough ways to get GPP, since you can get them from combat rather than just buildings. I guess some people might play without Advanced Tactics though...
What would you think if I added a third "Matronus," by letting Basium use another Mask of the Coven of the Black Candle (I imagine it would be the one Wode stole from Alexis) and steal the Font of Life from Sucellus?
Can be sent reports with strange or different AI's behavior to the thread too ?If you get a repeatable crash, please post a savegame from directly before the crash in the MNAI-U thread.
Sure, you can report any problems regarding MNAI-U there, preferably with a savegame.Can be sent reports with strange or different AI's behavior to the thread too ?
- All good priest get bless is nice : Good need some loveI decided to allow any Priest (i.e., unit with Divine) that is of the Good alignment (unit alignment, not player alignment) cast Bless.
I decided to let Confessors use the Banish spell, previously limited to Priors/Pontiffs. Normal priests can only use it to banish Demons though, whereas the high priests can use it on any Evil-aligned unit.
I decided to make the Maenalus generate Krakens.
I also decided to let the Cultists' Tsunami spell convert any Barbarian Krakens or Drowns to your control, but make them rebellious and have a duration limited by the caster's level. I improved the python help function.
Since this is less about my modmod than the modcomp included in MNAT, maybe @lfgr would be a better person to ask.Hey,
first, thank you for your effort and hard work, I used this quarantine to play some Civ4 and had a really fun two games
I'm looking forward to new changes!
Now some bugs, issues and observations:
1) It seems that whenever I cast city spell, like Inspiration, I get a MASSIVE drop in nationwide stability. Source seems to be "Unyielding order" spell (even though it is not casted and it gives -100 national tability per turn
2) Possibly related to 1, it seems that some national stability effects work in reverse. That phantom Unyielding order spell seems to be removing national stability instead of improving it, and so do the dungeons.
3) I know that Revolution mod component isn't developed by you, but could you please increase garrison revolt reduction? Like at least double or triple it. I feel that constant revolts are getting out of hand, and that effect of trops in city really isn't strong enough, and it should be quite a simple change, First, both gameplay wise and role-play wise, a recently conquered 3-size town shouldn't be able to revolt if it has 20 units inside. Secondly, would help the AI while making revolts still common enough for really over extended empires. Maybe liberty civic can reduce garrison stability bonus?
4) If you do want to look at the revolt modcomp a bit more, several suggestions that aren't simply changing values but still probably possible:
a) newly conquered cities should get stability bonus for first 30 turns or so, allowing you to stabilize city a bit and prevent revolt immediately after capturing. This can be done with a temporary building maybe?
I'll think about it, but probably won't do anything in the next version. The revolution code is rather complex and I'm not too familiar with it.b) There could be some more ways of dealing with unrest in addition to buying off a city. Some additional options can be added: Enforce Martial Law (req. evil or neutral or at least not liberty) - adds Martial Law building, that provides stability but decreases gold and hammers. Removed after 10 turns. Infiltrate the ringleaders (req. Council of Esus) - costs less gold than bribery Grant local autonomy - decreases gold and culture, but increases stability
I just doubled their local stabilityc) Dungeon building should provide more stability (now it provides as much as market or elder council) and also halve culture and distance instability if possible
Monks' affinity already makes them quite powerful if you get enough spirit mana. I decided to let them free xp like priests though.5) What are Elohim monks intended for? They are strength 4 about on the same tier when Axemen become available (also 4, 5 with copper) and can't really upgrade until very late, can't use weapons, and have no special powers as far as I can see. I thought that they have pilgrim promotion but they don't. Am I missing something? Is Spirit affinity really that good (I haven't tried spamming Spirit mana, but maybe this could make them viable). Maybe give them pilgrim, OR let them get XP automatically like mages OR let them get special promotions that give them extra base strength after Combat V OR let them get extra strength point at level 5, 10 and 15 (this would fit with Monk archetype in D&D - they have no weapons or equipment, therefore low strength and upgrade potential, but experience and promotions should give them a big boost instead).
Units with Pilgrim get specific promotions whenever they end their turn on a unique feature, or explore a lair. Staying there longer does not prvide extra bonuses. Some bonuses are better if the unit has the right religion or alignment. When first trained or promoting to Pilgrim, they et one based on a random unique feature in your empire.5) How exactly Pilgrimages work - do Devouts get extra promotions if they stay on feature longer? What are promotions they can get generally (I only got 1st level spells and fire/cold immunity on my Devouts, not really impressive)
They will still spread passively, perhaps faster than most major religions, and I'll likely add some a bunch of events eventually. I already have it so that you can rescue their priests from lairs.Regarding new guilds and cults: those all seem really cool! Especially rescuing refugees and starting rebellions. But, would you care to look in some other ways of spreading them? I am worried that, as it stands, player has no incentive of ever spreading them to other civs, as they are beneficial to your opponents, and spreading them takes resources anyway (you need to build units to spread them). Unless other civ conquers a city with a cult, or they randomly spread, they will stay confined to small number of cities, and de facto become a property of founding civ. I don't think that it's appropriate from role play standpoint (cults should be non state actors trying to spread as much as possible) and it's not interesting in game play as it behaves just like another religion. I'd suggest that cults could spread randomly through events. For example, building an adept should have a chance to spread Laeran Cord. Or having a library and mage guild. I'd maybe even take away the ability of units to spread the cult deliberately, to make things more interesting. Otherwise, most cults won't spread ever, they'll stay in one civ that founds them. I'd rather have cults be mixed bag, semi-autonomous, spreading on their own, giving bonuses but also some penalties, possibly destabilizing you and giving your inquisitors something to do.
No. I am not adding any new civs, certainly not any related to cults or requiring any such diplomatic coding. I wouldn't really like the idea even if I had a clue how I could code it. Coding a hidden nationality type promotion to make it look like a different civ is far beyond my coding skills.I am thinking of more interesting option (but not sure if possible): what if all cults and guilds belong to their own, separate civ (The Unaligned or Diplomats), that is always at peace with everyone?Founding the first cult spawns this civ. They can then randomly get units from cities with their cult, and can move them across the map, use them to spread their cults. Then, you could recruit their units by approaching them on the map. Also, we could have reverse-hidden nationality promotion, where units instead of barbarian, appear to belong to this "peaceful" civ (I'm not sure if possible without C++). Elohim Counselors would then always be peaceful to everyone and would never be able to be attacked. We could even have neutral caravans and fleets trading around, making would look alive, and give pirates something to do.
I'll think about it. I wish there was an easy way to make spells apply promotions to units that already other specific promotions, but without using python (which can get inefficient if used too much, and requires a pyprereq if I have a pyresult) I can only make them be granted to all the units that have their unitcombat included in the promotion's xml defines. I cannot let Paladins use the promotion without letting all other disciples do so, unless I change Paladins to Melee units.Some more observations from my playthrough:
1) Could disciple units also use enchanted weapons? Seems counter intuitive that my axemen lose enchanted weapons upon upgrading to paladins, while keeping their Iron weapons. Ideally, all units that can use metal weapons should also be able to use enchanted weapons I guess. It would also make non-melee units a bit more attractive. Currently, plain melee units are quite often the best choice.
I just changed the Foreign trade -10% gold to +10%.2) Late game Economy civics are not quite good enough, considering how late they are and how good early ones are. I was running Agriculture my whole game because both Mercantilism and Foreign trade are much weaker. First, Foreign trade shouldn't reduce gold. What is the rationale? First, money gained from extra trade is often less than -10% gold, AND you also have the opportunity cost of not using another civic. Second, Foreign trade should bring gold to a civilization in a FfH setting - I'm picturing busy harbors filled with traders, and that should mean prosperity, not proverty. Third, civic is also underpowered as it is, especially considering how late it comes. I suggest removing gold penalty and giving civic +1 gold to merchants. If you want a drawback, it can be -10% hammers or -1 hammer from village/town, representing loss of domestic production to imports.
I just reduced the effect for Republic by half and added it for Liberty at the strength Republic used to have.3) "Unhappiness to civs without Republic" effect should be moved to Libery. IMO it makes more sense. Republic in FfH is probably more like merchant republic or noble republic, it doesn't have to mean citizen representation. It is not something that commoners would fight for or that would benefit from. While liberty is something that everyone enjoys and it makes more sense that citizens would demand it.
I just figured out how to give Sluagh units promotions appropriate for their levels about a month ago. This was the first of the fixes that will make it into the next release.4) I resurrected Sluagh from graveyard, it was a warrior with level 7 but only 2 promotions. Which made it worse than regular warrior as he had less promotions and was harder to level than if I simply built him. Considering how late I got resurrection, it was quite disappointing. Maybe buff Sluaghs a bit, at the very least give them appropriate amount of promotions. I love the idea though. Also, is it possible to resurrect long lost units and how? And are sluaghs truly invisible? I saw them in worldbuilder, but couldn't detect them even with units with true sight of metamagic eye summon.
If I recall correctly, hidden units are hardcoded in the dll not to be invisible in the owner's own cities, as if they were invisible then enemy units could capture the cities without them defending it.5) Since we have Hide in forests and Hide in snow/sea etc., could we have Hide in Town, for more urban units? I can imagine sneaky shadow mages or some heroes hiding among civilians and crossing rival borders. It would work in cities, villages and towns and be removed by ending a turn out of the improvement.
No, I prefer having certain areas of the world naturally stronger in specific mana types even without unique features and encouraging players to research techs based on the mana available nearby. The Dispel Magic spell would be nerfed by going to all raw mana like in vanilla FfH2.6) What are your opinions on spawning all wild mana as raw mana? If all mana was raw, then mana from unique features would feel more unique. Also, since you need technology to harvest mana, mana from unique features now feels WORSE than either raw or typed wild mana. My suggestions: make unique features provide mana as soon as you get them in border and connect a road (no tech needed) OR make them provide 2 mana resources of same type (I think that this would actually be a simple XML change)
Probably not.7) I love the new Great Commanders! Joining them resets the unit XP to 0, letting them level again quick, which is cool but maybe not intended or too strong? I love taht Commanders let their units have some extra promotions they wouldn't normally have. Anyway, what do you think about letting Great commander promotion lead to a set of Leadership promotions, just like Heroes can learn Heroic strength? Those promotions would benefit not only Commander's unit, but also the entire stack, each level giving 5% strength to all units in stack. Higher levels could also grant Commander the ability to cast Resupply, giving entire stack Haste and healing them a bit, at the cost of some gold, or Prepare Ambush, giving entire stack +20% withdrawal rate for a turn.
Minor healing is represented by the normal healing effects of the medic promotions units start with (they benefit units on the same or adjacent tile, not just the unit with the promotions itself), or the effects of Regeneration for Body mages. Life Affinity grants similar healing to medic one and can randomly grant medic 2 to a unit.8) Shouldn't Heal spell be more widely available? Considering it is one of the most basic and ubiquitous spells in any universe, including FfH. Right now, it is only available to Medic 3 units. I'd give it to Life 3 and maybe Body 3 casters as well. Also, I'd make a weaker version of the spell available to Life 2 casters, that heals only a single, most damaged unit in the stack. Healing is very useful in the game, and also simple mechanic, and I'd love to see more of it.
Paramanders, Luonnotar, Witch Hunters, and Runewyns have the ability to target specific unit classes and unit combats, using a BtS mechanic that is not effected by the Marksman or Guardsman mechanic. I definitely want to keep those abilities for Luonnotar, Witch Hunters, and Runewyns. I'll consider removing it from Paramanders, as Witch Hunters fulfill the same role more thematically. Maybe Paramanders should instead target Air/Chaos units Air Elementals and Chaos Marauders.9) Why is Guardsman promotion not protecting my mages from Paramanders? I got absolutely decimated by Khazad paramanders and there was nothing I could do to stop them. It was very frustrating. If Guardsman deliberately doesn't work against Paramanders, maybe remove this ability from them. They are a religious order, not some super assassins that can bypass my defenses better than Shadows and decimate my mages.
I already made units likely to resist this spell. I may also add a level prereq.10) I got a druid with Life affinity and it could make my entire army immortal. It was late in the game so I couldn't use it, but isn't this super-OP? Druids in the lore are strong, but not make-entire-army-immortal level strong. This is power level of Blood of Phoenix late game ritual. Maybe Life mages should give immortality only for a turn? Useful before a major battle but not constant immortality to everyone like now. Or maybe let them give immortality only to one unit. This can be done by letting spell create the item "essence of immortality" and then letting another unit consume it?
Thank you for your time![]()
A key feature of the Foxmen is that they do not stay still or settle down anywhere. As such, their holy city and its holy shrine will not stay put either, but will randomly relocate itself every few turns to a random city chosen from among every city where the Foxmen are already present.
Since this is less about my modmod than the modcomp included in MNAT, maybe @lfgr would be a better person to ask.
I'll think about it. I wish there was an easy way to make spells apply promotions to units that already other specific promotions, but without using python (which can get inefficient if used too much, and requires a pyprereq if I have a pyresult) I can only make them be granted to all the units that have their unitcombat included in the promotion's xml defines. I cannot let Paladins use the promotion without letting all other disciples do so, unless I change Paladins to Melee units.
I just changed the Foreign trade -10% gold to +10%.
The schema does not let me let civis give extra yields to specific improvement types. I'll consider letting it grant +1 gold for every specialist, but tat may be too strong.
Sluaghs are invisible with a different type of invisibility than other units, to keep them truly invisible. I thought about letting Angels of Death or units with Arawn Death affinity the ability to see them, but that just causes problems limiting their ability by making them fight and kill such units.
The Sluaghs added randomly to Graveyards have a limited duration, unless the grave is Hallowed with the Death 1 spell. That spell makes the sluaghs permanent so they may be resurrected later.
No, I prefer having certain areas of the world naturally stronger in specific mana types even without unique features and encouraging players to research techs based on the mana available nearby. The Dispel Magic spell would be nerfed by going to all raw mana like in vanilla FfH2.
Having a tile provide more than one source of mana is impossible without some major C++ changes or some very ugly and inefficient python code.
Paramanders, Luonnotar, Witch Hunters, and Runewyns have the ability to target specific unit classes and unit combats, using a BtS mechanic that is not effected by the Marksman or Guardsman mechanic. I definitely want to keep those abilities for Luonnotar, Witch Hunters, and Runewyns. I'll consider removing it from Paramanders, as Witch Hunters fulfill the same role more thematically. Maybe Paramanders should instead target Air/Chaos units Air Elementals and Chaos Marauders.