Mana Flares and Unique Events Add-On

I found a little bug with the Guardian of Pristin Pass <PythonAtRange> in the 04Elohim module. If you play a game with Elohim and my module v0.9 and already discoverd the "Guardian of Pristin Pass" you will not be able to complete the pilgrimage quest even if you install v0.91 over it.

Update:
Version 0.91 - Note: If you have installed a previous version of this mod (before v0.75) plz remove it before you install version 0.91!
(0.91 is save game compatible with version 0.9)

04 Elohim Unique Feature Events:
  • Fixed a bug with the "Guardian of Pristin Pass" Elohim onMove event.
  • Fixed a text bug with the pilgrimage quest.
  • v0.91 is save game compatible with v0.9
 
Now this add-on is also available in german. Great thanks goes to jonnnes for the translation.

Update:
Version 0.92 - Note: If you have installed a previous version of this mod (before v0.75) plz remove it before you install version 0.92!
(0.92 is save game compatible with version 0.9 and version 0.91)

  • Added full german translation (by jonnnes)
  • v0.92 is save game compatible with v0.91 / v0.9
 
Update:
Version 0.93 - Note: If you have installed a previous version of this mod (before v0.75) plz remove it before you install version 0.93!
(0.93 is save game compatible with v0.9, v0.91 and v0.92)

  • Fixed a few english grammar 'bugs'
  • Hide some wrong "ID conflicts" with my modules
  • This version should also hide "ID conflicts" with my modules and future versions of the MoreEvents module and FallUnder module (Note: This version is already compatible with MoreEvents and FallUnder but the Module Manager will show 'ID conflicts'. Just ignore them for the time being.)
  • v0.93 is save game compatible with v0.9, v0.91 and v0.92
 
Update:
Version 0.94 - Note: If you have installed a previous version of this mod (before v0.75) plz remove it before you install version 0.94!
(0.94 is save game compatible with v0.9, v0.91, v0.92 and v0.93)

  • Added compatibility tags for Derf's Claimable Tower of Eyes module.
  • 03 Imperial Roads:
    • Grammar fix
    • Civilopedia tech dependency text fix
  • v0.94 is save game compatible with v0.9, v0.91, v0.92 and v0.93
 
Update:
Version 0.95 - Note: If you have installed a previous version of this mod (before v0.75) plz remove it before you install version 0.95!
(0.95 is save game compatible with v0.9, v0.91, v0.92, v0.93 and v0.94)

Entire mod:
  • Added <AndDependencyTypes> and <bTypeDependency> XML tags throughout the whole mod to improve further compatibility
  • 0.95 is save game compatible with v0.9, v0.91, v0.92, v0.93 and v0.94

05 Unique Arenas:
  • Added an additional commerce bonus for Imperial Roads on plots with Great Circus, Great Colosseum (only available if 03ImperialRoads and 05UniqueArenas are activated at the same time)
  • Gambling House gets +1 free specialist per Great Circus, Great Colosseum
  • Great Circus and Great Colosseum provides a free merchant to the nearest city
  • Cleaned up the pedia page of Great Circus and Great Colosseum

00 Changes for other modules:
After you download my add-on you will find the new modules in \Assets\Inactive Modules\NormalModules (7-zip file)
If you plan to play a new game with Milaga's Guns, Wyrms and Steel mod (v0.31) and/or with MrUnderhill's Fall Under mod (v1.71) you can activate the new 00Changes... modules by moving them into \Assets\Modules\NormalModules if you want. (You have to unzip the 7-zip file)
New modules are:
  • 00 Changes: GWS Steel TraitBlacksmith Fix
  • 00 Changes: GWS Buildings BazaarOfMammon Fix
  • 00 Changes: FallUnder MageTower


00 Changes: GWS Steel TraitBlacksmith Fix:
This module makes Milaga's GWS Steel mod (v0.31) compatible with Rife 1.31.195 (because a deactivated Jotnar module removes a Trait needed for GWS)
By activating this module you will add a new Trait to the game, so it is not save game compatible. But it will cause no problems if you run it without the GWS module in case you forget to deactivate it in your next game.

00 Changes: GWS Buildings BazaarOfMammon Fix:
This module fixes a bug with Milaga's GWS Buildings mod (v0.31). Now you can build the Bazaar of Mammon wonder.
This module is save game compatible. You can activate it and don't have to worry about it any more. If you don't use the GWS mod this module will not change anything in your game.

00 Changes: FallUnder MageTower:
This module fixes an issue with the Mage Tower improvements in MrUnderhill's Fall Under mod (v1.71). Before this fix if somehow you get your hands on Amurites units (by capturing such an unit or using the Tolerant Trait and conquer a city) and build a Mage Tower with them the improvement will disappear after some time (because Amutites only). Now this improvement is changed so everyone can use it (but you can't build it if you are not Amurites).
This module is only save game compatible if you already use the FallUnder module v1.71 with your current game. However if you start a new game with this module and don't use FallUnder this module will not cause any problems.
 
Got a bit of a problem for you. It's not exactly your mod but Windows being a pest.
On a 64-bit Windows, 32-bit stuff gets put into 'Program Files (x86)' instead of just 'Program Files'.
Those extra few characters, combined with some somewhat long file/folder names with the 00Changes modules makes Windows complain loudly, and refuses to let me put them there without shortening the names a fair bit.

Not really too much of a prob, but to fix it for me, all I did was alter the names. For the FallUnder and GWS Steel ones, shortening 'Changes' to just 'C' in the folder names did it. The Bazaar of Mammon one I had to reduce it down to 'BoM' to make it work.

Just thought you should know about it.
 
Got a bit of a problem for you. It's not exactly your mod but Windows being a pest.
On a 64-bit Windows, 32-bit stuff gets put into 'Program Files (x86)' instead of just 'Program Files'.
Those extra few characters, combined with some somewhat long file/folder names with the 00Changes modules makes Windows complain loudly, and refuses to let me put them there without shortening the names a fair bit.

Not really too much of a prob, but to fix it for me, all I did was alter the names. For the FallUnder and GWS Steel ones, shortening 'Changes' to just 'C' in the folder names did it. The Bazaar of Mammon one I had to reduce it down to 'BoM' to make it work.

Just thought you should know about it.


oh man... windows sux like always... :sad: linux ftw!
did you also have problems with the file names or only with the folder names?
do you know the number of letters that i can use so that 'win64' won't complain?
 
Haha, I like Linux too, but it's a little touchy when trying to play stuff like the Civ games.

It was only the folder names it complained about, but on experimenting it seems like it affected filenames too.
If you start the path with C:\ and include the file extension (I used .txt in my experiment) the absolute limit is 259 characters.
I can't be certain since there's no 32-bit Windows in the house, but if my suspicions are correct, the limit is the same for it - but because it doesn't have a separate Program Files (x86) folder, you've got an extra six characters for it.
 
playing with the 0.95 version:

Traceback (most recent call last):

File "CvSpellInterface", line 141, in onMove

File "<string>", line 0, in ?

File "spellGIR04ElohimUniqueFeatureEvents_CvSpellInterface.py", line 166, in onMoveMirrorOfHeaven_ZE

File "spellMoreEvents.py", line 360, in onMoveMirrorOfHeaven2

NameError: global name 'sf' is not defined
ERR: Python function onMove failed, module CvSpellInterface
 
Update:
Version 0.96 - Note: If you have installed a previous version of this mod (before v0.75) plz remove it before you install version 0.96!
(v0.96 seems to be save game compatible with v0.9 - v0.95)

  • Added a new simple module:
    06 Spread Religion:
    Spread Religion ability:
    Ever got tired because of bad luck while trying to spread a non state religion (therefore not enough priests for 'build temple' ability) in one or all of your cities with missionaries?
    Well, it seems I always have bad luck so I made this module:

    This module adds an additional option to all missionary units to spread religion in a city. In contrast to the normal way the new ability has a 100% spread chance but it will cost money to cast (cost = 75 gold). The unit will be consumed after using this spell.
  • Packed all the "00Changes..." modules in a 7-zip file under \Assets\Inactive Modules\NormalModules.
    If you want to play with one of the "00Changes..." modules you have to unzip it and move to \Assets\Modules\NormalModules
 
Update:
Version 0.97 - Note: If you have installed a previous version of this mod (before v0.75) plz remove it before you install version 0.97!
(v0.97 seems to be save game compatible with v0.9 - v0.96)

  • Added a new simple module:
    07 Spread Guild:
    Spread Guild ability:
    Ever sent a "Kingfisher Brotherhood" fishingboat around the whole map and then it failed to spread the guild?
    This module adds an additional option to all guild units to spread guilds in a city. In contrast to the normal way the new ability has a 100% spread chance but it will cost extra money to cast (cost = 175 gold). The unit will be consumed after using this spell.
  • 05 Unique Arenas:
    • Added icons with mouse over info for Great Colosseum and Great Circus in techtree
    • Some pedia txt changes/fixes
    • Also added some pedia links related with GC^2
 
Update:
Version 1.01
Note1: If you have installed a previous version of this mod (before v0.75) plz remove it before you install version 0.97!
Note2: This add-on is for RifE v1.31.195. You can use this add-on also with a newer revision of RifE (e.g. one from the development branche - rev228) if you want but in this case plz make sure you don't override your CvEventManager.py and CvGameUtils.py with the files coming with my download!
(v1.01 is not save game compatible with v0.97; (at least the '08 Adjust Game' module isn't))

  • Added a new module:
    08 Adjust Game:
    Adjust Game city spell:
    This module adds a city spell to your capital city. This module is still in beta and not everything is implemented yet but you can use it for counting and adding improvements, features, bonus, unique features, plot types and other 'stuff' on the map without using the world builder and spoiling the map. You can also use it to help AI players to survive early barbarian rushes with these options.



How it works:

  • To use the options you have to select your capital city and click on the 'Adjust Game' city spell on the right side of the build menu (see picture):


  • In the main menu you can choose between six options. This module is still a work in progress so some of the options aren't working at the moment (see picture):

    • 0: Game Options (not tested yet)
      • This option allows you to change (almost) all Game Options within a running game e.g. enable random seed, enable increasing difficulty or disable technology trading.
        Spoiler Game Options picture :
    • 1: Difficulty (work in progress; not working atm)
      • This option allows you to change your Handicap Type.
        Spoiler Difficulty picture :
    • 2: Bonus Stuff (working)
      • This option allows you to give your enemies or yourself certain stuff that will make there or your life in Erebus easier.
        Spoiler Bonus Stuff picture :
    • 3: Trigger Event (work in progress; not working atm)
      • This option allows you to Trigger any Event for yourself or any other player.
        Spoiler Trigger Event picture :
    • 4: Map (working)
      • This option allows you to place certain Improvements, Unique Features, Resources and other stuff on a random plot on the map. You can use this option to count certain things on the map, too.
        Spoiler Map picture :
    • 5: Screen (working)
      • This option just shows all different Color Types and other stuff. It's useful for me, myself and I and maybe also for other moders.


 
I'm playing on Deity with the Amurites (Xivan T'Nava) and I got the special event to find stone, but when I put workers in the cities and try to use the build imperial road button, nothing happens.
 
I have a hypothesis that only one civ can build roads at a time, and that the AI are always building theirs. I meant to test that but never got around to it...
 
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