Master of Mana Xtended

-20 to both is probably too much.
Perhaps something along the lines of -10 or 15 as -20 is extra crippling. Basically turns the city into useless unless you have the builder trait or a civic that lets you buy stuff in the city
 
Yes, it is useless to build the Terror without Hemah to control it. Well, unless you are OK with it being AI-controlled and rampage through your enemy lands...
It still your unit, IIRC, you just can't control it.

I'll check on the double Terrors.

On Temple District: the intended malus is -20% hammer and commerce. If it is -20 now, that is definetely a bug.
 
One additional comment at spells. Atm spells can kill Heroes even if they have the second chance promotion. I don't like that. Making low level spell nonlethal will make this less signifikant, but non the less i would like to see spells trigger the healing effect and maybe the withdraw, on units with second chance, like combats do.
 
On adopting religion

What do you think if we move adopting religion out of Priest guild into an early civilian tech?

The Priest guild is still there, you need it to build Pagan Temple, Temple District, Altars and Priests/High Priests. But, you can adopt a religion without it and gain benefits from its temple and miracles without the Priest guild.

Consider the Priest guild as the "institutionalised" version of the religion.
 
On adopting religion

What do you think if we move adopting religion out of Priest guild into an early civilian tech?

The Priest guild is still there, you need it to build Pagan Temple, Temple District, Altars and Priests/High Priests. But, you can adopt a religion without it and gain benefits from its temple and miracles without the Priest guild.

Consider the Priest guild as the "institutionalised" version of the religion.

Try to prevent the holy city being given to a civilization that did not take the priest guild and make the ability to adopt a religion of your choice as the same tier of getting your third guild.
 
Try to prevent the holy city being given to a civilization that did not take the priest guild and make the ability to adopt a religion of your choice as the same tier of getting your third guild.

Not sure about the first point, that would make the priest guild pretty much a necessity for any non-agnostic leader/civ. It could also lead to a situation, where none of the civs of a particular religion has it, so no holy city would be established at all.

I'd rather go for an increased (with) and diminished (without) chance.
 
In next version, a holy city will be founded by acquiring third Sacred Knowledge (not the second as it is). This should provide necessary incentive for players who want to get the holy city for adopting Priest guild.

In normal circumstance, anyone with Priest guild should gain Faith much faster than those without (unless you are playing FOL, then you can get enough Faith simply by having many Ancient Forests. But this highlight FOL's lack of institutionalisation, as the lore tells us).
 
I actually thought this mod was dead after the dev went quiet, and then the site and forums went down. Cheers for resuming this.
 
Maybe renaming this subforum to master of mana, or advertising for this mod in other treads/forums would bring back some more of the old cummunity...
 
I should be more clear on this....

To make everyone CAPABLE of getting a religion, I am suggesting that;

1. Priest guild adoption remains unchanged - does not give holy city until normal mechanics are achieved.
2. If you DO NOT choose the priest guild in the first 3 guild options, on the third option you get to choose a religion of your choice, but you are 100% incapable of getting the holy city even if faith allows you to.
 
I think you mixed up the mechanics here.

To get a religion:
As it is: you need to adopt Priest guild.
Future plan: you need to research Ancient Chants, a tier 1 civilian tech cost 600 beakers (Barter is 300 beakers, for comparison).

To get holy city:
As it is: you need to adopt Priest guild, get a religion, then be the first to acquire second Sacred Knowledge by accumulating enough faith.
Future plan: you need to research Ancient Chants, get a religion then be the first to acquire third Sacred Knowledge. Theoretically, you can do this without adopting the Priest guild but it won't be practical. To make sure that you get the holy city, you need to adopt the Priest guild.

The future plan is not changing anything other than making Priest guild as an option, instead of an obligation. It's just like how the Magi Circle is: an option to those who want greater access to magic but you can play fine without it.
 
Sounds good to me. Togeher with nerfing conjure matter, this will balance guilds pretty good.
 
I think you mixed up the mechanics here.

To get a religion:
As it is: you need to adopt Priest guild.
Future plan: you need to research Ancient Chants, a tier 1 civilian tech cost 600 beakers (Barter is 300 beakers, for comparison).

To get holy city:
As it is: you need to adopt Priest guild, get a religion, then be the first to acquire second Sacred Knowledge by accumulating enough faith.
Future plan: you need to research Ancient Chants, get a religion then be the first to acquire third Sacred Knowledge. Theoretically, you can do this without adopting the Priest guild but it won't be practical. To make sure that you get the holy city, you need to adopt the Priest guild.

The future plan is not changing anything other than making Priest guild as an option, instead of an obligation. It's just like how the Magi Circle is: an option to those who want greater access to magic but you can play fine without it.


No, I did not ignore the mechanics. At all. I am stating that this requirement that you are putting up in the future plans is too early and should be later in the tree, specifically the same tier as the third guild tech.
Can I be any more clear?
 
No, I did not ignore the mechanics. At all. I am stating that this requirement that you are putting up in the future plans is too early and should be later in the tree, specifically the same tier as the third guild tech.
Can I be any more clear?

So, players get a religion at a tech approximately the same level at Currency or Trade (if guild is removed from Crafting)?

If that is what you suggest then that is way too late. Atm, with my plan, AI will research Ancient Chants and adopt their religion at turn 80-100 and get the holy city at turn 200-ish (with the only exception is FOL, maybe at turn 150-ish, depending on the civ's territory).

That is on Lake map, vs 8 AIs, Elf size.
 
What changes to the files are necessary to give heros the same chance to defend a stack as normal units?

It really bothers me, that I have these high-leveled guys and they are basically only useful for offense. A "true" hero should be the first to jump in to defend a city, not lingering in the back watching the garrison getting stomped.
 
What changes to the files are necessary to give heros the same chance to defend a stack as normal units?

It really bothers me, that I have these high-leveled guys and they are basically only useful for offense. A "true" hero should be the first to jump in to defend a city, not lingering in the back watching the garrison getting stomped.

If you want to, find Assets/XML/Unit/CIV4PromotionInfos.xml.
Find PROMOTION_HERO.
Add <iBetterDefenderThanPercent>20</iBetterDefenderThanPercent> in the promotion.

This will make unit with Hero will be calculated as better defender than unit without. The higher value you put between the tag (20 in my example), the game will consider Hero units as better defender.

In next version, I will add this plus adding the tag into several other promotions (such as Second Chance etc).
 
Questions about the K-Mod, the More naval A.I mod and the BarbPlus mod ?

- Is these mods are used Master of Mana Xtended ?

- The ExtraModMod of Terkehn is especially excellent : very balanced, stable, and usefull features. I know that Master of Mana is entirely different, but is that possible or impossible and naive to see an export of some of the best features of it into Master of Mana ?

- The link to ExtraModMod : Link.

Are there points of discussion what you would like to debate ?

- I readed fast in this topic that there are some discussions about balance and new ideas. It's mixed with some others things.

- I would like to know : are there subjets, problems of balance precises, where you would like a participation now, or not particulary ?
 
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