Modules - Drackzahn (Civilizations, Magic)

Aiblis

Chieftain
Joined
Sep 23, 2016
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Germany
Hiho all,
based on the newest version of Master of Mana, I updated my older Modules and added a tiny bit of magic.
The additions were mostly created for a friend and me. We often play this game together in Multiplayer. However, as some work was put into these modules, I also decided to share them.
The files are open-source and free to use. If you want to integrate my additions into a new mod version or want to extend them, go for it :)
For me, Modding means modding for others and using mods to have fun.:)

You can download it here:
V1.2
https://drive.google.com/file/d/1DYih-1OnsrQkNkEwgZ3RWlHenzzNeh1s/view?usp=sharing
This version is tested with "Tweak Mod for Xtended + Master of Mana Updates" V0.6 from SpyFantatic.
V1.1
https://drive.google.com/file/d/1K_w56EeOdCuT4U1o8wO3PY618ALvWR52/view?usp=sharing
This version is tested with "Tweak Mod for Xtended + Master of Mana Updates" V0.5 from SpyFantatic.
V1
https://drive.google.com/file/d/1Y9xUIhzNDOnjNT8KV4aHr0wbLWQ3utZN/view?usp=sharing

It includes:
Civilizations:
- Risna - Slaver Based Civilization
- Aos-Ni-Sira - Forest Beasts Civilization
- Teuhali Order - Religious Knight Civilization
- Deathless Empire of Namko - Undead Religious Civilization

Magic:
- Blessed Desertification Terraforming to transform your land into desert tiles. It is made with the Malakim in mind.

New Buildings:
- New Buildings for each Religion
- Some general new buildings available for all

Patch Notes
V1.2
  • Added new Civilization: Deathless Empire of Namko
  • Added new Civilization: Teuhali Order
  • Reduced some Yield Costs for new Buildings of this module
  • Add Lore and Helper Texts to this mod’s Units, Buildings, Spells, and Civilizations
  • Add World Spell for Aos Ni Sira
  • Add World Spell for Risna
  • Add Terraform Spells for Aos Ni Sira

V1.1
  • New Building: High Walls. Late-game defensive building extending the Walls.
  • New Building: Craftsman Hut. Early-game production building.
  • 4 new Buildings for each Religion (Ashen Veil, Empyrean, Fellowship of Leaves, Octopus Overlords, Order, Runes of Kilmorph)
  • Aos-Ni-Sira: New Portraits for Leaders
  • Aos-Ni-Sira: Removed several units, and modified the remaining
  • Risna: New Portraits for Leaders

You can find some more information about the modules here:

I have based my modules on the newest Master of Mana Version, which you can find here:
 

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Looking forward to feedback.

At the moment, I have a known visual bug with two units of the Aos-Ni-Sira. Have not found out why the grafic is broken with them.... xD
 
Oh more faeries, that's nice. Gonna test it later.
And you definitely need more friends to play MoM together 😀
 
Well. I played a bit of fairies and gotta say that they are good actually.
Also I chose leader with water mana affinity and my lands become ice as if I played winter court but there are no civics so I was stuck in the land of ice with default population grow mechanics. Is this intended? "Courts"are leader dependant or I got it wrong?
 
Well. I played a bit of fairies and gotta say that they are good actually.
Also I chose leader with water mana affinity and my lands become ice as if I played winter court but there are no civics so I was stuck in the land of ice with default population grow mechanics. Is this intended? "Courts"are leader dependant or I got it wrong?
Wait, Courts? The new fairy race of Aos-Si-Nira should not have courts like the other faries xD
I think that may be a bug then with the leader. I mostly played the life mana leader ^^.

And thanks, nice to hear that it plays well ^^
 
Wait, Courts? The new fairy race of Aos-Si-Nira should not have courts like the other faries xD
I think that may be a bug then with the leader. I mostly played the life mana leader ^^.

And thanks, nice to hear that it plays well ^^
This is probably an oversight because if your water leader is copy-paste(kind of) then it still doesn't explain why it works like I had winter court civic adopted.
And now I'm curious and gonna test it again
 
This is probably an oversight because if your water leader is copy-paste(kind of) then it still doesn't explain why it works like I had winter court civic adopted.
And now I'm curious and gonna test it again
Tested it few more times and it worked as intended. My bad, the reason probably was that my position was close to illians and they used white hand ritual or something.
 
Tested it few more times and it worked as intended. My bad, the reason probably was that my position was close to illians and they used white hand ritual or something.
Alright, thank you for checking it again :)
I hope there are no bugs. In the end, its a rather simple 2 factions mod after all and one little spell ^^
 
I am working on a 0.2 Version of the module. I combined the files into a single folder with subfolders and began adding some new stuff.
My Module is still based on the Mod Update from: https://forums.civfanatics.com/threads/tweak-mod-for-xtended-master-of-mana-updates.684050/
At the moment testing all with version 0.5 :)

Done:
- 4 new Buildings for Empyrean Religion
- 4 new Buildings for Leaves Religion
- 1 new general Building
- Rework of Aos-NiSira, my fairy civ about Beasts of the Forests. (Mostly reworked some avatars for leaders, removed much stuff and rebalance other. So it feels less crowded and more focussed on the beasts of forest theme)

Plans:
- I want to give each religion some new buildings. Planned for 0.2. (Ideas for buildings welcome)
- I want to add some buildings here and there to give most techs more stuff and more selection. Not too many, though, to not disturb the balance too heavily.
- I want to give the Guilds new Buildings and maybe mechanics. So the guild selection is a bit more important.
- World Spells for my two new civs
- New Civs. I want to do more with Jungle, one that works heavily on the guilds and maybe more.

Feedback welcome.
I am working slowly on it and testing it with a friend in multiplayer.
Values of the buildings are not final and may change during play testing with my friend xD.
I added some pictures to this post as preview for the new buildings I have till now.
 

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oh, very cool buildings :). Redemption Shrine is very on point. The guild oriented civ could maybe start with an invisible tech that grants +1 guild choices. I hope I made that an xml value of techinfos.
 
oh, very cool buildings :). Redemption Shrine is very on point. The guild oriented civ could maybe start with an invisible tech that grants +1 guild choices. I hope I made that an xml value of techinfos.
That's a good idea!
I remember that Grigory or one other civ already had such a thing. So I could take a look at how it was done there and copy that... ehh.. get inspired by it. :)

Thank you. I am reading a bit about the background lore of the religion and trying to find fitting names and themes.
I want to give each Religion a bit more of a direction :) So that the choice is a bit more important.
 
Hello all.
I have uploaded my new Module version. (Link in the first post of this thread).

Here the Patch Notes:
  • New Building: High Walls. Late-game defensive building extending the Walls.
  • New Building: Craftsman Hut. Early-game production building.
  • 4 new Buildings for each Religion (Ashen Veil, Empyrean, Fellowship of Leaves, Octopus Overlords, Order, Runes of Kilmorph)
  • Aos-Ni-Sira: New Portraits for Leaders
  • Aos-Ni-Sira: Removed several units, and modified the remaining
  • Risna: New Portraits for Leaders

Some Notes of this:
- I have tested this mostly in Multiplayer with a friend.
- Descriptions, Lore information etc are all missing. I have some lore in mind for some of the new civs, leaders and buildings, but not enough time at the moment to write it all out :)
- The two new Civs still misses a World Spell. Its on my TODO list.
- The new Buildings, as well as the civs, most likely still need balancing. So if you have hints for me, or feedback, feel welcome to post it here.
 
I have modded a bit and finished 2 new Civilizations for the 1.2 Version.

Here the patchnotes:
  • Added new Civilization: Deathless Empire of Namko
  • Added new Civilization: Teuhali Order
  • Reduced some Yield Costs for new Buildings of this module
  • Add Lore and Helper Texts to this mod’s Units, Buildings, Spells, and Civilizations
  • Add World Spell for Aos Ni Sira
  • Add World Spell for Risna
  • Add Terraform Spells for Aos Ni Sira

The new Civilization are:
Deathless Empire of Namko
Deathless Namko is an undead nation with a strong focus on disciple units.
To increase your population, you require a Nephrakis. He can cast the Arise Citizens spell to increase the population in your city.
It is recommended to unlock the Priest Chapter Guild early to gain access to important buildings.

Teuhali Order
The Teuhali Order is a defensive and religious nation. They have strong disciple units and their Grand Bastion allows them to raise the defense of their cities high.
With the Temple of Hali, they can grant all their units the followership promotion of their chosen religion by taking the oath.

I also added some screenshots in the start post of this thread.

You can download it here:
V1.2
https://drive.google.com/file/d/1DYih-1OnsrQkNkEwgZ3RWlHenzzNeh1s/view?usp=sharing
This version is tested with "Tweak Mod for Xtended + Master of Mana Updates" V0.6 from SpyFantatic.

Feedback welcome :)
It was a nice weekend full of modding and testing, hehe.
 

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I tried out the Namko. I haven't gotton very far yet but it's quite fun.
That is very nice to hear :)
I hope the experience will be nice for you. We tested out the factions mostly in little multiplayer sessions together in the hope to find potential bugs, hehe. And to see what works and what is too unbalance.
Namko was a wish from my friend, which I fulfilled.
 
Hi Aiblis
Not yet played with your new civs, but still I have downloaded them and I found them very well done, lot of works and really nice result :)

For now I am planning the following thing to be released in v0.7, to help your further development:
  • I will start to ship the debug dll as well, this could help you into understanding if some error arise during xml parsing!
    For example as of now I see some error in parsing due to xml comments... I think the parser is not really the best and it seems get confused by comments, even if I am not sure if it is causing any problem to the game
  • I am fixing the climate map, so you will be able to play them with the new civs! The crash was due to a mechanism that was looking for the best terrain for a civ, but - of course - your new civs are not defined in the dll.
I have thus implemented the following logic to be triggered for new civs (see CvMap getWantedStartForPlayer method):
  1. If the civ has some fav terrain (like Amurites for example) than this will be chosen
  2. Else, if the civ has a fav improvement, then the best terrain that allow the improvement will be picked up. For Camp for example, it will be tundra. Value is calculated with food * 15 + production * 5 + commerce * 10 (this is just to choose for example between tundra and ice....). Also based on improvement the switch for forest/hills will be triggered.
  3. If none of the above, then grassland
This will then give:
Aos Ni Sira: Tundra, with Forest
Namko: Grassland with Hills/Mountain
Risna: Plains with Hills/Mountain
Teuhali: Grassland
 
Hi Aiblis
Not yet played with your new civs, but still I have downloaded them and I found them very well done, lot of works and really nice result :)

For now I am planning the following thing to be released in v0.7, to help your further development:
  • I will start to ship the debug dll as well, this could help you into understanding if some error arise during xml parsing!
    For example as of now I see some error in parsing due to xml comments... I think the parser is not really the best and it seems get confused by comments, even if I am not sure if it is causing any problem to the game
  • I am fixing the climate map, so you will be able to play them with the new civs! The crash was due to a mechanism that was looking for the best terrain for a civ, but - of course - your new civs are not defined in the dll.
I have thus implemented the following logic to be triggered for new civs (see CvMap getWantedStartForPlayer method):
  1. If the civ has some fav terrain (like Amurites for example) than this will be chosen
  2. Else, if the civ has a fav improvement, then the best terrain that allow the improvement will be picked up. For Camp for example, it will be tundra. Value is calculated with food * 15 + production * 5 + commerce * 10 (this is just to choose for example between tundra and ice....). Also based on improvement the switch for forest/hills will be triggered.
  3. If none of the above, then grassland
This will then give:
Aos Ni Sira: Tundra, with Forest
Namko: Grassland with Hills/Mountain
Risna: Plains with Hills/Mountain
Teuhali: Grassland
That sounds lovely and like a good reason for my friend and me to play again some sessions in the future after your update came out :)
At the moment we are taking a little break from Civ4, playing mostly other games. We are mostly returning for the updates, or when we have a nice idea for new stuff to add outselves via this Module.

Being able to play the climate maps again would be really cool and I welcome it greatly. Thank you.

And thank you for the positive feedback.
Personally, I think here and there they may not be perfectly balanced, but fun to play xD.
 
Hello.

Thanks for the mod. I tried it, the undead civ is very overpowered. Compared to Aristarhkh or Scions for exemple, you can increase population very fast, you have no limit producing great persons.
 
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