Tweak Mod for Xtended + Master of Mana Updates

Small edge case in the Grigori. If you move your settler instead of creating your capital on your first turn, then pick the Ranger's guild you will not receive the free Ranger. Not a huge issue as I can go into the Worldbuilder and fix it.

Unsure of the easiest fix as it makes sense to spawn the Ranger in the capital city. Maybe delay the selection by a few turns is the easiest?
 
Small edge case in the Grigori. If you move your settler instead of creating your capital on your first turn, then pick the Ranger's guild you will not receive the free Ranger. Not a huge issue as I can go into the Worldbuilder and fix it.

Unsure of the easiest fix as it makes sense to spawn the Ranger in the capital city. Maybe delay the selection by a few turns is the easiest?
Interesting do not know why we have not got this before....
I have already postponed events to wait for capital to be founded for the very se issue (bareke). I will try to check if sinilar fix can be done as well for guild selection!
 
Small edge case in the Grigori. If you move your settler instead of creating your capital on your first turn, then pick the Ranger's guild you will not receive the free Ranger. Not a huge issue as I can go into the Worldbuilder and fix it.

Unsure of the easiest fix as it makes sense to spawn the Ranger in the capital city. Maybe delay the selection by a few turns is the easiest?
A walkaround is turning off 'Sid's Tips' turning on 'Minimize Pop-ups' in game option. You won't be forced to choose a guild if it is on. Then you can choose one after founding a city by clicking a flask icon in the right side of the main screen. It is under the menu icons.

EDIT : woops. corrected. 'Sid's tips' does not matter.
 

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Another early game small issue : 'Gold trading via diplomacy' should be enabled by Barter tech but we can do this from the start of the game without that tech. I don't know which one is wrong, actual game or pedia.
My thought is that it should be enabled by Currency tech though...
 
Another early game small issue : 'Gold trading via diplomacy' should be enabled by Barter tech but we can do this from the start of the game without that tech. I don't know which one is wrong, actual game or pedia.
My thought is that it should be enabled by Currency tech though...
Probably never caught as until barter there aint much gold to trade...
You mean gold, gold per turn or both?
And yes, Currency seems more ok in term of flavour, so will do that!
 
Global enchantment 'Abominable Growth' does not disappear after the casting civ is destroyed. My cities had 'Abominable growth' buildings by Calabim's enchantment while the war with them. Then though I destroyed them finally, the buildings did not disappeared properly. They were once gone at the moment the enemy's last city was captured, but re-appeared at the next turn. 'Abominable Growth' is still displayed in the magic screen in red letters. I tried Disjunction to remove it but failed. (maybe will try again...) I have never checked hostile GE before...

You mean gold, gold per turn or both?
And yes, Currency seems more ok in term of flavour, so will do that!
I mean both.
And that will be nice, thanks!
 
Global enchantment 'Abominable Growth' does not disappear after the casting civ is destroyed. My cities had 'Abominable growth' buildings by Calabim's enchantment while the war with them. Then though I destroyed them finally, the buildings did not disappeared properly. They were once gone at the moment the enemy's last city was captured, but re-appeared at the next turn. 'Abominable Growth' is still displayed in the magic screen in red letters. I tried Disjunction to remove it but failed. (maybe will try again...) I have never checked hostile GE before...
Well....that's strange! We too didn't check those before, we will do a brainstorming on it later
Tonight testing 0.5 vs 0.4 to see if the changes works fine :) for now the AI seems pretty promising....
Ops sorry spoilers :lol:
 
Probably never caught as until barter there aint much gold to trade...
You mean gold, gold per turn or both?
And yes, Currency seems more ok in term of flavour, so will do that!
Mmm i'm not too keen on this....not many AI research currency early while they do it for writing and trade tech without the option to use gold seems unfair, but we can discuss this, maybe i'm wrong on this, we will do some research on this one
 
Tonight testing 0.5 vs 0.4 to see if the changes works fine :) for now the AI seems pretty promising....
Ops sorry spoilers :lol:
Sounds you are making great progress! :goodjob:

Since i started a talk about some tech, I hope you to consider this though it is not urgent : Exploration tech is too crowded and Crafting is too barren now in my opinion. And Crafting seems more suitable for Forest/Jungle chopping. So please move 'Choppings' to Crafting and make Exploration not granted free. Workers can build a lot of improvements without techs. They are busy building basic facilities, probably no time for road building or chopping at the start of the game. :lol:

PS : some civs/leaders have Exploration or Crafting or Cartography as their starting techs. I think we can just leave them as they are.
 
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Small edge case in the Grigori. If you move your settler instead of creating your capital on your first turn, then pick the Ranger's guild you will not receive the free Ranger. Not a huge issue as I can go into the Worldbuilder and fix it.

Unsure of the easiest fix as it makes sense to spawn the Ranger in the capital city. Maybe delay the selection by a few turns is the easiest?
Postponed guild selection untill u have at least 1 city

Also showing disjunction chances in civilipedia and added waning ritual description
 
Small bugs :
Movie of 'Temple of temporance' not playing. Just a blank frame.
Victory movie not playing(in this case 'Might of the Wild'). A pop-up says 'your movie was not installed correctly'.

a petition: Please make a leader's hated civic shown in the pedia like favorite civics.

a question : In my recent game, some of Luchiurp's clockwork golems turned into barbarians suddenly. They became barbarian units while staying in a city, which they newly captured from Lanun, so other Luchiurp units were expeled to outside automatically and the city came to belong to the Barbarian civ. Luchiurp lost two cities in this way as long as I observed. I guess it was a result of some hostile spell/enchantment but could not figure out. They were in war with Aristrakh, Sheaim, Hyborem, Khazad, Clan and Lanun and those units were invading Lanun's territory at that time. Anybody knows what is it? (Anyway, AI Luchiurp is doing well. Once they reached the tech, they sweeped the evil world with pumped out Clockworks.:thumbsup:)

an AI issue : Just like Red Drakes, Lanun's 'water-walking' stack, consists of melees, bucaneers and adepts, did not move anywhere after they entered a water tile. They did not attack the former their own city right next to them either.

about Elohim's Epic Destiny : I know the obsolete Purity counter thing was replaced by Abbey recently. In my opinion, Devout's two sealing rituals(for Bradelines's well and Broken sepulture) would also be a candidate if possible. Or replacing '30 monks' which is a little bit dull...?
 
Thanks Felis!
On movies: guess that has never been created, will check how to remove.
Hated civic: already done, will be shown
Question: can be related to city revolt which happen when you dont have enough money and I saw the ai having this from time to time. Maybe i will look at it after 0.5 but honestly not a big deal as normally ai is behaving better then before. This is the result of the ai improvement in pushing a fast founding of cities and allowing them to grow up more population. Once ai reach 0 gold and negative per turn enter in strike mode and cities may revolt and become barbarian. Can happen also for human, guess nobody ever reached this point!
AI issue: guess the stack was not strong enough to conquer the city then. AI therefore retreat to a safe plot, where you cannot kill them!
Epic Destiny: i am unsure if to tune or change them as everyone may have then its own preference and taste... Also the two unique features may not be present in all maps. And I am not so much into coding new epic victory conditions honestly....
 
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A weird thing to report while playing without 'Increase Resource Spawning on Improvements' :
If a fishing boat is built, all the LAND improvements' spawning chances increase by 0.003% in the WHOLE empire. If you build a fishing boat on Crab in the attached savefile by Worldbuilder, spawn chances of the Quarry and the Planatation will be 0.006%. And if you add another fishing boat on Fish, they will become 0.009%. Whale and Pearl do not affect.
One fishing boat's effect applies to all the improvements of your empire without regards of cities. I think this is not intended...
By the way, recently merged Platybuilder is very convenient for various testing. Thanks!
 

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Hi Felis, thanks for the report
This is completely not dependent on any modification performed to me in dll... It is the kPlayer.getDiscoverRandModifier() which seems to be increased by each bonus added to capital (see: CvCity::processBonus within the isCapital()).
The iDiscoverRandModifier from XML is used within all Water Bonus (as you do not have improvement with the chance to spawn them) and Earth Mana, which grants some global spawn increase if in capital and I believe this is the reason why it has been implemented... And it is also on Whale and Pearl, but assume it is overwritten somewhere as they do not spawn normally.

I think I will remove the logic in processBonus as Earth Mana is not used anymore....

And yes, added Platybuilder exactly for this purpouse
 
Sorry for asking again. I am not sure if I fully understand your words because my English language skill is not very good...
So... you mean that a logic was once used for earth mana and it is still there making water resources act like earth mana? And you are going to remove that logic?
Oh MOM and coding both are very complicated. Thanks as always.
 
Yes correct (at least I assume looking at code). And i will remove it as i do not ser a reason for it.
As a consequence slightly less spawning of resources to be expected.
 
I see. I agree.
And I just realized the option 'Increase Resource Spawning...' does not matter. A new game with that option on, the result is the same.
 
Global enchantment 'Abominable Growth' does not disappear after the casting civ is destroyed. My cities had 'Abominable growth' buildings by Calabim's enchantment while the war with them. Then though I destroyed them finally, the buildings did not disappeared properly. They were once gone at the moment the enemy's last city was captured, but re-appeared at the next turn. 'Abominable Growth' is still displayed in the magic screen in red letters. I tried Disjunction to remove it but failed. (maybe will try again...) I have never checked hostile GE before...


I mean both.
And that will be nice, thanks!
Fixed. I suspect was due to the logic in removeglobalenchantment which was not deleting the ge but only the building, and somehow the hostile ge was kept alive even in case of his death.
Note: you have to kill the whole team not only the player who casted it
 
Small bugs :
Movie of 'Temple of temporance' not playing. Just a blank frame.
Victory movie not playing(in this case 'Might of the Wild'). A pop-up says 'your movie was not installed correctly'.

a petition: Please make a leader's hated civic shown in the pedia like favorite civics.

a question : In my recent game, some of Luchiurp's clockwork golems turned into barbarians suddenly. They became barbarian units while staying in a city, which they newly captured from Lanun, so other Luchiurp units were expeled to outside automatically and the city came to belong to the Barbarian civ. Luchiurp lost two cities in this way as long as I observed. I guess it was a result of some hostile spell/enchantment but could not figure out. They were in war with Aristrakh, Sheaim, Hyborem, Khazad, Clan and Lanun and those units were invading Lanun's territory at that time. Anybody knows what is it? (Anyway, AI Luchiurp is doing well. Once they reached the tech, they sweeped the evil world with pumped out Clockworks.:thumbsup:)

an AI issue : Just like Red Drakes, Lanun's 'water-walking' stack, consists of melees, bucaneers and adepts, did not move anywhere after they entered a water tile. They did not attack the former their own city right next to them either.

about Elohim's Epic Destiny : I know the obsolete Purity counter thing was replaced by Abbey recently. In my opinion, Devout's two sealing rituals(for Bradelines's well and Broken sepulture) would also be a candidate if possible. Or replacing '30 monks' which is a little bit dull...?
Temple of temporance: yes I saw it is a still frame (i.e a pic) not a movie... gonna keep it as I am not able to create movie and it is possible that it was done like that... its a bik file, there is no error reported thus I expect that the bik video file is just a frame.
Victory movie: I am seeing a video... no error popup at all.. Maybe you have some corrupted mod folder or other components that are creating this issue?
 
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