Tweak Mod for Xtended + Master of Mana Updates

Here a savegame can be nice, but i suspect it was exploring but then it got stucked as all plots were somehow threatened (like the griffon in the pic for example).
 
Hi guys!
Being playing the mod for years and years, and am in awe of your efforts to develop the mod further! Thanks!
Just was playing using the latest 0.5: all changes are good and fair. Met a strange bug(?) though: from turn 167 to 168 the effect of farms and/or Harversting disappeared.
If interested and have time to check I uploaded the save files.
Thanks for your effort in advance!
 

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You golden age finished. During golden age yield of improvement is increased, so for example the farm/tundra/fresh water brings 3 food instead of 4!
 
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Thanks, f
You golden age finished. During golden age yield of improvement is increased, so for example the farm/tundra/fresh water brings 3 food instead of 4!
Thanks for the fast response!
Unfortunately, your sugestion doesn't hold:
1. Golden age doesn't change farms' productivity.
2. In my case the productivity of all farms fell by 3 foods/bread loafs.
So thanks, but that's not it.
 
looks like a bug. turn 167 building a new farm on grassland near river shows a food change of +4 (+1 farm, +1 irrigated, +2 harvesting civic), at turn 168 that number changes to +1. And if you switch out of harvesting then building a farm even reduces food on the tile :crazyeye:
 
looks like a bug. turn 167 building a new farm on grassland near river shows a food change of +4 (+1 farm, +1 irrigated, +2 harvesting civic), at turn 168 that number changes to +1. And if you switch out of harvesting then building a farm even reduces food on the tile :crazyeye:
You are our only hope, Sephy!
:)
 
haha, well Spyfanatic is doing a pretty awesome job with the development. I don't have visual studio setup to debug old c++ stuff right now.
 
Hi Again, will try again :lol:
Maybe due to Charadon casting on turn 167 'Locust Swarm' miracle giving -3 food to farm?
 
Hi Again, will try again :lol:
Maybe due to Charadon casting on turn 167 'Locust Swarm' miracle giving -3 food to farm?
yes, that seems likely (since "always war" gameoption is enabled those hostile enchantments hit hard). Are hostile enchantments not displayed in the magic screen? I think I checked there and did not see anything.
 
I am looking also to hostile terraforming, and I think there could be some quirks there as well...
Each spell target some enemy plots (for example 3 + 1 for each extra mana of that kind)
3 spell can defend against it and has different values as mentioned earlier in the forum, adding to that player resistance.
Regardless of the amount of resistance, if greater than 0, then each spell consume 2 'slots' to transform an enemy plot instead of 1.

Seems to me maybe not all ideas for it has been implemented? Maybe they should intended to work as a percentage of defense....
 
In my opinion, AI's resource evaluation needs some overhaul. They are giving away some valuable resources easily to human.
In the first screenshot, 'annoyed' Deidra wants to trade Fish(but not Clam, why?). If I ask her 'What do you want for Fish?', she just says "Do you find this offer tempering?" So I can get Fish FOR FREE.
In the second screenshot, 'furious' Arendel does not want to trade Clam but Timber. Actually she gives Timber to me without cost if I ask what the price is. If I continue, she gives every surplus Timber. She is already providing two Stones for me FOR FREE in that way.
Stone increases global resource 'stone' via stonecutter building and strengthens catapults. Fish and Clam are the same for producing gold via Harbor. Anyway just keeping the resources can be beneficial for them...

I have experienced this issue myself.

/signed.
 
SpyFanatic, Sephy - awesome guys!
Thank you for puzzling it out!
Indeed the "power of faith" is beyond imagination. "Locust Swarm"? Who knew?!
Obscure stuff, there was no notification in the log, and I would never guess to look under "Miracles".
Well, now the caster beware! Road trip...
 
Could someone explain how holy cities work?

Playing Ilithiridan.

I researched ancient chants, and order has 0% influence. I got the free prophet.

Next turn I chose order and converted, went through the turn of anarchy.

How is the holy city established? I thought it would be cool to use the prophet to build the Code of Junil.

Also, what are the requirements to build the Temple of Order; it's greyed out and nothing is indicated in the tooltip.

I do get the +1 :) for in our 'religion we trust'.

Edit: Is there some sort of limit on the number of buildings you can build?
 
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How is the holy city established?
Once you adopt a state religion, Faith will accumulate. As the Faith increases, religious tech(called Sacred Knowledge) are acquired one by one automatically. If you are the first to get the third tech of that religion, one of your cities will be chosen for a Holy city and the religion will be 'established'. You can check how many turns are left till the next sacred knowldege if you mouse hover on the faith icon in the main screen.
Also, what are the requirements to build the Temple of Order; it's greyed out and nothing is indicated in the tooltip.
I think you are short of stone... It requires 200 stones maybe.
 
3 spell can defend against it and has different values as mentioned earlier in the forum, adding to that player resistance.
a player's base resistance is zero, right? Do the resisting spells' chances add up? or only one is valid even though more than one of them are cast at the same time?
Regardless of the amount of resistance, if greater than 0, then each spell consume 2 'slots' to transform an enemy plot instead of 1.

Seems to me maybe not all ideas for it has been implemented? Maybe they should intended to work as a percentage of defense....
You mean if the resistance spell fails to prevent hostile terraform, it transforms always 'two' tiles basically now? And you think that resistance spell should reduce the number of tiles affected on the basis of percentage of resistance GE? I apologize if I am misunderstanding...

Obscure stuff, there was no notification in the log,
Come to think of that, it would be good if enemy's hostile GE is announced just like other events at the start of a turn...(and logged in the Event Logs...)
And also come to think of that, it would be good if the turn numbers are shown in Event log screen. Why MoM don't have it :confused:
 
Player basic resistance is 0 and spell sum up each others. Anyhow the total is not used: each hostile terraforming affect N enemy plot (lets call them slot while normally they map 1 to 1 to plots). If player resistance is greater then 0 then each plot consume 2 slots... So basically instead of terraforming e.g. 4 plots, only 2 will be affected.

As terraforming is permanent (opposed to hostile GE which can be cancelled) I am feeling the resistance spells seems not so effective as they cannot stop it in any way, only reducing the amount. We normally play fast tiny game, just wondering how who play huge long game feels about this...

Bta Hostile GE should be displayed in the main interface and event log if I am not wrong...

Turn in Event Log is a nice idea... But I am not very sure how to do it, maybe its something that come off the shelf with BUG?
 
Then summing up seems not necessary... As long as the resistance is greater than zero, will the result be the same? We just have to cast the cheaper spell?

As terraforming is permanent (opposed to hostile GE which can be cancelled) I am feeling the resistance spells seems not so effective as they cannot stop it in any way, only reducing the amount. We normally play fast tiny game, just wondering how who play huge long game feels about this...
Hmm strange... I think the effects of Desertification and 'Onset of Winter' is not permanent. If I remember correctly, the tiles were reverted to the original terrain a while after. I guess the 'reverting' can be unnoticed in short games? Maybe duration should be adjusted to the game speed... Anyway current implementation of 'resistance GE' looks somewhat weird. It should block terraforming turn-by-turn(success or fail) or reduce the number of changing tiles based on percentage in my opinion. Also reducing duration may be good?

Vanilla Civ4 displays the year like this '4000BC : Berlin has been founded'
 
Thanks! First: agree implementation feels weird, thus why i mention about it...
About beeing permanent: not 100% sure, didnt remember in source code an 'history' about cvplot... And maybe yes in short quick games maybe i was not even caring about... Will look better...
 
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