Tweak Mod for Xtended + Master of Mana Updates

About Moroi burning blood: after combat promotion are evaluated in order. first burning blood is giving enraged, then enraged which is removed after combat. So enraged promotion is given/removed sams turn. I think I can change the order they are declared in xml tonfix it

But there is a second side case: as unit can attack second time (like blitz promotion) it is possible to attack second time, remove enraged and then check again 20% if it is given again.
What do you think? Fine like that or to remove 'can attack multiple time' of burning Blood?
I am personally for the second option...
 
About Moroi burning blood: after combat promotion are evaluated in order. first burning blood is giving enraged, then enraged which is removed after combat. So enraged promotion is given/removed sams turn. I think I can change the order they are declared in xml tonfix it

But there is a second side case: as unit can attack second time (like blitz promotion) it is possible to attack second time, remove enraged and then check again 20% if it is given again.
What do you think? Fine like that or to remove 'can attack multiple time' of burning Blood?
I am personally for the second option...
'Enraged' second attack will be controlled by AI? That would be fun. I prefer this.:) They will, in any case, try to attack while being hurt in the next turn if enraged....
 
Hi!
I can see in CvEventManager:
Code:
#        if not CyGame().isOption(gc.getInfoTypeForString('GAMEOPTION_NO_PLOT_COUNTER')):
#            cf.doHellTerrain()
So it seems that it has been commented out entirely.... And GAMEOPTION_NO_PLOT_COUNTER is not anymore even defined....
Turning Erebus into hell is very fun in FFH mods. I don't understand why it was commented out. AC really does not increase very high if AV is established by AIs...
 
'Enraged' second attack will be controlled by AI? That would be fun. I prefer this.:) They will, in any case, try to attack while being hurt in the next turn if enraged....
Ok, will keep then the 'can attack multiple times', but I have added a notification that the unit got the enraged promotion: it tooks me 2h of debug before realizing why the moroi did not get enraged despite my efforts before realizing it indeed did get enraged and attacked a second time....
 
Turning Erebus into hell is very fun in FFH mods. I don't understand why it was commented out. AC really does not increase very high if AV is established by AIs...
commented out usually means that there was a temporary problem. The code was not deleted so there was no intention to remove it. I agree that turning Erebus into hell is very fun and flavourful. When was the last time you saw hell terrain in MoM?
 
well... don't remember...maybe v5.6? Always assumed that hell terrains are doing 'their job' even while playing as Elohim or similar.
 
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well... don't remember...maybe v5.6? Always assumed that hell terrains are doing 'their job' even while playing as Elohim or similar.
I also always assumed that it works but I can't remember the last time I actually saw it. Haven't had the time to play much though.
 
Can it be because there is hell terrain from the start of a game in 'MoM_' map scripts?
yes, could be. Or maybe it wrecks the AI, or maybe the human player as well as population costs 3 food instead of 2 food. Maybe just activate and see how it goes haha.
 
I have activated it and maybe will play some beta testing on my side (felis: you can also uncomment the code if you feel and try it!)
But my concern is related to how AI will manage that! For sure can be fun, but on the other way I fear once AI get in hell terrain will slowly starve population and lose ground on scoreboard...
AI need big city population to be competitive!
 
Illians seem to be capable of casting 'The Deepening' during Arcane Lacuna. All world's tiles cooled down to tundras and ice suddenly(attached savefile)
And Moroi's 'burning blood' does not let the unit get enraged after battle. Not a single unit for more than 200 turns...
During Arcane Lacuna, casting for Human player was blocked... But not for AI!!! That's why.
Additionally... I have also added turn number in Event Log
 
(felis: you can also uncomment the code if you feel and try it!)
just delete #? That's all? savefile compatible?

But my concern is related to how AI will manage that! For sure can be fun, but on the other way I fear once AI get in hell terrain will slowly starve population and lose ground on scoreboard...
AI need big city population to be competitive!
Hmm.. I remember hell terrain provided the same amount of food as normal terrain in vanilla FFH. So the hell terrain was not very fatal. Yes, there has been a lot of changes to MoM XT from vanilla...
 
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just delete #? That's all? savefile compatible?


Hmm.. I remember hell terrain provided the same amount of food as normal terrain in vanilla FFH. So the hell terrain was not very fatal. Yes, there has been a lot of changes to MoM XT from vanilla...
I believe savefile compatible as its simply something that happens or not during a turn.
But beware of the awful python tabs indentation!!!!
From:
Code:
#        if not CyGame().isOption(gc.getInfoTypeForString('GAMEOPTION_NO_PLOT_COUNTER')):
#            cf.doHellTerrain()
You should have:
Code:
#        if not CyGame().isOption(gc.getInfoTypeForString('GAMEOPTION_NO_PLOT_COUNTER')):
         cf.doHellTerrain()

NB: I cannot preserve in the forum the same indentation, but basically you should have 2 <TAB> instead of 3 before cf.doHellTerrain()

And looking at terrain transformation... No food
Grassland: Broken lands
Desert / Dark moors: Burning sands
Plains / Tundra / Moors: Fields of Perdition
 
Should I delete only one #, not two? And delete one <TAB>? Could you please just attach a modified python file here?
 
Here it is. Zipped, else it does not allow me to ;-)
 

Attachments

  • CvEventManager.zip
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I continued Sheaim game with modified CvEventmanager. After a couple of turns, a plain plot became field of perdition. My religion is AV but Infernal Pact was not researched yet and AC was only 12. Four or Five more plots turned into hell terrain after 20 turns and AC was still 14. Isn't it too fast?
 
It is a percentage for each plot, checked each turn. So yes it is possible that the transformation starts immediately:

if plot owner is infernal: 100%
if plot owner has AV: AC/10%
if plot owner is evil, AC > 50 : AC/10% (but only for plot which has nearby +-2 distance an infernal plot: broken lands, burning sands, field of perdition, shallows)
if plot owner is neutral, AC > 75 : AC/10% (but only for plot which has nearby +-2 distance an infernal plot: broken lands, burning sands, field of perdition, shallows)
if plot is not owned, AC > 50 : AC/10% (but only for plot which has nearby +-2 distance an infernal plot: broken lands, burning sands, field of perdition, shallows)
 
It is a percentage for each plot, checked each turn. So yes it is possible that the transformation starts immediately:

if plot owner is infernal: 100%
if plot owner has AV: AC/10%
if plot owner is evil, AC > 50 : AC/10% (but only for plot which has nearby +-2 distance an infernal plot: broken lands, burning sands, field of perdition, shallows)
if plot owner is neutral, AC > 75 : AC/10% (but only for plot which has nearby +-2 distance an infernal plot: broken lands, burning sands, field of perdition, shallows)
if plot is not owned, AC > 50 : AC/10% (but only for plot which has nearby +-2 distance an infernal plot: broken lands, burning sands, field of perdition, shallows)
Thank you for the detail. Good to know!
Then if I start a game near the hell terrain, I should be careful to choose alignment.
If I choose a map script that does not create hell terrains at the start, spreading will begin with the infernal pact just like vanilla FFH2.
Interesting...
 
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