Tweak Mod for Xtended + Master of Mana Updates

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?

Now that you ask about it.... Quiet a long time no see. Even in games where the Armagedon Counter went really high with Buobes visiting me. And i was playing Evil Calabim....
 
I think i found a bug:
I cant summon the "Elder Treant" religion/faith-unit from Fellowship of Leaves. Got the tech, the accumulated faith, open unit support, no other spell being cast, no Arcane Lacuna, other Magic works.
Clicking the summon creature button in the left side HUD does nothing, just as doing trying to do the Summoning in the summoning-magic full screen submenu.

Annotation:
I tried to create an Elder Treant with the Worldbuilder but couldn't find him. Not in the "Beasts" category, to which he belongs, nor in any other. Found a regular Treant, who's creation worked fine. But not the Elder Treant. Was this Creature removed from the game, but only partially, or is something broken so the Mod doesn't know about the unit?
 
Hello SpyFanatic.
If 'Aggressive AI' option is on, AIs can also be aggressive toward other weak AIs not only toward human? I am asking because I feel war declaration is more frequent and weak AIs are eliminated earlier than before. It can be just my feeling, of course.
 
Hello SpyFanatic.
If 'Aggressive AI' option is on, AIs can also be aggressive toward other weak AIs not only toward human? I am asking because I feel war declaration is more frequent and weak AIs are eliminated earlier than before. It can be just my feeling, of course.
Sounds good. By default code treats human and AI the same.
 
Hello. Can you tell me what settings make it so that when creating a map, the landscape then partially changes. Often saving the map and logging in again later, swamps with jungle are added.
 
Hello. Can you tell me what settings make it so that when creating a map, the landscape then partially changes. Often saving the map and logging in again later, swamps with jungle are added.
What mapscript do you use?
 
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never used WBSaves, so my answer is a bit of a speculation but it might be added by the function

void CvMap::addJungleAndOasis()

in the dll. This is part of code that runs after the mapscript and creates areas, climate regions, etc.
 
I have only one fire mana but the Global enchantment 'Quench Flame' extinguished seven flame spots. I guess it's not working as intended...
 
I have only one fire mana but the Global enchantment 'Quench Flame' extinguished seven flame spots. I guess it's not working as intended...
what happens if you add more fire mana via worldbuilder? Does it extinguish more flames then or is it still 7?
 
what happens if you add more fire mana via worldbuilder? Does it extinguish more flames then or is it still 7?
First, I counted it wrong. The number was six, not seven.
I added one more Fire mana(so two totally), then it became seven.
After I added one more(totally three), it became eight.
So, one more tile for one more mana.
 

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So, for certain nation starts. I.e. Luchuip with an artificer that's applying a strength aura to a few wood golems, elohim next to a unique feature etc. it's pretty trivial to clear out most barbarian camps near you at the start of the game. On a tiny map where all players focus on this I can see 50 turns being enough for that.
I tuned these mostly for singleplayer, epic speed/human size maps. (Haven't played a lot of games on quick admittedly; feels like it would be too easy to get those 'win the game units' i.e. Eurobates when tech speeds are reduced that far.)

Also, for dungeon strength, on each turn dungeons increase their strength natively a small amount, regardless of triggerDeals.

It's this line of code.

Code:
void CvDungeon::doTurn()
{
    doLogging();
    triggerDeals();

    changePowerTimes1000(10);
}

Power does increase through deals, but it also increases each turn very slightly.
Hi Zusk
I am reviewing the changes done for capping the power of the dungeon (i.e. the additional power granted to the barbs spawning there, on top of the normal power).
In specific:
  1. In changePowerTimes1000 I can see
    Code:
    m_iPower = range(m_iPower, 0, 10000);
    That means to me that a Dungeon can grant maximum 10 additional power to a unit
  2. changePowerTimes1000 is called each turn as outlined by you and in case of deal to Human (Dungeon never propose any deal to AI):
    Code:
    if(bTarget != NO_PLAYER) {
            if (GET_PLAYER(bTarget).isHuman())
            {
                CvPopupInfo* pInfo = new CvPopupInfo(BUTTONPOPUP_DUNGEON_EVENT);
    [...]
  3. Barbarian player tech research (+2) seems to apply. So an increase of barbs power can also due to that.
My conclusion is that a unit can have max +36 strength applied to it.
I am thus trying some 600 turns in AI Autoplay on MoM_Erebus, Human size, Epic speed, but I am simply not able to reproduce the issue...

Maybe someone can attach a savegame with incredibly powerful dungeon for me to investigate?

Thanks!
 
Groundwater well does not provide additional food for adjacent Homestead improvements. I think it should though I do not know if it is intended or a bug...
And Breeding Ground as well. I am adding this. I consider a 'missing feature' as it require to compile DLL and thus maybe it has never been implemented...
 
I think i found a bug:
I cant summon the "Elder Treant" religion/faith-unit from Fellowship of Leaves. Got the tech, the accumulated faith, open unit support, no other spell being cast, no Arcane Lacuna, other Magic works.
Clicking the summon creature button in the left side HUD does nothing, just as doing trying to do the Summoning in the summoning-magic full screen submenu.

Annotation:
I tried to create an Elder Treant with the Worldbuilder but couldn't find him. Not in the "Beasts" category, to which he belongs, nor in any other. Found a regular Treant, who's creation worked fine. But not the Elder Treant. Was this Creature removed from the game, but only partially, or is something broken so the Mod doesn't know about the unit?
I am able to summon it. Used worldbuilder to give me the necessary tech and Great Prophet to get the needed faith. Pressed summon Elder Treant and I got it in the capital.
PS: In worldbuilder in order to see it you have to switch off option 'Hide Inactive' in the top right hud (button is at coord 5,3).
I think Elder Treant is missing some default unit class for civ and thus it is detected as not available for civ in the world builder....

But related to the original post, attach a savegame with the problem and I can have a look!
 
Another thing... Summon ability is ignoring cap limit for units... It seems to me a little bit too powerful as I had 25 fire drake on top of my max 23 troops... I am considering to block summon when units cap is reaches, but I am unsure if this was done on purpose....
Sheaim's gate-creatures are also ignoring that limit and a lot of strong units enter Erebus continuously once AC is over 50. It seems also too pwerful to me(powerful for human players. AI sheaim is not very good at increasing AC so high) but blocking is too harsh and unnatural for them even if it is possible in my opinion. I think their spawn chance and maximum spawn number according to AC(and planar gates) should be reduced.
 
yes, summon units should be capped. If you don't cap them you have to nerf them a lot and I think few powerful summons is better than lots of garbage summons. For weak temporary summons it is fine not to take any support.
 
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