Tweak Mod for Xtended + Master of Mana Updates

Hi All!
V0.6 is out!
Thank you!
My friend and I played some sessions. We noticed that the AI seems to behave better. In one match, they quickly cleaned all their monster camps and began waging wars with each other long before we were even able to match them, haha.

Also: We love the changes to team play. That we can both receive the 2 free military units as well as the local legend.
It would be nice if the same change could be done to Religion research. That both team members may have each their religion spawned in their city. Just a wish :)
 
While implementing team changes like the one youn mentioned, we evaluate also for religion.
It is currently very tricky to implement each team member to pick up his religion, at the same time: you can research priest guild and at dogma you will be able to pick a religion for yourself (i.e religion chose and spread is the first team member not agnostic without a state religion)
About spreading in the capital of all players of the same team: sometimes we want to control that, so what we usually do is the player wo got the religion spread it to the capital of the second player...
 
Is there a guide or something for this? Playing as the Aristrakh and can't figure out why it won't let me build units. No clue what soul vault is etc
 
Is there a guide or something for this? Playing as the Aristrakh and can't figure out why it won't let me build units. No clue what soul vault is etc
On the top left, you have a Unit Capacity.
In Master of Mana, you can only have a certain amount of units at once. To increase it, you can build certain buildings. (These that gives these strong arms symbols, like Barracks). Or you can insert up to 4 units into a city as garrison. These dont count to the troop limit.

Soul Vault is a special thing of the Aristrakh. Its a new ressource for them. Certain units cost souls. Certain buildings either give souls or cost you per turn.
Killed living units turn to souls for you, so constant war is good for you to gain more souls.

I hope that helped :)
 
On the top left, you have a Unit Capacity.
In Master of Mana, you can only have a certain amount of units at once. To increase it, you can build certain buildings. (These that gives these strong arms symbols, like Barracks). Or you can insert up to 4 units into a city as garrison. These dont count to the troop limit.

Soul Vault is a special thing of the Aristrakh. Its a new ressource for them. Certain units cost souls. Certain buildings either give souls or cost you per turn.
Killed living units turn to souls for you, so constant war is good for you to gain more souls.

I hope that helped :)
Yes that does help thank you so much:)

Is there a way to disable the unit limit per chance? In a custom game maybe?
 
Also is there a known bug where a turn won't end? The turn globe just keeps spinning and spinning. Turn 402
 
Yes that does help thank you so much:)

Is there a way to disable the unit limit per chance? In a custom game maybe?
You are welcome.

And not that I know really. I personally like the limit, as it is more tactical.

If you want huge armies:
- Build/Conquer more cities and construct the buildings for more Army Capacity. Most of them are in the Noble District Line for your city specialization
- Certain factions have special buildings that allow them more army cap. Like Aristrakh. Scroll through the special buildings a bit :)
- Units that only defend your cities, up to 4, should be makke garrison in the city. Thats the blue icon with the arrow downwards. Unitst that became garrison cant move or attack, but only defend the city. They dont count to army cap. You can release them form garrison again, but that costs money.

Big Armies are easier with:
- Aristrakh, Bannor, Orks, Austrin I think.

In Master of Mana, Doomstacks are not really a big thing. It is more about the individual unit. Each unit can specialize in certain classes and sub classes.
 
You are welcome.

And not that I know really. I personally like the limit, as it is more tactical.

If you want huge armies:
- Build/Conquer more cities and construct the buildings for more Army Capacity. Most of them are in the Noble District Line for your city specialization
- Certain factions have special buildings that allow them more army cap. Like Aristrakh. Scroll through the special buildings a bit :)
- Units that only defend your cities, up to 4, should be makke garrison in the city. Thats the blue icon with the arrow downwards. Unitst that became garrison cant move or attack, but only defend the city. They dont count to army cap. You can release them form garrison again, but that costs money.

Big Armies are easier with:
- Aristrakh, Bannor, Orks, Austrin I think.

In Master of Mana, Doomstacks are not really a big thing. It is more about the individual unit. Each unit can specialize in certain classes and sub classes.
Also Slaver Guild can give some more sweet Units Support Limit
 
Hi all, I have a suggestion, if possible, what do you all think about introducing the 10 turns of "Cannot declare war to" when you make peace? Like it is in Vanilla for example.
I'm quite annoyed that almost everytime I make peace they declare war again in the next turn. In my last game it's costantly happening, like 5 consecutive peaces and then war again, it's frustrating and make the peace diplomatic option like useless.
What are yours opinions here?
Is this happening to you as well?
I play with aggressive AI option, without it it's not happening but the AI are too weak

Thanks all
 
Hi all, I have a suggestion, if possible, what do you all think about introducing the 10 turns of "Cannot declare war to" when you make peace? Like it is in Vanilla for example.
I'm quite annoyed that almost everytime I make peace they declare war again in the next turn. In my last game it's costantly happening, like 5 consecutive peaces and then war again, it's frustrating and make the peace diplomatic option like useless.
What are yours opinions here?
Is this happening to you as well?
I play with aggressive AI option, without it it's not happening but the AI are too weak

Thanks all

I see your issue and I have the same. Especially after I gain a Holy City of my Religion. It is nearly every time the case that half the world begins declaring war over and over again.


Another thing I would love to see in the future:
Enchantments (These global ones that cost many per turn) should be based for each player instead of the team. Same for the Rituals. At the moment it is impossible to play as a magic orientated nation if my team partner does not, as I cant activate many enchantments ^^
 
When gaining a holy city, there is a scripted event that force AI to declare war on you. I think its lore related (religion against yours declare war on you)
But I do agree that making peace should grant some turn of quiet between nations!

About your desire... I do understand but honestly is very complex to achieve and I do not think I will be able to perform such modification.
What we do in this case is to agree before starting to both take civs more magic oriented and/or to buy magic circle guild (for building that gives more mana) and/or use some sage to spawn raw mana nodes (so mana per turn increase)
 
When gaining a holy city, there is a scripted event that force AI to declare war on you. I think its lore related (religion against yours declare war on you)
But I do agree that making peace should grant some turn of quiet between nations!

About your desire... I do understand but honestly is very complex to achieve and I do not think I will be able to perform such modification.
What we do in this case is to agree before starting to both take civs more magic oriented and/or to buy magic circle guild (for building that gives more mana) and/or use some sage to spawn raw mana nodes (so mana per turn increase)

That is understandable. Thanks for the reply.
Yeah, we mostly do it similarly at the moment, that we agree beforehand. Sadly it makes civilizations like Illains not really possible to play as they need their special rituals.

Another thing that comes to my mind are the factions.
Are there plans to redesign some form your side? I am thinking on factions like the Jotnar, who seem rather weak in the current version. Or extending some factions with new Rulers etc?
Or are you mostly planning on bug fixing and balancing things? Which is totally fine, I am just curious :)
 
I know that when playing in team some civ combo are not very playable (also: Austrin cannot build road and thus so do their team mates!)
About scope of what I am doing: bugfixing and some degree of balancing (for example to improve AI choices). No new rules or faction addition or implementing new features, sorry!
 
I know that when playing in team some civ combo are not very playable (also: Austrin cannot build road and thus so do their team mates!)
About scope of what I am doing: bugfixing and some degree of balancing (for example to improve AI choices). No new rules or faction addition or implementing new features, sorry!
True, hehe. :)

And alright. That's fine for me.
I wanted to know because I have some ideas for my little Module for your Mod Version. New stuff mostly :)
 
Hello again,

There are a few enchantments that don't show what the effects are.

What does lightning grasp and backfire do? It's not on the civipedia entries either
 
So cool to see continued work here. I'm downloading it to play now.
 
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