Tweak Mod for Xtended + Master of Mana Updates

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
lightning grasp and blackfire are equipment (you can find in civilopedia index).

Why does my game not move past "waiting for other civilizations" .. how to fix?
Never saw this behavior: without any indication, or maybe even better a savegame, cannot reproduce or investigate. This happens to me only while playing in lan and waiting for the other human player to press end turn button!
 
So cool to see continued work here. I'm downloading it to play now.
civ7: finally gets released after 9 years
Kael: imma download Master of Mana

That's the spirit! Mess up those demons or join them I guess. Great to see you around old friend after all this time. Hope you have a lot of fun! But don't get too distracted, I think I am not the only one around here who is looking forward for Endless Legend to return in it's full glory. :)
 
Thank you - a few turns in and the limit isn't relevant anyway. Plenty of troops. I actually quite like the cap! No doomstacking 😊
Doomstacking is exactly the reason why I implemented the unit cap. The base civ4 AI is a little bit retarted, they love to randomly declare war without a proper offensive army. Having some kind of invasion stack is good enough for them. So I changed the AI to properly plan for war but that lead to an arms race between the AIs and lead to a lot of other problems like long turn times because of all the units. Or AI A attacks you and you defeat them but loose a lot of your army in the process and in the meantime AI B builds up a large army and then attacks you. The unit cap fixes most of these problems.
 
civ7: finally gets released after 9 years
Kael: imma download Master of Mana

That's the spirit! Mess up those demons or join them I guess. Great to see you around old friend after all this time. Hope you have a lot of fun! But don't get too distracted, I think I am not the only one around here who is looking forward for Endless Legend to return in it's full glory. :)
Indeed. I am looking forward to it :)

In the meantime, this all-time classic mod is played up and down, hehe. I'm also working on an update for my Module with 2 new Civs.

Off Topic: I think Civ7 will be playable in one or two years after massive patches and dlcs. Maybe in a little bundle~. Till then, Civ4 Demon-Slaying edition.
 
Indeed. I am looking forward to it :)

In the meantime, this all-time classic mod is played up and down, hehe. I'm also working on an update for my Module with 2 new Civs.

Off Topic: I think Civ7 will be playable in one or two years after massive patches and dlcs. Maybe in a little bundle~. Till then, Civ4 Demon-Slaying edition.
I played a game with version 0.6 yesterday. Master of Mana is not gonna leave my harddrive ever. It was a large pangea map and somehow I started on an Island full of jungle. Played as Illians. Killed off the barbs on my island rather quick and founded two more cities, then send my army through a dimensional portal. Some summoned frostlings had the honor to scout ahead. I had put 24 players on the map, so things were crowded and lots of wars were going on. I was the only evil player so it was quite a challenge and some good fights. Civ7 in comparison felt quite dull and slow. Maybe with some UI mods it will be cool.
 
I played a game with version 0.6 yesterday. Master of Mana is not gonna leave my harddrive ever. It was a large pangea map and somehow I started on an Island full of jungle. Played as Illians. Killed off the barbs on my island rather quick and founded two more cities, then send my army through a dimensional portal. Some summoned frostlings had the honor to scout ahead. I had put 24 players on the map, so things were crowded and lots of wars were going on. I was the only evil player so it was quite a challenge and some good fights. Civ7 in comparison felt quite dull and slow. Maybe with some UI mods it will be cool.
Similar here.
Played a session with a friend today. I was playing my Aos-Ni-Sira, while he played Lanun. First barbs cleared, religion received and met the first other civs.
While my friend had a rather nice half-island, with only connections to me and the Orks, I had several neighbors. Under them the Aristrakh. And hell had they many units... A fire Drake with 30 strength super early and around 20 to 30 of their melee units running around at my border in a massive stack with some mages and their hero.

Funnily, as they eventually declared war, they died on a barb camp xD. There were 2 goblin camps and he placed his army directly between the two, triggering attacks after his turn from both. The goblins saved me, as I would have had a hard time stopping his attack at that point and would have lost one or two cities for sure.
 
Glad to see that everyone is enjoy v0.6, and that AI is perceived more challanging!

I am now in the process of 'tuning' AI selection for some civic i.e. magocracy, merchant houses, etc...
I can see that at the moment AI is terrible when switching to Slavery... I can see that, on same match, if I disable slavery selection then the same AI can definetly perform better...
On the other hand I do not know exactly myself how to use whip population effe tively...
What are your tought on this?
Does someone use it and feel it ok? Or tok powerful or too weak?
Can someone describe how to master slavery effectively?

Thanks all!
 
Glad to see that everyone is enjoy v0.6, and that AI is perceived more challanging!

I am now in the process of 'tuning' AI selection for some civic i.e. magocracy, merchant houses, etc...
I can see that at the moment AI is terrible when switching to Slavery... I can see that, on same match, if I disable slavery selection then the same AI can definetly perform better...
On the other hand I do not know exactly myself how to use whip population effe tively...
What are your tought on this?
Does someone use it and feel it ok? Or tok powerful or too weak?
Can someone describe how to master slavery effectively?

Thanks all!
slavery is converting food to production. For every X population you get Y production. If you lack production and have a lot of food and buildings that allow your cities to grow faster it should be useful. But it is more of an early game thing because the food cost to grow your city population increases with city size.
 
Glad to see that everyone is enjoy v0.6, and that AI is perceived more challanging!

I am now in the process of 'tuning' AI selection for some civic i.e. magocracy, merchant houses, etc...
I can see that at the moment AI is terrible when switching to Slavery... I can see that, on same match, if I disable slavery selection then the same AI can definetly perform better...
On the other hand I do not know exactly myself how to use whip population effe tively...
What are your tought on this?
Does someone use it and feel it ok? Or tok powerful or too weak?
Can someone describe how to master slavery effectively?

Thanks all!

Personally, I super rarely use the slaver guild. Mostly only when playing a civ that has units/buildings in there, or when I play my own slaver civ from my module. (Slaves as specialist to boost production).
The whole sacrificing of population is never used by me, as I like big cities. And it feels like a too strong mali to lose population.

Maybe something in direction of:
- Ai should only sacrifice population when: 1. Big food Surplus, so quick grow is safe. 2. It has not done it in the past turns, to avoid spamming the own city back to 1 xD. 3. Only doing it maybe when close to happiness limit?
- Maybe adding a general "Settle Slave", or Slave as specialist with benefits and costs for a city to have them?
 
Played some today. I really love the quality of life improvements, and embarrassingly I forgot that the game is unforgiving if you leave your capital undefended in those early turns. I'm going back for another game!
 
Good to see Kael posting messages and playing this game! I also look forward to Endless legend 2.

Glad to see that everyone is enjoy v0.6, and that AI is perceived more challanging!

I am now in the process of 'tuning' AI selection for some civic i.e. magocracy, merchant houses, etc...
I can see that at the moment AI is terrible when switching to Slavery... I can see that, on same match, if I disable slavery selection then the same AI can definetly perform better...
On the other hand I do not know exactly myself how to use whip population effe tively...
What are your tought on this?
Does someone use it and feel it ok? Or tok powerful or too weak?
Can someone describe how to master slavery effectively?

Thanks all!
I appreciate your effort very much!
I run slavery usually when i want to capture slaves in battle and to hurry city production with them.
I am not a big fan of whipping because
1) one population means one money in MoM(before 11th pop). Sometimes I whip pop to reduce maintenance if it's over 10.
2) global resources tend to be insufficient in early/mid games so there are not so many opportunities for hurrying production by whipping. Resources are mainly spent on constructing improvements.
However, because pop growth is faster in MoM than in BTS, whipping can be useful if properly timed, I think.
I guess probably it's very difficult to adjust AI to make use of civics properly...
It would be nice to teach AI to produce military units by whipping just when they are outnumbered by enemies and losing in war times, otherwise just to utilize slave units to hurry production. (they are too slow for building improvements)
 
Just downloaded and installed 0.6. Was checking civilopedia for various stuff, opened the page for staff of magi and my game (and pc) hard locked.
 
Upon cast of "Arcane Corruption" my game crashes, note I am at war with 6 other civs and there's another that I eliminated if that matters. Doesn't seem to crash on other hostile enchantments.
 
Evening gentlemen, looking to get back into the best mod of Civ4, but I have some small misgivings.

Last time I played Xtended some years back, the AI just did not know how to expand their empires competently, leading to a bunch of 1 or 2 city AI civs, most likely due to running into the omnipresent goblin camps. This was not an issue in the earlier Master of Mana versions, but a later update to the mod kinda busted it, in my experience.

Can someone tell me if the AI is somewhat more competent in this latest iteration of the mod?
 
Evening gentlemen, looking to get back into the best mod of Civ4, but I have some small misgivings.

Last time I played Xtended some years back, the AI just did not know how to expand their empires competently, leading to a bunch of 1 or 2 city AI civs, most likely due to running into the omnipresent goblin camps. This was not an issue in the earlier Master of Mana versions, but a later update to the mod kinda busted it, in my experience.

Can someone tell me if the AI is somewhat more competent in this latest iteration of the mod?

Good morning :)

I would say yes. The latest update gives the AI more competence. Generally, in my last sessions, the AI has cleared their camps quicker than I did with mine and began waging war against each other long before I was ready, haha.
I am mostly playing on Emperor or Monarch, tho. So the AI gets some nice buffs to do so :)
I hope that helps answer your question.

The Camps can still be super hard. Sometimes with enough raiding, they can get pretty strong, haha. Especially Skeleton Camps Oo.
 
Thank you for your reply. Can anyone confirm that the AI being able to competently expand carries across various difficulties as well? I seem to recall something about AI civs getting gridlocked by barbarians at lower difficulties and I am currently playing on Prince.

Additionally, which map script should I use? There's half a million on offer and I don't know which would work with the current state of the mod.
 
Thank you for your reply. Can anyone confirm that the AI being able to competently expand carries across various difficulties as well? I seem to recall something about AI civs getting gridlocked by barbarians at lower difficulties and I am currently playing on Prince.

Additionally, which map script should I use? There's half a million on offer and I don't know which would work with the current state of the mod.
Personally, I am using ErebusContinent mostly. It is a nice, varied map script.
And well, all the "_Climate" Mapscripts dont work for me, as I am using custom factions xD
 
I'm sorry guys, I want to join in the fun, but when I extract 0.6 as Master of Mana to my mod folder, my Civ just doesn't read it. It does read, however, my saved Master of Mana I got back in 2021 if I replace the extracted folder with it. Any idea what's going wrong?
 
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