Tweak Mod for Xtended

Sephi

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Joined
Jan 25, 2009
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3,244
Scope of the mod: Small tweak / bug fixes for Xtended. Mostly AI changes. No features planned at the moment (although i have some nice ideas)

v 1.09 released
https://sourceforge.net/projects/masterofmana/files/


Bugfixes
  • fixed MAX_CIVIC_OPTIONS (may have caused critical issues before)
  • random good / random neutral / random evil leader selection fixed. before, no leader was selected and the civ/leader was dead from the beginning
  • pedia entry for nature node (improvement) fixed
  • unit resource costs fixed for gamespeeds other than standard
  • fixed python syntax of mapscripts MOM_Mountaincoast and MOM_Maze
  • Scions Awakened counter fix
  • Hellterrain xtended logic fix
  • UI: fixed display of faith income when no sacred knowledge is available
  • Mana cost reduction for multiple mana fixed (new formula is 10% discount for each mana after the first, max mana cost reduction is 50%), applies to global enchantments and terraforming spells
  • Equipment cost on quickspeed is 66% of standard
  • city bombard calculation (fix mostly just applies to cannons and other lategame siege units with very high bombard values)
Gameplay
  • Aos Si (faeries) Palace has +100% defense like other palaces
  • Aos Si (faeries) Bonus resource Eternal fruit gives 20% bonus to food in the city they belong to
  • Aos Si (faeries) Bonus resource Unicorn gives 20% bonus to herbs in the city they belong to
  • Austrin Pegasus riders start with amphibious promotion
  • Austrin Seeker start with Woodsman and Guerilla I instead of II
  • When a player gained all available sacred knowledge of his religion, all faith is available for miracles (up from 50%)
  • Engineering Academy gives siege units +10xp (from +3xp)
  • Adventurers Guild (grigori) gives land units +10xp (from +2xp)
  • Victory Condition "Epic Destiny" available again
  • Yields gained from pillaging scale with gamespeed (lower on quicker gamespeeds)
  • Pillaging improvement yield modifier reduced from 1^2 to 1^1.7. High yield improvements give a bit less yields when pillaged.
  • building improvements over ancient forests now requires engineering tech similar to chopping
Quality of Life Improvements
  • removed obsolete and confusing tooltip regarding city specialization (when you use production to build research, gold, etc.)
  • If your leader ignores unhealth from improvements the tooltip for the buildaction will not display unhealth anymore
  • displayed faith and mana income is more accurate now (before it display in UI was often updated only after pressing next turn)

AI
  • check on AI unit power calculation
  • check on AI Settle logic
  • AI tech choices improved a lot, especially luchuirp
 
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Please add food bonus to eternal fruit (Aos Si). The 20% bonus :food: is gone when a farm resource gets upgrade to eternal fruit.
 
I just played a game of Luchuip, though I stopped once I got to the end-game golems. It was a fun game. I found some issues related to Luchuip:
  • Engineering Academy only gives 3xp to siege weapons. I think it should give more xp.
  • Luchuirp can't build adepts, but it's not listed in blocked units. On the other hand, it can build mage and upgrade adepts (gotten from tech) to mage.
  • I think the nullstone golem is a bit weak compares to clockwork golem or iron golem (22:strength: vs 32:strength:), plus nullstone needs Arcane Power + Sorcery (3700:science:) whereas clockwork golem needs Magi guild (by the time you have Machinery you should already have Enchantment Mastery) or iron golem needs to beeline Engineering (same tech cost as Machinery) + Siege Weapon (2500:science: for Artificer Workshop) + Artisan Guild (which is a must-have).
Not related to Luchuip:
  • Coast tiles are too weak even with seafood resource. There's no way to buff food production on coastal tiles. Also, there's no coastal improvements that can discover seafood by chance. I hope fishing boats can build some basic improvements that buff food and grant seafood discovery chance, making coastal tiles on par with land tiles.
  • I think AI barbs spawn and attack only the player. It's painful to deal with globin archers (due to its poison attacks), werewolfs and lizardmen (due to high strength, also necromancers are somewhat hard to kill due to having 15:strength:. With raging wilderness on it's almost impossible to expand from the first city.
  • Is it possible to get a non-combat mage to level 10 by passive experience gain? The only archmages that I got were either heroes or the free one from "Strength of Will"
 
Hippus' palace says it gives +2 leather to pasture, does that include breeding grounds (the upgrade version of pasture for Hippus)? Also, I don't think breeding grounds gets +1:food: from adjacent groundwater wells.
 
Do the witches huts/lost temples provide the spellresearch/faith as intended? I have tried and not noticed any change to the appropriate resource gain in those tiles. Similarly, the amount of spellresearch/faith those features should provide aren't being displayed and I think they aren't accounted for in cities when choosing which tiles to work.

Similar to hi2006, I have noticed that certain wonders that boost improvements often leave out the special upgrades to improvements (like breeding grounds vs pastures). Examples include Agravaines Supplies not including Caravan Center and Valoels not including forest lodges. Are these intended?
 
hi, those features/improvement don't give the faith / spellresearch when you work the tile... but they give it directly to the nearby city, just by "being there".
you will see the bonus in the city screen : you'll notice that you have more spellresearch or mana or faith than your buildings/specialist should account for.

ultimatly they are like half a free citizen... but the tile by itself doesn't bring much to the ciy. (ancient towers also give +% for spellreasearch)
 
I did not knew that Ancient Towers gave a +% spellresearc. It's not indicated by any tooltip.
 
it's a memory from a game 2 years ago, so I might be wrong.
However I remember that I always tried to build cities near ancient towers to transform them in sage disctrict / mage(or sorcerer?) quarter

I think they are the only element giving %spell research.
Food, Hammers, gold, culture, faith, research gets % by resources
mana get % by mana nodes
and spellresearch by ancient towers (IIRC)
 
it's a memory from a game 2 years ago, so I might be wrong.
However I remember that I always tried to build cities near ancient towers to transform them in sage disctrict / mage(or sorcerer?) quarter

I think they are the only element giving %spell research.
Food, Hammers, gold, culture, faith, research gets % by resources
mana get % by mana nodes
and spellresearch by ancient towers (IIRC)
Thanks for the help, I will check it out and see if I can tell if they do indeed make an impact, including the ancient tower. There were many times I wish I could pillage/destroy them without knowing what they do.

On another note, would this be the thread to bring up things that don't really affect gameplay, such as civilopedia/text things not included?
 
Spices give +25 % spellrecherch and Herbs production too, if you have the Magic Guild.
 
Xtended is so good but there are so much things to change.
I played it a lot and thought about it a lot.

I got some ideas of what to do but I don't think someone will work on a balance patch.
 
Xtended is so good but there are so much things to change.
I played it a lot and thought about it a lot.

I got some ideas of what to do but I don't think someone will work on a balance patch.
This thread was created by Sephi not too long ago talking about stuff he was going to change so that likely means it is being worked on (which is awesome). One thing I encountered with Matzatl is that their workers (Gardeners) go against the military unit count unlike other civilizations. Could this be changed to make them the same as other civs?
 
I found some possible bugs in some of my games.
  • I came across a situation where the Aristrakh AI terraforms their land into wastelands, but there's no way to terraform back to a grassland. I feel like Sanctify (life mana) and Vitalize Lands (nature mana) should be able to revert the damage caused by the Aristrakh.
  • The resource "Herbs" (the one discovered randomly by Trade Center) doesn't provide bonus production percentage (like a 20% modifier). Also, Caravan Center (Kuriotate's unique upgrade from Trade Center) and Caravansary (Malakim's unique improvement, not sure how to get it) don't have the 1% discovery chance of Herbs like Trade Center does.
Questions:
  • How do you upgrade Trade Center to Caravansary?
  • How do you get camel. I don't see any on all of the maps I played. Though I sometimes saw Malakim AI used Lancer.
 
If you summon Mercurians, their angel's strength doesn't get affected by +2 strength military techs that you've already researched (i.e. angels' strength is 7+2 holy even though I have warrior caste and warfare).
 
Could you upload the little changes you made already? :)
The ones you mentioned in your first post. Or are you actively developing on a version?
I am mostly interested in the Aos Si changes, haha.
 
Could you upload the little changes you made already? :)
The ones you mentioned in your first post. Or are you actively developing on a version?
I am mostly interested in the Aos Si changes, haha.
sorry, I did not visit the forums for a while. I'll try to upload it this weekend.
 
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