Tweak Mod for Xtended

A Lost Temple should provide 5 faith per turn each. But, in the attached savefile, the main screen indicates that 6 faith will be added to the city with 2 lost temples around. However you can see 11 faith were actually added after ending this turn...
yes, lost temples use some special logic hack and as a result sometimes the displayed faith income doesn't match the actual faith income until you press end turn. normally improvements can only give yields, but lost temples, mana shrines and which huts give commerce (mana, faith, spell research). I have uploaded a patch so that the UI updates more often and hopefully is more useful this way. There are still a few cases like for example if you use worldbuilder to place a lost temple where faith income will only be displayed properly after you press end turn.
 
Another issue I noticed, some spells are supposed to give a discount if you have multiple mana of that type. It doesn't seem to be working. I have two nature mana, but the create stone spell still costs 300 mana. Also, the Arcane Lore tech says it doubles mana from nodes and shrines, but that isn't working either.
I also noticed something off with the mana discount. I'll check it next weekend. Arcane Lore doesn't double mana from nodes and shrines, it increases it by +2, so from +5 to +7.
 
Encountered the bug again. It is a single free specialist (or does this mean there are 30,800 free specialists?) that is providing all the bonus income:


I see in the event log that a single barbarian city is spawning a Great Prophet every turn as well. No doubt they have the same problem.
 
Encountered the bug again. It is a single free specialist (or does this mean there are 30,800 free specialists?) that is providing all the bonus income:


I see in the event log that a single barbarian city is spawning a Great Prophet every turn as well. No doubt they have the same problem.
It happens to me almost every game in extended and the more crazy it gets when someone has such bug with scientints and 1-turning all techs
 
This version is waaay more stable than original one. Keep it up!
btw where are units quotes from?There are quite a lot different ones
 
I love so much MoM Extended. Thank you for updating! I would like to play it in multi with some people.
 
1. Is it intentional that Austrins can't build roads? Oh, looks like they can build roads on moors, just not other terrain.

2. Another question, why do some improvements start off pillaged as soon as they are built?

3. A third question, pegasus riders are flying, but don't have the benefits of flying. There is still a penalty for crossing a river.

4. The Woodsman & Guerilla promotions replace their previous incarnations, they don't add to them. Woodsman I is +20% Jungle/Forest strength, and Woodsman II is exactly the same, +20% Jungle/Forest strength. It doesn't become 40%, it just stays exactly the same as Woodsman I. (see image below)

5. Again with the Austrins, I notice that the prepare expedition ability allows you to place cities closer together than normal. I can place cities two squares apart diagonally. I think it is great since the cities are all so small, but it doesn't work with normal settlers. Shouldn't they be the same?

6. It looks like Austin's ability to connect resources without roads doesn't apply to mana nodes. :(
 

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Hello. I met few bugs. :)

- I noticed that some items do not consume the ressources when you bought them. For exemple, dwarven coppercraft armor, should cost 300 metal, but they are free.
- Canon and khazad bombards, do not reduce the city fortification. Only catapult do it. That's not normal.
- The khazad power can be used multipe times, but not in the same turn.
 
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7. Are workers supposed to be included in the unit limit number? Are slaves counted also?

8. What does the Scion's world spell do? There isn't any explanation in the civilopedia, just flavor text.

9. What are the different victory conditions? I've figured out Epic Destiny (though would still appreciate a list of them for each civ), but I don't know World's Redemption, Sacrosant Earth, Might of the Wild, Chaotic Cacophony, End of Days or Absolute Dominion.

10. It is a bit confusing that the Illians and Frozen have the same logo/icon.
 
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This version is waaay more stable than original one. Keep it up!
btw where are units quotes from?There are quite a lot different ones
the unit quotes are from all kinds of games I think
 
1. Is it intentional that Austrins can't build roads? Oh, looks like they can build roads on moors, just not other terrain.

2. Another question, why do some improvements start off pillaged as soon as they are built?

3. A third question, pegasus riders are flying, but don't have the benefits of flying. There is still a penalty for crossing a river.

4. The Woodsman & Guerilla promotions replace their previous incarnations, they don't add to them. Woodsman I is +20% Jungle/Forest strength, and Woodsman II is exactly the same, +20% Jungle/Forest strength. It doesn't become 40%, it just stays exactly the same as Woodsman I. (see image below)

5. Again with the Austrins, I notice that the prepare expedition ability allows you to place cities closer together than normal. I can place cities two squares apart diagonally. I think it is great since the cities are all so small, but it doesn't work with normal settlers. Shouldn't they be the same?

6. It looks like Austin's ability to connect resources without roads doesn't apply to mana nodes. :(
1.) it's intentional
2.) Which improvements?
3.) I will give them amphibious promotion
4) I think +20% is ok, but they should start with woodsman I instead of woodsman 2 so you can increase it on level up to 40%
5.) If you think it's great then I leave it as it is.
6.) It works also for mana nodes. Maybe it's not correctly displayed during anarchy. Or they lack trade effect on marshes? did you have marshes around there?
 
Hello. I met few bugs. :)

- I noticed that some items do not consume the ressources when you bought them. For exemple, dwarven coppercraft armor, should cost 300 metal, but they are free.
- Canon and khazad bombards, do not reduce the city fortification. Only catapult do it. That's not normal.
- The khazad power can be used multipe times, but not in the same turn.

Thanks for the bug report.

1.) equipment costs calculation did not work on quick speed.
2.) The bombard formula was not working for units with high bombard value. It will be fixed so cannons can reduce city fortification from 115% to 15%. (Catapults should be able to reduce it to 40% or so)
3.) What khazad power do you mean? I tested the worldspell and could cast it only once.
 
7. Are workers supposed to be included in the unit limit number? Are slaves counted also?

8. What does the Scion's world spell do? There isn't any explanation in the civilopedia, just flavor text.

9. What are the different victory conditions? I've figured out Epic Destiny (though would still appreciate a list of them for each civ), but I don't know World's Redemption, Sacrosant Earth, Might of the Wild, Chaotic Cacophony, End of Days or Absolute Dominion.

10. It is a bit confusing that the Illians and Frozen have the same logo/icon.

7. no, only military units should count.
8. creates haunted lands on the tile and creates a bunch of units depending on what technologies you have access to
9. they are all tied to religions. sacrosanct earth for example is runes of kilmorph. Each religion has a religious project that wins the game (like how you need to create a spaceship project in base civ for science victory)
 
I have uploaded version 1.09 with the following changes:
Bugfixes
  • 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
  • city bombard calculation (fix mostly just applies to cannons and other lategame siege units with very high bombard values)
Gameplay
  • Austrin Pegasus riders start with amphibious promotion
  • Austrin Seeker start with Woodsman and Guerilla I instead of II
 
Thanks for the bug report.

1.) equipment costs calculation did not work on quick speed.
2.) The bombard formula was not working for units with high bombard value. It will be fixed so cannons can reduce city fortification from 115% to 15%. (Catapults should be able to reduce it to 40% or so)
3.) What khazad power do you mean? I tested the worldspell and could cast it only once.
Thank you very much. Ah, quick speed. I always play on quick speed so it was that.
Good for the bombards.
Yes, the Khazad power which give you gold per mines owned and transform some plains into hills. I could recast it multiple times in my games. I did not observed in which conditions I could do it.
 
Thank you very much. Ah, quick speed. I always play on quick speed so it was that.
Good for the bombards.
Yes, the Khazad power which give you gold per mines owned and transform some plains into hills. I could recast it multiple times in my games. I did not observed in which conditions I could do it.
Just upload a savefile next time and I can take a look at it.
 
11. Are there other requirements for the Scion to build the Temple of the Gift? I have Code of Laws, I have Ophelia as my leader, I have Imperial Cenotaphs and I'm not seeing any way to build it.

12. I'm also not able to build the Vacant Mausoleum.

13. Also, I'm able to build the Winter Palace in multiple cities.

14. There are promotions that give a bonus vs. just about every unit type (dragon, elf, undead, etc), but nothing against golems. Could that be added?

15. Is it intentional that some improvements over forest give you the lumber, and others don't? Quarry gives the full amount, mine gives a reduced amount, patrician quarry gives nothing.
 
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