Master of Mana Xtended - Download and Changelog

tbh, in FFH, (normal version) and in other mods, you can research any of Commune / Righteousness / Malovent ..etc
one interesting strategy was even to switch alignement to get 4 Paladins, 4 Eilodon and 4 Druids :D
 
Version 5.5 (18 February 2017)

Instructions:
  1. Download Master of Mana Full and Patch 2.11 from Sourceforge.
  2. Download Xtended 5.5 here.
  3. Unzip Xtended 5.5.
  4. Copy-and-replace the Asset and Private Maps folders from Xtended 5.5 to Master of Mana.
  5. It's better to install 5.5 over a clean MOM.
If you have error: GFC Error: failed to initialize primary control theme, try to rename the folder into "Master of Mana".

Change log for 5.5:

Spoiler :

- [AOS SI] Troll is renamed to Grinch (to avoid confusion with Jotnar's Trolls). It no longer requires Eternal Court. It is a Winter Court unit. Requires Commune with Nature.
- [AOS SI] Tree Spirit no longer requires Eternal Court. It is a Summer Court unit. Requires Commune with Nature.
- [AOS SI] Added explanation on Summer, Winter and Eternal Restoration projects in their pedia entry.
- [ARISTARKH] Rework on their buildings:
=== Buildings in Barter tech tree give gold.
=== Buildings in Festivals tech tree give culture and small amount of happiness.
=== Buildings in Education tech tree give science.
=== Buildings in Ranger's Guild fasten soul consumption and give production.
=== Buildings in Cult of Esus give various benefits, mostly good amount of happiness.
- [ARISTARKH] Vampire Palace requires Warfare, gives +5 happiness.
- [ARISTARKH] Necropolis requires Code of Laws, gives +2 global happiness.
- [ARISTARKH] Withering Hex gives +3 spell research, +1 mana from Air/Fire/Ice/Death/Chaos mana.
- [ARISTARKH] Sacrifial Pit requires Writing and Nexus of Knowledge. Gives +2 science, +1 science per Death mana, +20% science.
- [ARISTARKH] Order of Spectral Sage requires Philosophy and Sacrificial Pit. Gives +5 science per cultural lavel, +1 global happiness.
- [ARISTARKH] Excavated Library (Library UB) requires Necrosage (Elder Council UB). Gives +30% science.
- [ARISTARKH] Baneful Omen (Courthouse UB) requires Necrosage (Elder Council UB).
- [ARISTARKH] Decaying Soil costs 60 hammers.
- [ARISTARKH] Haunted Road costs 150 hammers.
- [ARISTARKH] Noxious Field gives +1 happiness from Death Mana.
- [ARISTARKH] Bone Cage gives +1 happiness, +1 culture, +20% culture.
- [ARISTARKH] Haunted Tower requires Entertainment, gives +1 happiness, +2 culture, +20% culture.
- [ARISTARKH] Pernicious Dirge requires Drama, gives +1 happiness, +5 culture, +50% culture.
- [ARISTARKH] Mortuary Enclosure requires Cult of Esus (Esus I), +2 happiness.
- [ARISTARKH] Mausoleum requires Eyes of Shadow (Esus II), +2 happiness, +1 culture/Death mana.
- [ARISTARKH] Forlorn Fault requires Tongue of Lies (Esus IV), +5 gold.
- [ARISTARKH] Necra Sanctuary requires Heart of Darkness (Esus V), +3 happiness, +1 global happiness.
- [ARISTARKH] Vile Requiem requires Prayer of Defilement (Esus VI), +1 mana/Death mana. Gives Cannibalise to unit built in this city.
- [ARISTARKH] Mark of Night requires Master of Night (Esus VII), gives +2 global happiness, +100% culture. Gives Hidden to units visiting this city.
- [ARISTRAKH] Gains Mausoleum (Grand Lodge UB) which gives Srong to unit produced in city (RG I).
- [ARISTARKH] Unholy Glyphs requires Domesticate Animals (RG II), does not require Tainted Well.
- [ARISTARKH] Catacomb requires Harvesting (RG III).
- [ARISTARKH] Cabal Shrine requires Survival (RG IV).
- [ARISTARKH] Grave Pact requires Nature Pact (RG V).
- [ARISTARKH] Dracolich requires War Beast Mastery (RG VII), 10/+3 Unholy, +3 Death mana affinity.
- [ARISTARKH] Vampire Count can be upgraded to Vampire Lord or Brujah.
- [ARISTARKH] Can build Leaden Tower wonder (Gemsmithing) that increases yields from Defilers.
- [ARISTARKH] Can no longer build Archives, Gemsmith, Jewelry, Masquerade, Feast of Plenty and Royal Banquet.
- [ARISTARKH] Can not build animal cages but can sacrifice animals for Soul.
- [ARISTRAKH] Gains 10 soul per population (twice with Herald of Death trait) when acquiring cities (as in vanilla MOM).
- [ARISTRAKH] Gains additional souls when razing cities (newly added).
- [ARISTRAKH] Increases Soul gained from combat a bit.
- [AUSTRIN] Fixed Mounted Harmatt pink icon.
- [AUSTRIN] Exploration Guild building gives +5 xp to Recon and Naval units (it was +2 xp).
- [BALSERAPHS] Added Frostling Cage as their UB.
- [BALSERAPHS] Changed their favourite improvement to Cottage (since Cottage line gives Culture now).
- [BALSERAPHS] Courtesan gains "Immune to First Strike", "Immune to Defensive Strike" and no malus on city attack.
- [BALSERAPHS] Courtesan no longer "shapeshift" to other unit after killing them.
- [ELOHIM] Devout's Seal spell gives 100 xp, instead of 100 xp multiply with number of improvement sealed.
- [ILLIANS] Mulyalfar Elf Druids do not require Grove. Requires Malevolent Designs (so Illians can get both Druids and Eidolons).
- [ILLIANS] The White Hand is available if you have less than three Priests/High Priests of Winter, and will create up to three Priests of Winter for you.
- [ILLIANS] The Deepening is available if you have three Priests/High Priests of Winter.
- [JOTNAR] Elder Trolls and Woodfather do not require Grove. Requires Commune with Nature.
- [KHAZAD] Battering Ram require Melee+Dwarf+Khazad and cost 200 gold.
- [MAZATL] Added a tool tip help for their world spell condition (requires 12 Wyvern Guardians).
- [BONUS] Added Timber resource (available on Tundra/Grassland forests). Art by GeneralMatt.
- [BONUS] Changed Mithril's art and icons. Art by Mallin.
- [CLASS] Fixed Blood Mage's Blood Healing spell.
- [CLASS] Beast King now gives +str, +healing, +first strike to animal units.
- [EQUIPMENT] Flying Carpet is changed to Mount category so Malakim Carpet Riders (and other units) can use other accessory.
- [EVENT] Fixed Nietz Bandit Lord event option 3 (when you recruit him).
- [EVENT] Finding a Witch event gives you either +1 permanent happiness (if you kill the Witch) or 1 Adept with Blood Mage class (if you spare the Witch).
- [EVENT] Harpy Bard event gives you either +1 permanent happiness (if you kill the harpy) or 1 Great Artist with 15 turns of revolt (if you let it).
- [GAME] Increased map size a little bit.
- [GAME] Hill Giants lost Bombard and gain Collateral Damage.
- [GAME] Ars Moriendi now has Hero promotion and hostile combat aura.
- [GAME] Mary is immune to Diseased, Plagued and Withered.
- [GAME] Reduced Blood of Dragon's drop rate.
- [GAME] Changes the spawn rates for various barbarian lairs to increase diversity.
- [GAME] Not really a bug, just information: capturing slave/animal/domination only works when you have unit supply left.
- [GUILD] Good leaders are blocked from Way of the Wicked and Malevolent Designs (Neutral can still research them).
- [GUILD] Good leaders can choose between Righteousness or Commune with Nature.
- [GUILD] Good leaders are blocked from Slaver's Guild.
- [GUILD] Evil leaders are blocked from Way of the Wise and Righteousness (Neutral can still research them).
- [GUILD] Evil leaders can choose between Malevolent Designs or Commune with Nature.
- [GUILD] Evil leaders are blocked from Healer's Circle.
- [GUILD] Aristrakh is blocked from Commune with Nature.
- [GUILD] Neutral leaders can choose between Way of the Wise and Way of the Wicked.
- [GUILD] Neutral leaders can choose between Righteousness, Commune with Nature or Malevolent Designs.
- [GUILD] All Druids and their UUs now require Commune with Nature in Priest's Guild, instead of Ranger's Guild tech.
- [GUILD] Merchant's Guild's Explorer's Hall gives +10xp for units created in the city.
- [GUILD] Slaver's Forbidden Enclave makes Quarries produce +2 stone.
- [GUILD] Fixed Slaver's Fireseer's combat aura.
- [GUILD] Esus' Unseen Blade gain "no bad goodies" when exploring huts.
- [GUILD] Esus' Cloak of Shadow is pushed back at Prayer of Defilement. It negates city defense, thus very strong.
- [GUILD] Esus' Gibbon Goetia is arcane unit with 0 attack/10 defense.
- [GUILD] Gibbon Goetia can change into other, stronger, unit in one tile radius. Warning: changing form removes Gibbon's existing promotions and equiments. It is also permanent (well, until you change again). It also makes Gibbon unable to go through rival territory!
- [IMPROVEMENT] Fixed missing cottage line graphics for Grigori (and maybe other civs).
- [IMPROVEMENT] Hamlet gives +1 culture for controlling city. Can be built in Swamp.
- [IMPROVEMENT] Village gives +2 culture for controlling city. Unhealth goes down from 1.5 to 1.00.
- [IMPROVEMENT] Town gives +3 culture for controlling city.
- [IMPROVEMENT] Enclave gives +5 culture for controlling city.
- [IMPROVEMENT] Fort is buildable in Wasteland, Sordid Plains and Dark Moors.
- [MAGIC] Fixed pink button for Chaos Magic's Bloodthirsty promotion.
- [PROMOTION] Buff promotions in Archery discipline.
- [PROMOTION] Open more existing promotions for Animal and Beast.
- [PROMOTOIN] Animals and Beasts can acquire Mobility 2 after getting Mobility 1.
- [PROMOTION] Renamed "Divine" into "Concentration", gives +1 combat aura range to Disciple units.
- [PROMOTION] Renamed "Divine Potency" into "Spiritualism", gives +1 combat aura range +4 target to Disciple units.
- [PROMOTION] Potency gives 30% chance to gain xp, +10 spell damage, +30% spell target.
- [PROMOTION] Mages can learn "Spell Strike I-III" promotions (reduce enemy magic resistance, increase spell damage).
- [PROMOTION] Illusionist promotion gives 25% chance to get Hidden per turn.
- [RELIGION] Arete Civic gives +2 commerce/+2 stone to Quarries.
 
That's great. You are a killer Evasth. Thanks you very much for your decidated fanatism to improve this mod. ^^
Why is it "better" to install it on a clean MoM folder ? Is that necessary ?

Version 5.5 (18 February 2017)

Instructions:
  1. Download Master of Mana Full and Patch 2.11 from Sourceforge.
  2. Download Xtended 5.5 here.
  3. Unzip Xtended 5.5.
  4. Copy-and-replace the Asset and Private Maps folders from Xtended 5.5 to Master of Mana.
  5. It's better to install 5.5 over a clean MOM.
If you have error: GFC Error: failed to initialize primary control theme, try to rename the folder into "Master of Mana".

Change log for 5.5:

Spoiler :

- [AOS SI] Troll is renamed to Grinch (to avoid confusion with Jotnar's Trolls). It no longer requires Eternal Court. It is a Winter Court unit. Requires Commune with Nature.
- [AOS SI] Tree Spirit no longer requires Eternal Court. It is a Summer Court unit. Requires Commune with Nature.
- [AOS SI] Added explanation on Summer, Winter and Eternal Restoration projects in their pedia entry.
- [ARISTARKH] Rework on their buildings:
=== Buildings in Barter tech tree give gold.
=== Buildings in Festivals tech tree give culture and small amount of happiness.
=== Buildings in Education tech tree give science.
=== Buildings in Ranger's Guild fasten soul consumption and give production.
=== Buildings in Cult of Esus give various benefits, mostly good amount of happiness.
- [ARISTARKH] Vampire Palace requires Warfare, gives +5 happiness.
It's a good idea to nerf the vampire palace. Infinite happiness was too much.
- [ARISTARKH] Necropolis requires Code of Laws, gives +2 global happiness.
- [ARISTARKH] Withering Hex gives +3 spell research, +1 mana from Air/Fire/Ice/Death/Chaos mana.
- [ARISTARKH] Sacrifial Pit requires Writing and Nexus of Knowledge. Gives +2 science, +1 science per Death mana, +20% science.
- [ARISTARKH] Order of Spectral Sage requires Philosophy and Sacrificial Pit. Gives +5 science per cultural lavel, +1 global happiness.
- [ARISTARKH] Excavated Library (Library UB) requires Necrosage (Elder Council UB). Gives +30% science.
- [ARISTARKH] Baneful Omen (Courthouse UB) requires Necrosage (Elder Council UB).
- [ARISTARKH] Decaying Soil costs 60 hammers.
- [ARISTARKH] Haunted Road costs 150 hammers.
- [ARISTARKH] Noxious Field gives +1 happiness from Death Mana.
- [ARISTARKH] Bone Cage gives +1 happiness, +1 culture, +20% culture.
- [ARISTARKH] Haunted Tower requires Entertainment, gives +1 happiness, +2 culture, +20% culture.
- [ARISTARKH] Pernicious Dirge requires Drama, gives +1 happiness, +5 culture, +50% culture.
- [ARISTARKH] Mortuary Enclosure requires Cult of Esus (Esus I), +2 happiness.
- [ARISTARKH] Mausoleum requires Eyes of Shadow (Esus II), +2 happiness, +1 culture/Death mana.
- [ARISTARKH] Forlorn Fault requires Tongue of Lies (Esus IV), +5 gold.
- [ARISTARKH] Necra Sanctuary requires Heart of Darkness (Esus V), +3 happiness, +1 global happiness.
- [ARISTARKH] Vile Requiem requires Prayer of Defilement (Esus VI), +1 mana/Death mana. Gives Cannibalise to unit built in this city.

- [ARISTARKH] Mark of Night requires Master of Night (Esus VII), gives +2 global happiness, +100% culture. Gives Hidden to units visiting this city.
This bulding can be build everywhere ? It should be buildable only in a vampiric/necromantic districts. Beucase +2 happiness in whole empire.
- [ARISTRAKH] Gains Mausoleum (Grand Lodge UB) which gives Srong to unit produced in city (RG I).
Interesting. I like the idea of specialised military city. Undead lack of promotions.
- [ARISTARKH] Unholy Glyphs requires Domesticate Animals (RG II), does not require Tainted Well.
- [ARISTARKH] Catacomb requires Harvesting (RG III).
- [ARISTARKH] Cabal Shrine requires Survival (RG IV).
- [ARISTARKH] Grave Pact requires Nature Pact (RG V).
Good idea to revalorizate this tech branch. :)
- [ARISTARKH] Dracolich requires War Beast Mastery (RG VII), 10/+3 Unholy, +3 Death mana affinity.
- [ARISTARKH] Vampire Count can be upgraded to Vampire Lord or Brujah.
- [ARISTARKH] Can build Leaden Tower wonder (Gemsmithing) that increases yields from Defilers.
That's not enough. Defilers suck. Quarry give you more industry, for -50 % cost (natural trait of the civ). Defilers should stay expansive, but give much more ressources yields. So I propose +3 each kind of ressources given by the Tower wonder you created.
- [ARISTARKH] Can no longer build Archives, Gemsmith, Jewelry, Masquerade, Feast of Plenty and Royal Banquet.
- [ARISTARKH] Can not build animal cages but can sacrifice animals for Soul.
- [ARISTRAKH] Gains 10 soul per population (twice with Herald of Death trait) when acquiring cities (as in vanilla MOM).
Thank you.
- [ARISTRAKH] Gains additional souls when razing cities (newly added).
Excellent.
- [ARISTRAKH] Increases Soul gained from combat a bit.
Excellent.
- [AUSTRIN] Fixed Mounted Harmatt pink icon.
- [AUSTRIN] Exploration Guild building gives +5 xp to Recon and Naval units (it was +2 xp).
- [BALSERAPHS] Added Frostling Cage as their UB.
- [BALSERAPHS] Changed their favourite improvement to Cottage (since Cottage line gives Culture now).
- [BALSERAPHS] Courtesan gains "Immune to First Strike", "Immune to Defensive Strike" and no malus on city attack.
- [BALSERAPHS] Courtesan no longer "shapeshift" to other unit after killing them.
- [ELOHIM] Devout's Seal spell gives 100 xp, instead of 100 xp multiply with number of improvement sealed.
- [ILLIANS] Mulyalfar Elf Druids do not require Grove. Requires Malevolent Designs (so Illians can get both Druids and Eidolons).
- [ILLIANS] The White Hand is available if you have less than three Priests/High Priests of Winter, and will create up to three Priests of Winter for you.
- [ILLIANS] The Deepening is available if you have three Priests/High Priests of Winter.
- [JOTNAR] Elder Trolls and Woodfather do not require Grove. Requires Commune with Nature.
- [KHAZAD] Battering Ram require Melee+Dwarf+Khazad and cost 200 gold.
- [MAZATL] Added a tool tip help for their world spell condition (requires 12 Wyvern Guardians).
- [BONUS] Added Timber resource (available on Tundra/Grassland forests). Art by GeneralMatt.
- [BONUS] Changed Mithril's art and icons. Art by Mallin.
- [CLASS] Fixed Blood Mage's Blood Healing spell.
- [CLASS] Beast King now gives +str, +healing, +first strike to animal units.
- [EQUIPMENT] Flying Carpet is changed to Mount category so Malakim Carpet Riders (and other units) can use other accessory.
- [EVENT] Fixed Nietz Bandit Lord event option 3 (when you recruit him).
- [EVENT] Finding a Witch event gives you either +1 permanent happiness (if you kill the Witch) or 1 Adept with Blood Mage class (if you spare the Witch).
- [EVENT] Harpy Bard event gives you either +1 permanent happiness (if you kill the harpy) or 1 Great Artist with 15 turns of revolt (if you let it).
- [GAME] Increased map size a little bit.
- [GAME] Hill Giants lost Bombard and gain Collateral Damage.
- [GAME] Ars Moriendi now has Hero promotion and hostile combat aura.
- [GAME] Mary is immune to Diseased, Plagued and Withered.
- [GAME] Reduced Blood of Dragon's drop rate.
- [GAME] Changes the spawn rates for various barbarian lairs to increase diversity.
- [GAME] Not really a bug, just information: capturing slave/animal/domination only works when you have unit supply left.
- [GUILD] Good leaders are blocked from Way of the Wicked and Malevolent Designs (Neutral can still research them).
- [GUILD] Good leaders can choose between Righteousness or Commune with Nature.
- [GUILD] Good leaders are blocked from Slaver's Guild.
- [GUILD] Evil leaders are blocked from Way of the Wise and Righteousness (Neutral can still research them).
- [GUILD] Evil leaders can choose between Malevolent Designs or Commune with Nature.
- [GUILD] Evil leaders are blocked from Healer's Circle.
I disagree with that beacuse of the Sheaims mainly. Sheaims have an extensive using of the plantations. I see no reason to prevent them from becoming the specialised of the plantations of the use of the magical potions. I would have blocked all the healers buildings and wonders, because it does not feat with the Evil alignement, but not all the others things of this ligne.
- [GUILD] Aristrakh is blocked from Commune with Nature.
- [GUILD] Neutral leaders can choose between Way of the Wise and Way of the Wicked.
- [GUILD] Neutral leaders can choose between Righteousness, Commune with Nature or Malevolent Designs.
- [GUILD] All Druids and their UUs now require Commune with Nature in Priest's Guild, instead of Ranger's Guild tech.
- [GUILD] Merchant's Guild's Explorer's Hall gives +10xp for units created in the city.
- [GUILD] Slaver's Forbidden Enclave makes Quarries produce +2 stone.
Interesting.
- [GUILD] Fixed Slaver's Fireseer's combat aura.
- [GUILD] Esus' Unseen Blade gain "no bad goodies" when exploring huts.
- [GUILD] Esus' Cloak of Shadow is pushed back at Prayer of Defilement. It negates city defense, thus very strong.
Excellent for elves, who have no siege equipement.
- [GUILD] Esus' Gibbon Goetia is arcane unit with 0 attack/10 defense.
- [GUILD] Gibbon Goetia can change into other, stronger, unit in one tile radius. Warning: changing form removes Gibbon's existing promotions and equiments. It is also permanent (well, until you change again). It also makes Gibbon unable to go through rival territory!
- [IMPROVEMENT] Fixed missing cottage line graphics for Grigori (and maybe other civs).
- [IMPROVEMENT] Hamlet gives +1 culture for controlling city. Can be built in Swamp.
- [IMPROVEMENT] Village gives +2 culture for controlling city. Unhealth goes down from 1.5 to 1.00.
Good thing. Cottages gave too much unhealth. I hope it will enough now to give them their place back in the game.
- [IMPROVEMENT] Town gives +3 culture for controlling city.
- [IMPROVEMENT] Enclave gives +5 culture for controlling city.
- [IMPROVEMENT] Fort is buildable in Wasteland, Sordid Plains and Dark Moors.
- [MAGIC] Fixed pink button for Chaos Magic's Bloodthirsty promotion.
- [PROMOTION] Buff promotions in Archery discipline.
- [PROMOTION] Open more existing promotions for Animal and Beast.
- [PROMOTOIN] Animals and Beasts can acquire Mobility 2 after getting Mobility 1.
- [PROMOTION] Renamed "Divine" into "Concentration", gives +1 combat aura range to Disciple units.
- [PROMOTION] Renamed "Divine Potency" into "Spiritualism", gives +1 combat aura range +4 target to Disciple units.
- [PROMOTION] Potency gives 30% chance to gain xp, +10 spell damage, +30% spell target.
- [PROMOTION] Mages can learn "Spell Strike I-III" promotions (reduce enemy magic resistance, increase spell damage).
- [PROMOTION] Illusionist promotion gives 25% chance to get Hidden per turn.
- [RELIGION] Arete Civic gives +2 commerce/+2 stone to Quarries.
 
That's great. You are a killer Evasth. Thanks you very much for your decidated fanatism to improve this mod. ^^
Why is it "better" to install it on a clean MoM folder ? Is that necessary ?
It is not necessary but clean install reduce the probability of bugs (maybe I changed a file but forgot to include it etc). But overwrite 5.4 with 5.5 should work well.

Edit: just realised that I spelled Aristrakh wrongly in the change log. Oh well... :crazyeye:
 
Did you saw my blue comments in the quote ?
Had not realised that you put some comments there. I have read it now.

- Mark of Night: if the general opinion is the building is too strong, I will nerf it down.
- Defiler: same, if the general opinion is it is too weak, I will further buff it.
- Healer Circle will continue be blocked from Evil.
- I might give Sheaim new potions.
 
Thank you so much for all you do, Esvath. Not just for your hard work, but also for your tolerance of our suggestions. :love:
 
Thanks for the kind words!

It's a pleasure to develop this mod. Kael and co, Sephi and co, they had done a brilliant job that I am happy to polish.

Anyway, has anyone tried Gibbon's new power? Is that fun?
 
Aristarkh are growing in power much better and comparable to others with those buildings in rangers guild. There is just one more thing that MIGHT need fixing I think. Unholy Glyphs RG 2 (Granary) can be built everywhere and increases soul cosumption by 1. Tainted well from water well tech can also be built everywhere sc+1. But Catacombs RG3 (Dry Salting House) sc+4 needs Circle of Despair/Blood = Palace and it limits it to capital city. Cabal Shrine RG 4 (Aqueduct) has no such limit but requires Catacombs. Grave Pact RG 5 (Infirmary) needs Vampire Palace or Necropolis but its ok if Grave Pact stays limited to capital city. My (other) cities can grow now more than before but still bit slow. Maybe we should allow Catacombs to other cities too (and block Cabal Shrine for capital instead IF WE WANT other cities to grow much slower).
I am in turn 250 with capital 11 (great! far better than before) and two cities with pop 2 and 3.
AI Svart - capital 12, other 8
AI Bannor - capital 10, other 10 3 3
AI Hippus - capital 10, other 7 6 1
AI Khazad - capital 9, other 7 5 4
AI Dural - died by Khazad
Maybe it is ok, need to play more to see.
 
My (other) cities can grow now more than before but still bit slow. Maybe we should allow Catacombs to other cities too (and block Cabal Shrine for capital instead IF WE WANT other cities to grow much slower).
Noted. If other players also agree with your idea, I will make Catacombs buildable in any cities, requiring Unholy Glyphs and limit Cabal Shrine to require Aristrakh Palace and other buildings in this line require Cabal Shrine.
 
The Epic Destiny victory conditions are gone*sniff*, though they were in dire need of updating anyway. I hope they'll be back.
 
I agree with Alexej analysis and proposition about soul consumption.

It's too slow yes. I would prefer to have faster soul consumption via more buildings, and less others buildings, less happiness building especially. Because it's more fun, more rewarding to have a fast growth, and more soul consumed (it forces the player to actively hunting souls).

Would it be possible to replace few happiness building, with two +1 soul consumption buildings ? Or add two buildings like that simply.
 
If you take rangers guild on their tier 3 is that Catacombs RG3 (Dry Salting House) sc+4, that will boost growth very nicely if we convince esvath to unlock it from capital exclusive. With Unholy glyphs and Tainted well it will be +6 per turn
 
Aristarkh are growing in power much better and comparable to others with those buildings in rangers guild. There is just one more thing that MIGHT need fixing I think. Unholy Glyphs RG 2 (Granary) can be built everywhere and increases soul cosumption by 1. Tainted well from water well tech can also be built everywhere sc+1. But Catacombs RG3 (Dry Salting House) sc+4 needs Circle of Despair/Blood = Palace and it limits it to capital city. Cabal Shrine RG 4 (Aqueduct) has no such limit but requires Catacombs. Grave Pact RG 5 (Infirmary) needs Vampire Palace or Necropolis but its ok if Grave Pact stays limited to capital city. My (other) cities can grow now more than before but still bit slow. Maybe we should allow Catacombs to other cities too (and block Cabal Shrine for capital instead IF WE WANT other cities to grow much slower).
I am in turn 250 with capital 11 (great! far better than before) and two cities with pop 2 and 3.
AI Svart - capital 12, other 8
AI Bannor - capital 10, other 10 3 3
AI Hippus - capital 10, other 7 6 1
AI Khazad - capital 9, other 7 5 4
AI Dural - died by Khazad
Maybe it is ok, need to play more to see.

I think it's fine when Aristarkh city have a bit less population than other cities. They don't have to use population to maintain food for the their current population and therefor can get more production with less population.
One thing I noticed in my game with Aristarkh is that I get a lot of souls only be clearing barbarian lairs. I have 6 cities and none of them has the soul creating building (forgot the name) in it, but I still have a soul surplus of 400.
So I think, you don't consume souls fast enough and you get souls too easily.
 
First of all thank you for revinding this fabulous mod. It is to this day miles better than some of the newly released fantasy games.

Having a really pelasant game with malakim(really digging their style and music). Trading in the desert and stuff, while Ao S and Luchurip ravage the continent in bloody rampage. Everything is fine I'm up in tech and can handle overwhelming numbers with my magic.

And then outta nowhere BAM Clockwork golems. 32/28 while every other single unit in the game has no more :strength: than 14.... I mean.
Did you just forgot to scale down the clockwork golems to the new :strength: scaling system and just left them as they were ?

I only realised that when Luchurip Blitzkrieged the Grigori in 8 turns.

Please take a note =)

P.S. Can I somehow edit this unit :strength: without ruining the savegame? And please advise me on how to edit it as well, kind of haven't touched the modding in awhile.:queen:

Thank you again for all of your hard work!
 
And then outta nowhere BAM Clockwork golems. 32/28 while every other single unit in the game has no more :strength: than 14.... I mean.
Did you just forgot to scale down the clockwork golems to the new :strength: scaling system and just left them as they were ?
They don't get any promotions, so that might be the reason why they are more powerful than other units.
They might still be broken, but with promotion and buffs and all the good stuff normal units can become similar powerful in later stages of the game.

P.S. Can I somehow edit this unit :strength: without ruining the savegame? And please advise me on how to edit it as well, kind of haven't touched the modding in awhile.:queen:
You can edit the strength in the corresponding xml-file.
Try editing "Master of Mana\Assets\Modules\NormalModules\Xtended\XXRooster\XRLUCHUIRP_CIV4UnitInfos.xml". There is an entry for clockwork golem. It shouldn't break savgames.
 
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