[Xtended] Things, Typos, & Bugs...

I am playing 5.3 and in the last games i noticed the barbarians being unusually passive, not wanting to cause trouble. Just hanging out at their forts, no incursions, no pillaging, no trying to take cities.

For example Orthus spawned right next to my southern border once, but instead of wrecking my poorly defended city, he just hung out in a goblin fort for the rest of the game. Left him there as i didnt even want his Axe because of the XP malus.

Or the regular fort inhabitants, they were not respawning when i killed one. Before when there were three units in a fort and i killed one they would respawn at a rate of one per turn. But nowadays they dont.

What is up with them?
That is strange. Had you played another mod before played Xtended? It might be a left over option from another mod. Or, try to reinstall Xtended on clean MOM?
 
Ji (clan of embers AI) has like 3/4 of their army made by OO Disciple = Zealots. Might be caused by Zealous Trait. Maybe disciples should cost 0 support with Zealous trait
 
That is strange. Had you played another mod before played Xtended? It might be a left over option from another mod. Or, try to reinstall Xtended on clean MOM?

I did a clean new install of MOM for 5.3., but i sometimes switch to K-Mod 1.45 for playing multiplayer with a buddy on different days. This might be it.

I reboot the PC in between. How can i get it so that the mods dont interfere?
 
When playing MOM, choose Start Now! option instead of Custom Game. That will reset any options (both hidden and selectable), which might interfere with the mod. You don't have to play it, as long as you have generated the map on Start Now, that will do. Just quit to main menu and generate Custom Game, if you wish so.

The above is necessary to switch between mods in CIV4.
 
1.Stephanos curse missing graphics. Same with Buboes and Yersinia. Screen provided.
2.Dwarven Hornguard can`t purchase any axes or hammers, nor mithril weapons nor lances
3.Building my 6th Summer Palace out of 9 cities is that intentional?
4.Create battering ram for khazad still not working. Have completed civil research and most of military. Save provided
 

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No no no unit is fine only her shoot attack... you can try from my save. I doubt its intended that she fires red orbs.

My fpk files : XtendedFinal, Xtended41, MoM, EventArt, flavor
Fixed. Apparently I have fixed these on my version, thus my confusion on this error XD

1.Stephanos curse missing graphics. Same with Buboes and Yersinia. Screen provided.
Fixed.

2.Dwarven Hornguard can`t purchase any axes or hammers, nor mithril weapons nor lances
On Mithril: do you have Mithril resource? Mithril armors and weapons require it.
On Axes/Hammers: they are Exotic Weapons. You need Skrimish, Ambush or Vengeance discipline. Or, Weaponmaster/Warpriest hero class.
On Lances: they are Martial Weapons. You need Offense, Archery, Ambush or Divine discipline. Or, Weaponmaster/Warpriest hero class.

3.Building my 6th Summer Palace out of 9 cities is that intentional?
Do you mean that you can build more than one Summer palace? That should not be the case. You can only have one Summer/Winter/starting palace. You can build another Summer palace in other city, but that would move your Summer palace to that city as soon as you have completed building it.

4.Create battering ram for khazad still not working. Have completed civil research and most of military. Save provided
Fixed (for sure this time!).
 
I do have 2 mithril resources from Caminus Aureus and second from Mines of Gal-dur and my other units and heroes are equipped with mithril weapons.
My hornguard is skirmish discipline further promoted to wildling rider. No boar rider nor hornguard can access axes or hammers neither mithril weapons using skirmish or ambush discipline. They can get mithril broadsword and lance trough offense discipline though

With summer palace I didnt noticed it is moving too :D sorry

Thank you for all the fixes :)
 
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Axes are only for melee.
Hammers are only for disciple.
Hmm, that's unfortunate if Mounted units have to take Offense discipline to get any Mithril weapon.
I will make Mithril Boardsword as Simple weapon but reduce its attack from 50% to 40%, making any Melee/Mounted/Recon/Disciple units can use it. Mithril Fullblade (60%) will be martial weapons for Melee/Mounted/Recon and Mithril Claymore (75%) will be martial weapon reserved for Melee only.

I will add a line on civpedia to reflect the durability of a weapon. For armors, it's already there on their properties.
 
I can use dwarven hammer (khazad exclusive) on melee and disciple units too. Hornguard have axes on unit graphics, that is reason I wanted to equip them with something like axe, hammer. I thought it was oversight that there were only basic sword/longsword and spear/longspear to buy with full Apprentice guild and allmost full military research. This change on Mithril Broadsword will patch this a bit. Will this change make it to 5.4?
 
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When playing MOM, choose Start Now! option instead of Custom Game. That will reset any options (both hidden and selectable), which might interfere with the mod. You don't have to play it, as long as you have generated the map on Start Now, that will do. Just quit to main menu and generate Custom Game, if you wish so.

The above is necessary to switch between mods in CIV4.

Deleted the Master of Magic folder, re-downloaded the Master of Mana Full, Patch 2.11 and Master of Mana Xtended 5.3. Installed the first two, then unzipped and integrated the Xtended 5.3 into the newly recreated folder. Started a new game with the Start Now!, did 1 turn, quit.

Started a new custom game. Still Barbarians dont re-spawn in their forts. And i did not get the recurring Barbarian Event where they want some slaves, or else, if their fort is near your borders.


P.S.
i an using the Raging Wilderness option. Might this influence the Barbarians, because Animals seem plenty.
 
i an using the Raging Wilderness option. Might this influence the Barbarians, because Animals seem plenty.
It is possible that this option affects your game. I don't know what this option does nowadays, it is coded in DLL and I can't check that. Try to play without this option and see whether the barbarians are spawning.
 
I can use dwarven hammer (khazad exclusive) on melee and disciple units too. Hornguard have axes on unit graphics, that is reason I wanted to equip them with something like axe, hammer. I thought it was oversight that there were only basic sword/longsword and spear/longspear to buy with full Apprentice guild and allmost full military research. This change on Mithril Broadsword will patch this a bit. Will this change make it to 5.4?
- Mithril Boardsword (renamed as Mithril Sword) will be usable by all melee/mounted/recon units regardless of their discipline. --> included in 5.4
- Axes give berserk, which would be unthematic for mounted units. I can give Hornguards axe, like giving staff to Monks but I need to adjust their strength/weakness/cost before doing this. Not sure about this.

---

I want to release 5.4 this week end, so if you guys have idea/bugs, please do inform me before week end.

Also, if you find civs consistently on lowest three places when played by AI or they consistently could not survive until Turn 250 (Normal/Elf size), please let me know so I can find some ways to buff them.
 
You are right, berserk is unthematic for mounted. I can cheat them dwarven hammer anyway :D for better feeling
 
Hello to all.

-Started a new game with weevil pickle and hyde as Balseraph. A trait of this leader is "horde" which should give +40% support. But at the start of the game i have 15 support , shouldn't it be 15 x 1,4 = 21 ?
Maybe I misunderstand this trait.

- playing against the amurites , ok i can't cast spell when they cast their world spell but i can't build wolf dens, lion dens, or even build city, don't know if it's intended.

- For the AI, the grigoris are very good, too good in fact ... i don't play with the grigori anymore because they overwhelmed the other AI very quickly.

I usually play on immortal difficulty - MOM mapscript - Dwarf Size - normal game speed - Double events - Raging wilderness)

Really fun mod, i love the mana and magic mechanics.

Sorry for my frenchglish language
 
- playing against the amurites , ok i can't cast spell when they cast their world spell but i can't build wolf dens, lion dens, or even build city, don't know if it's intended.
Yeah, there was dll change sometime back (don't know exactly when) which make Arcane Lacuna buggy. I circumvented this by using python code which disable *all* form of abilities (both spell casting and regular abilities). I'll see whether I can exclude animals from this.

- For the AI, the grigoris are very good, too good in fact ... i don't play with the grigori anymore because they overwhelmed the other AI very quickly.
Do you mean the Grigori is strong when you play them, or Grigori is strong when the AI play them? If it is the first (Grigori is strong in the hand of human player) try to increase the difficulty. The Adventurer mechanic is good for human player but AI does not have the ability to foresee and plan strategy around it as effective as human player does.

-Started a new game with weevil pickle and hyde as Balseraph. A trait of this leader is "horde" which should give +40% support. But at the start of the game i have 15 support , shouldn't it be 15 x 1,4 = 21 ?
Is it possible that 15 is the final value, already take the horde bonus into consideration? I need to check this tonight.

Really fun mod, i love the mana and magic mechanics.

Sorry for my frenchglish language
Thanks for playing!
 
I wanted to say : the AI is very strong playing the grigoris.

When I start a custom game, I randomize the AI civilizations and grigoris are in the game very often. It's another thing i wanted to say : When you play with "random" for the AI, it's always the same civilizations which are picked up.
On Dwarf size, there are 4 AIs which are always chosen from the following list : Lanun, Grigori, Doviello, Calabim , Kuriokates or Sidar only.
I don't know if it's intended too.

For the "horde" trait, i just started a game with elohim and initial support is 15 too.
 
Started game with Weevil, Pickle and Hyde and my support is 21 :O
 

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Still Barbarians dont re-spawn in their forts. And i did not get the recurring Barbarian Event where they want some slaves, or else, if their fort is near your borders.

P.S.
i an using the Raging Wilderness option. Might this influence the Barbarians, because Animals seem plenty.

The Barbarian Event still appears from time to time, but it's much less frequent than in the 5.2 (or could be 5.1) version of Extended. (It might also depend on the map you're using. I noticed, that on ErebusContinent there are even less Barbarian events than on MOM-map. But I am very unsure about that due to small sample size.)
I can conform though, that the Barbarians don't re-spawn in my games as well. Also, if I choose "Threaten" in the Barbarian event, the barbarians won't attack. They stay in their fortress and only attack, when I am on an adjacent tile. Their behavior is also probable not related to the raging wilderness options, because i play without that option and seem to have the same effects.

The weird thing is, that in Extended 5.2 (or could be 5.1) the barbarians behaved radically different. They were much more aggressive. Maybe their behavior changed when the behavior of the ogres was changed, so that they won't leave their cities. But that's just speculation.
 
seriously ? it's not a fake screenshot ? :)
just restarted a game with weevil and still 15 support. :(
 
I just created several games as Weevil on various map sizes and all of them started with 21 support. Have you tried Ji/Clan of Embers? She also has Horde trait.

On Dwarf size, there are 4 AIs which are always chosen from the following list : Lanun, Grigori, Doviello, Calabim , Kuriokates or Sidar only.
This is an unfortunate consequence on how the map is generated. Normal maps are divided into several areas, each with different terrains, bonuses, barbarians and civilizations native to that area. In size smaller than Normal/Human, only two of the areas are generated, resulted in only few civs are available as enemies.

The weird thing is, that in Extended 5.2 (or could be 5.1) the barbarians behaved radically different. They were much more aggressive.
Hmmm. That is interesting observation. Personally I did not change any Barbarian behaviours, so I can't really say what has changed between here and there.
 
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