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[讯息] Master Of Mana 1.42F

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发表于 2013-1-2 23:14:37 |显示全部楼层

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发表于 2013-1-2 23:15:14 |显示全部楼层
从七月到现在的改版历程,非常多我是没动力看了,给有兴趣的人看看

[Patch F]

This patch will break savegames.
Changes for Patch F (now it really contains all previous fixes, I made a small mistake on the last patch, sorry):

Civilizations

Aristrakh
Their latest changes are backported from MoM 2.0!
Calabim
Calabim Spokesperson, Vampires, Brujahs, Vampire Lords and Losha Valas have lost their Channeling promotions
Vampires are now stronger
Death's Embrace fixed - you can no longer build the Aristrakh version of a building if there is already a building of this type in your city
Doviello
Lucian could be trained just like a normal unit under certain circumstances, fixed
The Lucian upgrade can now only be used by himself

Religions

OO: Only living units can be drowned

Misc

Devils are now immune to poison and no longer alive
Truly evil leaders will like you a little bit more if you use evil mana
Fixed a Python exception when Veil and Order followers are fighting in a city
Sanctify now correctly removes Haunted Lands
Fixed the Khazad forge event
Double definition of Os-Gabella (unit) caused weird entries in the Civilopedia, fixed
Fixed the text position of the Religion screen (F7), thanks marsupilami
Tech tree: moved Fanatism more to the top, thanks marsupilami
Mana bar: more robust layout, thanks marsupilami
Removed an unused resource from the Scion
AI: changed some weights for civics
Fixed a Python Exception when exploring a lair produces a bad result
Minor optimizations
New icons for "Vulnerable to Cold/Fire/Lightning" - please let us know what you think of them, they might be changed in the next patch
A few new terrain textures

[ 本帖最后由 sukacieh 于 2013-1-2 23:17 编辑 ]
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发表于 2013-1-2 23:17:55 |显示全部楼层

Patch E

This patch will break savegames.

Changes for Patch E (also contains all previous fixes):

Civilizations

Doviello
Lucian no longer looses all of his promotions when he upgrades to Lucian Cold Iron - instead he begins with a weakening effect (compliant to the lore)
Elohim
Monks didn't get their special promotions when the purity counter was exactly at 100, fixed
Frozen
They are now playable by the AI if summoned by the Illian
Their first worker now starts with Frostling instead of Demon
Illians
Rituals like 'The White Hand' can now only cast once (DLL and CvMagicScreen.py)
Re-enabled their ability to build farms on snow tiles (CvGameUtils.py)
Infernal
Imps now correctly cost unit support (Civ4UnitInfos.xml)
Luchuirp
Golems didn't get their Empower promotions correctly, fixed (CustomFunctions.py)
The trait 'Craftmaster' strenghtens golems as intended (CustomFunctions.py)
Malakim
Fixed a python exception when a Lightbringer enters 'Mirror of the Heavens'
Scions of Patria
They are now playable by the AI! Please report if they are too weak/powerful.
Sheaim
Worldbreak now damages every unit outside Sheaim borders
AI controlled Sheaim now casts this more intelligent

Misc

The research menu (F5) is now faster opened and switching between its categories has been accelerated (CvTechChooser.py)
Conquered and gifted cities now have 'Avoid angry citizens' enabled by default (DLL, CvPlayer.cpp)
Fixed the traveller event (Civ4EventTriggerInfos.xml)
Fixed several python exceptions when opening a dungeon and something very bad or very good happens (CustomFunctions.py)
Fixed the Elohim purity counter (there was a problem with the Aristrakh changes from patch D)
Fixed a CTD when an AI controlled raiding stack changed its mind and attacked a city (DLL, AI_GroupCityInvasion.cpp)
Worker are no longer able to build roads on water tiles if they were influenced by the 'Water walking' aura (CvGameUtils.py)
The AI is now able to build projects in their cities (DLL, AI_ChooseProduction.cpp)
AI controlled civs now have a better understanding for choosing appropiate civics, e.g. the Aos Sí target for Eternal Court, Mazatl for Lost Lands, auto-terraforming civs avoid Preservation... (CvWMGameUtils.py)
Undead units don't get the chaos flare event anymore
Restored the old diplomatic AI behaviour (no more cheat truces)
AI players are now more keen on researching towards their favorite religions and techs
new textures by tesb

Our next step is to migrate these changes into the MoM mainline. Further patches will have the normal versioning scheme, no more letters. With any luck, the next official MoM release will have all of our five patches integrated. :)
Until this is ready, have fun with patch E!
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发表于 2013-1-2 23:18:17 |显示全部楼层

Patch D

This is our first patch which will break savegames.

Changes for Patch D (also contains all previous fixes):

Civilizations
Balseraph
- Courtesans and Nojah: When they defeat a stronger unit and copy their opponent's strength, the game now considers also promotions like strong or heroic attack/defense (Assets\Python\Wildmana\Expansion.py)
Infernals
- Hyborem may get a Balor after building the Infernal Grimoire (Assets\Python\CvEventManager.py)

Misc
- New art files by tesb
- Updated Aristrakh civilization by tesb
- The calculation of a unit's strength got incorrect if it hits 0 or even below - fixed (DLL, breaks save games!)
(Before you could have weird effects like a 'Cult of Esus Enforcer' with Crown of the Martyr - the result was -1 base strength for the unit. Now the strength of a unit can never be lower than 0, and it also calculates correctly effects like Black Fire on low base strength units like skeletons.)
- Fixed a possible crash (CTD) when two players are forming a permanent alliance
- The great person progress bar is fixed
- The spell research progress bar is fixed
- Removed some more obsolete game mechanics
- Fixed the tooltip for units which have a chance to pass an effect to their enemies after combat

Edit: There is a problem left with the conversion of old savegames. I removed the instructions until it gets fixed. Sorry.
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发表于 2013-1-2 23:19:07 |显示全部楼层

Patch C

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发表于 2013-1-2 23:19:32 |显示全部楼层

Patch B

As promised on civfanatics, here is our patch B for MoM 1.42. It fixes some annoyances which we encountered during our multiplayer sessions. Be free to adapt them to your favorite modmodmod flavor of MoM. :)

LordShaggynator and I were working on some Master of Mana fixes, and we want to share the first batch of these with you.
You must have installed patch 1.42 before (it can be found right here). Then download our patch archive and extract it to your "Civilization 4\Beyond the Sword\Mods\Master of Mana" folder, overwriting the files. A nice installer is on our roadmap.

Here are the changes of our patch B:

Civilizations
* Aos Sí
** Sprites now correctly cost unit support (Assets\Modules\NormalModules\Expansion\Civs\Faeries\FAERIES_CIV4UnitInfos.xml)
** Eternal Court fixed (indeed many small fixes) (Assets\Python\Wildmana\Civs\CvFaeries.py)
** passive terraforming now checks only Faerie-controlled tiles instead of the entire map (Assets\Python\Wildmana\Civs\CvFaeries.py)
** Pixies are no longer activated every turn when switching to Winter Court (Assets\Python\Wildmana\Civs\CvFaeries.py)
** changing Eternal Court to Winter or Summer Court is now correctly processed (color and Lord conversions) (Assets\Python\Wildmana\Civs\CvFaeries.py)
** multiple color promotions are no longer possible (if an old savegame containing units with broken color promotions is loaded, they get also fixed!)
** starting units now get correctly their color promotions (Assets\Python\Wildmana\Civs\CvFaeries.py)
** random color when a Faerie unit is build now works as intended (before some colors were impossible to get)
** Sprites can now upgrade to Dryads
** Pixies can now upgrade to Furies
** Erlking and Furies now start with generic Faerie race
** added a check which fixes wrong color promotions of Faerie units from older savegames
* Austrin
** when building "The Joining", only civs with a AI script can be summoned (Assets\Python\Wildmana\Civs\CvAustrin.py)
** additionally, the human player gets asked if he wants to change his civilization to the new one (similar to summoning the Mercurians or Infernals) (Assets\Python\Wildmana\Civs\CvAustrin.py)
** Sorah now only casts her city converting spell if her civilization doesn't already have a city (Assets\Python\Wildmana\Civs\austrin.py and Assets\Modules\NormalModules\Expansion\Civs\Austrin\AUSTRIN_CIV4SpellInfos.xml)
** Sorah now has the hero promotion, since she is definitely a hero unit (Assets\Modules\NormalModules\Expansion\Civs\Austrin\AUSTRIN_CIV4UnitInfos.xml)
* Scion
** Bone Horde now correctly cost unit support (Assets\Modules\NormalModules\Expansion\Civs\Scions of Patria\SCIONS_CIV4UnitInfos.xml)
** Thaumaturge's Keep doesn't try to teach arcane units spells anymore, since this was obsoleted by the fundamental changes related to magic use (fixes a python exception) (Assets\Python\Wildmana\Civs\CvScions.py)
* Malakim
** passive terraforming now checks only Malakim-controlled tiles instead of the entire map (Assets\Python\Wildmana\Civs\CvMalakim.py)

Religions
* Bounty of Kilmorph (High Priest of Kilmorph) now works as intended and no longer causes OOS in multiplayer games (Assets\Python\Wildmana\Modular Python\CvFaith.py)
* Lunatics now correctly cost unit support (Assets\XML\Units\CIV4UnitInfos.xml)
* Fearful Presence (Cultist) does no longer strengthen enemy units

Misc
* "Vulnerable to Lightning" now has the promotion symbol of "Lightning Resistance", just as "Vulnerable to Cold" has the symbol of "Cold Resistance" (Assets\XML\Units\CIV4PromotionInfos.xml)
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发表于 2013-2-2 14:20:04 |显示全部楼层
有汉化没?
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发表于 2015-7-28 09:21:22 |显示全部楼层
提示: 作者被禁止或删除 内容自动屏蔽
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发表于 2016-1-5 20:17:34 |显示全部楼层
本帖最后由 ck961190 于 2016-1-5 20:18 编辑

請問4.0版的汉化补丁能用嗎?
我嘗試了下,發現中文無法顯示字。
有什麼好方法處理嗎?
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发表于 2017-3-9 22:59:20 |显示全部楼层
为什么,我安装完了以后,加载模组会有报错,然后游戏开始几回合必然崩溃
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