I have again reached the point where I am releasing a new version of my modmod. The aim of this mod is to be both more enjoyable and more faithful to lore than even the original Fall from Heaven 2 mod. This modmod is based on Tholal's More Naval AI mod, and as such includes BUG, Puppet States, Revolutions, and Advanced Diplomacy. I would like to include a special thanks to Tholal and lfgr and everyone involved in the creation of the More Naval AI mod, both for providing the base required for many of my mods features and for helping me understand how to use it. I would also like to thank EmperorFool for helping me gain a very basic understanding of how my mod should work with BUG, and especially for teaching me how to activate and use logging to locate my mistakes. Thank platyping for his improved worldbuilder, and his assistance in helping me improve it further for the purposes of this mod. Thank Valkrionn for providing the Inno Install Script Tutorial, and Tschuggi for sharing the link to it. Thank Aurelazza for his help making the new Dragon Fanatic and Wyvern Rider graphics, and the makers of MoM for the model on which the Wyvern Rider is based. Edit: MagisterModmod for FfH2 last updated on 02/01/2018 at 9:50 pm. You may download the installer here or the archive here. Note that you only need to download either Magister Modmod for FfH2 February 1 2018 Setup.exe or Magister Modmod for FfH2 February 1 2018 Changes.7z, not both. This version is based on Tholal's More Naval AI v2.71 and Platyping's Worldbuilder v4.17b. Before installing, you should make you that you have a clean installation of Fall from Heaven 2 version 0.41o (actually, patch m or n should be fine too) or of the latest version of Tholal's More Naval AI modmod installed under the name Fall from Heaven 2. The installer will need to copy most of my modmod's necessary files from that location. It will not change any files there, but will install under a directory named Magister Modmod for FfH2. If you have any trouble with the installer (probably the result of having Civ IV installed in a non-standard location) you may instead opt to extract the file and folder structure from Magister Modmod for FfH2 February 1 2018 Changes.7z. You should manually make a copy of Fall from Heaven 2 and name it Magister Modmod for FfH2, and then copy the contents of Magister Modmod for FfH2 February 1 2018 Changes into this folder. In either case, you should not change this name. If you do, the game will not load unless you also edit Resource\Civ4.thm. Requiring the same name on all of your computers has the added benefit of assuring compatibility in multiplayer games (provided you are all using the same release version) and also allows me to load your saved games to try to identify the source of errors. Before loading any saved games for me to debug though, I would strongly suggest that you check the .log files. To enable logging, edit CivilizationIV.ini (which may be found under C:\Users\[insert user name here]\Documents\My Games\Beyond the Sword) so that LoggingEnabled = 1. After starting a game you should find various log files under C:\Users\[insert your user name here]\Documents\My Games\Beyond the Sword\Logs. Usually PythonErr.log is most useful in helping isolate a problem, although PythonDebug.log, xml.log, BBAI.log, and MPLog.txt can be quite helpful too. (BBAI.log and MPLog.txt are usually the best way to help track down the cause of "Waiting for Other Civilizations" issues. ) Posting these files would do more to help me isolate your problem than the saved game would. Since the merger with MNAI 2.53, there should be new log files which include the player's name (e.g., SynchLog - Kandros Fir.txt and BBAILog - Kandros Fir.txt) and which I believe would also be quite useful (Note: If you have a recent version of BUG installed under C:\Users\[insert user name here]\Documents\My Games\Beyond the Sword\CustomAssets, you may still need to disable (delete or change the name of) the file CvGameInterfaceFile.py found under C:\Users\[insert user name here]\Documents\My Games\Beyond the Sword\CustomAssets\python\entrypoints in order for my mod to function. If you do not have BUG installed separately, you may ignore this section.) I move the scenarios to the PrivateMaps folder, so that you can load them from within the game. (I also included the Erebus Continent mapscript and one huge 21 civ map edited for compatibility to this folder.) This also allows them to be played as Custom scenarios, although you should be careful about what game options you changed if you don't want some strange things to happen (like declaring war on yourself). Since the old scenarios are not overwritten, there will be a copy of the vanilla FfH2 scenarios (most of them incompatible with my modmod) in the Scenarios folder. These can be ignored or deleted.