[MOD] MagisterModmod

Misogyny is a hell of a drug was my takeaway
This being said I would love to have been a fly on the wall when that happened. Like, stupid or not I can just about imagine the "OH ****" face on the guy when he realized just what he stepped in. Plus I have a theory that Alexi's angry face is probably actually cute when it's not directed at me.
 
First let me say that I really love this modmod of the Fall From Heaven 2 Cosmos ;)
It stays close to the original idea of the base mod but adds sweet little extras everywhere. For example the whole Vampire Handling feels just..better. Or how Infernal Factions are summoned to the world, how we can bond to them and serve them.

Me and my friend are playing much Civ4 again due to this mod. (We played civ4 with nearly any Fall From Heaven 2 mod in the past 10 years). But then took a break for the last 2 years or so ;)

But we have a little problem. We are playing together in Multiplayer, but every session ends with too many OOS problems. Sometimes it starts early, sometimes we can get near endgame before OOS turns up every single round.
Because of that, I have some questions. I know that we will never have zero OOS, it is a base problem of all Fall From Heaven mods. Also, as information: We play over the Steam Version of Civ4.
1. Are there certain options we should active or deactivate to help prevent too many OOS?
2. We are playing on small maps. I guess smaller maps means less events, means less likely OOS problems as less is happening, correct?
3. Are there certain civilizations which we should not take? Certain Religions or wonders we should not build and not allow to be build by AI?
4. Is there a way to solve OOS in game? Or do we always need to save and load again? Like a certain Key combination that reloads from Host information and solves OOS, etc.

Any help or hints are welcome, as we really enjoy this mod, but it is sad to always need to cancel a running game due to OOS problems every single round.

Let them also say:
Thank you for your work! It feels really nice to play Civ4 again in this fantasy universe. It was a big part of my childhood and teenager years and is still one of the best fantasy games you can play.
 
What do you think about these candidates for Belphegor and Churel the Graveleech?

I liked the Oblivion Lich for Churel, but I never got an animation for it so I started trying to find an alternative. This is a Zombie1 from the aristrakh civ of the Master of Mana modmod, plus the sword their vampires wield, plus a recolored Sheaim Mage Cape, plus the Azer crown (since he was once King of the Calabim), plus a recolored great prophet glow (since "He radiates an aura of terror that few can resist).

This Belphegor is a recolored Repentant Angel with the full length horns version of the Ayleid.Boss mask for a face, the Azer Crown (since he is the greatest Prince of Demons once his mother Bhall usurps his father Agares, chains the God of Despair beneath her throne, and rules as Queen of Hell), 3 pairs of Hyborem's wings, and an enlarged large Candle Flame effect (which flickers faster and stronger than the normal flame aura).

(By the way, I'm am thinking of making Belphegor the hero of the Ember Legion, available only with the Ember Legion state religion, Malevolent Designs, and an AC of 90. He'd be close to Auric Ascended in strength, as he is stronger than any archangel not holding a gem of creation.)
 

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An AC of 90 seems like a very high requirement, as you'd practically need to adopt AV or Undertow and spread them to reach it (at least in my games, i only reach that high when i have practically won and is just wiping out the last resistances). I would prefer it if he had good strength to begin with but huge scaling with Fire and Entropy, becoming a mid-to-late game unit. It would be less befitting of his tremendous status, but would make him more likely to see play i think.
 
Good day! I decided recently to try out this modmod, and I had a lot of fun exploring all the new features, however, I must unfortunately come to this thread to report an issue. I can't seem to be able to finish any game, because of some error.
I am already almost 400 turns into the game, and very close to winning a tower victory, when the game simply stopped working. By this I mean that I click on "end turn" and the game freezes. And that's it. There is no error message. No crash (so no option to generate a crash dump). I even turned off the "HidePythonExceptions" option in the .ini file, hoping that I would see some error message, but still nothing. The only thing happening is that nothing happens. It's just that the new turn refuses to start, the game becomes unresponsive, and I have to restart my computer in order to unfreeze it.
Now I did a bit of searching on the forums, and I found out that there was a known issue of Civ 4 freezing and crashing in case of large games (i.e. large maps, long turn counts, many units, etc.) and it is true that in case of this particular error I was playing on a huge map, and I did have quite a large army, because I was late in the game and I wanted to see all of the new units and features and whatnot. So maybe this was the cause. However, I thought to write here and ask, maybe there is a way to isolate the exact cause of the issue and make sure that the error is not instead from some feature of the mod that is not working. I know this is very late into the development of the new version of the mod, but maybe I can do my part and uncover some previously unknown issue.

Edit: To clarify, I went back to an earlier save and replayed a few turns, and the freeze allways happens on the same turn, no matter what I do. Also, in one experiment I deleted a bunch of my own units and the issue still appeared, so this makes it less likely to be related to some unit cap. Also, I have never encountered such a freeze ever in any previous game of either vanilla Civ or of the original FFH2 mod, so this is why I thought that maybe there is some feature of this modmod which isn't working for me.
 
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Can casting worldspells please get taken off the list of things units are allowed to do when they're automated? It's fairly simple to fix with the expanded worldbuilder tools but it's still really annoying that I have to at all when all I wanted was to not have to micromanage my recon units.
 
Hello again! Even if I haven't found any solution to the first issue I reported, I decided to make a list of some othe things I noticed while playing. Maybe this will help with improving the new version:

1. There seems to be some kind of issue with the "summon animal" spell used by the priests of leves. If showing python exceptions is enabled in game, an error message will be displayed (see attachment). All that is needed to trigger the error is to select the pries of leaves and hover the mouse over the spell. The error does not cause crashes, but it prevents the casting of the spell. The solution to this issue was to disable showing python exceptions in game.

2. I noticed that the civilipedia for the Grand Menagerie says that I need 9 different cages in the same city before building it, but I was able to do it with only 7 cages.

3. It is not possible to build druids withoud nature mana, but I was able to upgrade lower tier units to druids in a city with a grove, even if I had no nature mana.

4. The Assuage spell removes lycantrophy from units, but it does not not remove the "ravenous" promotion from former werevolves (I do not report this as a bug, but more as a game design issue).

I hope this helps and that I am not just spamming the thread with already known issues (since I was not able to read all the other posts in the thread).

Best regards!
 

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I've been busier than expected with work lately, and will likely stay busy for a while, but am still trying to find the time to put the final touches on the modmod for another release soon.


I'd really like to use the Murkdweller (dementia skin) as my Stygian Guard art, but have wasted too much time trying in vain to figure out some way to animate it. Could someone (such as @BossDaddy ) manage to rig it?

I keep changing my mind on what would be best for the Mithril Golem. I'm thinking that if I change the hero from the Runes of Kilmorph to the Ringgivers that it is not so importan that it can move though peaks, so the fact that pretty much every option looks terrible standing at a really weird angle on peaks is less important. I'm leaning towards a reskin of the Juggernaunt clockwork soldier from Orbis, but still think that Jyggylag (perhaps made a bit closer to dwarven proportions) would be better if we could get its posture right on ordinary hills.



I decided to eliminate the Enchant Spellstaff and Enchant Spellstaves (Greater) spells, replacing them with a Craft Artifact and Craft Artifacts (Greater) spell which would create create random pieces of equipment based on the mana types you have available.

Spellstaves would still be possible, but only if you have an effective supply of Metamagic mana. You could also end up with Timor Masks (with mind), Jade Torques (with Nature), Shields of Balance (with Force), Deasil Charm (with Sun), etc.
I'm thinking I'll have at least one piece of equipment associated with each mana type, including new options like the Ice Sickle (with ice; grants cold strength and cold rsistance, but may make the unit slow), Aquamarine Amulet (with water, grants cold resistance and amphibious), Lode Pick (with earth, grants lightning resistance and lets unit move through peaks), Bloody Axe (with body, may grant burning blood), Blessed Bells (with only Enchantment, may randomly grant blessed), etc.


I considered letting the greater version of the spell make world unit equipment, but I think it could be game breaker to introduce some of them, so I think I'd just make it produce 3 of the same item at once or produce the items faster (I think a 1 turn delay is the most to let a Djinn use the spell).



With all the gods represented in the game I'm thinking it may be too much to let clerics get random affinity for multiple spheres. I might need to dial it back to just the patron spheres.


I've been playing around lately with giving demons the ability to possess units, sacrificing the demon and granting the host their promotions. It fits the lore well for the Ashen Veil, as its founder discovered the way to gain power by offering oneself up as a host for demons. I'm not sure if I'll keep it though, largely because I cannot think of a good way to implement a mechanic where the demonic abilities could be lost after an exorcism.


I'm really irritated how permanent summons start immobilized and the xml limits it to one per caster. I'd really rather those limits be controlled by separate tags. It is making Guardian vines a lot less useful.

I'm thinking of possibly making a major change to Druids. Canonically they are priests of Sucellus, which would seem to imply they shouldbe tied to the Unblemished now. I'm thinking the Vitalize spell I currently give to the Druidic promotion might make a better Nature III or Nature IV spell, if improved further with a wider range etc.
 
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I did a Jyggylag with dwarven proportions a while ago. I'll take another look at it as it was very early in my attempts at skinning and rigging. I'm sure I could improve on what I did. I'll also look at rigging the Stygian guard soon. I've been wanting to do that anyway, but I've been spending most of my time on the various dragons. Now that I have a baseline I'm happier with, it's going faster.

Edit: Which animation did you have in mind? I was thinking something "feral" or non-human like what the werewolves use. That's what I used for the flesh atronach and the lich for imperator.
 
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I decided to eliminate the Enchant Spellstaff and Enchant Spellstaves (Greater) spells, replacing them with a Craft Artifact and Craft Artifacts (Greater) spell which would create create random pieces of equipment based on the mana types you have available.

Spellstaves would still be possible, but only if you have an effective supply of Metamagic mana. You could also end up with Timor Masks (with mind), Jade Torques (with Nature), Shields of Balance (with Force), Deasil Charm (with Sun), etc.
I'm thinking I'll have at least one piece of equipment associated with each mana type, including new options like the Ice Sickle (with ice; grants cold strength and cold rsistance, but may make the unit slow), Aquamarine Amulet (with water, grants cold resistance and amphibious), Lode Pick (with earth, grants lightning resistance and lets unit move through peaks), Bloody Axe (with body, may grant burning blood), Blessed Bells (with only Enchantment, may randomly grant blessed), etc.

I don't know enough about modding to comment on the rest of your post, but as a player, this ideea does not look sound to me. It looks more like a waste of a perfectly good spell. By the point where this spell becomes available, the player should allready have a steady stream of artifacts coming from farming epic dungeons. Yes, they would have no control about what aritifacts come from dungeons, but so what? When was the last time you absolutely needed a jade torq or something like that? The enchant spellstaff was usefull because the spellstaff is consumable (so you can expend it during battles, then enchant a new staff during lulls in the fighting). So the spellstaff is one type of artefact the player would really want a steady supply of that particular artifact, and restricting that option to metamagic users may perhaps be imbalancing. You could try to make all artefacts equally powerfull, but that sounds like a very complicated task.
 
Here you go. I used an imp as a baseline and then mangled the skeleton to get it to work correctly. I didn't want to change the proportions of the mesh as I think that adds to the feel of it. There is some UV tearing on the 10% mesh. particularly on the back fin. That can be fixed though if you like the animation set. I didn't much care for the animation set at first, but I've grown to like it.
 

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I hadn't realized that the model for the Stygian guard was in Beyond the Sword\Assets\Art\Units\Afterworld_Feral_Aberrant. I had originally looked in Beyond the Sword\Mods\Afterworld\Assets\Art. I rigged the murkdweller to the original model and animation now. Same as before with various polygons. I didn't reduce the head past 50% of the original mesh as it started to look terrible at anything below that.
 

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Hi, my current game there is a major fallout encroaching my territory from an Infernal lord territory. It even wiped out a unique feature. My 20 pop city has been reduced to 2 and I'm going to start pumping in settlers to keep it alive until there is no access. The units in the city keep dying. Is this going to completely take over? What is the solution? I couldn't find anything from searching this thread to help.
 
Have you used sanctify? I don’t recall with this mod in particular, but I know in Orbis if your alignment is Good then hell terrain won’t spread into your borders. If you’re not, use sanctify.
 
What is the solution?
Some solutions, though I have not played the latest version of this mod:
  • Why is your city starving? Is it flood plains to burning sands? That is a nasty one, the only solution I have found is Sanctify followed by spring. Otherwise the main loss is variety of resources, but that will not cause shrinking to size 2. Are you sure you are not getting blight confused with spreading hell terrain (here; "AC 30 - Blight")?
  • How is Sanctify not working? If it is changing tiles but they are changing back quicker than you can sanctify you need more adepts.
  • Become more good: Heel terrain will spread to evil civs at lower AC's than neutral, and neutral lower than good. Can you change religion to change your alignment to better?
  • Become more evil: Sacrifice the weak the the most OP civic, and deals with starvation well. Then you do not case about those health resources. You probably want to get rid of deserts in your territory though.
 
Mostly plains and grass. The mouseover is describing it as Fallout. None of my units are able to enter the Fallout areas. It might be that Fallout happens before the spread of Hell terrain, as the AC is about 15 and I am Ashen Veil. The problem with that is the Fallout destroys the buildings inside the city, so when it reaches my capitol that is a major problem. I may have to change alignment to hopefully stop it. Hell terrain is fine, but the Fallout is absolutely devastating. Kills units, is spreading, and decimates buildings and city population. Again, Sanctify has no effect from a neighboring square. Tried water, ice, but no vitalization yet but soon I'll have druids to attempt that.
 
There shouldn't be any way for Fallout to appear on the map in a normal game. It is used in some scenarios (like the Lord of the Balors), and could be added in worldbuilder, but shouldn't spread.

I think is some old versions of the game I let some buildings like Planar Gates have a small chance of melting down and causing fallout though the vanilla civ mechanism, and of the Nuke mechanism of Auric Ascended or a Warp Bubble causing fallout, but that has not been true for a long time.
 
Here is something I encountered while playing your incredible mod! Well done on incorporating the new lore, so far it's been great!):

I was trying to summon Buboes but I was unable to (I had a sundered Profane with the Murderer's blade after having researched Malevolent Designs, but the option as a spell didn't appear).

I went into the worldbuilder to test it (giving myself a Profane with the Murderer's blade and Malevolent Designs) and lo and behold, the option was there and was castable and worked: Buboes emerged!

Additionally, in the spell description it mentions it needs an Armageddon counter level of 20+ (this part isn't mentioned in the Civilopedia) BUT in my worldbuilder situation the Armageddon counter was at 0.

So I boosted the Armageddon counter above 20 and suddenly the spell option vanished and could not be seen, just like it is in the original game I was playing.

I'm not sure what the intended mechanic is exactly, but I would guess the spell description was the accurate one but an inequality sign is flipped around somewhere.

Sorry if this was already known, I couldn't find any mention of it in the forum.
 
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