[MOD] MagisterModmod

I seem to have encountered an issue with the Tower Of Mastery.

I've built the required 4 other Towers (Divination, Alteration, Elements and Necromancy) but the Tower Of Mastery is greyed out, claiming that I actually need 2 of each (says 1/2 required for each Tower) of these Towers first.

I know they are 'Team Wonders' but I assumed this meant any member of a team can contribute any number of the required 4 Towers. I'm not actually part of a Team or Permanent Alliance, but I do have 4 vassals.

I checked with World Builder and I am a Team of 1 (with Team Id: 0) so this makes the Tower of Mastery impossible to build and victory impossible to achieve. I tested with World Builder merging a vassal into my Team and then placing another 1 of each of the 4 Towers in their cities and it does seem to have detected the required number of the 4 Towers (2 each) to allow me to build Tower of Mastery.

I know there were questions around how easy to achieve the Tower of Mastery was so maybe this was an attempt to make it a harder goal? Either that or I've found a bug.

I have a save file with all 4 of the towers built, and the Tower of Mastery being greyed out as a build option.
 

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  • Pilmar TURN-1088.CivBeyondSwordSave
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The Tower of Mastery should definitely not require 2 of each prerequisite lesser towers. I just started a test game and verified it worked as intended (gave myself all techs, one of each mana, and the 4 lesser towers and at all times it only asked for one of each).

I also tested both enabling and disabling it as a victory condition, and it works fine for me in each case.

I can't load the save you sent, but i suspect that is an issue on my end rather than with your save game (as i am using Linux). Although i don't think i've ever had a game go for 1000+ turns, so maybe something bugs out after a long time. Do you have an old save from the same game in the early turns, to see if the issue persists there?


Also, if you start a new game, does the issue persist?
 
I've attached a picture of of the Sevopedia entry for Tower of Mastery that I see.

Unfortunately the earliest save I have is at turn 993, and it still exhibits the issue.

I started a new game with the exact same settings and the Tower of Mastery has a requirement of 1 for each of the 4 magic towers, it seems this has broken at some point during my current game.

This is the first time I've played FFH since maybe 2012, so I can't remember how many turns I would usually play in a single game, but I always play on

1) Huge map size (or slightly bigger if I can be bothered to edit the Civ4WorldInfo.xml files)
2) Marathon game speed
3) All Victories enabled except Time Victory
3) Require Complete Kills
4) More Animals
5) More Events

So I would tend to play for a while. And in this run through of MagisterModMod I have enabled:

6) Permanent Alliances (but I didn't have any, only vassals)
7) Revolutions
8) Puppet States

I was basically at the end of my current game anyway (I was about to build Tower of Mastery before I encountered this bug) so I just gave it to myself with World Builder and brought the game to a close.

I'll keep a close eye on this in future though and keep all my saves. Hopefully I can narrow down how it happens.
 

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  • ToM-sevopedia-entry.png
    ToM-sevopedia-entry.png
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I have been playing the scenarios, but gotten a serious bug with The Black Tower. I played normally, quit and the next time I loaded it up all the pirate coves stopped working and able to upgrade. They state they have to be worked (they are) to upgrade and Lanun only. Some of them were already upgraded, but after loading all downgraded to pirate coves. The cities are still Lanun looking in Worldbuilder and can build the lanun unique port, but all the ports are just broken. I only have the 3 starting cities so far, all Lanun. So I guess the game stopped thinking I'm Lanun. It was the first time I loaded that game, but I had a previous save, if I load that the same happens. Anyway to fix that? The ports are afterall the best part of the Lanun.

Some comments on other scenarios. The Radiant Guard works much better than back with FFH2, the Infernals actually attack now, but is still kinda broken. You get mediocre units with one or two goods one, the miscasts on the mages is cancer and you can end up killing yourself, especially the archmage with the summons. The Infernals send way to strong units: multiple Beast of Agares, Ira (14-18str, 2-4move WTH), heavy promoted High Priest summoning 20str Balors that can cast range2 rust to make your units even weaker and hellfires that damages everything getting close, 20str Madero Hero with +170% +50%Paladin(your best unit) +++other stuff. So I managed to get to 100 kills, then I should kill Hyborem lol. I remembered just cheating the first time I played, so I checked WB and one Infernal city had like 4 normal defender, the other 2 had 50-60 each with Agares, Iras, Liches, Highpriest and Priest, Immortals, Longbows and a whole bunch of Axemen and Spectres. And building more of course. Thats ridiculous, how are you supposed to win that map without cheating in a Dragon and killing in Hyborem and calling it a day?

How do the Mask of Esus work and where do you get them? I thought about playing Basium in Lord of Balors, since Capria already has Order I looked around the new religions if there is another fitting one, found the unblemished(?) and Basiums ability to change into the Restorer and found the Matronae, which sound interesting. Can you actually do that in that scenario?
 
I think the scenarios were never properly updated to changes in the base mod. This why they sometimes behave strangely, when you try to play them on another version than in which they were created.
 
It wasn't a problem with the scenario, but the "Advanced Tactics" option. If Advanced Tactics is on, Lanun coves just don't work. Not sure about Grigori homesteads, didn't test.

How do you actually see invisible units? Not animal stealth, but Mask of Esus or Esus Thiefs invisibility? There must be more than just Empyrean priests right?
 
A small suggestion, in the random event Shrine Camulos, can players get an exclusive option if they believe in Camulos?
 
Hello everyone. This is fantastic modmod. I played FFH2 alot long ago, and just started again recently with this amazing modmod. I mostly play multiplayer with friend and i have few questions and suggestions.
First of all i always play with Balseraphs as they are most fun for me but i have questions why were gypsie wagon and arenas removed? They were realy fun to use and cant belive they are op or something.
Also what religion would u suggest for Balseraphs?

Second thing, as i mention i always play multiplayer with friend and he always rush Giants early (pact of Nilhorn) and if we start close its game over. I tryed mass produce warriors and everything else to think of to stop him but i cant do anything.
Maybe i am noob but i really think it should be nerfed. We both agree they are OP. Imho it should be 2 or 3 giants not 6!! I cant rush them because i start with agriculture and he with exploration. Even if we are not close, he destroy AI neighbor with it early so is in advantage.
Also he play with Elves and Fallower of Leaves and we dont know if its bug but lot of his Treants after using his unique ability dont die after few turns as it mentioned in description but stay around forever. Thx all and few tricks and tips for Balseraphs ar more then welcomed and author plz plz give back gipsie wagons and arenas for Balseraphs.
 
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What wagons? Arenas have been made a religious building.
 
Balseraphs used to have gipsie wagons. They could be placed in rival cities if u have open borders and they would steal few gold and reduce culture every turn. AI would close borders after some time of doing it iirc unless they really need open borders.
Arenas used to be very fun way to level and promoting mutated freaks. Dunno about religion but Balseraphs should be able to build them regardless of religion. I really love this modmod but my favorite civ is somewhat dumbed down and less interesting then before. Still love to play with them and is only civ i play with.
 
It wasn't a problem with the scenario, but the "Advanced Tactics" option. If Advanced Tactics is on, Lanun coves just don't work. Not sure about Grigori homesteads, didn't test.

How do you actually see invisible units? Not animal stealth, but Mask of Esus or Esus Thiefs invisibility? There must be more than just Empyrean priests right?

I think Perfect Sight is the requirement to see true invisible units, but there aren't many ways to get it. Arcane Eyes cast by a Metamagic Affinity adept have the upgrade, as do Empyrean priests & high priests (i can't recall if the disciple does, but i think they "only" have extra vision, not Perfect). There's a magic item or two that also gives Perfect Sight, but that's not a reliable way to get it unless you have an archmage of Enchanting. The same is true for Sun III; the Aurealis also have Perfect Sight.

There is a wonder - The Tower of Eyes i think - that also gives a vision upgrade to any archers built in the city, but i can't recall if that was Perfect Sight or just a vision increase.

I don't think there is any reliable means beyond those above to get Perfect Sight, so your best option is generally to always go Empyrean if Esus is troubling you and post a few priests around where they're likely coming from.


Balseraphs used to have gipsie wagons. They could be placed in rival cities if u have open borders and they would steal few gold and reduce culture every turn. AI would close borders after some time of doing it iirc unless they really need open borders.
Arenas used to be very fun way to level and promoting mutated freaks. Dunno about religion but Balseraphs should be able to build them regardless of religion. I really love this modmod but my favorite civ is somewhat dumbed down and less interesting then before. Still love to play with them and is only civ i play with.

I do recall there being some means of stealing stuff early on, but i think they might have disappeared when the hero Loki was added in base FFH as he fills the same role; i don't think MMm removed them.

The arena however was transferred to become the temple of Camulos/Sons of Discord, retaining the sam functionality but no longer being a civ exclusive building. Balseraph still have some unique stuff, notably the Hall of Mirrors, but when the religious options were expanded just about every civ 'lost' a building, unit or two to the religions, although that has enabled them to be available to other civs who want to incorporate the respective faiths.
 
I am getting a CTD on AI's turn with a vanilla installation of the modmod.
Spoiler PytonErr.log :
Traceback (most recent call last):

File "CvSpellInterface", line 40, in cast

File "<string>", line 0, in ?

File "CvSpellInterface", line 18538, in spellExploreLairEpic

File "CustomFunctions", line 697, in exploreLairBigBad

RuntimeError: unidentifiable C++ exception
ERR: Python function cast failed, module CvSpellInterface

Spoiler xml.log ends with :
[1056903.500] info type UNIT_PRIEST_RINGGIVERUNIT_HIGH_PRIEST_RINGGIVER not found, Current XML file is: (None)

I am very new to the Python side of modding Civ4, any help would be appreciated.

Edit: I think the bug is a missing comma at the end of the line in CustomFunctions.py on line 632 after 'UNIT_PRIEST_RINGGIVER'.
Buggy code block:
Python:
                    if not self.grace():
                        lList += [    'UNIT_NULLSTONE_GOLEM',
                                    'UNIT_CLOCKWORK_GOLEM',
                                    'UNIT_IRON_GOLEM',
                                    'UNIT_GARGOYLE',
                                    'UNIT_AUTOMATON',
                                    'UNIT_PRIEST_RINGGIVER'
                                    'UNIT_HIGH_PRIEST_RINGGIVER']
Fixed code block:
Python:
                    if not self.grace():
                        lList += [    'UNIT_NULLSTONE_GOLEM',
                                    'UNIT_CLOCKWORK_GOLEM',
                                    'UNIT_IRON_GOLEM',
                                    'UNIT_GARGOYLE',
                                    'UNIT_AUTOMATON',
                                    'UNIT_PRIEST_RINGGIVER',
                                    'UNIT_HIGH_PRIEST_RINGGIVER']
Edit2: Yep, that worked. No more CTD.
 

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I have been playing for quite a bit now and have not had any crashes. What I did was disable the negative effects of miscasting spells by altering the definition of the miscast function to pass.

Before that I had a crash because of this function misbehaving, but I could not pinpoint the exact problem, except for the spell in question being related to the summoning of a runewyn. Unfortunately, I no longer have access to that save file.
 
I think there is a problem with Mobile Ring of Warding as it doesn't allow regular (alive) units to attack the stack.
 
Yes - I think I came across that one. It seems to create a level requirement for a unit to attack.
 
i ran into a very annoying bug in my last game where all the Hippus units became totally inmune to my spells, like it didn't matter what i casted at them or which unit did it it, if it could be resisted it would be resisted everytime (direct damage spells with no resistance check worked fine), i even made the tower of mastery and it made no difference, it made fighting their 95%-105% withdrawal chance horse archers/Cavalary a gigantic pain in the ass, they completely ran over the other AIs with their near unkillable horse archers + heal them with regen combo, another of FFH modmods, Ashes from erebus makes it so units get a promotion after retreating once which gives them a -100% malus to retreat chance which expires after 1 turn, this way you don't have to deal with their near infinite retreat crap but they are still able to retreat and thust retain their purpose. this or something similar would be very good to implement in this mod, keep in mind that the enemy wasn't even using shadowwalk on their units so they could even have had higher retreat chances! which is just silly, makes every other unit pointless if you can spam enough horse archers/cav and its really unfun to go up against, specially since getting highly promoted units right off the bat is really easy in this mod as there are a lot more buildings and effects that give those free xp points for units, so the flanking promotions are trivial to adquiere, i had to make a bunch of cav of my own to fully surround each of their horse archer stacks before engaging it so they couldn't retreat otherwise it was a waste of time to even attack them directly, this was a very unenjoyable way to play to say the least, specially since i couldn't do anything else to cripple them because my spells didn't work on them.

my spells worked on every other civilization in the game, i captured all of the hippus citys eventually and left them only with one city, surrounded it and tried my spells again, it made no difference, 100% resist chance everytime, did the same with the only malakim city remaining and all spells work against their units like intended, later on summoned auric back in the game with the white hand ritual and, again, my spells worked on their units, this bug seemed to affect the Hippus specifically, no other civ not even the barbs were affected by it , it cannot be the Nullstone citadel's fault because i made it myself to deny others from having it, the Crucible hasn't been built either.

also i don't know if this is a bug or not (but it surely seems like it) but some of the Enchantment 3 Artifacts can be destroyed by hostiles mages with the dispel magic spell, but nor in the dispel magic description nor anywhere else does it says that it also destroys enemies artifacts, which it clearly doesn't because it doesn't affect all the Enchantment 3 artifacts you can craft, from what i saw it only affects the shield of balance (force), seven league boots (air), spellstaffs (metamagic) the dahlia band (spirit) and the deasil charm (sun), every other item you can craft with the craft artifact spell cannot be removed via dispel magic (not even the potions that eventually expire by themselves if not used), any item i found via exploring like Mist or the resounding shield were not getting dispelled either, so it only affects these ones, if dispel magic is intended to do this then it should say it in its description, but i don't agree with it doing so (if its indeed intended) as making the items/giving them to units is already a lot of hassle just for a random enemy mage with meta-affinity to spawn and automatically invalidate all the turns you spend gearing up your units with them, with buff spells that get dispelled from my units i can just recast them the next turn, in order to give my units their lost artifacts back i have to, go to the mana node, make it (which takes an archmage turn), give it to my unit if its close (which most of the time it won't be) or give it to another unit which is gonna ferry the items to its destination, which can take a lot of turns depending on how far away your units are, even with the help of airlifting, so its basically not worth the effort to craft them if they can be countered this easily, besides it doesn't make sense for them to work this way, they are items and as such are supposed to behave different than dispelable effects that's what makes them interesting to use in the first place, it also doesn't make sense because it doesn't affect all items, so i really hope this is just another annoying bug and not an actual intended feature

asides from that the mod is in a much better state than when i played it several years ago so great job on improving it all the way through

here's the save where i encountered these bugs

man, i downloaded the newest version of the mod and i literally ran into this same exact issue regarding all enemy troops becoming totally inmune to ALL spells which have a resistance check to them, direct damage spells like maelstrom/crush will work because they don't have a resistance check and thus can't be resisted, but spells such as wither won't because it can be resisted, this also affects some spells like cure disease for my own units, it will never succeed no matter what i do or which unit i cast it with, be it a lesser or affinity version of the spell it doesn't matter, none of them work. i genuinelly have no idea what's happening, i have the debug menu on but i only used it to auto-complete unit/prod/research and nothing else, both the crucible and the nullstone citadel have been razed, its incredibly frustrating being locked out of 90%+ of the spells this mod has because all enemy troops suddently became inmune to them.

here's the savegame where im encountering these issues
 

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I think there is a problem with Mobile Ring of Warding as it doesn't allow regular (alive) units to attack the stack.
That is not a bug. The mobile Ring of Warding works by setting a minimum level on the tile, because that is way more efficient than using python to check every single unit whenever they move and whenever an AI even contemplates moving the units there. I did it the other way at one point but it made games really slowed to a crawl and sometimes freeze up entirely as the Ai turns never ended.
 
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