[MOD] MagisterModmod

Huh, I found the same bug with Hippus units resisting all spells (as far as I can tell). Luckily they didn't build enough of them to be truly aggravating.

I'm also seeing a bunch of these at the start of my turn: Python Exception in File "CvSpellInterface", line 137, in miscast, RuntimeError: unidentifiable C++ exception. Once I get past the building queue menus I can click it away.

Otherwise I'm enjoying the mod, plenty of fun things in it but, ah, perhaps in need of some balance. As an example, "Stonewarden with access to earth mana" apparently gives +100% production in a city, which makes stacking lesser + regular diligence pale in comparison. Plus the wonders that give free promotions to units seem to give priests their preferred elemental affinity almost all of the time.
 
Hi I know they've probably been thousands of idiots like me, but I can't seem to install/play this thing. Most recent message, after several days of trying different things: The source file "Mods\Fall from Heaven 2\* does not exist

I'm pretty sure it exists though.
 
Hi I know they've probably been thousands of idiots like me, but I can't seem to install/play this thing. Most recent message, after several days of trying different things: The source file "Mods\Fall from Heaven 2\* does not exist

I'm pretty sure it exists though.

Are you using the Steam-Version of the base-game Civ4, or the old stand-alone game package?

When installing Civ4 with all the mods on a new computer i dont use the installers any more, but manually extract the files into their folders.
 
Hi I know they've probably been thousands of idiots like me, but I can't seem to install/play this thing. Most recent message, after several days of trying different things: The source file "Mods\Fall from Heaven 2\* does not exist

I'm pretty sure it exists though.

The working folder structure on my PC is:

"C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods"

and in there there is the folder "Magister Modmod for Ffh2".

Here is a ling the my zipped folder: https://we.tl/t-jwhg4lBvO1
If you extract the filefolder into your civ4 BTS mods folder, it should work.
 
Hi I know they've probably been thousands of idiots like me, but I can't seem to install/play this thing. Most recent message, after several days of trying different things: The source file "Mods\Fall from Heaven 2\* does not exist

I'm pretty sure it exists though.
Did you install Fall from Heaven 2 before this mod? This isn't a standalone, so it requires the base FfH2 mod to use.
 
Are you using the Steam-Version of the base-game Civ4, or the old stand-alone game package?

When installing Civ4 with all the mods on a new computer i dont use the installers any more, but manually extract the files into their folders.
I'm using the Steam Version. I've tried to manually extract files, but I'm not 100% sure what that means either, so I've probably done that wrong
 
The working folder structure on my PC is:

"C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods"

and in there there is the folder "Magister Modmod for Ffh2".

Here is a ling the my zipped folder: https://we.tl/t-jwhg4lBvO1
If you extract the filefolder into your civ4 BTS mods folder, it should work.
I didn't have a folder with that name at that spot, but I've made one now. But that link didn't work for me.
 
Hello, I'm as massive fan of this modmod. Every time I pick civ4 back up I start with a more balanced version of ffh2 but always end up playing your version again. I wanted to ask if it's know that the Lanun are broken beyond any reason in this modmod. I won a deity game in 143 turns today (pangea, normal speed), despite normally playing on prince or monarch.
 
I noticed that some enemies instantly declare war once I start building the Aquae Sucellus, is that intended? (Happened on multiple civs over multiple games and difficulties)
 
Hey I'd just like to bump this old bug that's driving my crazy and is also present in this modmod version of the game:
Here's the thread from literally over 12 years ago:
Please somebody save me.
 
Have you looked in the graphical settings?
 
Are there any essential fixes/edits that need to be done for this modmod? Just asking because Oct 20th, 2023 was a loooooooong time ago, relatively.
 
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Game is suddenly terminated after end of turn. I attached save file. It's enough to click to end-of-turn button to reproduce it.
I use latest version of Magister modmod.
Should I provide some logs/additional info?
 

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Had a strange occurrence in a game: The Elohim stole my Saverous the Thrall, Undertow's Hero Unit.

I was gathering my army for an offensive in an ongoing war and send him to my meeting city. The Elohim were running around in the vicinity, but no army yet. 2 or 3 turns later i wanted to go on the offenisve, when i noticed that my best unit (~170 XP) was nowhere to bee seen. Until i found him as an Elohim Unit with The Runes of Kilmorph as his Religion....

Why and how did he change Religions and even sides in a war?!? What did go on here? Anybody an idea?
 
Had a strange occurrence in a game: The Elohim stole my Saverous the Thrall, Undertow's Hero Unit.

I was gathering my army for an offensive in an ongoing war and send him to my meeting city. The Elohim were running around in the vicinity, but no army yet. 2 or 3 turns later i wanted to go on the offenisve, when i noticed that my best unit (~170 XP) was nowhere to bee seen. Until i found him as an Elohim Unit with The Runes of Kilmorph as his Religion....

Why and how did he change Religions and even sides in a war?!? What did go on here? Anybody an idea?
Elohim monks start with the exorcism ability. Saverous the Thrall is possessed. If they cast exorcism successfully he joins them (I assume any possessed unit would). It is very annoying, but almost the only weakness Saverous has in the early-mid game.
 
Elohim monks start with the exorcism ability. Saverous the Thrall is possessed. If they cast exorcism successfully he joins them (I assume any possessed unit would). It is very annoying, but almost the only weakness Saverous has in the early-mid game.

Saverous was a Thrall to unclean spirits that served the Burnt Priest, but canonically he was freed from possession before he came to be a companion of Valin Phanuel. His tribe canonically worshipped Kilmorph before he was captured by the Burnt Priest and made into an enforcer for the Undertow, and since Kilmorph's faith is tolerated in Bannor lands Valin allowed him to swear by her instead of making him convert to Junil.

If Saverous is still called a Thrall after changing teams then that is a bug.

Only Saverous or living units controlled by the Infernals would change teams.

When I first added the Squire Saverous unit it was meant as a sort of easter egg that would only appear if he defeated by Valin, but at some point I decided to allow others to exorcise him too.

I haven't actually played Civ IV is nearly a year and a half so I had to check the code to confirm that. When I've had free time for gaming I've tried to learn to mod Baldur's Gate 3 instead.
 
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