[MOD] MagisterModmod

Python is used to block the construction of cities on top of mana resources. This is a normal FfH2 feature which this mod does not change. The main reason is, I think, that a city on the resource would prevent you from using the Metamagic II spell and building a different node to change the mana type.

Unlike in base FfH2, in this modmod you can connect mana with Castles and Citadels. Forts do not themselves connect resources (except with the advanced tactics game option) but they upgrade to improvements which do.
 
Hi
is there a problem playing this mod with w7 64 bits ? I could before I upgraded ... It looks like ffh2 is not found anymore even when the files are there (c\user\app\roaming\firaxis\sydmeyer\beyond the sword\mod)
thanks
 
I used 64bit Windows 7 myself. The installation directory is different than on older operating systems, but it should work fine. The installer should put it in the right place for you.
 
i also have win 7 64 bit and it works better than ever before.
Are you sure about your file location? Mine is C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods
 
well it is where all my other civ 4 mods are and work (ashes of erebus, caveman to cosmos etc), colonization is the only firaxis game in the file you are quoting
 
Hi,
Thanks for the new upgrade. Magistermodmod is running sooooo stable in multigamer mode now! [...]

Which update are you playing?
I have problems with OOS a lot.

Unrelated to multiplayer:
Also my game hangs up when the AI uses Nature's Revolt.

Related to the modmod:
It's awesome. So many things just make a lot of sense, I like the changes a lot.
Thank you for your work.
 
Hey Magister, great mod! I have been playing FFH for a long time now, and this is by far my favourite (and most stable) modmod!

That said, in the last couple of games, I have encountered an issue with Nature's Revolt spell. The moment I build it, the game freezes. (I now see that Tascani also has the same problem)..
I tried testing it in WorldBuilder, but the game crashes the moment I try to increase its build value.

Is this a known issue, is it fixable, or should I just give up on that particular ritual?
 
well it is where all my other civ 4 mods are and work (ashes of erebus, caveman to cosmos etc), colonization is the only firaxis game in the file you are quoting

I had the same problem. If the installer is putting MM in the wrong folder, simply copy it and put it where the rest of your mods are.
 
I had the same problem. If the installer is putting MM in the wrong folder, simply copy it and put it where the rest of your mods are.

FFh 2 and MM are already in the same folder where the others are and it does not work: I get the regular beyond the sword
I reinstalled many times without result
 
Hey guys! How do you like this Blue Dragon?
 

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What's the story behind Infernals just randomly popping up all over the place? This turn groups of Infernals have popped up in at least 5 locations that I know of, all over the map. And they may me on a dozen islands I can't see as well.
 
What's the story behind Infernals just randomly popping up all over the place? This turn groups of Infernals have popped up in at least 5 locations that I know of, all over the map. And they may me on a dozen islands I can't see as well.
I suspect that you are experiencing Hellfire, the Infernal's worldspell, which creates Hellfire features on random plots of the map and places demons upon them.

If you mean that new Infernal players have popped up with large groups of units on random tiles, then it is possible that several other players all completed the Infernal Pact ritual at about the same time and the new players were placed on hellfire improvements because there were not enough rival cities with the AV religion present.

Hey guys! How do you like this Blue Dragon?

Honestly, I'm not a big fan of the dragon being that light/bright of a blue, or of it having the more cream colored belly or wings. As the dragon of the god of the sea, I prefer it to look more like the color of the ocean.

I may have gone a little too dark and a little too uniform in color with the reskin I made, but I don't intend to change it unless I get a vastly superior submission.

The current Thallath art work is compressed in Magister.FPK, and I don't think I still have the folder or all the files in it that I used to make that archive. I should be able to unpack the FPK, change things, and pack it again, but the last few times I tried that there was a hangup in the unpacking and some files got lost. Thus my last few art changes have been included in the file structure instead and my next ones probably would have to be too.


Is the october release the latest one?
The latest release is always the one linked in my signature, currently 10/21/13.


If people want, I could go ahead and release an update that fixes the much-complained-about Nature's Revolt and Wild Hunt issues (plus a couple minor bugs I found in the process).

I had intended to merge in the updated worldbuilder before the next release, but Platyping made such major changes that the task of merging seems so daunting that I keep putting it off. If you'd rather have the worldbuilder update too, then you'll have to wait longer.
 
I ended up with an Infernal as a vassal accidentally. The Infernal was in a permanent alliance with a civ that asked to be my vassal. Now that Infernal is roaming my territory killing my units. They do not have open borders or right of passage. Is there any way to kick them out of my territory, or declare war on them and destroy them?
 
Honestly, I'm not a big fan of the dragon being that light/bright of a blue, or of it having the more cream colored belly or wings. As the dragon of the god of the sea, I prefer it to look more like the color of the ocean.

I may have gone a little too dark and a little too uniform in color with the reskin I made, but I don't intend to change it unless I get a vastly superior submission.
I not masturbate on in-game graphics, just I see this dragon in form winged sea serpent with fins instead of thorns.

Thanks for modmod, Magister.
 

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If I knew how to completely solve the WoC issues I would have done so.

Frequently WoC issues are caused by an AI getting stuck in a loop trying to decide what to do with a specific unit. I often try opening MPLog.txt to find the unit ID of this unit. It is not hard to identify if the same unit ID is listed on dozens of lines in a row.

Unfortunately you cannot do much in Worldbuilder during an AI player's turn, but if you have a recent saved game you can open it and then search for a unit of that unit ID belonging to the proper player. Unit IDs are assigned on a per player basis, so you have to find a unit belonging to that player first. A change I made in world builder allows you to type in the Unit ID you want and have the screen automatically switch to the unit you want. Once that unit is selected, you may delete it. This often prevents the WoC issue, but sometimes a very similar issue will be caused by the same AI's trouble deciding what to do with a different unit.


One of the things that so frustrated me with Platyping's new updates of worldbuiler is that they remove the mechanics required in order to allow us to find problematic unit in that way. Since the keyboard inputs were a source of instability, he changed it so that all numbers can only be adjusted with plus or minus buttons. That does not work very well with numbers like unit IDs, which are not assigned consecutively.


Where do I find that file to try to kill that unit? Windows search does not come up with it. I have an interesting game that's just hung up on me, and reloading the game isn't getting past that.
 
Where do I find that file to try to kill that unit? Windows search does not come up with it. I have an interesting game that's just hung up on me, and reloading the game isn't getting past that.
The files will not exist unless you enabled logging before playing the game.

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. )

I think, but am not certain, that the logs would appear and contain the needed information if you enabled logging and then loaded a saved game from a turn or more before the problem started. It would not include any information from before then though. The log files get completely overwritten whenever you start a game, whether that means starting a whole new game or loading a saved game.
 
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