[MOD] MagisterModmod

Yes, the iGrid entries.
There is no "pangea" map script though and that one refuses to change size regardless of what I set in WordInfo. I even tried 200 in both width and height, still generated the same size map.
Only the supplied map scripts can surpass the hard-coded sizes it seems, and I never did like the Erebus maps.
So I am still stuck, unless going for the Erebus maps.

I've never had this happen to me. Which map exactly are you referring to and I'll have a look. (I do remember sometimes its a bit fiddly, but eventually {so far at least} I have always had bigger maps).
 
The Pangea one.
I can not find a map script solely for the Pangea map as I think it is basically in the core game so it makes it hard to change the map itself. Somewhere in the mod it is culling teh size of maps it seems and I have no clue where.
 
The Pangea one.
I can not find a map script solely for the Pangea map as I think it is basically in the core game so it makes it hard to change the map itself. Somewhere in the mod it is culling teh size of maps it seems and I have no clue where.

????? Just to be sure here, you said you changed igrid which is in the worldinfoxml.

Have you changed (within the Pangaea.py):

def getGridSize(argsList):
# Reduce grid sizes by one level.
grid_sizes = {
WorldSizeTypes.WORLDSIZE_DUEL: (8,5),
WorldSizeTypes.WORLDSIZE_TINY: (10,6),
WorldSizeTypes.WORLDSIZE_SMALL: (13,8),
WorldSizeTypes.WORLDSIZE_STANDARD: (16,10),
WorldSizeTypes.WORLDSIZE_LARGE: (21,13),
WorldSizeTypes.WORLDSIZE_HUGE: (26,16)
}

Specifically the 26,16 part. Pangaea does have a py script, but its located back in the original public map folder for civ 4 (not beyond the sword). Changing this should get the results you want.
 
Wow, ok. Never had to go that far back to change a map size before.
Does it still get all the things needed for FFH in it then?

Thanks.
 
There is some kind of bug with your latest build, and no I do not have any logs or screenshots.

Sometimes when you are trying to fight another civ you cannot enter their territory. It's not the Elohim either, at least I haven't seen it with them.

But last night I tried to fight the Lanun with a stack, and no units could enter Lanun territory even after war was declared.

I think I have seen this several times. Not sure of the civs involved in each case but there is something screwy about it.

I also had something similar once. I was fighting the Sheaim with the Kuriotates (RoK again), and none of units could attack a Sheaim city except for Bambur (but not Arthendain), SoK and Stonewardens. I could do ranged attacks with catapults, my stack could enter Sheaim territory, but only the mentioned units could actually attack a city.
 
Can this mode be merged with one of the older RFC ones? Say, I want to combine RFC in Abundance mode with base terrain, terrain features and worldbuilder from FFH2. Do I simply have to transfer some of the files from FFH to RFC, or is it more complicated than that?
 
Can this mode be merged with one of the older RFC ones? Say, I want to combine RFC in Abundance mode with base terrain, terrain features and worldbuilder from FFH2. Do I simply have to transfer some of the files from FFH to RFC, or is it more complicated than that?

If it was that simple, do you seriously think something as awesome as a FFH and RFC hybrid would not have been created ages ago?
 
Does the Loyalty promotion prevent Morois with Burning Blood from turning Barbarian?
 
Hi,
I just recently found this great modmod and tried to play huge 21civ scenario which comes with it. I tried two times but both ended infinite "waiting for other civs":(

First in turn 84 and second in turn 126, both times there was problems few turns before but reload helped.

I wanted to ask can others play this scenario and should I try third time? Maybe I just had bad luck.
 
This happens for me, but rarely. You should try again, but maybe on a smaller map.
 
What do I have to do if I want to use the graphical appearance(art) of the Bannor warrior for the Kurio warrior?
 
If I don't care at all about lore (assuming lore means the wall of text pedia entries) 1) is this still a fun game and 2) is it different enough from MNAI that I should play both?
 
I just now noticed an exploit in one of my games. I don't know if this has been present since base Fall From Heaven or was introduced in one of the modmods, at any rate it I encountered it in your mod since that's the only one I use for Singleplayer: Whenever you detach a Great Commander from a unit it starts with full movement, and since you can attach and reattach a Commander as often as you want in the same turn this means that Commanders have potentially unlimited movement as long as you have at least one unit stationed every few tiles along his route.
Thought you should know.
 
I'm thinking about making some changes to the White Hand ritual (mostly because the current code just looks so messy.) How do these mechanics sound to you guys?


The projects would become available for any player (not just Illian or Doviello), so long as there is a source of Ice mana available in the city. (Those civs would still have an advantage in that they start with the prerequisite mana. I would probably block AIs from other civs from performing it too.)

If the player who completes the ritual is not Auric Ulvin himself, then that player will enter into a Permanent Alliance with Auric Ulvin.

Auric Ulvin does not have to be an active player in the game in order for the ritual to be used. If Auric already died, the ritual will revive the player. If he was never in the game, he will enter it for the first time upon completion.

Auric shows up not only with Anagantios, Riuros, and Dumannios, but also with the support of a settler, worker, commander, adept, a couple champions, and a couple javelin throwers to defend him.

All Illian players (including Braeden the Laconic and Minister Koun, if they are in the game) will adopt the White Hand as their state religion, have the faith spread to one of their cities, get a diplomatic bonus towards you, and become your vassals if they are not your teammates.

The Anagantios, Riuros, and Dumannios units will not initially given to the respective players, but would still leave Auric's ownership to join those players as avatars within a turn. (The code to make them switch players was already in place, and the code to determine who gets the unit before initializing it seemed needlessly complicated.)


If Letum Frigus is not present on the map, then it will appear near the city which completed the ritual.

The units will all appear at Letum Frigus, rather than either there or in the player;s capital cities depending on the distance between those points.

Does the Loyalty promotion prevent Morois with Burning Blood from turning Barbarian?
In the main mod, yes.
I believe it should work the same way in MagisterModmod as in base FfH2 or MNAI. (If Tholal changed for MNAI, then it works like that instead.) The Loyalty promotion should cause the unit to die rather than defect.

Note, however, that units of the Empyrean religion won't stay loyal to the Calabim for long, especially if there are hostile Vicars around. You may have to keep casting frequently. If a Moroi accepts the dark gift of vampirism, however, he will cease to follow Lugus.

Hi,
I just recently found this great modmod and tried to play huge 21civ scenario which comes with it. I tried two times but both ended infinite "waiting for other civs":(

First in turn 84 and second in turn 126, both times there was problems few turns before but reload helped.

I wanted to ask can others play this scenario and should I try third time? Maybe I just had bad luck.

WoC issues are regrettably common, and I can't usually find the root cause. Often a real fix would require Tholal to change some AI stuff in the DLL.

You can however usually work around such issues by using worldbuilder to either delete problem units or end their turns early. If you don't want to sort out which specific unit is the problem, you can do so for a whole player.

Once you enter WorldBuilder, click the button to enter the "Units + Cities" screen. In the upper left corner there is a drop down menu that lets you select a player. The player whose name is written in brackets is the one whose turn is not ending as it should. Select that player.

If you want to identify the problem unit exactly, then you have to open the MPLog.txt file (which won't be generated unless you turn loggon on beforehand) and look up the ID number of the unit. You may then cross reference that umber with the IDs of the units on the table on the right side of the screen.

You could also try process of elimination, killing or disabling one or multiple units until the problem is solved. (Selecting the unit and then changing its AI type also works sometimes, but is not quite as easy. It cannot be done from this screen.) The problem unit should be one of those with the skip turn symbol rather than the cancel symbol or fortify symbol in the third column.

If you just want to end that player's turn entirely, this can usually be accomplished by clicking the skip turn button above the unit list, on the line where it says "All."

Unfortunately such problems usually come back, if not the next turn then within a few dozen more.

What do I have to do if I want to use the graphical appearance(art) of the Bannor warrior for the Kurio warrior?

Open C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Magister Modmod for FfH2\Assets\XML\Civilizations\CIV4UnitArtStyleTypeInfos.xml

Look under the <UnitArtStyleTypeInfo> called <Type>UNIT_ARTSTYLE_BANNOR</Type> and find the <StyleUnit> entry called <UnitType>UNIT_WARRIOR</UnitType>

Code:
				<StyleUnit>
					<UnitType>UNIT_WARRIOR</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR_BANNOR</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_WARRIOR_BANNOR</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_WARRIOR_BANNOR</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR_BANNOR</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_WARRIOR_BANNOR</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_WARRIOR_BANNOR</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR_BANNOR</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_WARRIOR_BANNOR</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_WARRIOR_BANNOR</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>

Copy that entry, and paste it under <Type>UNIT_ARTSTYLE_KURIOTATES</Type> within <StyleUnits> like all the other custom </StyleUnit> types that the Kuriotates already have.

(Now that I look at them, I too like the Bannor art better for the Kuriotates than the default. I think I'll change this for the the next version.)
If I don't care at all about lore (assuming lore means the wall of text pedia entries) 1) is this still a fun game and 2) is it different enough from MNAI that I should play both?

I don't add a lot more wall of text pedia entries. I do add a few, but not as many as most of the major mods. When I say that the mod aims to stay true to the lore, I mean that the actual gameplay mechanics match with the backstory better.

I like to think it is still a fun game. It is very different from base MNAI, which is meant to play pretty much the same as base FfH2.

I just now noticed an exploit in one of my games. I don't know if this has been present since base Fall From Heaven or was introduced in one of the modmods, at any rate it I encountered it in your mod since that's the only one I use for Singleplayer: Whenever you detach a Great Commander from a unit it starts with full movement, and since you can attach and reattach a Commander as often as you want in the same turn this means that Commanders have potentially unlimited movement as long as you have at least one unit stationed every few tiles along his route.
Thought you should know.

I've known and taken advantage of this myself for quite some time, but now that I know others are doing likewise I think I'll make the Split Commander ability end the moves of the new commander unit. Or maybe it would be better to reduce the commander's remaining moves by however many the caster had already used up that turn?
 
I would keep the White Hand unique for the Doviello and Illians. It is IMO a nice characteristic feature for the two snow nations. I don’t even find it justifiable or useful for the others.
From the lore POV: Why would the nations who were almost annihliated by the freezing cold during the Age of Ice want to revere Mulcarn? Perhaps the Svartalfar would, as they are a somewhat winter race.
From the gaming POV: Since the Temple of the Hand spreads ice, it seems to me fairly suicidal for the nations that can’t profit from this type of terrain (it is a bit spoiled for the Doviello too). Not to mention that cold would cause damage to their own units.

All Illian players (including Braeden the Laconic and Minister Koun, if they are in the game) will adopt the White Hand as their state religion, have the faith spread to one of their cities, get a diplomatic bonus towards you, and become your vassals if they are not your teammates.

If Letum Frigus is not present on the map, then it will appear near the city which completed the ritual.

I’m all for it.


(Now that I look at them, I too like the Bannor art better for the Kuriotates than the default. I think I'll change this for the the next version.)

Have you considered using the spearman from the Charlemagne mode as Bannor’s warrior? Perhaps you could also utilise the light cavalry from that mode.



Some other observations:

Personally I’d like to see Demagogs more like a permanent unit and not just temporary Crusaders.



I think the Grigori should get some boost in their ability to gain Great Prophets. As far as I know the only way now is to build the the first level of the Altar and for that you need a Luonnotar(Arcane Lore) which is quite an advanced tech. In my experience the Altar of the Luonnotar victory is paradoxically the hardest to achieve for the Grigori.



I’ve noticed the Infernals can build the Great Lighthouse, even though the ordinary lightouse(required for the GL) is blocked for them. Is this intentional?
 
If I had asked this question in the main mod forum, I would now thank you for your reply. :p

Would you prefer a response that's only 80% reliable, or no response at all?
 
Would you prefer a response that's only 80% reliable, or no response at all?

I'd prefer a response that answers my question. :lol:
 
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