[MOD] MagisterModmod

Which files should I delete to get rid of the BUG mod? I uninstalled the BUG mod I downloaded from this site, but the game still CTD"s. I deleted all the BUG files I could find and It still won't load. Should I delete the BUG files in the modmod itself?
 
So, I just found a Priest of Winter in a lair in a game while playing as Tasunke. The problem is that Auric Ulvin is also in the game, and has cast Samhain, but not yet the White Hand. I wonder what happens if you found The White Hand before he does?

Well, only one way to find out!

Edit: Founded it and nothing exciting has happened immediately. I suppose the fun starts when Ulvin tries founding the religion himself. I imagine what'll happen is that the temple will dump a ton of snow all around my city until I go murder him, but we won't know that for a while given that he's on another continent and I haven't researched Fishing yet.
 
When The White Hand ritual is completed (which could be done by any Doviello or Illian player, not necessarily Auric Ulvin) then the city that completes the ritual will become the White Hand religion's holy city. This usually is the point when the religion is founded, but if it was already founded by a Priest of Winter rescued from a lair then it will just move.

Having a Temple of the Hand may lead to some terraforming when the Auric or Auric Ascended unit is in the game, but the amount is determined by the city's owner's supply of Ice mana. It won't do much if you don't have any.

I wonder if I should change that so that the terraforming range is instead determined by the amount of Ice mana controlled by Auric, or by the global average player, or maybe split the difference between Auric;s supply and the city owner's supply


Note that after The Draw is completed, The White Hand will begin to act similar to The Cult of the Dragon. It will lead to revolts in cities owned by players unfriendly to Auric, and units of that religion will start defecting to his side.
 
Huh. What if I already built New Mulyr? I find that it meshes well with the Pillar of Chains due to all the unhappiness and happiness it causes. Will it be destroyed now that it is no longer in the Holy city, will it move as well, or will it simply stay put even though the Holy city has moved?
 
Holy Shrines are treated like any other world wonders, except that they may be built by great persons (technically I could let any unit build any building like that) and only in a city that is currently the religion's holy city.

Changing the Holy City status does not remove the wonder. If you build New Mulyr before The White Hand ritual is completed in a different city, then you have made it impossible for the shrine to be built in the new holy city.

I believe that the Inquisition mechanic used in vanilla FfH2 would remove holy shrines (and make them impossible to ever build again) when they are in non-holy cities, but I changed that in this mod quite a while back.

(I suppose I could technically remove the world limit from the holy shrines, which would would allow the shrines to be duplicated only when the holy city moves. It would still effect where they show up in the pedia, and might effect AI decisions to build them. I have some concerns that this might lead the wonder to being destroyed or changing to another civ's UB type if the city is captured though. If I recall correctly, making a shrine a National wonder will result in it being destroyed when the city is captured. That caused some hassles many versions back, when I was trying to implement the various Wyrmholds as UBs of the same building class rather than independent wonders.)
 
It's not really that important, but the Kuriotates can't build the holy city wonders in cities that they capture that are turned into settlements.

If you want to build the wonder, you have to make sure that you limit the number of cities you build, if you know that a neighboring civ has the holy city of a wonder you would like to have.

Probably not that important. But I know I have built the holy city wonders in settlements in other mods, and I think in base FFH.
 
Are there any setting/civs that make this game more/less likely to crash?

I'm starting to feel like at least half of my games are crashing, sometimes I can fix it, but it is very annoying.
 
I just won a monarch domination with the Luchuirp : great game. What gives all golems the strong and mobility 2 promo? I just couldn't figure it out. Random friendly AI's attacking me (I was much more powerful than them ) was also rather annoying.
 
I don't know whether or not this is intentional, but it turns out that volcanic eruptions can destroy unique improvements. You can imagine my surprise when Odio's Prison exploded, leaving naught but some body mana behind.
 
It's not really that important, but the Kuriotates can't build the holy city wonders in cities that they capture that are turned into settlements.

If you want to build the wonder, you have to make sure that you limit the number of cities you build, if you know that a neighboring civ has the holy city of a wonder you would like to have.

Probably not that important. But I know I have built the holy city wonders in settlements in other mods, and I think in base FFH.

I don't think it is possible in base FfH2 or MNAI. I don't think anything I changed effects it.

Are there any setting/civs that make this game more/less likely to crash?

I'm starting to feel like at least half of my games are crashing, sometimes I can fix it, but it is very annoying.

I'm not sure exactly what causes most of those issues. If I were, I'd probably have fixed them by now.

Obviously you are more likely to have problems on larger maps, as the computer has more calculations to handle.

The mechanism that causes certain evil units (particularly those with the Demon or Unholy Taint promotion) to spread hell terrain can be processor intensive if there are too many of such units. Disabling The Ashen Veil can help. Some players have reported that the games are more stable without the Sheaim. That may be in part because of the demonic Chaod Marauders and Tar Demons fro their gates, but I think it is mostly because they are the most likely civ to pursue The Ashen Veil, build Ritualists, summon Imps, and complete The Infernal Pact.


I just won a monarch domination with the Luchuirp : great game. What gives all golems the strong and mobility 2 promo? I just couldn't figure it out. Random friendly AI's attacking me (I was much more powerful than them ) was also rather annoying.


Mobility 2 is granted to Golems by the Golem Tracks building, the Luchuirp replacement for the Hippodrome.

Strong is granted by the Dwarven Smithy. (I'd forgotten about this one myself.)


Weird AI behavior is more of an issue to discuss with Tholal.


I don't know whether or not this is intentional, but it turns out that volcanic eruptions can destroy unique improvements. You can imagine my surprise when Odio's Prison exploded, leaving naught but some body mana behind.

No, that is not intentional.

You should be able to prevent it from ever happening my editing CvRandomventEnterface.py like this:
Spoiler :

Code:
def doVolcanoCreation(argsList):
	kTriggeredData = argsList[0]
	pPlot = gc.getMap().plot(kTriggeredData.iPlotX, kTriggeredData.iPlotY)
[COLOR="Red"]
	iImprovement = pPlot.getImprovementType()
	if iImprovement != -1 :
		while gc.getImprovementInfo(iImprovement).isPermanent():
			pPlot = cf.findClearPlotImprovement(pPlot)
			iImprovement = pPlot.getImprovementType()[/COLOR]

	pPlot.setPlotType(PlotTypes.PLOT_LAND, True, True)
	pPlot.setFeatureType(gc.getInfoTypeForString('FEATURE_VOLCANO'), 0)
	point = pPlot.getPoint()
	CyEngine().triggerEffect(gc.getInfoTypeForString('EFFECT_ARTILLERY_SHELL_EXPLODE'),point)
	CyAudioGame().Play3DSound("AS3D_UN_GRENADE_EXPLODE",point.x,point.y,point.z)
# FlavourMod: Idea nicked from Rystic's TweakMod by Jean Elcard 11/08/2009
	iSmoke = gc.getInfoTypeForString('IMPROVEMENT_SMOKE')
	iFlames = gc.getInfoTypeForString('FEATURE_FLAMES')
	sFlammables = ['FOREST', 'FOREST_NEW', 'FOREST_ANCIENT', 'JUNGLE', 'SCRUB']
	iFlammables = [gc.getInfoTypeForString('FEATURE_' + sFeature) for sFeature in sFlammables]
	for iDirection in range(DirectionTypes.NUM_DIRECTION_TYPES):
		pAdjacentPlot = plotDirection(pPlot.getX(), pPlot.getY(), DirectionTypes(iDirection))

[COLOR="Red"]
		iImprovement = pAdjacentPlot.getImprovementType()
		if iImprovement != -1 and gc.getImprovementInfo(iImprovement).isPermanent():
			continue[/COLOR]

		if pAdjacentPlot.getFeatureType() in iFlammables:
			iRandom = CyGame().getSorenRandNum(100, "FlavourMod: doVolcanoCreation")
			if iRandom < 30:
				pAdjacentPlot.setFeatureType(iFlames, -1)
			elif iRandom < 60:
				pAdjacentPlot.setImprovementType(iSmoke)
# FlavourMod: End Pilferage
Code:
def canApplyVolcano1(argsList):
	iEvent = argsList[0]
	kTriggeredData = argsList[1]

	iNumImprovements = 0
	for iDX in range(-1, 2):
		for iDY in range(-1, 2):
			loopPlot = plotXY(kTriggeredData.iPlotX, kTriggeredData.iPlotY, iDX, iDY)
			if not loopPlot.isNone():
				if iDX != 0 or iDY != 0:
					[COLOR="Red"]iImprovement = loopPlot.getImprovementType()
					if iImprovement != -1:
						if not gc.getImprovementInfo(iImprovement).isPermanent():
							iNumImprovements += 1[/COLOR]

	return (iNumImprovements > 0)
def applyVolcano1(argsList):
	iEvent = argsList[0]
	kTriggeredData = argsList[1]

	listPlots = []
	for iDX in range(-1, 2):
		for iDY in range(-1, 2):
			loopPlot = plotXY(kTriggeredData.iPlotX, kTriggeredData.iPlotY, iDX, iDY)
			if not loopPlot.isNone():
				if iDX != 0 or iDY != 0:
					[COLOR="Red"]iImprovement = loopPlot.getImprovementType()
					if iImprovement != -1:
						if not gc.getImprovementInfo(iImprovement).isPermanent():
							listPlots.append(loopPlot)[/COLOR]
	listRuins = []
	listRuins.append(CvUtil.findInfoTypeNum(gc.getImprovementInfo,gc.getNumImprovementInfos(),'IMPROVEMENT_COTTAGE'))
	listRuins.append(CvUtil.findInfoTypeNum(gc.getImprovementInfo,gc.getNumImprovementInfos(),'IMPROVEMENT_HAMLET'))
	listRuins.append(CvUtil.findInfoTypeNum(gc.getImprovementInfo,gc.getNumImprovementInfos(),'IMPROVEMENT_VILLAGE'))
	listRuins.append(CvUtil.findInfoTypeNum(gc.getImprovementInfo,gc.getNumImprovementInfos(),'IMPROVEMENT_TOWN'))

	iRuins = CvUtil.findInfoTypeNum(gc.getImprovementInfo,gc.getNumImprovementInfos(),'IMPROVEMENT_CITY_RUINS')

	for i in range(3):
		if len(listPlots) > 0:
			plot = listPlots[gc.getGame().getSorenRandNum(len(listPlots), "Volcano event improvement destroyed")]
			iImprovement = plot.getImprovementType()
			szBuffer = localText.getText("TXT_KEY_EVENT_CITY_IMPROVEMENT_DESTROYED", (gc.getImprovementInfo(iImprovement).getTextKey(), ))
			CyInterface().addMessage(kTriggeredData.ePlayer, False, gc.getEVENT_MESSAGE_TIME(), szBuffer, "AS2D_BOMBARDED", InterfaceMessageTypes.MESSAGE_TYPE_INFO, gc.getImprovementInfo(iImprovement).getButton(), gc.getInfoTypeForString("COLOR_RED"), plot.getX(), plot.getY(), True, True)
			if iImprovement in listRuins:
				plot.setImprovementType(iRuins)
			else:
				plot.setImprovementType(-1)
			listPlots.remove(plot)

			if i == 1 and gc.getGame().getSorenRandNum(100, "Volcano event num improvements destroyed") < 50:
				break
 
I was playing as the Infernals and started to raze a bunch of Khazad-RoK cities to get some manes.As I did so I noticed that the armageddon count wasn't going up at all.I assume that's because AV was automatically spreading to their cities and razing AV cities doesn't increase it.Is there some way to stop the auto-spread?
 
I was playing as the Infernals and started to raze a bunch of Khazad-RoK cities to get some manes.As I did so I noticed that the armageddon count wasn't going up at all.I assume that's because AV was automatically spreading to their cities and razing AV cities doesn't increase it.Is there some way to stop the auto-spread?

This was brought up somewhere in the forums before this. Can't find it now though.
 
I just made a Good vs Evil team battleground scenario in WB. Is there a way to remove the unique feature tags caused due to the Elohim being on the good team (other than switching to the Elohim and Alt-S deleting them) ?
 
Hey, just thought I'd drop a nice comment here. I haven't played Civ IV for some time but now I'm getting back into it. Been playing K-mod and now back onto Magisters modmod. I experimented a ton with different modmods for FFH2 and I've finally fallen upon this Magisters modmod for good same with when I experimented with vanilla Civ IV mods and fell upon K-mod. I just have one question. Is their a changelog somewhere? Like a place where Magister writes down the changes from update to update? I'm interested in having a look at it.
 
Hey, just thought I'd drop a nice comment here. I haven't played Civ IV for some time but now I'm getting back into it. Been playing K-mod and now back onto Magisters modmod. I experimented a ton with different modmods for FFH2 and I've finally fallen upon this Magisters modmod for good same with when I experimented with vanilla Civ IV mods and fell upon K-mod. I just have one question. Is their a changelog somewhere? Like a place where Magister writes down the changes from update to update? I'm interested in having a look at it.


I asked Magister the same thing on page 61.


I do not have a complete change log for the mod, as I many of the changes were made long before I had any intention of sharing it with anyone. There are several posts here I describe changes from memory or as I made them, but nowhere do I have a comprehensive organized list.
 
Hi Magister (or anyone who is better with computers than I am)

First off, let me apologize if this post is in the incorrect place, but I did not locate a bug report thread and I really couldn't think of anywhere else to put this.

On turn 308 of my most recent game of, well, magister modmod, (what else would I be playing and posting in here for?) I have run into a "waiting for other civilizations" loop. I enabled logging and poked around in the logs, trying to fix the problem on my own. However, as I am completely unknowledgeable when it comes to programming and the like, I was unable to ascertain the nature of my error. So, I am submitting my logs, as well of a copy of the save game here: https://www.dropbox.com/s/s2t4ksbi9qi6p6b/Logs.7z, any help that you, or anyone else, can render would be appriciated, as this issue has been plauging my games that have gone on longer than about turn 300 or so, and I would ever so like to finish them.

Again, sorry if this is in the wrong place.

Thanks
 
or give a 1 turn water walking (or 50%chance disappearance) to all living units.
or a fresh water source building for +2health in the city (instead of acqueduct)
 
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