[MOD] MagisterModmod

Are you trying to play this together with RIFE Ashes of Erebus? I very much doubt they are compatible.

You should make sure that the folder called Fall from Heaven 2 is a clean install of FfH2.
 
"Grants the Mobility 2 promotion to Golems" must be where "Golem Tracks".
 

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Are you trying to play this together with RIFE Ashes of Erebus? I very much doubt they are compatible.

You should make sure that the folder called Fall from Heaven 2 is a clean install of FfH2.

FFH2, Ashes of Erebus, and this one all have separate folders in the BTS Mod folder.

Now I dont know enough about the mods to know whether AoE alters anything in the core of FFH2, though it starts just fine.

To install Magister Modmod I just clicked download and then install. Unlike some mods, when I went to install I got an error message from windows 8 saying may not be compatible.....though why it wouldnt be when all the others are beats me.
 
Hmm...I don't know much about Windows 8 issues. I use Windows 7.

Maybe another user with Windows 8 could give better advice.

(We actually do have a Windows 8 PC in my house now, but it is the desktop that my mother uses exclusively for Web browsing (mostly email, YouTube, Facebook, and Classmates.com). I do not have Civ IV installed on it.)


If you are having trouble with the installer, than you can download the archive instead. Manually make a copy of the Fall from Heaven 2 folder and rename it Magister Modmod for FfH2. Extract the file structure from the .7z and then drag them into the Magister Modmod for FfH2 folder, and say yes as many times as you need to allow it to overwrite all the files.


You might need to change the permissions of the mods folder in order to allow this though. I know I had to do so when I first moved to Windows 7.
 
Re: Windows 8, is this the message saying "Windows protected your PC?"
 
AOE shouldn't even touch the core FFH2 folder, it's a self-contained mod.

It sounds like UAC may be causing you an issue. Or, one thing I've encountered with MM on Win8 is that, because it is not a high download file, Windows thinks it could be malware. If the blue bar comes across your screen when you try to install, there should be some text on the left side that says something to the effect of "install anyway" or "learn more" etc. That should allow you to install MM without issue.

You could also have a corrupted download. It might be worth removing the Magister Modmod folder, redownloading the file, and trying again.
 
Yes I did receive the Blue bar and I did say install anyway.
 
Hmm...I don't know much about Windows 8 issues. I use Windows 7.

Maybe another user with Windows 8 could give better advice.

(We actually do have a Windows 8 PC in my house now, but it is the desktop that my mother uses exclusively for Web browsing (mostly email, YouTube, Facebook, and Classmates.com). I do not have Civ IV installed on it.)


If you are having trouble with the installer, than you can download the archive instead. Manually make a copy of the Fall from Heaven 2 folder and rename it Magister Modmod for FfH2. Extract the file structure from the .7z and then drag them into the Magister Modmod for FfH2 folder, and say yes as many times as you need to allow it to overwrite all the files.


You might need to change the permissions of the mods folder in order to allow this though. I know I had to do so when I first moved to Windows 7.


I tried the copy ffh2 and use the zip to download into it. It did the same thing. Looks like its going to work, the title screen loads it says magister modmod in the upper right. lets me choose a game...and once the game loads and it looks like its going to start....it closes and says windows found a problem and has to close it. This doesnt hapen to Civ...not to FFH2 nor Ashes of Erebus or even Realism invictus. just with this modmod.
 
Re: Windows 8, is this the message saying "Windows protected your PC?"

yes when I went with the installer

not when I used the zip file. but both have the same problem...
 
It should be much easier to fix Waiting for Other Civilizations now after the WorldBuilder 3.9 merge.


Open C:\Users\[your user name here]\Documents\My Games\Beyond the Sword\Logs\BBAI.log

(If you forgot to turn on logging, I think it may now be possible for you to save the game, turn logging on, load the game, and then find what you need in logs even if it won't have much info from before the problem.)

Find the Unit ID of the last unit mentioned in this file, and the player who controls it.

Open World Builder.

Select the player leader head icon to open the Player Data screen.

Using the drop down menu at the top left of the screen (below the Kill/Revive Player and Switch Player buttons), switch to the player whose turn it is, whose unit is causing problems.

Use the drop down menu at the bottom left of the screen to switch to the "Units + Cities" screen.

Find the problem unit (which is easier if you first reorganize the unit list by unit ID, by checking the Unit Id section header) and select it. This will take you to the Unit Data screen.

Press the Kill button.

Close the Unit Data Screen.

Close Worldbuilder.


The WoC issue should then be solved, at least for a little while.



It is possible that the AI is having trouble deciding what to do with multiple units, requiring you to use the same method to kill more then one of them.


It is also possible for there to be a WoC issue caused by something other than a unit, but that seems to be pretty rare.
 
I tried killing the last few units listed, the whole stack, cancelling the open borders so they'd have to go elsewhere, I can't make it work.
 
I tried killing each of the other players completely. Even that did not clear up the waiting for other civs.
 
I tried killing each of the other players completely. Even that did not clear up the waiting for other civs.

Could it have been a barbarian unit?
 
Thanks Magister for this new version of this great mod.

I noticed a couple of problems.

- Arcanae Lacunae does not work as documented. It increases mage exp instead of modifying mana nodes.

- With puppet states and feudalism the game has a strange behavior. Sometimes while conquering a city you are proposed to install a puppet leader, but sometimes you just have the standard choice (raze or install a new governor). I have not been able to determine in which situation the problem occurs...
 
It should be much easier to fix Waiting for Other Civilizations now after the WorldBuilder 3.9 merge.


Open C:\Users\[your user name here]\Documents\My Games\Beyond the Sword\Logs\BBAI.log

(If you forgot to turn on logging, I think it may now be possible for you to save the game, turn logging on, load the game, and then find what you need in logs even if it won't have much info from before the problem.)

Find the Unit ID of the last unit mentioned in this file, and the player who controls it.

Open World Builder.

Select the player leader head icon to open the Player Data screen.

Using the drop down menu at the top left of the screen (below the Kill/Revive Player and Switch Player buttons), switch to the player whose turn it is, whose unit is causing problems.

Use the drop down menu at the bottom left of the screen to switch to the "Units + Cities" screen.

Find the problem unit (which is easier if you first reorganize the unit list by unit ID, by checking the Unit Id section header) and select it. This will take you to the Unit Data screen.

Press the Kill button.

Close the Unit Data Screen.

Close Worldbuilder.


The WoC issue should then be solved, at least for a little while.



It is possible that the AI is having trouble deciding what to do with multiple units, requiring you to use the same method to kill more then one of them.


It is also possible for there to be a WoC issue caused by something other than a unit, but that seems to be pretty rare.

Well I have been trying your method, and it does seem to work for me for now. When observing the BBAI log I notice that sometimes when a unit or a group of units gets stuck in a loop, the AI automatically knows this and logs it as "Unit stuck in a loop" and then it tries something else. The times that the computer doesn't recognize the loop is when these infinite turns occur I would be willing to bet.
 
Another update has been released.

This fixes a couple of minor bugs and TXT_KEYs, but is mostly just a World Builder update. I doubt it would break saved games.

Those World Builder changes can be seen here in the MNAI Feature request thread.


You may download the Installer here or the Archive here


I just realized that forgot to change CvModName.py, in the last few releases, so it still claims to be a January version, but that is no big deal.
 
What determines the production cost of the Mercurian Gate?
In the pedia, it is indicated as 700 :hammers:. But while playing the Kurios, the cost was 7000 :hammers: and when I rechecked later it was 14000 :hammers:.... :crazyeye: (a crazy inflation!)
 
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