[MOD] MagisterModmod

i like to test your new release but - i cant download it - as moddb everytime tell me "that file cannot be found on any mirrors"

Maybe you can upload it to some other host or even torrent?
 
Is anyone else having that problem?

I'm not.

Maybe you should try again?

It could be that the fie is still waiting authorization, and so won't be available to anyone but me for a couple days.

However, it also appears that the number of downloads of the two versions combined has increased by 13 since the update.
----
If I upload again in the near future it of course wouldn't be the exact same file, but would fix the Nullstone Citadel issue and a couple bugs I found since then.

One of those related to the automatic unit naming component of the BUG mod (which I never really used before I wanted to test the new mechanism for identifying spell targets by name) not knowing how to name UNITCOMBAT_ANIMAL units.

The other issue was not defining sRemove in helpDispelMagic. I had copied tat bit of code from helpTogglePromotions and forgot to set that variable equal to CyTranslator().getText("TXT_KEY_HELP_SPELL_MAY_REMOVE", ()) there.

(I also forgot to refer to TXTKEYs in helpTogglePromotionBuffCaster, but it doesn't make much of a difference to have th exac strings defined in python instead.)
 
can i ask you to make torrent or atleast magnet link from installer?
i think i cant download becouse i`m not from USA..from Ukraine moddb for more then 2 days tell me that file cannot be found on any mirrors.
 
I had to create an account at ModDB in order to download the latest patch. Before that I had the same "that file cannot be found on any mirrors" issue too.
 
I'm getting some weird behavior testing Illians with your changes.

I didn't have logging enabled (my bad), but I wasn't getting storms/Ice spread from temples apart from my capital. Priests of ice are not able to summon golems (They don't have channeling 2). One out of the 15 I build randomly did have channeling 2 (not sure how? I had 4 ice mana?).

I will enable logging and see if i can observe it again.
 
The range of the Temple of the Hand's terraforming is dependent on the amount of Ice mana available in that city. I'm guessing that your capital is the only city with access to that mana. Try building some roads.

Priests of Winter never summon golems. Sometimes they can summon Ice Elementals. The two units look the same but are not identical. Ice golems are slightly stronger, but have no unitcombat and so cannot purchase any promotions with xp. (They can be taught promotions by Barnaxus.)

Ice Elementals are a normal, limited duration summon allowed by the Ice II spell. They are likely to appear in most games.

Ice Golems almost never appear in the game. They are basically a hidden lore Easter Egg. They are produced by an ability that only Barnaxus can cast, but only if under Illian control.

How might the Illians get the Luchuirp hero, you might ask? There are two ways:

The Snowfall (Greater) spell converts all White Hand units not belonging to Auric's team or his vassals to Auric Ascended's side. Barnaxus starts with the White Hand religion, and so is vulnerable to this.

There are also two versions of the Rebuild Barnaxus spell. One can be used by anyone in a Luchuirp city, and gives the unit to the city owner (in exchange for a diplomatic bonus if the caster is not of the same owner). The other can only be used by Auric himself, and lets the Illians control the special golem.

(I just now decided to change that prereq to the White Hand State Religion, so the Luchuirp could use the ability if they decide to serve Auric.)

(A note on the lore: When the Illians were completing the ritual which summoned Mulcarn into Erebus, the The Empire of Khrad'Ke-zun were the only ones who were able to oppose them. Their army of golems almost managed to stop the ritual, but were slightly too late. The God of Winter greatly admired the craftsmanship of the Open-Sky Dwarves, finding Golems more in keeping with his own precept than any living creature. He chose to take one of the golems from the army he defeated, and breathed life into it. That gave Barnaxus a rational soul and a divine spark, much like that which Kilmorph gave to the sculptures of Kheldon Ki in order to create Bambur and the rest of the the first generation of dwarves. This somewhat changed what Mulcarn admired most about the automaton, but he needed to do so in order to make the machine capable of deigning, building, and enchanting more machines like his former self. Barnaxus loyally served Mulcarn throughout the Age of Ice, building him an army of Ice Golems that fought alongside the Illians against Kylorin. Only after Mulcarn's demise did Barnaxus wander away and find the Luchuirp, the descendants of the dwarves who fashioned his mechanical body years before it was ensoulled. The Luchuirp had been only one of several allied tribes that made up the Kradh-Ke-zun, but the rest all went extinct during the Age of Ice. Barnaxus's Ice Golems likely finished off many of them. Perhaps Barnaxus felt guilty about this and chose to help rebuild the Open-Skiers' empire as penance. He refused to discuss anything that happened during the Age of Ice though, and might well remain loyal to the sphere of winter and its god. We don't find out in the lore of the game, as there it was only his broken pieces that were captured by Auric's troops. Rather than rebuilding a loyal servant, the Illians treated his pieces as a holy relic. Auric then extracted Mulcarn's last breath from Barnaxus, absorbing into himself a piece of the old god of winter in order to facilitate his ascension.)

In my mod, Auric also has the option to destroy the pieces of Barnaxus in order to hasten the completion of either The Draw or Ascension. That is probably more useful than a few Ice Golems, although it isn't possible until much later in the game.



The Summon Ice Golem spell does not require Channeling II, only Ice II. You cannot purchase Ice II with experience without Channeling II, but could start with the promotion or gain it in python.

Auric's 3 lieutenants start with the Ice promotions in their xml defines. Other priests of winter get Ice sphere promotions based on mana, the same as they would if they were mages

(High) Priests of Winter should be given the Ice sphere promotions based on the mana their owners control when they are trained. (As with adepts, those under Illian control also get Ice I for free regardless of the mana supply.)

These clerics cannot purchase Ice sphere promotions after being created, as I'd have to make to brand new promotions just to serve as alternate prereqs or also rish letting Ice mana be way to easy for priests and high priests of other religions to learn after Govannon teaches them a few spells.

Learning and growing into new abilities is not something really favored by the precept of Ice anyway. There sphere is largely about nostalgia, idealizing how things used to be and not wanting to change except to undo other changes.


None of these Illian changes are recent, so I don't see why they would just now be coming to your attention if you had played any other versions of my modmod in the past couple years.
 
yes it need account, Magister can you add that if somebodey have problems downloading files from moddb they need to register on moddb or to login with social network. i think it will be usefull.
 
It could also have to do with the number of players. The vanilla FfH2 DLL only allows for up to 35 players, whereas the More Naval AI DLL that I use allows for 50 players. Playing a scenario in a mod that allows more players seems to automatically edit the file to move barbarian cities/units from being owned by player 35 to being owned by player 50, and adds empty player slots to fill the gap. The extra player slots might be the main cause of incompatibility.

Question about this limit of 50 players: If I have a lot of players and puppet states enabled and used: Can Hyborem/Basium still appear? Or rephrased: Do puppet states or their cities count as extra players?
 
Why can't cities be build within 3 plots from each other? It can make some resources unreacheable, escpecially on islands. I think there's nothing wrong with one plot distance.
 

Thanks for the lore drop! That was an interesting read.

I was at war, and likely the road connection at the city I had specialized to be a production house was cut. That would explain the behavior.

When trying to replicate the issue, I finally experienced the White hand as intended (the Letum was in the game!). Now THAT is an impact moment. Crashed my economy pretty hard from troop count on top of my over taxed expansions. But DAMN. Good stuff. It's a pretty epic game, every empire left has a game score over 2000. The Lannun have 2000 AND their Mercurian allies have 2000. But Auric ascends soon, and the stomp will be real.

I'm very much enjoying your mod.

I think the move for white hand to KOTE was very good. It cleans up the Illians early game research needs considerably. Also, now that I understand how Illian food mechs work a bit better... Yeah capital sitting at 45 and growing (9 Ice mana). I had thought the Holy City UB was meh for Illians, but Ice mana is the lynch pin for them. Aggressively settling for Mana early, even at the cost of economy allows for some "snow balling" (ZING) once you get White hand up.
 
To solve the ModDB download problem of "that file cannot be found on any mirrors" simply follow this workaround.

To see ALL mirrors of ModDB downloads you need to add /all to the ending of the link of the download displayed after you hover your mouse over the DOWNLOAD NOW! button.

So for example, CURRENTLY Magisters Modmod Download Now! button link is; (hover your mouse over link to see ENTIRE link, usually displayed at bottom of screen in a small pop-up window)
http://www.moddb.com/downloads/star...orums.civfanatics.com/showthread.php?t=455111

So you would type or copy/paste the first parts into your address bar and AFTER the numbers add /all
http://www.moddb.com/downloads/start/89216/all

And just select a link. (once file is downloaded, you may have to rename file with .exe extension before it is usable)

Now help Magister with some feedback for this great gift to FFH2 fans!!

(solution was courtesy of Anchor posts in ModDB forums, thanks Anchor)
 
I've finally downloaded and played the mod, the only FFH2 mod i've played to date and i really love it. I've played two games to completion as the Amurites and the Illians, the only thing i've noticed that seemed a bit off is that in the Illian game, on prince difficulty all the other civs seemed to get really badly beaten by the barbarians, early in the game. Only the Calabim and Bannor survived the barbarians. A fluke?
 
I've finally downloaded and played the mod, the only FFH2 mod i've played to date and i really love it. I've played two games to completion as the Amurites and the Illians, the only thing i've noticed that seemed a bit off is that in the Illian game, on prince difficulty all the other civs seemed to get really badly beaten by the barbarians, early in the game. Only the Calabim and Bannor survived the barbarians. A fluke?

It happens in FFH sometimes.

Orthus might catch someone in a bad spot and get a ton of promotions. Or an AI might let something out of a lair that gobbles them up, like a shade early game.
 
Hi everyone. I installed Fall from Heaven II last night. It was installed successfully. I tried installing Magister's modmod after, but I'm having problems.

I use steam.
C:\Games\Steam\SteamApps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods

That is my adress for where I installed Fall from Heaven II mod. When I try to install Magiser's modmod it has a predefined source adress. It seemed to me that adress was c:\mods?
I tried putting a copy of FfH2 there as well as another copy inside the mod folder which I renamed to:
C:\Games\Steam\SteamApps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Magister Modmod for FfH2

My problems are: I cannot start Magister's mod from desctop. I can only load it ingame. I get an error ingame when I start the perfectworld map, that it may be corrupt. Also, I notice that the scouts only have 2 movement.

Sorry for being a total noob, but I just don't know how to fix this. Appreciate any help.
 
I'm not really sure how to make the installer smart enough to recognize the different default installation location used for the Steam version of Civ IV/BtS.

That is why I also provide an archive containing all of the necessary files.

You should make a copy of the Fall from Heaven II folder within your mods directory, rename that folder Magister Modmod for FfH2, extract the contents of Magister_Modmod_for_FfH2_August_29_2015_Changes.7z, and copy all of the content into the new Magister Modmod for FfH2 folder.

That is simply the manual way of doing what the installer does automatically.

If you plan to use the shortcut included in the folder, you may need to modify its target from "C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=\Magister Modmod for FfH2 so that the part within the quotation marks points to the actual location of your Civ4BeyondSword.exe file.


PerfectWorld2.py is a mapscript, not a map. I didn't really have anything to do with making this mapscript and almost never use it personally, so I'm not really sure what might be going on.

I just tested the mapscript and got an odd message about how "PerfectWorld's starting plot finder has failed due to a rarely occuring bug, and this map likely has unfair starting locations. You may wish to quit this game and generate a new map."

If I can't track down the issues easily enough, I'll probably just delete this mapscript from the Private Maps folder before my next update.


In my modmod scouts should only have 2 movement points at the start, a base movement of 1 (compared to 2 in the base mod) plus one from the light promotion. That promotion carries over to make them faster once they upgrade.


----

I might be releasing another minor update soon.

It would mostly be bug fixes. In addition to what I've already mentioned, I noticed a bug in the DestroyUndead spell that prevented it from listing the targets except from the last tile. (It came from incompletely changing the code from the "x units on the plot to the y direction" format to the format I use for everything else, which identified the unit owner through the text color. It seemed odd for only this spell to tell you the direction, and not worth it to specify for every other spell especially since naming the target's tiles would be rather harder for spells with a range of 2 or more.)


The new version would have a working PyHelp string describing the Revelation spell's effects on any units that your team can currently see, but not what units would be revealed as knowing that would almost defeat the spell's purpose.

I also added (back) a "Retrofit Golem" spell. I forget exactly how I had this ability work in much older versions before I cut it, but this time the spell has no gold cost but does have Machinery as a tech prereq and has a delay of 3 turns during which the golem could not move to fight. Once completed, it grants the golem all of the free promotions it would get from the Luchuirp Unique Buildings present in that city if it had been freshly built there. Its PyHelp texts will identify what promotions those are.

I'm not sure yet whether rebuilding Barnaxus or the Mithril Golem should still grant those units the same building based promotions, or if they should just have to use the new ability once rebuilt.


I had a recent game where Auric did way too well. He got lucky enough to start right next to Letum Frigus, and close enough to my capital that he was able to capture it with the army that the ritual game him. Having lost, the game switched me to control him instead, and I easily conquered the world.

I'm thinking I'll leave the tech prereq of The White Hand at Knowledge of the Ether, but undo the reduction in the ritual's cost. I'll also reduce his lieutenants' base strength to be more in line with an ordinary Priest of Winter (currently they have +1 strength and +1 cold strength compared to the others; I think I'll keep the extra cold strength but reduce their base strength by one, and make their upgrades also have exactly a +1 cold advantage over the normal version , and increase the cost of the Temple of the Hand to be in line with the other faiths' temples. I also think I change Dumannios's and Auric's Command I promotion to Scourge. (One reason he captured Cevedes so easily was because he captured 3 of its defenders first.)
 
Thanks for getting back to me. Then I think it actually works. The only problems being the weird map script and the shortcut not working.

A quick question, if you don't mind: The 0/480 counter in the top right corner. Is that an armageddon counter? I can't hover over it for any information. Do I have to finish the game before that? I like stressfree games in terms of time limit:)

I started studying bachelor in programming 2 weeks ago, hopefully I'll be able to understand more of this in a few years time. Love what you modders do for the community.
 
Illians Nerf

I think this sounds right - it's a bit too strong right now, and on certain map scripts you tend to end up next to the Letum more often than not.

I do think there should be something to get the temples up to where they are, though delayed. Maybe attach it to a late midgame tech? Maybe boost them on completing the deepening?
 
Hi,

My game won't continue from a "waiting for other civ" loading screen. It does not freeze, but it just keeps on loading forever. I've tried to reload earlier saves, but it happens every time after the Red dragon Acharon has been killed.

Any way to fix this?
 

Attachments

Back
Top Bottom