[MOD] MagisterModmod

Building The Slyph Search seems to be causing a CTD, not when built, but when starting the next turn after it completes - possibly when the game tries to move it? Going back and not finishing the build lets the game proceed fine.
 
Building The Slyph Search seems to be causing a CTD, not when built, but when starting the next turn after it completes - possibly when the game tries to move it? Going back and not finishing the build lets the game proceed fine.
I've often built it and never noticed such a crash. I have however often noticed that I get a CtD when I use worldbuilder to add a holy shrine to a city. I wonder if that could be related? Which dll are you using? I only noticed those crashes with the Asset DLL.

I've had enough crashes and my computer has been so slow in general lately that I decided to Reset my PC today. I just reinstalled WinMerge, Civ4, BtS, and FfH2, patch o, and my modmod.

I'd like to release my next version on my birthday (February 1st), although it could be later if things remain unstable. I hope a new MNAI is ready to merge before then.


Unfortunately I have not had a lot of uninterrupted modding (or sleep) time lately because my father's dementia has gotten worse. Just while writing this post I had to go downstairs to check on him a dozen times as he yelled for help and couldn't remember what he wanted when I asked or started wandering for no reason.
 
When you release the new version can you release a complete version that does not need the bleding to be done with FFH2? Im still unable to get that to work.
 
I'm sorry Magister, dementia sucks :(

Aurore, have you tried leaving the FFH2 available as a separate ModMod (I.e. installing MMM alongside FFH2)?
 
I'm sorry Magister, dementia sucks :(

Aurore, have you tried leaving the FFH2 available as a separate ModMod (I.e. installing MMM alongside FFH2)?

Oh I didn't know that would work. Let me try it.
 
No that did not work, it was failing to find many files and trying to load default civ files.

Anyway I instead went through every single directory in FFH2 and copied everything that was in FFH2 but not in MMM into MMM. This did result in a game that would load at least, but no loading screen and the units and all mod graphics failed to load so i just get pink blobs everywhere. It did however actually work. Not really playable but it worked. In other words all the files the game was looking for were found to the point at least where there were no actual errors.

Please please just upload a complete set of files so I can just install it as a normal mod without having to merge any other mods with it. I know its a bigger file, but you know, these days, my internet connection is 500mb/s and I have 14 terrabytes of disc space so i dont really care how big the file is.

In fact anyone with a working copy could do this. Just zip up your game folder keeping directory structure and upload it somewhere so i can download it.
 
Just to be clear, when I tried to use the automatic installer, I get an error that says \Mods\Fall from Heaven 2\* does not exist. But it does exist. The path is E:\Games\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Fall from Heaven 2

This is why I have been trying to manually install it and failing. I don't know why the automatic installer cannot see Fall from Heaven 2. I have no idea where it is looking for it or I would simply put a copy of it wherever so it could complete the installation.

I have even tried running the installer from inside the mods directory and even inside the Fall from heaven 2 directory, but it still cannot find the files.

I would try to install a non steam version of civ 4 and then FfH2 but I don't have one, and I don't know the default installation path for a non steam Civ 4.
 
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Anyone?
 
If you are using the mod's shortcup, maybe it's a bug in it. Try changing the Destination bar in Properties and then try launching the mod again. I've had a similar error a while ago and it was just the shortcut that didn't have the correct Destination bar. If doesn't work, try the archive option as Nothrazim suggested.
 
Or start the game without any mods and load the mod manually from there.
 
I just need someone to zip up and unload their working merged copy.

I have of course tried to load the mod after starting the game. Thats not the issue. there is an issue with the path. I did try merging everything manually one directory at a time, it was a pain in the ass. It kind of worked, but no art assets would load.

It's really not that hard to zip up your already merged mod directory and upload it to somewhere I can download it from.

Please. I love the additions to the mod and I would love to try it. I have already spent hours trying to get this to work. If it works for you, just zip the merged folders and let me have a copy.
 
It is OK to post a link to the merged directory? It shall be here for 7 days. 602 MB.
 
You have my thanks. Downloading it now!
 
It works! Thank you!
 
Having some isues. My game is on a steam instalation, so I have had to go with the non standard instalation. I installed FFH2 (patch level n by default), renamed the directory, downloaded the magister archive, and pulled its contents into the FFH2 directory and overwrite. Then I launch civ 4, load mods, and about 2/3 way through loading get a failed to initialise the primary control theme popup, which comes up twice, and then the game dies.

I've had similar problems with Civ4-based mods (including Civ4Col) like this. A few times I think it was because the file names were too long? Windows' limit is 260 characters and "E:\Games\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Magister Modmod for FfH2\" is already 119. I'm not sure if any files actually were longer than this, but anyway, I got around the issue by making a hard link with a shorter name. Do start-run-cmd, hold ctrl+shift and press enter, to start as admin, then run
mklink /J "E:\Games\Civ4BTS\" "E:\Games\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\", and point the installers to "E:\Games\Civ4BTS\" instead of the longer path.

On another note, I started a few games with the new patch and am very confused by the Ember Legion and Ring-Givers. Do they just pop up in barbarian cities or something? I keep seeing armies of tinkers and techrons wandering around the map, building roads in the first 100 turns or so. They seem to have the most powerful armies on the continent with multiple promotions while the AI is still spamming warriors and only occasionally archers/swordsmen. They don't seem to be aggressive but they cover the world in roads before some players even get around to connecting their own territories...
 
On another note, I started a few games with the new patch and am very confused by the Ember Legion and Ring-Givers. Do they just pop up in barbarian cities or something? I keep seeing armies of tinkers and techrons wandering around the map, building roads in the first 100 turns or so. They seem to have the most powerful armies on the continent with multiple promotions while the AI is still spamming warriors and only occasionally archers/swordsmen. They don't seem to be aggressive but they cover the world in roads before some players even get around to connecting their own territories...
I think Techons spawn as barb units. These can found Ring Givers in a bard city building an artificary. The barb city can then build tinkers and techons, which do not have an aggressive AI and so hang around. It is really powerful if you can capture such a city, giving you the bless spell very early.
 
I think part of the issue is the low tech requirement for Tinkers & Techtons - only Crafting. I don't know how the barb AI progresses in tech, but it's not surprising to hear them spamming it out.

I seem to recall a discussion earlier in the thread regarding tech prereq for getting disciple units from lairs. I suspect it is either tied to them only requiring such an early game tech, or to a seperate check that is equally permissive.

That said, an early game appearance of some of the mid-to-late game religions could be fun once in a while. Maybe another solution would be to lower the odds of getting priest-tier units from lairs by a significant margin?
 
That said, an early game appearance of some of the mid-to-late game religions could be fun once in a while. Maybe another solution would be to lower the odds of getting priest-tier units from lairs by a significant margin?
I have played a few games recently, and in all of them the barbs get the Ring Givers early and in most I have been able to capture an artificary. This is a massive bonus both for the bless spell of techons and the free specialists with workshops. I do not think it is related to lair results, the barb tinkers and techons seem to appear all on their own.
 
I believe there was an issue with the prereqs letting barbarians get free disciples in the last release which I think I fixed on my end a couple months back.



Some more recent changes I have made include:

Getting rid of the multiple summons from affinity spells.

Granting summons from affinity casters better bonus promotions. (Einherjar get Demon Slaying. Pit Beasts get Scavenger. Spectres get Fear. Treants get Forest Stealth and don't require a forest for an affinity caster to summon, and will get other perks based on terrain. Fire elementals get fire affinity, water elementals get water affinity, air elementals get air affinity, earth elementals get earth affinity, Wraths get death affinity. Ice elementals get slow if the caster does not have affinity).

Granting an affinity caster the xp from its dying summons that has the proper mana prerequisite. (Currently they get 100% of the xp, but I am thinking of scaling it down. Maybe 25% per channeling promotion would be better?)

Eliminating the caster's free xp based on Dimensional promotions from summons regardless of their prereqs.

Changing Extension 3 and 4 to be more like Extension 1 and 2, by making them grant Navigation 1 and 2 instead of Blitz and Herald's Blessing respectively.

Changing Extension to require Channeling 4 or Divine and not be limited to Coven units.

Reducing the base movement of the summons who formerly started with 2 movement points, as too many Extension promotions could make them too fast.

Changing most of the delayed casting spells to ordinary immediate casting spells. (I may change this back once lfgr fixes the bug with delayed spells miscasting)

The Without Arda promotion makes Divine casters more likely to miscast when outside of areas where their religion is dominant.

Allowing the Council of Esus priests to attack like other priests.

Ira Unleashed is back to being an Avatar of Wrath specific spell, as I never really thought it fit Carnivean.

Chaos 4 is now Mutation, which not only grants the Mutated promotion (and the various random promotions it can grant) but also randomly changes the base strength, defensive strength, movement, and damage of all living units (friend and foe) within a 2 tile radius. For each it picks a random number up to double the current value.

Creation 4's golden age does not miscast so often

Earth Affinity is no longer removed by gaining Flying, but Earth spells require ground contact and cannot be used while flying or on water tiles.
Stoneskin grants +3 defensive strength and 1st strike immune instead of +2 defensive strength and 3 first strike chances.
Earth Elementals are a bit stronger.

Death 3 Angels of Death no longer get the Arawn death promotions letting them cast destroy undead, but they start with Divine so they can cast Hallow Graves.

Enchantment 4 Automatons no longer start with Herald's blessing but have a new promotion that makes sure they are Permanent units with no duration limit or per caster limit. Their free affinity based on the tile now works properly.

Force 4 Purge Magic now has a range of 2

Shadow 4 "Summon Changeling" (which summoned multiple limited duration changeling units) was replaced with "Replace with Changeling" (which works like a less resistible version of Domination, which gives you permanent control over a rival unit and gives that unit the Changeling promotion.

Sun 3 Aureales no longer have divine, but those from affinity casters get affinity and can cast blinding light.

Undeath 1 Skeletons no longer start enraged. Undeath Affinity Skeletons no longer start immobilized. (They use the same dummy promotion as Automatons letting me turn a temporary summon into a permanent summon, but their PyPrerequisite still limits the number you may have at once.
Spectres no longer start with Fear, but it is given as a promotion perk for those summoned by casters with Undeath Affinity.

The Raise as Undead spell no longer requires any channeling promotions, but channeling promotions increase its range. (Now that I think of it I may change that to Extension promotions increasing its range.) The spell now requires Undeath Affinity and a Tower of Necromancy. Raise as Undead can be used to gain Barbatos, while Mas Resurrection can be used to get the other Imprimatur Council members.

Edit: To keep the two Death spheres more balanced, I just added a Free Sluaghs spell allowed by The Tower of Necromancy with the Arawn Death affinity. This transforms undead summons back into Sluaghs that could be resurrected later.

Sons of Discord no longer has the Discord civic and no longer locks you into war.
Sons of Discord units gain the Rebel promotion when not at war, but this can be removed via an Arena battle.

The Disrupt spell has been fixed to properly work with Agonists and no longer be tied to the Council of Esus/Undercouncil.

Summoned Imps gain Channeling II (but no affinities) and are no longer permanent summons

The Counselor unit is now a Brotherhood of Wardens religious champion, with spirit 1-3 instead of spirit affinity, not an Elohim berserker UU. The Merry Dancer cannot be trained, only created from demons by the high priest spell.


I am wondering if the Sons of Discord and Cult of the Dragon mechanics are too similar. I'm tempted to streamline things by eliminating the Dragon Fanatics and Wyvern Riders entirely. The art for just those units (including unique versions for each dragon) take up more space than 10 other new religions combined. I may need more time to think of how I'd most want to implement this cult and so might not change anything before the next release.



I have not had any crashes that asked to generate a dump file and complained a memory leaks since resetting my operating system. The game seems faster and more stable now in general, but I am still getting the occasional crash with no warning or explanation. I've found a fixed a few bugs but I don't think they are relevant to any crashes. I have found that when the AI seems stuck in a loop I most often can use worldbuilder to make their units skip turns rather than having the whole program freeze up.

The ruthless Ai is still really bothering me. I had hoped to include the next MNAI update from lfgr in my next release to stop that, but I think I think I will aim to have something ready to release on my birthday (one week from today) anyway.
 
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