[MOD] MagisterModmod

Jewelry is appearing on the land near the Khazad capital, I don't think that was from the base game?

And how do I target/use these?
I don't know about Jewelry, I think Magister might have turned it into a regular resource at some point?

As for Stealing/Kidnapping, they require being on the same tile as the unit holding the artifact, or the city with the settled GP.
 
Jewelry is appearing on the land near the Khazad capital, I don't think that was from the base game?
Re jewelery, this is a result of what is, in Magister's mod, the Runes of Kilmorph worldspell (most worldspells are moved to religions in his mod). This causes most peaks to spawn resources which are improved with mines.
 
Bloom now requires the Nature magic sphere lvl 2, it's no longer a purely divine ability. If the unit has a high enough level, they can improve a New Forest to a Forest, and if they have an even higher level and Fellowship as their religion, a Forest to an Ancient Forest. This means that Elf civs are now less dependant on Fellowship as a state religion.
Something else that I noticed after a while in connection with this: adepts naturally gain XP much slower in this version than in the old one, at a rate of maybe 1xp per 20 turns for having Channeling. So my experience with Elf is that I'm still heavily dependent on Fellowship priests, because Fellowship priests can be built, while Mages are slow and unreliable to get, and I want their promotions for other things.

Unless, ironically, I switch to Theocracy to get more mages from its +5xp. :crazyeye:
(Or I cheese the miscast of Summon Imp to have imps attack adepts in +75% defense terrain so the adepts get combat xp.)

And rather than doublepost, lemme edit in one more feedback for @MagisterCultuum in here: one of my adepts wasn't even a mage before getting so many powers and abilities, the tooltip broke into the top of the screen and I couldn't read it all. The parts I could read looked like:

  • Fortify Bonus: 50%
  • Randomly grants the Courage promotion
  • Randomly grants the Poisoned Blade promotion
  • Double Movement in Forest
  • Double Movement in Ancient Forest
  • Garrison Value: 3
  • 0-1 First Strikes
  • Doubles the unit's fortification bonus
  • Reduced chance to defend the stack
  • Immune to Fear
  • Immune to the Elf Slaying promotion
  • Immune to the Pact with Hyborem promotion
  • Immune to the Pact with Judecca promotion
  • Immune to the Pact with Lethe promotion
  • Immune to the Pact with Meresin promotion
  • Immune to the Pact with Ouzza promotion
  • Immune to the Pact with Sallos promotion
  • Immune to the Pact with Statius promotion
  • Immune to the Pact with Winter promotion
  • Immune to the Possessed promotion
  • Immune to the Undeath I promotion
  • Immune to the Undeath II promotion
  • Immune to the Undeath III promotion
  • Immune to the Unholy Taint promotion
  • +5 to spell damage
  • +10% to resist spells
  • Grants the following to summoned units:
    • Empower I
    • Enchanted Blade
  • Heals Units in Same Tile Extra 10% Damage/Turn
  • +20% Strength
  • +10% Forest Attack
  • +10% Ancient Forest Attack
  • +25% Hallowed Ground Strength
  • +25% vs. Demon
  • -25% Resistance to Cold damage
  • +70% Resistance to Unholy damage
  • +1 XP per combat
  • -20% to work rate
That tooltip is longer than some civilopedia entries. Please shorten it somehow. Combining the "Pact with" entries seems the natural first improvement to me.
 
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So, my Magister game has definitively stalled around turn 300, is this normal? I can play a few turns ( though the waiting time for the AI turns is really long) but then it stalls completely and just gets stuck on an AI turn. I'm considering flooding a few continents in worldbuilder to gwt rid of a few AIs, but would that help?
 
So, my Magister game has definitively stalled around turn 300, is this normal? I can play a few turns ( though the waiting time for the AI turns is really long) but then it stalls completely and just gets stuck on an AI turn. I'm considering flooding a few continents in worldbuilder to gwt rid of a few AIs, but would that help?
the waiting for other civs... endless turn bug is usually caused by barb/animal units moving to where they shouldn't so try deleting them and see what happends

What are these (+1) and (-1) next to the 0 and 1 mana numbers?
those are the bonus % chance each civs gets to their arcane units chance to spawn with an afinitty for that specific mana type, it varies depending on your alingment and which civ are you playing, generally the more mana you control the more chances for your arcane units to spawn with an afinity to that mana type
affinitys are basically upgraded promotions from your standard spell spheres promos arcane units can get, they give you upgraded version of all lvl 1/2/3 spells at once but you still need the respective channeling level to cast them, meaning an adept which spawns with metamagic affinity still needs channeling 2 to cast dispel magic, they also give you access to a lvl 4 ability if you have channeling 4 which is earned via promoting a lvl 12 unit that has channeling 3
you can see what each affinity does in the spell spheres category on the civiclopedia, usually you won't get more than 2 affinitys on an archmage, but it is possible to get them all but at that point you basically already won unless the enemy spawns broken runewyrms at your arcane units

That's a lot of new religions. But only the classic ones appear to have holy cities to do Great Prophet stuff with.
most of the new religions have very specific ways to be founded, some are relatively easy but requiere luck (like the foxmen) others have very specific requierements like the matronae which by the time you can found it you most likely already won the game and if you didn't for whatever reason you get an Auric ascended tier OP unit which will win you the game by itself anyways, tho the vast mayority of the new religions are founded just by building the respective world wonder associated to them, from my experience the old religions are still the best, also most of the old abilitys archmages could get like taunt etc have been given to the high priests of some of the new religions

Stonewardens can cast Diligence now?
all priests of each religion can spawn with the respective affinity to their religion's mana if you have enough of them, for stonewarden it would be earth mana, vicars sun mana, confessors law mana etc, that will allow them to cast some of the spells associated with that affinity

I got a message about Falamar completing Heron Throne again on turn 445. Does it move?
any unit can pick it up after its built, if you put it back in the city you get the completing message again, but most importantly if you have the right tech and are evil you can use it to summon stephanos, the reasons why is lore related but gameplay wise its kinda of a shortcut to get the crown of command if you need it, other wonders also have the same ability to summon the remaining 3 riders but i forgot which one those are, this destroys the wonder but its independent from the AC counter and you get to control the unit yourself

Workers still hella costly and slow
you can change how long it takes for any unit to build an improvement in the xml files and that's universal for all civ 4 mods

AI turns get longer faster.
i noticed that the Combat Log is turned on by default for this mod, that might cause slowdowns so you might want to disable it for you playthroughts, you can do so by editing Pythoncallbackdefines.xml in the main xml folder. Simply set the last entry USE_COMBAT_RESULT_CALLBACK from 1 to 0.

Miscast system is both annoying and confusing, some spells seem to have no penalty for miscast and I simply try again until it works.
i imagine the general idea is to make magic less reliable, but it does end up becoming kinda annoying
in general, all the upgraded versions of the spells you get via an affinity to a mana type will Never miscast, which makes getting and preserving arcane units with the affinity you want even more important, divine spells will start failling if you are not following the religion of the priests which is casting it

WTF, WTF, WTF? I was invading the Calabim and had them down to their last city when suddenly "Mahon the Butcher has signed a Permanent Alliance with Falamar. Falamar has declared WAR on you!" despite Falamar having +11 Friendly opinion of me on the turn before.
that's how it works in vanilla too, i prefer to play without vassals states for this very reason

I recall Fertility used to be +7 food and was a reason to rush Creation mana. Now it's in Life and is +7 food, +50% food, staggeringly powerful
you only get the 50% version if your mage as life affinity which isn't a guaranteed to get in any way, the lesser one is less powerful, however you can stack both the lesser and upgraded version of all these kind of spells, which can lead to some really big bonuses if they are all present

but Mages seem to have been nerfed and made rarer.
from my experience they are not any harder to get than before or compared to any other mod for that matter, also sapheres (laeran cord religion disciple unit) are better versions of adepts and also upgrade to mages/archmages
 
I dont know how to "update" my game with this. Im doing "ctrl C ctrl V" the exactly lines in the exactly archive (civeventmanager.py), and the game starts without UI.
View attachment 633642
The games go just fine but in late stage of the game it becomes annoying to stop AI from completing the sole reason of frozing problem - our lovely nature's revolt.
Well so i tried Magister fixed codes and they killed the UI just like for you so i decided just delete nature's revolt code completely because i don't care about this ritual about anyway and problem is kinda solved


btw anyone knows what Losha and Lethe voice over from?
 
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What requirements for upgrading Angels to Angels of Death and Runewyns?
AoD requires spirit guide but i'm not sure
 
I'm trying a One-City-Challenge run, so I picked up Radius 3 city, Fertility (Life) and Abundance (Creation) to increase the food supply and get lots of specialists.
Now for some reason my city has gone into -35% negative food modifier, despite the fact that I still have Life and Creation mana. What gives? I have no idea where to start looking for the cause of this.

EDIT: I tried moving all my mages out of the city for a turn, to see if their magic buildings had broken somehow and needed to reset. Without the magic buildings, my city dropped to -140% food!!

Also, I want to report that lategame is hilariously unbalanced and broken in so many different ways that it's basically a choice of which one to use that the AI can't compete with, for example I have combined off-religion Ritualists (miscast imps for combat xp) with a Confessor's Valor (+1xp from combat) on the House of Plenty Couatl (can cast "Golden Age" for turns equal to its level) with an Amurite Spellstaff (casts twice a turn), so every turn my Golden Age gets 22 turns longer. :lol: When I switch to another religion and the Couatl dies, the golden age should last the rest of game.

Meanwhile the Bannor have 62 Warriors in their capital and only city. I shudder to think what their economy looks like.
 
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I want to talk meta-game for a minute. I love magistermodmod and its emergent storytelling as a game unfolds. However, due to game mechanics and balance, settings, and variables, i can't quite get it to tell the right story. For example, I want to see a game where I start out as a good faction, living in the world as great evil emerges, the Armageddon counter rises, hell sweeps across the land and a small coalition of good pushes back and eventually liberates the world from tyranny. I want different factions from fantasy represented, dwarves, humans, elves and the undead. However, I can't seem to produce this outcome. The evil empires generally are too weak when run by AI and I end up fighting the Khazad or Hippus, who tend to take over any game they are in. Certain good nations are almost always powerful, like the Ljosalfar, Bannor, and Malakim, but their natural enemies are generally too weak to ever beat them. Even with twice the number. My last game I tried to give evil a huge advantage. it was Sabathiel and Arendal Phaedra vs two shiem, two calabim, doviello, clan, illians and svartalfar. By midgame, the illians had 2 cities still, the elves had a huge empire, and none of the evil nations were strong enough to counter the elves all together except the doviello, and of course both Sheim died by turn 50 as usual. and the AC was still 0. The svarts were never a threat due to constant infighting and rebellions. All good really has to do to defeat evil is wait, as evil is incompetent. What settings do people recommend to get an epic tale of good vs evil in high fantasy vs the AI?
You should definitely consider multiplayer ... especially if one of your crew wants to play as an evil faction. One of my games ended with a natural alliance of 2 evil civs vs 4 neutral/good civs.

It was quite good fun.
 
You should definitely consider multiplayer ... especially if one of your crew wants to play as an evil faction. One of my games ended with a natural alliance of 2 evil civs vs 4 neutral/good civs.

It was quite good fun.
You've answered post that was 2 years ago holy cow

Well actually i had a game quite recently where i had i lot of civs and i artificially by completing infernal pact rituals spawned 6 of 7 infernal leaders and i switched my civ for 7th. After that world became quite chaotic and it ended up with me and 2 med-big infernal civs, one of them was even bigger and stronger than me(and he had 2 minor infernal vassals) plus calabim against sidar+basium and 1 khazad and 2 ljosalfar civs. Elves held against strongest infernal for quite long - about 150 turns but turmoil in their ranks that led to elven civil war broke them and sidar+basium in the meantime created very strong force and were pushing evil ones back with their dwarwen allies.Interesting thing that they managed to keep AC low enough, actually when they were at their best - AC became lower than 10 - against half world of infernals. When the combined force of 3 biggest infernal civs + calabim switched completely on to them, forces of Good started to lose and at the one point our infernal lord of the hell became so strong that i(infernal) decided to join crumbling Good side and backstab my master before he became completely unstoppable. That was such a long and bloody war - sidar, dwarves and elves that were almost destroyed , us, infernal traitors combined our forces with angels(lol) to beat evilest Duke Sallos and eventually won and on the ruins of the world we started a new war with past allies, remnants of Khazad were warring against elves and i battled against sidar/mercurians.
 
You've answered post that was 2 years ago holy cow

Well actually i had a game quite recently where i had i lot of civs and i artificially by completing infernal pact rituals spawned 6 of 7 infernal leaders and i switched my civ for 7th. After that world became quite chaotic and it ended up with me and 2 med-big infernal civs, one of them was even bigger and stronger than me(and he had 2 minor infernal vassals) plus calabim against sidar+basium and 1 khazad and 2 ljosalfar civs. Elves held against strongest infernal for quite long - about 150 turns but turmoil in their ranks that led to elven civil war broke them and sidar+basium in the meantime created very strong force and were pushing evil ones back with their dwarwen allies.Interesting thing that they managed to keep AC low enough, actually when they were at their best - AC became lower than 10 - against half world of infernals. When the combined force of 3 biggest infernal civs + calabim switched completely on to them, forces of Good started to lose and at the one point our infernal lord of the hell became so strong that i(infernal) decided to join crumbling Good side and backstab my master before he became completely unstoppable. That was such a long and bloody war - sidar, dwarves and elves that were almost destroyed , us, infernal traitors combined our forces with angels(lol) to beat evilest Duke Sallos and eventually won and on the ruins of the world we started a new war with past allies, remnants of Khazad were warring against elves and i battled against sidar/mercurians.
Interesting .... did you play as Hyborem? Hyborem has kind of an automatic "I win" button by converting Demon units he is at war with. So Hyborem can just "eat" all the other 6 demon lords quite easily.
 
Currently playing as Hyborem .... no way to declare war other than to spam 'Ring of Fire' .... why is this?
 
Ha .... I mean *WHY* is Hyborem blocked from declaring war?
 
Interesting .... did you play as Hyborem? Hyborem has kind of an automatic "I win" button by converting Demon units he is at war with. So Hyborem can just "eat" all the other 6 demon lords quite easily.
Lethe, because she was one left of all lords after AI chosen first 6
Hyborem was the first that declared war on me and he was fed with exp and units as heck after his past wars and after i managed to beat him i got his Gela along with Basium's club(so he managed to beat first spawned angels army by himself) that gives +100% against demons.Hyborem was one of the strongest single unit opponents ever that game.
 
Also a bit annoying thing that i try to usually control research progress of all civs to some point so AI won't have to fight everything with default warrior units only. I may add a note to long skip turns issue that it often happen when AI worker units are threatened by enemies but they don't want to go and hide somewhere automatically for some reason so i have to delete them from exact civ by looking into log otherwise if i play with no world spells, any flexible/increased difficulty setting (they caused bunch of bugs in different other mods like MoM, AoE, RifE etc, not sure about MMM but don't want to test) - just start with deity from the start and that's it and fixing Nature's revolt ritual the game runs absolutely fine.
 
Magister, do you have any old versions of your modmod which can be downloaded? Unfortunately, as others have mentioned, I find enough bugs and long turn times in the current version that it is difficult to play. Which is a shame, given this is (one of, if not) my favourite mods of all time.

In particular, if it's available I'd appreciate the version before you increased the number of religions in the game. I recall that being stable and missing most of the bugs around barb tinkerers et al.
 
Magister, do you have any old versions of your modmod which can be downloaded? Unfortunately, as others have mentioned, I find enough bugs and long turn times in the current version that it is difficult to play. Which is a shame, given this is (one of, if not) my favourite mods of all time.

In particular, if it's available I'd appreciate the version before you increased the number of religions in the game. I recall that being stable and missing most of the bugs around barb tinkerers et al.
well as i said it's playable and all bad things are cureable but on the bad side - i can't think how may people play it in multiplayer without world builder to fix/prevent bugs. Poor Tasunke that created MP thread again :( . I mean people may still play classic FFH but MMM is way better although MoM/extended is still my favorite modmod but unstable and buggy sadly, well at least we weren't getting best times in MP
And still Magister is aware about all this stuff and works in shadows to fix it in new version so i guess we should just wait
 
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Magister, do you have any old versions of your modmod which can be downloaded? Unfortunately, as others have mentioned, I find enough bugs and long turn times in the current version that it is difficult to play. Which is a shame, given this is (one of, if not) my favourite mods of all time.

In particular, if it's available I'd appreciate the version before you increased the number of religions in the game. I recall that being stable and missing most of the bugs around barb tinkerers et al.

https://drive.google.com/file/d/1_CyxjrT4sWxboPeqvUoge6bEy-bnTAxE/view?usp=share_link - not exactly sure the date of this version, but I am sure that it predates new religions.

well as i said it's playable and all bad things are cureable but on the bad side - i can't think how may people play it in multiplayer without world builder to fix/prevent bugs. Poor Tasunke that created MP thread again :( . I mean people may still play classic FFH but MMM is way better although MoM/extended is still my favorite modmod but unstable and buggy sadly, well at least we weren't getting best times in MP
And still Magister is aware about all this stuff i works in shadows to fix it in new version so i guess we should just wait

Some people believe that sometimes less is more - me, for example. So an older version might be better than newer one.
 
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Thanks Mr Zub!

And really, I mean no offence. This is a really cool mod, I just struggle with the current version.
 
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