[MOD] MagisterModmod

When's the AI going to be fixed? Because the constant DoWs no matter what you do make this mod completely unplayable.
 
I, too, havn'Ät really figured out the reason for many DOWs. SOme might be based around the Ober/Under-Council. B ut some really sdeem like totally random....
 
I have again reached the point...
Hi, I haven't been here for a while..... however I came across a problem which led me to installing Magister Modmod ...and noting some difficulties into getting Magister Modmod going I thought it might help if I posted my procedure

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Obviously I begin with downloading the Magister_Modmod_October_20_2023_Setup.exe.
I already have a working copy of Fall from Heaven 2 and I know where the mod folder is. I use Windows explorer Navigation pane and Detail pane.
Note that Magister Modmod expects to install in C:\Mods
In effect as C:Mods\Magister Modmod for FfH2.

This is what I did to install Magister Modmod.

0) in C Drive create the folder Mods

1) Locate the mods folder. For Steam users this is typically
C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Mods
1a) Navigate to Fall from Heaven 2 and copy the folder
1b) paste into C:\Mods

2) I now have the following folder
C:\Mods\Fall from Heaven 2
2a) rename this to FfH2 Updated with Magister, ie this will be Magister updates to FfH2
Civ 4 ffh2 Install Magister.jpg

3) run Magister_Modmod_October_20_2023_Setup
3a) accept when it prompts to install in
C:\Mods\Magister Modmod for FfH2
3b) this will conclude

4) In Windows Explorer navigate the folder tree to select
C:\Mods\Magister Modmod for FfH2
4a) In the details pane select all and copy

5) In Windows Explorer select the folder
C:\Mods\FfH2 Updated with Magister
5a) Paste - this will copy from Magister Modmod into the update folder. If prompted to replace existing files confirm.
Civ 4 FfH2 updated with Magister.jpg
I now have C:\Mods\FfH2 Updated with Magister\ ie Fall from Heaven 2 updated with Magister Modmod

OK 80% of the way there.
:)
This now needs to be copied into my Beyond the Sword mods folder.

6) select C:\Mods\Magister Modmod FfH2\
6a) Copy

7) navigate to the mods folder in my Civ VI Beyond the Sword installation (refer to 1) for path)
7a) Paste into the mods folder

8) rename the folders as follows
Fall from Heaven 2 -> Fall from Heaven old (I did something different - haha)
FfH2 updated with Magister Modmod -> Fall from Heaven 2
Civ 4 Mods folder.jpg
Run Civ IV Beyond the Sword and...... launch mod!


...it looks scary but this is what worked for me.


I'm looking forward to playing Magister Modmod (with hat's off to MagisterCultuum)

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So to my problem. My saved games under Fall from Heaven 2 from some years back no longer open. My previous version was maybe earlier like say 2.039 but I'm not sure. Currently I'm using 2.041n (with version o applied).
Those old saves had Dimensional Mana, whereas version 2.041 doesn't seem to have Dimensional Mana.
I'm wondering which mod version the existence of Dimensional Mana might relate to.
Any hints would be helpful.


By the way my heartfelt thanks go out to the many, many civ fanatics who delivered Fall from Heaven through it's arduous gestation period to the very fine Fall from Heaven 2 - music, art, concepts, the works.
:)
 
I'm looking forward to playing Magister Modmod (with hat's off to MagisterCultuum)
After some tweaking, I retained the Fall from Heaven 2 in its own separate mod folder and created a standalone mod folder for Magister - in my case: Magister Modmod for FfH2
My desktop shortcut became:
Target: "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Civ4BeyondSword.exe" mod="mods\Magister Modmod for FfH2"
Start in: "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword"
 

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When's the AI going to be fixed? Because the constant DoWs no matter what you do make this mod completely unplayable.
Just thinking out loud... I'm guessing the DoWs follow various scripts that are activated once your Civ meets the criteria - triggered by the likes of relative health, wealth etc. More criteria = more DoW. Put another way, a rival Civ will find a reason once it's ready to do a DoW.
 
It’s a good mod and I enjoyed it for several days, yet there were many frustrating situations.

1. AIs aggressively explore dungeons from the very start, and if a powerful enemy pops out early — especially one that gains multiple promotions from winning — there are times when it becomes completely unmanageable.

2. Orthus is far too strong. If he spawns near my city and I fail to kill him early, there’s basically no way to deal with him. Because of the Immune to First Strikes promotion, he becomes effectively unkillable and then runs around pillaging my territory with 2 movement and a commando promotion.

3. AIs fixate on early warrior rushes. If you set the era to Classical in a custom game, they instead obsess over early hunter rushes and don’t build settlers efficiently. Aside from the Doviello (for whom this behavior is lore-friendly), I couldn’t find any lore-friendly justification for it. As far as I know, in original FFH2 the AI wasn’t aggressive until it had researched certain key techs. (For example, the Clan of Embers stayed passive until they researched Masonry, which unlocks their UB Warrens; the Bannor also remained non-aggressive until researching Fanaticism, which unlocks their Crusade civic.)

4. AI tech priorities are strange. They ignore early techs that unlock improvements and instead rush magic-related techs. As a result, even hundreds of turns into the game, the AI is still fielding nothing but warriors and adepts. Setting the starting era to Classical makes this somewhat better.

Thank you for your hard works. These sentences were translated using ChatGPT, so there may be some awkward parts.
 

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