Sid Meier's Civilization IV: Beyond the Sword

Sid Meier's Civilization IV: Beyond the Sword

crawlers Mar 1, 2022 @ 12:48pm
Looking for players for magister ffh mod
I would like to play mp games with magister's fall from heaven 2 modmod. Let me know if you are interested; I plan to play via steam and am on useast timezone. I have a banlist that deals with the more broken stuff to ensure the game is a bit more sensible.

Link to the mod: https://forums.civfanatics.com/threads/magistermodmod.455111/
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Showing 1-11 of 11 comments
ghpstage Mar 2, 2022 @ 11:51am 
I am unlikely to play since the time zones are a bad match, but I am wondering what your rules would be. I haven't played this modmod too much but would guess no clan and lanun having played them, and no sheaim from vanilla experience, what else?
crawlers Mar 2, 2022 @ 11:55am 
Let me add you so we can discuss this in a bit more detail - I can negotiate the rules to some extent anyway. Responses are too slow here, though if you insist upon it, we can talk here. I have a bit of flexibility in the time, so if you are in europe it should be fine. In austrailia or other parts of that area it may be more difficult and we might only play for like an hour or two a day.

Edit: if you want to see the rules, the WIP ones I have so far are thus:

==Units==
- Belphegor and Auric Ascended, as they are too op
- Disable orthus, hes too strong to deal with at how early he shows up
- If you get a mane somehow and aren't infernals, you are forbidden from settling it in a city because demonic citizens modifier is busted
- units with channeling 3 are forbidden from upgrading to immortals
- no assigning mages to great commanders, as great commanders allow getting a bunch of extra promotions and this allows mages to be even more broken

==Magic==
- op economic spells (creation affinity (abundance, muse), earth (diligence), enchantment (create artifacts), law (cosmic order, unyielding order), life (fertility), mind (greater inspiration, not the normal version), spirit (greater hope, not normal version), force (greater ring of warding due to defense to all cities))
- greater summoning spells including greater fireball (except greater skeletons are allowed because they suck), but you can just delete the summons past what the base spell gives to use them in a balanced way if they aren't rebellious
- gaining channeling 3 promotion through circle of gaelan
- no summoning imps with ashen veil divine 1 spell, there is a lot of jank possible through upgrading them after that
- dimensional (planar binding) as it allows summons to live forever and be accumulated to stupid quantities
- rites of oghma ritual (too much mana gets broken affinities)
- channeling 4 spells (maybe there is a balanced one among there, but it would be the exception rather than the rule)
- max 4 mana of a particular type: if above it, dispel nodes using metamagic, or if you cannot, then destroy the road under them. If this cannot bring you below 4 mana (such as due to having many mana giving wonders) then you can stay where you are. Building more wonders that give mana of the type you are at 4+ at is not allowed if you can't dispel or remove roads to get under the limit. This is to stop out of hand affinity shennanigans.
- dispelling mana nodes except in the above circumstance
- disable world spells, some are really annoying

==Wonders==
- Tower of Mastery
- If you have started/own the Library of Oghma or the Crown of Akharien you may not build the other, as this is too much research (but you can conquer the other)

==Religions==
- disable matronae religion in settings as it obsoletes other religions with how much broken stuff it gives
- disable house of plenty, curators can upgrade to geniuses who insta build wonders and can add great persons to a city, also their temples give happiness to cities on the continent
- disable ring-givers religion, their temple is too op
- No building more than 4 religion holy sites. These are the buildings that scale off the number of places converted by the religion (laeran cord has 2). If the building can only be made at the religion's holy site, then founding the holy site counts against the limit. Unstable holy buildings like foxmen and sons of discord religions don't count towards this, neither does dragon cult because its holy sites only give minor culture scaling. You can gain as many as you want through conquest.

==World==
- disable villages/huts, they are too random and mess with balance (some people get mysticism and ether, others a stack of 8 barbarian warriors)

==to investigate==
- unit commanders get their exp and level set to 0 but don't lose promotions, is it worth putting some more rules on it?
- what are the limits to the spirit 4 peace spell? can you just war right after?
- should unique features be disabled? they can be pretty broken and farmed for items
- should summon succubus from salos pact be banned? might be op
Last edited by crawlers; Mar 2, 2022 @ 12:03pm
UnderKingDuck Mar 6, 2022 @ 7:00am 
For what I can tell when I tried magister two days ago it's kinda unplayable due to OOS errors. It seem to be common with most FFH sub mods. :(
crawlers Mar 6, 2022 @ 7:02am 
I've gotten to turn 270 or so and gotten around 5-7 OOS errors not counting the amurite spellstaff thing which is avoidable. It takes around 2 minutes to reassemble for players who are used to it. It is hardly unplayable on my end.
Last edited by crawlers; Mar 6, 2022 @ 7:06am
UnderKingDuck Mar 6, 2022 @ 1:00pm 
in our game, which uses the most recent version it was happening a lot. Maybe it was a setting?
crawlers Mar 6, 2022 @ 3:35pm 
Perhaps it was. I'll send you an invite, if you are interested in playing accept it and we can do so.
UnderKingDuck Mar 6, 2022 @ 3:37pm 
I mean we me and my friend are going to do extramodmod. Magister has a few things we don't like so much, though I love the attention to lore they put into it.
crawlers Mar 6, 2022 @ 3:45pm 
I don't know that extra mod. Fair enough, I'll leave you be to it.
UnderKingDuck Mar 8, 2022 @ 6:06pm 
Originally posted by crawlers:
I don't know that extra mod. Fair enough, I'll leave you be to it.

It like the most stable for multiplayer and it suppose to be meant for balance too. I mean it's not my favorite. My favorite mod is Orbis, but no one is updating or working on it and it crashes and has OOS at times. :(
UnderKingDuck Mar 9, 2022 @ 6:18pm 
Also we are playing magiste rright now, turn 114, 7 OOS already. So idk about the part of it being super stable. Though on the bright side, I think it's one of the Amurites spells.
crawlers Mar 9, 2022 @ 6:50pm 
This is an issue I know about. The amurite spellstaff will make a desync if you try to use the 2nd spell. It is pretty consistent about this. As i said before, beside the spellstaff thing desyncs aren't so common for me (maybe around 8-10 in 250 turns).
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