View Full Version : Haarbals fantasy civ pack


Haarbal
Jan 03, 2006, 01:39 PM
ONLY COMPETABLE WITH FALL FROM HEAVEN 0.7/0.8

At last, a civilization pack, containing only 19 fantasy style civs, vanilla civs removed.
The civs are:
- The Ancients
- The Centaur
- The Chaotics
- The Dark Dwarves
- The Dark Elves
- The Dwarves
- The Elves
- The Frostlings
- The Goblins
- The Halflings
- The Humans
- The Merfolk
- The Minotaur
- The Orcs
- The Overlords
- The Sshrathi (lizardfolk)
- The Tigrans (catpeople)
- The Undead
- The Wood Elves

This time, i'm not going to describe all the leaders :)
each civ has 2 leaders, with different traits and favourite civics, so there's a total of 38 leaders
And of course, the link
*Click* (http://www.filegone.com/1gmy)

Installation notes
- place the zip file in your main fall from heaven folder
- select extract here
- overwrite existing files
- have fun

UPDATE 25/01/06: More balanced traits

haarbal

woodelf
Jan 03, 2006, 01:53 PM
YES! Great work haarbal. Wonderful job.

woodelf
Jan 03, 2006, 04:38 PM
Minor typo; when you replaced Gollum with Gortrul you typed it in GORTRUL in the text files. Most likely when doing a replace all.... that or you wanted him to be shouting his name!

Haarbal
Jan 03, 2006, 04:55 PM
woops, left caps lock on :P
fixed the 'problem'
uploading the file right now

Olliff
Jan 03, 2006, 05:16 PM
Thank you for this excellent addition to the mod! :goodjob: This will make the mod even feel more like a fanatasy mod!

Thank you, Thank you, Thank you!

Haarbal
Jan 03, 2006, 05:23 PM
your welcome, your welcome, your welcome :p

haarbal

Olliff
Jan 03, 2006, 05:36 PM
Has anyone been able to get this modification to work? When I extract to the main fall from heaven folder, I can only play as the old factions. However when i look in the asset folder it has the new corrected fanatasy files.

Has anyone had sucess with this addition yet?

woodelf
Jan 03, 2006, 05:45 PM
I didn't have any trouble playing. In fact most of the flags even worked. :p Nice work haarbal.

Olliff - had you already "loaded" FfH from the advanced menu before extracting the files? If so you'd have to reload the mod to start a new game. Other than that I can't think of anything that could go wrong.

Olliff
Jan 03, 2006, 05:49 PM
I deleted the asset zip downloaded it again and tried extracting it again and it gave an error message about thumbnails or something. I also reloaded the mod. Oddly enough the mod works now and I can still play as all of the old factions as well. Goblins versus the French anyone?

I guess that error couldn't have been too bad.

Thanks for the help woodelf.

Haarbal
Jan 03, 2006, 06:09 PM
well, i thought that there are not enough civilizations to remove the old civs, so when your spreading the fellowship of leaves throughout the lands, napoleon might be spreading the veill :p
when i've put in some more civs, i will remove the old ones, but first things first, get the flags in the right colours.

haarbal

Lightzy
Jan 04, 2006, 01:24 AM
Good work, but why not just call it "the age of wonder2 civ pack" ? :P

Psychic_Llamas
Jan 04, 2006, 06:10 AM
@ Lightzy: Lol!

@ Haarbal: i noticed you didnt use pictures from AoW2 for ALL the leaders, you even used one from Gathering of Magic Card game, for Silverback i beleive? ;)

Nice job with these civs though Haarbal! I really wish I knew how to do this, I could make a start on a Warhammer fantasy mod for Civ 4...(not that im capable of that though....clueless:crazyeye: ) I would love to help you out with any ideas and what not though, so if your at a loss (which i doubt;) ) give us a shout.

Signed Psych.

Haarbal
Jan 04, 2006, 04:48 PM
i dunno, could be magic, just found it on the internet somewhere :)
but the tigrans, centaurs, 1 chaotic, dark elves, 1 merfolk, 1 dwarf and 1 goblin are not from AOW2 :)
for the civs i'm planning to do soon, i found pictures on the net, that are not from AOW2 (ripped from other stuff).
Tutorial (http://forums.civfanatics.com/showthread.php?t=148507) for creating a civ, which i used to create these civs. most of the stuff is in here, for the rest you can always ask me ;)

haarbal

Janusi
Jan 05, 2006, 12:52 AM
Like the new civs, but it seems the white flag problem is still there. So far I got white flags on the Tigrans, Elves and the Goblins. The Undead one works though and barbarian units haven't lost their flag either.

Shqype
Jan 05, 2006, 03:45 AM
The Overlords flag is yellow and white (should it be these colors?)..

I really think you should take out the original Civs as well. I feel it horribly ruins the fantasy feel of the game if you're playing (like I was) alongside Teddy Roosevelt and Asoka. Right now 12 Civs are more than enough to get those standard games going.

Good job on the civs though!

woodelf
Jan 05, 2006, 04:25 AM
The Overlords flag is yellow and white (should it be these colors?)..

I really think you should take out the original Civs as well. I feel it horribly ruins the fantasy feel of the game if you're playing (like I was) alongside Teddy Roosevelt and Asoka. Right now 12 Civs are more than enough to get those standard games going.

Good job on the civs though!

There's a setting that's simply changing a 1 to a 0 or visa versa in one of the xml files that sets a civ to unplayable as player or AI. This way you don't have to delete or remove the original civs. Off the top of my head I can't think of it, but if you post in the general creation area someone could easily lead you to it.

edit : it might the leaders that you can "remove", not the civs.

Haarbal
Jan 05, 2006, 11:03 AM
i know that the flags are still a bit messed up, but they're starting to work :)
the overlord flag should be black/blue, so i selected the colour dark blue, which is blue and yellow. it then fills up the white parts (the flag, not the picture on it) with the secundairy colour which is yellow.
i'll start working on some new colour combinations to create good flags, but first some new civs, so i can finally remove the vanilla civs.
if you want to remove them now, open assets\xml\civilizations\civ4civilizationinfos.xml using wordpad/program like wordpad(not internet explorer, which it uses if you just click it or msword), search for the line <CivilizationInfo>, select this up to the first </CivilizationInfo> and remove it, but make sure you select the right civilization, and only one civ at a time to make sure you don't remove any new civs. if you removed some/all of the vanilla civs, exit wordpad/other program of which i dont know the english translation :p and save it. i'm not sure if you can use it straight away, because you might get xml errors while loading the mod, about the leaders. if you can't get in the game, open assets\xml\civilizations\civ4leaderheadinfos.xml. <LeaderHeadInfo> and </LeaderHeadInfo> of the leader you want to remove. this are a lot of lines (about 450) and delete these. again make sure you dont remove to much.
Also make sure you remove the <LeaderHeadInfo>, </LeaderHeadInfo>, </CivilizationInfo> and <CivilizationInfo> until there is one before an opening of a civilization (starts with <Type>CIVILIZATION_AMERICA</Type> or <Type>LEADER_BARBARIAN</Type>
the final result is the folowing

<Civ4CivilizationInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">
<CivilizationInfos>
<CivilizationInfo>
<Type>CIVILIZATION_CENTAUR</Type>
<Description>TXT_KEY_CIV_CENTAUR_DESC</Description>
<ShortDescription>TXT_KEY_CIV_CENTAUR_SHORT_DESC</ShortDescription>
....
<CivilizationSelectionSound>AS3D_EGYPT_SELECT</CivilizationSelectionSound>
<CivilizationActionSound>AS3D_EGYPT_ORDER</CivilizationActionSound>
</CivilizationInfo>
<CivilizationInfo>
<Type>CIVILIZATION_CHAOTIC</Type>
<Description>TXT_KEY_CIV_CHAOTIC_DESC</Description>
...


last warning, do not remove leader barbarian or civilization minor, civilization barbarian. this determines the barbarian civilization (:eek: really :eek: ) and i don't what the effect is if you remove it.
finally, if you really mess up, you can alway repack this mod again, overwriting the files :)

haarbal

thearkane
Jan 05, 2006, 12:39 PM
i tried your pack,it does work on previous save exept the pictures are not with correct civilizations, just thought i would warn everyone else, so they could restart instead.

Wyz_sub10
Jan 05, 2006, 12:52 PM
i tried your pack,it does work on previous save exept the pictures are not with correct civilizations, just thought i would warn everyone else, so they could restart instead.

Did you put the mod in the My Documents mod folder or the Firaxis mod folder? All mods should go in the latter.

Haarbal
Jan 05, 2006, 02:54 PM
well, in my experience, if you download a new mod, start a new game.
in most of the cases a saved game won't load because some xml files are changed and the game doesn't know how to handle these changes.
so new mod, new game :)

haarbal

hinate01
Jan 05, 2006, 03:46 PM
Help! I can't get any of your new civs. What am I doing wrong? I thought I followed all of your directions, but when I load the mod during civ, nothing is different. Why is this?

Wyz_sub10
Jan 05, 2006, 04:29 PM
well, in my experience, if you download a new mod, start a new game.
in most of the cases a saved game won't load because some xml files are changed and the game doesn't know how to handle these changes.
so new mod, new game :)

haarbal

Are you talking about saved games from the mod you are downloading? i.e. saves from version 1.1 not working with new mod version 1.2?

Haarbal
Jan 05, 2006, 04:40 PM
Are you talking about saved games from the mod you are downloading? i.e. saves from version 1.1 not working with new mod version 1.2?

well, thearkane was, so i was :)

Haarbal
Jan 05, 2006, 04:46 PM
Help! I can't get any of your new civs. What am I doing wrong? I thought I followed all of your directions, but when I load the mod during civ, nothing is different. Why is this?

have you downloaded the fall from heaven mod made by keal?
if yes, is that in the folder sid meier's civilization 4/mods/fall from heaven or some other folder name inside your mods folder?
did you put the zip file straight in the fall from heaven folder?
selected extract here and let some files be overwritten?
did you search between the vanilla civs, because i put them on alphabetical order, not just at the bottom/top?

if this all is yes then i dont know whats could be caussing the problem, maybe someone else has the sollution.

haarbal

p.s. look what i found while searching for new civs+leaderheads click (http://www.paultulipana.net/img/picture/091705-thejoyofisolation.jpg).
do you think het is on cfc too :p

Shqype
Jan 05, 2006, 05:32 PM
Guys, I know you tried to help, but in all honesty I was insulted to be walked through how to make civilizations unplayable. As a modder myself I am well aware and familiar with XML.

My point was that for future release you should incorporate this yourself into the XML (without the user having to go in and change it himself) because it takes away from the fantasy feel of the mod.

hinate01
Jan 05, 2006, 09:32 PM
have you downloaded the fall from heaven mod made by keal?
if yes, is that in the folder sid meier's civilization 4/mods/fall from heaven or some other folder name inside your mods folder?
did you put the zip file straight in the fall from heaven folder?
selected extract here and let some files be overwritten?
did you search between the vanilla civs, because i put them on alphabetical order, not just at the bottom/top?

if this all is yes then i dont know whats could be caussing the problem, maybe someone else has the sollution.

haarbal


Thanks, I'll try that.

Haarbal
Jan 06, 2006, 11:07 AM
Guys, I know you tried to help, but in all honesty I was insulted to be walked through how to make civilizations unplayable. As a modder myself I am well aware and familiar with XML.

My point was that for future release you should incorporate this yourself into the XML (without the user having to go in and change it himself) because it takes away from the fantasy feel of the mod.

it was also more in general, for anybody to remove civs. i read comments from more people who want to play the game only with the fantasy civs, and i thought, well i'll create a quick tutorial and i didn't want to insult you in any way, so sorry if it looked like that.

haarbal

thearkane
Jan 06, 2006, 01:41 PM
Did you put the mod in the My Documents mod folder or the Firaxis mod folder? All mods should go in the latter.
firaxis mod folder of course,i am tired of restarting so i tried it without, besides i am close to destroying 2 more enemies

Haarbal
Jan 06, 2006, 02:13 PM
:)
glad to hear that it works

Psychic_Llamas
Jan 07, 2006, 03:22 AM
Heya Haarbal.

i went to that tutorial charcole made, its very good, i ended up making wood elves, high elves and dark elves. problem is all of my in game text appears like: TXT_KEY_something-or-other.
including civs, and leader names, also one of my leaders for the High Elves, Caledor II, dosn't work at all??? there is no images or text for him at all, and when you click to select him as your leader, the game crashes....

If you know how to fix the text thing i would be increadably gratefull.;)

Ta. Psych

Haarbal
Jan 08, 2006, 06:06 AM
the text keys refer to the text files. civilization uses all the files in mod name/assets/xml/text for this. if you are going to create your mod only in english, i think you can remove the txt_key_blablabla and replace them by just blablabla.
for example, the vanilla civs use the following:
<City>TXT_KEY_CITY_NAME_CHEROKEE</City>
if you want to put your city names in the xml like this, you need to create the following tag in a xml/text file like this
<tag>TXT_KEY_CITY_NAME_CHEROKEE</tag>
<inenglish>Cherokee</inenglish
<infrench>something else</infrench>
etc.
the easiest way to get it right is to put the following in.
<City>Mutanbo</City>.
this is way easier, and spares you a lot of time creating the text files.
i'm not completely sure on this, but i think that you can do this with all the TXT_blablabla files, if you're only going to create them in english.

haarbal

Psychic_Llamas
Jan 08, 2006, 06:45 PM
Hmmm... I went into the original Civ Texts and found a "CIV4GameTextInfos_Cities" file, so i fiddled around with that and now all my citys are working! thanks for that Haarbal!

However, i had another look through the files and could not come up with anything about the civs and leaders?!? I do have the "GameTextInfos_MyMod" file, but it always comes up with an error about the first line in the file, "<?xml version="1.0" encoding="ISO-8859-1"?>" i think it was...

sorry to be a pest...

Haarbal
Jan 09, 2006, 07:26 AM
that looks like a familier problem :)
i also had that problem when trying to create a civ, but somewhere on cfc if found the most basic text.xml file.
GameTextInfos_Yourciv.xml (http://www.filegone.com/16dz).
just replace all the YOURCIV and (leadername) tags, with the correct tags, and you've got it working.
if you want to add some speech lines in for your leaders, add the last few tags From this file (http://www.filegone.com/wukn) in the first xml file. if you're going to create them in english only, remove the everything from <language> till </language>, until there's nothing but
<text>
<tag>some tag name</tag>
<english>blablabla</english>
</text>

haarbal

Psychic_Llamas
Jan 11, 2006, 07:04 AM
Those links dont work, But i figured out that i can just copy everything into the GameTextInfos_Objects.xml. and now everything works (except a couple of the civs and leaders cause a CTD when you click them)

ive now managed to make the Wood elves, High Elves, Dark Elves, Tomb Kings (undead egyption civ), Lizardmen, Dwarves (which CTD), Ogres, Reikland (a German-like civ), and Bretonnia (a Frenchy Civ, which also CTD).

I also plan to do: Vampire Counts, Orcs, Goblins, Skaven (rat-men), Beasts of Chaos (evil minotaur like civ), Hords of Chaos (Deamons), Lhamia (egyptian vampires), Nippon (a Japanese like civ), Cathay (a Chinese like civ), Ind (indian like Civ), Araby (arabic civ), Norse ( take a guess;) ), Kislev (russian civ), Estalia (spanish civ), Tilia (Roman/Italian civ), Amazonians, ummm... i think thats it... Sheesh, now that i look at it all, thats gonna take a while to do!!

So far so good though, thanks for your help.

Haarbal
Jan 11, 2006, 09:58 AM
sounds nice. as soon as i'm done with my homework, ill get working on a new mod-pack, which also contains some of the civ you named there.
i already have all the pics and stuff, just the xml work.

haarbal

Epistle
Jan 12, 2006, 12:37 PM
So to make this mod work you need to d/l & extract soemthing else? Sorry, complete noob to Civ mods.. ><

Haarbal
Jan 12, 2006, 02:04 PM
i made this for another mod (fall from heaven), which is a fantasy mod (and a popular one to :)).
Fall from heaven (http://forums.civfanatics.com/showthread.php?t=148075)
download this first to your mod folder (.../sid meiers civilization 4/mods/) and select extrect here. then download this mod and extrect it in the sid meiers civilization 4/mods/fall from heaven. you'll get the question if you want to replace some files, select yes here. start the game =>load a mod =>fall from heaven. the game will restart and when you click on play now! (and select the map type and stuff) you can select my civs, next to the regular civs.
edit: this might be a bit too simple, but it's better than having to this another time beside this time :), yeah i'm lazy :)

Psychic_Llamas
Jan 12, 2006, 05:44 PM
Will your civs be compatable with FFH 0.80?

Haarbal
Jan 13, 2006, 03:03 AM
no, kael changed a lot in the files that i change as well. i'll get to it as soon as i get it, and i'll be adding some new civs and removing the vanilla civs as well :D
the complete list will be the following
Elves, Dwarves, Humans, Overlords, Undead, Centaur, Merfolk, Goblin, Orc, Chaotics, Dark Elves, Tigrans, halflings, sshrathi (lizarmen), frostlings, dark dwarves, ancients, wood elves and minotaurs.

haarbal

edu2003mdq
Jan 13, 2006, 05:37 AM
no, kael changed a lot in the files that i change as well. i'll get to it as soon as i get it, and i'll be adding some new civs and removing the vanilla civs as well :D
the complete list will be the following
Elves, Dwarves, Humans, Overlords, Undead, Centaur, Merfolk, Goblin, Orc, Chaotics, Dark Elves, Tigrans, halflings, sshrathi (lizarmen), frostlings, dark dwarves, ancients, wood elves and minotaurs.

haarbal

Playing with your civs makes a big difference in FfH. Any idea on an approximate release time for your civs to be compatible with 0.80? :thanx:

Haarbal
Jan 13, 2006, 10:47 AM
well, 0.80 is out already, if you're lucky, the civs are out tonight. otherwise it will be sunday (got to work and go out with some friends on saturday

Shqype
Jan 13, 2006, 11:02 AM
What's the difference between Minotaur and Centaur?

I think one is half human/half horse and the other is half horse/half bull?

Haarbal
Jan 13, 2006, 01:56 PM
i think there isn't :), but the question is, how will i call them, Centaur or Tauren?
By the way, i won't be able to finish the civs before sunday, i just got a good connection with civfanatics, so i'll start working on them, but i think i won't finish them today.

haarbal

Psychic_Llamas
Jan 13, 2006, 05:05 PM
Still downloading 0.80 and im already looking forward to your new civs Haarbal!

onedreamer
Jan 13, 2006, 05:07 PM
A Minotaur is a bull with humanoid chest and arms. It is very different from Centaur, and not only in its appearance.

Haarbal
Jan 13, 2006, 05:09 PM
woops, misspelled, i meant minotaur and tauren
finished art files+civilizationinfo
to do: text files, leaderheadinfos (biggest file :()

haarbal

Shqype
Jan 13, 2006, 09:57 PM
I know Haarbal, this stuff can become tedious, but keep it up! The finished product will make you be glad you did the work.

Nedkjemp
Jan 14, 2006, 07:23 AM
I only recently discovered that you had upgraded your fantasy leader module. At the same time I was downloading FFH 0.80. Now it seems I will have to install your upgrade first to see what it's like before I delete FFH 0.70 and go for the new version. The worst thing is I am almost itching to try and tweak your module to get it to work with the new version of FFH, but I guess I won't. I'll just have a look at the graphics so I can comment on them.

Webrider
Jan 14, 2006, 09:28 AM
Love the civs, keep up the good work.

Haarbal
Jan 14, 2006, 11:09 AM
well, when i posted the message it was over 1:00 AM local time, and i had to go to work this morning at 8:30 AM :)
i'll finish them tomorrowmorning.
btw. i'm not sure, if this version isn't competable, so far i didn't find any changes

haarbal

Jono
Jan 14, 2006, 02:27 PM
@Haarbal I tried the civs with 0.80 and it allowed me to play both the normal civs and your civs. I don't know if this was intended or not, it's just really weird ^^

woodelf
Jan 14, 2006, 02:58 PM
@Haarbal I tried the civs with 0.80 and it allowed me to play both the normal civs and your civs. I don't know if this was intended or not, it's just really weird ^^

Definitely wierd, but haarbal didn't take out the original leaders. There is a way to make them unplayable without deleting them, but I can't remember how just now.

Webrider
Jan 14, 2006, 06:30 PM
Looks like someone played Age of Wonders :) Havent thought about Frostlings for a while now. Be cool if they had alot of bonus with Snow tiles.

Shqype
Jan 14, 2006, 07:42 PM
In the Civ4CivilizationInfos.xml file each civilization has 2 tags within their code, bPlayable and bAIPlayable. The first sets whether the civ can be played by the human player or not, and the second sets whether the civ can be played by the AI or not.

Change these tags to this:
<bPlayable>0</bPlayable>
<bAIPlayable>0</bAIPlayable>

That sets them to false, meaning they cannot be played in the game. I did this to all the original civs, making only Harbaal's fantasy civs playable.

Hopefully in his new version that he releases soon he will have this done already so we won't have to :)

woodelf
Jan 15, 2006, 04:10 AM
In the Civ4CivilizationInfos.xml file each civilization has 2 tags within their code, bPlayable and bAIPlayable. The first sets whether the civ can be played by the human player or not, and the second sets whether the civ can be played by the AI or not.

Change these tags to this:
<bPlayable>0</bPlayable>
<bAIPlayable>0</bAIPlayable>

That sets them to false, meaning they cannot be played in the game. I did this to all the original civs, making only Harbaal's fantasy civs playable.

Hopefully in his new version that he releases soon he will have this done already so we won't have to :)

Thanks Shqype. I need to mentally Sticky this since I always forget where it is. :)

Jono
Jan 15, 2006, 05:09 AM
Edit: my bad... misunderstood "/

Haarbal
Jan 15, 2006, 06:08 AM
getting on the files right now :)
in the this version i'll remove the vanilla civs. finally :D

haarbal

Haarbal
Jan 15, 2006, 06:09 AM
Looks like someone played Age of Wonders :) Havent thought about Frostlings for a while now. Be cool if they had alot of bonus with Snow tiles.

at the moment i just create the civs, special thingys might come eventually :) priority now is the creation of the civs, then the uu's

Nedkjemp
Jan 15, 2006, 06:37 AM
@Haarbal: I went and looked over the different files last night, it was just a quick look, but I didn't see that many changes that should make your module uncompatible with the new version of FFH. Of course, I've not bothered trying it out, since I figured I would have to reinstall if it didn't work. Hopefully you'll be finished with a version by the time I leave the computer lab at school - I'm experiencing some slight difficulties with the Internet at home.

On another note, I was wondering if there was a specific reason for the different art files you have chosen for your module. Of course, I don't expect you to sit down and draw new art yourself, but some of the files are a bit aged. It would be stealing, but the portraits for Baldur's Gate and Icewind Dale have always been favourites of mine - perhaps along with some of those from Neverwinter Nights (but the fan made ones vary alot).

Nedkjemp
Jan 15, 2006, 06:49 AM
@Shqype: In regards to the following snippet of code, someone should go ahead and make a document with all such wonderful snippets and make it available for download. I know this is the wrong forum for expressing this opinion, but hey, I just had to get it out.
<bPlayable>0</bPlayable>
<bAIPlayable>0</bAIPlayable>

onedreamer
Jan 15, 2006, 08:23 AM
I've been playing FFH 0.8 patched with Haarbal's civs with no problems until now... though I'm in the early stages of the game. To be honest I don't like much blue marble terrain.

Here is the file with only Haarbal's civs, you should put it in the folder .\Sid Meier's Civilization 4\Mods\Fall from Heaven 0.v\Assets\xml\civilizations\

http://www.civfanatics.net/uploads11/CIV4CivilizationInfos.zip

Haarbal
Jan 15, 2006, 09:15 AM
i've got a PM from kael with the info on this.
he didn't add/remove tags and stuff, but he changed some values on the aggresiveness/unit building/unit type building/etc. so it is competable. still i'll update the files :).

haarbal

Cherwyn
Jan 15, 2006, 09:25 AM
I hope your upgrade will be sooner than later. For me Fall of Heaven isn't complete without your civs. Hope your version is not too long in the making as I am holding on upgrading to FfH 80.0. We fans can be very demanding.

Edit: Just saw that it will work. HURRAH! Installing immediately :)

Haarbal
Jan 15, 2006, 05:57 PM
failed to finish the new pack today. tommorow (evening for me, in western europe). got to finish some txt files, and check for bugs/errors.
after that, i'll focus on the leaderheads, and make them better fixed, so they wont be stretched/compressed in strange ways.
btw welcome to the forums Cherwyn

haarbal

Utherhimo
Jan 15, 2006, 06:50 PM
yeah that would be nice

Psychic_Llamas
Jan 16, 2006, 05:32 AM
Can't wait.

thearkane
Jan 16, 2006, 08:28 AM
<bPlayable>1</bPlayable>
<bAIPlayable>0</bAIPlayable>
that way i get to play them all but the computer can not!

if you change bwhite flag to 0 in CIV4ArtDefines_Civilization.xml inside Mods\Flags\Assets\XML\Art, it fixes the white flag problem,i tried it on 2 of them.

Haarbal
Jan 16, 2006, 10:02 AM
i finished the files
now checking for the error (i got a whole lot of them the first check :( i wasn't avaiable to select leaders, because i got an error about the sibling shizzle)

haarbal

Haarbal
Jan 16, 2006, 10:12 AM
anyone got a clue about the sibling issue? i'm getting errors for each civilization when loading the mod.
first i get (i think, might be another order)
error 1: too much siblings blablabla
error 2: allocating zero or less memory blablabla
error 3 & 4: something about my leaders, 1 error for each leader
and that error 1 again and so on.
help?

haarbal

LAnkou
Jan 16, 2006, 10:27 AM
if it is text files, check all strange characters (é, è, à, ù, £, ñ etc...)

note the different lines where the error is specified

Haarbal
Jan 16, 2006, 10:29 AM
but it's with all the leaders, even with the barbarian leaders (even though i never saw them, they're in the game files) i get the errors

Shqype
Jan 16, 2006, 11:10 AM
Perhaps it is too many civilizations? Maybe each civ is a "sibling?" I could be wrong ...

Haarbal
Jan 16, 2006, 02:09 PM
don't think so, superciv also works on my comp and that has way more civs than i do (i have 19, superciv dunno, i think about 40)

edit: maybe a restart may do the trick, I sure hope so
edit2: nope the restart didn't work

Psychic_Llamas
Jan 16, 2006, 04:43 PM
What do you mean by 'sibling'?

Every time i try to add a civ to the game the barbarian files seem to create an error, i just ignore it becuase it seems not to matter...

With the leaders: have you checked that you spelled their TAG names the same each time?

no clue about the memory thing though

I hope that was any use, if not i just waisted 3 minutes ;)

LAnkou
Jan 16, 2006, 05:00 PM
Perhaps it is too many civilizations?

with V1.05, there are 61 civ in Superciv... and about 115 leaders!!!

I don't think this is the problem.

can you check the xml code in a way or another without notepad (by this, i mean a real xml editor?)

Haarbal
Jan 16, 2006, 05:19 PM
What do you mean by 'sibling'?

Every time i try to add a civ to the game the barbarian files seem to create an error, i just ignore it becuase it seems not to matter...

With the leaders: have you checked that you spelled their TAG names the same each time?

no clue about the memory thing though

I hope that was any use, if not i just waisted 3 minutes ;)

i also don't know what a sibling is :)
this is the error that it gives and i have absolutely no clue what is wrong

Haarbal
Jan 16, 2006, 05:21 PM
with V1.05, there are 61 civ in Superciv... and about 115 leaders!!!

I don't think this is the problem.

can you check the xml code in a way or another without notepad (by this, i mean a real xml editor?)

hmm i could definitly try that, i think i had a xml editor somewhere (the only problem is that i have to download some thingy from microsoft to make it work, which is about 300MB)

Psychic_Llamas
Jan 16, 2006, 05:32 PM
Why dont you post it, let other people download it, and see if the error happens with other peoples games? post an allert above it of corse. maybe someone else will be able to fix it if they have the errors in front of them...

Haarbal
Jan 16, 2006, 06:18 PM
because then a lot of people start complaining that the mod doesn't work, that FFH doesn't work anymore, so on and so on

Sneerk
Jan 16, 2006, 07:52 PM
Now thats just beutiful. smashing civs for a smashinn mod!
I made a complete scenario in world-builder with these civs but i couln't open it... why oh why?? i saved it in public maps but it would'n open.
anybody know how to fix?

woodelf
Jan 17, 2006, 04:30 AM
because then a lot of people start complaining that the mod doesn't work, that FFH doesn't work anymore, so on and so on

You could always upload it and send Llamas a PM telling him where to find it. I've never seen anything like this. Did you post on the main C&C forum?

edit : I see you posted on the C&C. Since I use XML marker I never get a mismatched < or />. As L'Ankou stated that might very well be what has you.

onedreamer
Jan 17, 2006, 06:29 AM
i finished the files
now checking for the error (i got a whole lot of them the first check :( i wasn't avaiable to select leaders, because i got an error about the sibling shizzle)

haarbal

Haarbal what did you change ? Because I play with your stable version on FFH 0.8 with no probs...

Psychic_Llamas
Jan 17, 2006, 06:37 AM
Any luck with the 'sibling' errors? if you want, i wouldnt mind taking a look at it, maybe a fresh pair of eyes will help? (although with my limited knowledge, probably not ;) )

Haarbal
Jan 17, 2006, 07:29 AM
Haarbal what did you change ? Because I play with your stable version on FFH 0.8 with no probs...

basicly, i just copy-pasted more leaders/civs+their art files in the files and created new text files. i'll try something answered at my thread on this in the main C&C.

i also had this problem before, but then i was adding 1 civs in, so i just started over. when adding 7 civs with 2 leaders each, i just won't start over again (well, if it still doesn't work in a couple of days i will :cry: )

durwoodx
Jan 18, 2006, 12:42 AM
can't figure out how to delete posts :D

Haarbal
Jan 18, 2006, 10:27 AM
haha, luckily Kael found out what was causing the error :D
it's the smallest typo i've ever seen and wouldn't even see it (or correct) if i came across it. I mistyped the following
<LeaderheadInfo>
instead of
<LeaderHeadInfo>
the capital H kills it, the new pack will be posted today
fixing some minor error's/bugs ATM

haarbal

woodelf
Jan 18, 2006, 10:37 AM
That should teach you the joys of cut/paste haarbal. ;)

Haarbal
Jan 18, 2006, 10:53 AM
i already enjoy the good old Ctrl+C and Ctrl+V function, but i missed that tag, so i filled it in myself :), better if not :p

Deth
Jan 18, 2006, 11:14 AM
Wow I never would have caught that one my self. But great work Haarbal. I am one of your converts. This and the Fall from heaven mods have made Civcrak 4 all the more addictive for me.

Haarbal
Jan 18, 2006, 11:25 AM
well, if Kael didn't find it, i think i would go and try again, hoping it would work the second time.
UPDATED: bugs/errors taken out, 19 Civ vers. is up now
Planned things to do: Play CIV :), Play Morrowind :), help on some other thingy's that are asked to do, work on the flags/civ colours/leaderheads.

Psychic_Llamas
Jan 18, 2006, 07:09 PM
Woooo!! Yay Haarbal!!! (and Kael For Finding The Mistake;) )

Downloading Right Now! Cant Wait!!!

Janusi
Jan 19, 2006, 06:30 AM
Looks good, although some civs still got white flags.

Dragonlord
Jan 19, 2006, 08:56 AM
Thanks Haarbal! I've been using your civs right along, but now I can use them randomly - much more fun - since the vanilla civs are removed.

:goodjob: :goodjob:

woodelf
Jan 19, 2006, 09:07 AM
Congrats on getting it working haarbal.

Black Whole
Jan 19, 2006, 09:19 AM
Where are the Tigrans? :(
You haven't mentioned them in the first post. I like them especially Yaka. Maybe you've forgotten them?

JanusTalaiini
Jan 19, 2006, 09:41 AM
The first post lists dark elves and wood elves, but is also missing the plain old elves. Both they and the Tigrans are in the mod, but are just left out of the list here.

Shqype
Jan 19, 2006, 10:27 AM
I tried out the new version of the mod with your civs, and it is a really big improvement! Very nice job Haarbal, very nice job indeed :)

Haarbal
Jan 19, 2006, 01:29 PM
whoops, the elves and tigrans are still in the game, but i forgot to put them in the list :)

any other comments? favourite trait combinations missing (haven't checked this before releasing)? more white flags showing up (if so, which ones)?

haarbal

p.s. still surprised that nobody mentioned the mouse-like spaceship in front of yaka's LH :)

Shqype
Jan 19, 2006, 01:34 PM
Empress Julia's flag was white when experimenting for an hour or so with your new civs ....

Chammadai
Jan 19, 2006, 02:07 PM
I have a question. You're a skilled modder or at least you have the potential to become one (with some hard work ;)).
So... When will you start working on your own fantasy mod? Kael is going to do his own civs soon and it would be a terrible waste to let these to rot...
I really hope you'll think making your own fantasy mod over :)

Haarbal
Jan 19, 2006, 02:31 PM
whoohooo 100th post on my tread :D
i don't think i'll ever create a full size own mod. essprecially with the spring coming up, i turn into some weird hyperactive jumping around freak :D, with a lack of concentration :) (which i have a lot of times, even without spring coming up). so i don't think i'll ever create a full mod, but i'm happy to do some parts of mods, like these civs. at the moment i'm following the moon colonization project, and i'm thinking about helping with that (if JBG agrees with that :p) on making civs for that, maybe creating some terrain, techs, stuff like that.

Leitmotif
Jan 20, 2006, 01:08 AM
Haarbal,

I wonder why you have so many combinations of the same leader traits? I think the Spiritual/Philosophical treat is repeated *five* times, while some other combinations of traits are just simply left out. I play as Mao in vanilla civ, and i was saddened to learn that there is no Phil/Org combo in your mod.

Perhaps for the next version you might explore all the various combinations? Or at least the ones available in vanilla civ. I would love to see that.

Aside from that though, i think your leaders bring a completeness to an already awesome mod. It would be great if you could work with Kael on his leaders when phase 2 starts.

Thanks alot!
Leit

Chammadai
Jan 20, 2006, 01:52 AM
whoohooo 100th post on my tread :D
i don't think i'll ever create a full size own mod. essprecially with the spring coming up, i turn into some weird hyperactive jumping around freak :D, with a lack of concentration :) (which i have a lot of times, even without spring coming up). so i don't think i'll ever create a full mod, but i'm happy to do some parts of mods, like these civs. at the moment i'm following the moon colonization project, and i'm thinking about helping with that (if JBG agrees with that :p) on making civs for that, maybe creating some terrain, techs, stuff like that.

I assume that there are people who would be glad to help you make a mod. I'd like to give you a hand although I believe I'd more useful when it comes to fluff than mechanics. And a mod doesn't need to be created within a week you know, you may slowly expand it over time leaving as much time for jumping around for yourself as you like ;). And if you get tired of it you can always cease creation process.
I just think that you have the abiliy to create a mod so it would be a waste to forget those civs. And another fantasy mod would fun as well ;)

Dragonlord
Jan 20, 2006, 04:21 AM
any other comments? favourite trait combinations missing (haven't checked this before releasing)? more white flags showing up (if so, which ones)?

haarbal


Since you mention it: for me, the civs are all (as far as I remember just now) showing BLACK flags, though with different devices. Kind of hard to tell the AI from the barbarians this way.
Otherwise, many many thanks for your work - Kaels mod is so much more fun with fantasy civs! :goodjob:

Haarbal
Jan 20, 2006, 06:27 AM
Since you mention it: for me, the civs are all (as far as I remember just now) showing BLACK flags, though with different devices. Kind of hard to tell the AI from the barbarians this way.
Otherwise, many many thanks for your work - Kaels mod is so much more fun with fantasy civs! :goodjob:

all of them are?
thats a real problem. in an earlier version only the undead had that, but if all the civilizations are getting it :eek:
i figured that it might come because of the colour combination (i really can't think of anything else). because the undead had it, and their colours are pink/purple with black and barbs have black. not sure though if this is causing it. ill open up a tread in the main C&C

Haarbal
Jan 20, 2006, 06:31 AM
Haarbal,

I wonder why you have so many combinations of the same leader traits? I think the Spiritual/Philosophical treat is repeated *five* times, while some other combinations of traits are just simply left out. I play as Mao in vanilla civ, and i was saddened to learn that there is no Phil/Org combo in your mod.

Perhaps for the next version you might explore all the various combinations? Or at least the ones available in vanilla civ. I would love to see that.

Aside from that though, i think your leaders bring a completeness to an already awesome mod. It would be great if you could work with Kael on his leaders when phase 2 starts.

Thanks alot!
Leit

when i am creating the civs, i'm just looking at the leader portrait, figuring what kind of figure it would be and what traits he could have, not comparing it with previous civs. so i also don't have a clue which combos are in and which are not (i only remember it if i put in a lot of a certain trait, like aggressive). i'll put the come Phil/Org in today, and upload it again. any other combos that i forgot (probably with financial)?

haarbal

Leitmotif
Jan 20, 2006, 05:24 PM
I'll add it up for you, and thanks for the timely responce!

We've got... 19 civs with two leaders each, which is 38 leaders. This means, with the 8 traits, we can have a possible (non repeating) match up of 28 leaders. That leaves 10 leaders that will have repeating traits no matter what. This is fine. But before you start doubling up on traits, you might as well fill out the ones that arn't covered.

Will post again once i figure it out. Shouldn't be long.

Chammadai
Jan 20, 2006, 05:29 PM
I've already got it figured and sent it to Haarbal (just waiting for reply...). No one trait combination occurs more than twice and each is used at least once, though I tried to apply them logically. Here's the list:

Centaur:
- Silverback (Exp/Fin)
- Stompfoot (Cre/Org)
Chaos:
- Mab (Exp/Ind)
- Pitface (Agg/Spi)
Dark Dwarves:
- Bartal (Agg/Ind)
- Shankor (Ind/Phi)
Dark Elves:
- Arachna (Agg/Cre)
- Meandor (Agg/Phi)
Dwarves:
- Fangir (Fin/Org)
- Ironfist (Ind/Org)
Elves:
- Empress Julia (Cre/Org)
- Serene (Cre/Exp)
Frostlings:
- Kargoth (Agg/Exp)
- Leandon (Phi/Spi)
Goblins:
- Gortrul (Agg/Fin)
- Rupsta (Fin/Ind)
Halflings:
- Marinus (Cre/Ind)
- Titutia (Cre/Fin)
Human:
- Anon (Exp/Phi)
- Ke-nan (Exp/Org)
Mefolk:
- Marina (Fin/Phi)
- Pearlfin (Cre/Fin)
Minotaur:
- Grongar (Agg/Org)
- Vulgon (Exp/Ind)
Orcs:
- Azktor (Agg/Exp)
- Skulkan (Exp/Spi)
Overlords:
- All-devourer (Fin/Ind)
- Xabu (Ind/Spi)
Sskrathi:
- Tragar (Exp/Phi)
- Xandorn (Agg/Phi)
Forest Ancients:
- Grshkarn (Org/Phi)
- Pelixa (Cre/Spi)
Tigran:
- Sable (Fin/Spi)
- Yaka (Phi/Spi)
Undead:
- Nekron (Agg/Org)
- Nieludh (Org/Spi)
Wood Elves:
- Ehlenna (Cre/Phi)
- Jakryn (Cre/Spi)

Leitmotif
Jan 20, 2006, 05:59 PM
Okay, so i crunched the combo numbers and everything adds up like this.

In descending order of trait representation...

================================================== =======

Total Agressive = 18

Agressive/Spiritual x3
Agressive/Financial x5
Agressive/Philosophical x1
Agressive/Organized x3
Agressive/Expansive x2
Agressive/Creative x1
Agressive/Industrious x3


Total Spiritual= 14

Spiritual/Agressive x3
Spiritaal/Financial x 3
Spiritual/Philosophical x5
Spiritual/Organized x0
Spiritual/Expansive x1
Spiritual/Creative x 1
Spiritual/Industrious x1


Total Financial = 13

Financial/Agressive x5
Financial/Organized x2
Financial/Expansive x1
Financial/Philosophical x0
Financial/Creative x0
Financial/Industrious x 2
Financial/Spiritual x3


Total Philosophical= 7

Philosophical/Organized x0
Philosophical/Creative x0
Philosophical/Agressive x1
Philosophical/Spiritual x5
Philosophical/Expansive x 1
Philosophical/Financial x 0
Philosophical/Industrious x0


Total Industrious = 7

Industrious/Agressive x3
Industrious/Creative x0
Industrious/Organized x 1
Industrious/Philosophical x0
Industrious/Financial x2
Industrious/Spiritual x1
Industrious/Expansive x0


Total Organized = 5

Organized/Agressive x3
Organized/Spiritual x0
Organized/Creative x1
Organized/Expansive x1
Organized/Financial x2
Organized/Philosophical x0
Organized/Industrious x1


Total Expansive = 6

Expansive/Agressive x2
Expansive/Organized x1
Expansive/Philosophical x1
Expansive/Creative x0
Expansive/Spiritual x1
Expansive/Organized x1
Expansive/Industrious x 0


Total Creative = 3

Creative/Spiritual x1
Creative/Agressive x1
Creative/Philosophical x0
Creative/Expansive x0
Creative/Industrious x0
Creative/Organized x1
Creative/Finanical x0


Agressive = 18
Spiritual = 14
Financial = 13
Industrious = 7
Philosophical = 7
Expansive = 6
Organized = 5
Creative = 3

================================================== =======

Right!

So, basically what this large mess means is that some combinations, as you can tell, are largely over represented, whereas some simply don't exist at all.

What i suggest is that you look at the table and take the biggest clusters of trait occourances and pair them up with traits without a mate, so to speak

For example,

In the Spiritual table,

Spiritual/Agressive x3
Spiritaal/Financial x 3
Spiritual/Philosophical x5
Spiritual/Organized x0
Spiritual/Expansive x1
Spiritual/Creative x 1
Spiritual/Industrious x1

You will notice there are *5* occourances of Spiritual/Philosphical, whereas there are none of Spiritual/Organized. What you would do then, is take one Spritual/Philosophical leader, Leandon of the Frostlings for example, and make him Spiritual/Organized. This would begin to balance out the combinations.

Also, you might have noticed that there are only THREE creative leaders in the entire mod. This is a trait that could use alot more representation. However, you did a good job of the Expansive leaders, because there are only two expansive combinations that don't exist. The aim here should be balance.

Ideally, there should be a match for every trait, and then once you've done that you can begin to double up. I think i know why there are tons of Agressive and Spiritual civs, because their traits work really well with the FFH mod. So, when you come to reusing certain traits, i would suggest reusing the Agressive traits and the Spiritual traits.

Remember that when you give a leader a trait that isn't represented, you should be drawing from the traits that have the highest number of occourances first (Such as Philosophical/Spiritual, or Financial/Agressive). It's easier to do this when you refer to the chart i provided.

If you want, i could draw up a list for you if you don't have the time. Let me know. Thanks for listening, and good luck!

Leit

Leitmotif
Jan 20, 2006, 06:02 PM
That list looks great Chammadai, but make sure to check your math with my chart to make sure we haven't missed anything. If everything checks out fine that list could easily be used as a replacement.

Which traits have two occourances in your list? If we could make them Spiritual and Agressive ones, we'd be set.

Check it out,
Leit

Kael
Jan 20, 2006, 06:22 PM
Also remember Philosophical and Industrious probably shouldn't be combined, they are a little to good together.

Snake Pliskeen
Jan 20, 2006, 07:24 PM
This I cant really understand, why nobody agrees to combine philosophical and industrious traits? Even in the original leaders none of them has those 2 traits. In my opinion there are some couple of traits that are very good combined together: for example, Spiritual and Financial, that most of the times allows to earn a big amount of money, founding religions and getting +1 gold from tiles when other traits earn 2 gold. Most of people think money is not so useful in Civ4 but getting enough to upgrade your own stupid warriors or later your archers to longbowmen can make a real difference in the game. Even aggressive and expansive, thanks to the possibility to build barracks and granary at half cost, can give some advantages at the beginning of the game for spreading a lot of cities. So, why everybody thinks phi and ind are too good together? Ok, who builds some wonders can get some GL faster with those 2 traits, but that'all. Furthermore it looks very logical that who builds more wonders can get more leaders! It looks totally illogical to me that a Civ as England, for example (Phi and Fin), only because sets a citizen as priest or as scientist can get more GL than a Civ with a Great Wonder built. I think all peaceful players who love to create an empire without wars would appreciate to play with such traits. I would like to know your opinions.

Leitmotif
Jan 20, 2006, 08:03 PM
I included the trait combination on purpose.

In this mod, the Ind/Phil combo wouldn't be a tad unbalanced at all. If you look at the tool tip on Philosophical in FFH, it's +50% GP production instead of the +100% in vanilla civ. It's half the bonus. I believe this was intended by Kael, because a +100% GP bonus would be out of control in FFH. I would like to see the Ind/Phil combo implemented in one of Harbaal's leaders because it would give us a chance to test it for Kael's mod before he starts making the leaders himself.

'nuff said.
Leit

Chammadai
Jan 21, 2006, 02:13 AM
Yeah, I'd like to try playing ind/phi as well and I still believe that in your mod it's cre/spi that is overpowered, Kael :P

I'm pretty sure I haven't missed anything cause I made a chart with all the trait combination and filled it up until it was full :)

Here goes (I don't repeat combos, so if agg/phi is under aggresive it won't appear under philosophical as well):

Aggresive:

Agg/Spi - Pitface (Chaos)
Agg/Phi - Meandor (Dark Elves), Xandorn (Sshrathi)
Agg/Org - Grongar (Minotaur), Nekron (Undead)
Agg/Ind - Bartal (Dark Dwarves)
Agg/Fin - Gortrul (Goblins)
Agg/Exp - Azktor (Orcs), Kargoth (Frostlings)
Agg/Cre - Arachna (Dark Elves)

Creative:

Cre/Spi - Jakryn (Wood Elves), Pelixa (Forest Ancients)
Cre/Phi - Ehlenna (Wood Elves)
Cre/Org - Empress Julia (Elves), Stompfoot (Centaur)
Cre/Ind - Marinus (Halflings)
Cre/Fin - Titutia (Halflings), Pearlfin (Merfolk)
Cre/Exp- Serena (Elves)

Expansive:

Exp/Spi - Skulkan (Orcs)
Exp/Phi - Anon (Human), Tragar (Sshrathi)
Exp/Org - Ke-nan (Human)
Exp/Ind - Vulgon (Minotaur)
Exp/Fin - Mab (Chaos), Silverback (Centaur)

Financial:

Fin/Spi - Sable (Tigran)
Fin/Phi - Marina (Merfolk)
Fin/Org - Fangir (Dwarves)
Fin/Ind - Rupsta (Goblin), All-devourer (Overlords)

Industrious
Ind/Spi - Xabu (Overlords)
Ind/Phi - Shankar (Dark Dwarves)
Ind/Org - Ironfist (Dwarves)

Organized:
Org/Spi - Nieludh (Undead)
Org/Phi - Grishkarn (Forest Ancients)

Philosophical:
Phi/Spi - Yaka (Tigran), Leandon (Frostlings)

28 combinatations total

The ones that are used twice are:
Agg/Phi, Agg/Org, Agg/Exp, Cre/Spi, Cre/Org, Cre/Fin, Exp/Phi, Exp/Ind, Fin/Ind, Phi/Spi

10 in total

Cheers :)

EDIT: I forgot to include Kargoth and Silverback in the list. Duh.

Leitmotif
Jan 21, 2006, 02:38 AM
Looks great.

That should cover everything, Haarbal

Haarbal
Jan 21, 2006, 11:25 AM
everybody agrees on this combination of traits?
if so, i'll put them in tomorrow

haarbal

Janusi
Jan 22, 2006, 03:34 AM
It also appears that several civs don't have an opening diplomacy text. The Minotaurs and the Wood Elves certainly. I just get the standard options but no welcoming words.

onedreamer
Jan 22, 2006, 04:09 AM
Also remember Philosophical and Industrious probably shouldn't be combined, they are a little to good together.

not really, it all depends on the victory conditions. Say you have conquests and domination as victory conditions. Well ok, this combo in that case is probably the most useless.

onedreamer
Jan 22, 2006, 04:15 AM
everybody agrees on this combination of traits?
if so, i'll put them in tomorrow

haarbal

in case you want later on to implement good vs. evil wars I don't think those combination is very appropriate because of high concentration of "evil" civs with agg trait. I think at least one dwarf leader should be aggressive, and maybe one centaur too. Also, maybe Julia could be Phi/Org, just to have at least one of the two elves Phi.

Chammadai
Jan 22, 2006, 04:52 AM
in case you want later on to implement good vs. evil wars I don't think those combination is very appropriate because of high concentration of "evil" civs with agg trait. I think at least one dwarf leader should be aggressive, and maybe one centaur too. Also, maybe Julia could be Phi/Org, just to have at least one of the two elves Phi.

Ehlenna of Wood Elves is philosophical. I wanted to give most of the elves 'creative' trait for I assumed that this wonderous race would specialise in crafting. And I still think that since she is an 'Empress' she is more concerned with running an empire than philosophical debates. You could switch traits of Grishkarn (Forest Ancients) and Julia but I really believe that a venerable ent would be much more philosophical.

And you're right, evil civs get most of the aggressive trait. I assumed that it would be those guys who fight and squabble all the time, even between themselves and therefore are always ready to put up a fight, while those more 'good' races concentrate on other fields which make them more 'good'. They still are alllowed to field large armies but most of the time it would be the bad guys who would invade and then the good ones counterattack.

Webrider
Jan 22, 2006, 06:39 AM
It would be good to post the date of the last file update. I cant tell if I have the latest file? Good work BTW. :) Love this mod with of Fall from Heaven.

Haarbal
Jan 22, 2006, 11:53 AM
well, if you have only fantasy style civs, you've got the latest version :)
i'll put in the new traits tonight, and put the post date next to it

haarbal

Dragonlord
Jan 23, 2006, 02:01 AM
all of them are?
thats a real problem. in an earlier version only the undead had that, but if all the civilizations are getting it :eek:
i figured that it might come because of the colour combination (i really can't think of anything else). because the undead had it, and their colours are pink/purple with black and barbs have black. not sure though if this is causing it. ill open up a tread in the main C&C

I apologize - it wasn't all of them, only most - but definitely NOT only undead - in fact, in my current game there aren't any undead.

Leitmotif
Jan 24, 2006, 02:17 AM
Are the new trait combos implemented? I can't tell from the post yet

Haarbal
Jan 24, 2006, 03:10 AM
not yet, i'm a bit lazy :) and also working on the colonisation of the moon project. tonight i'll upload them (well, for me tonight)

Leitmotif
Jan 24, 2006, 03:21 AM
Right-o!

Trying to plan out new strategies with the new trait combos, and have had to bookmark the thread to read them, heh :crazyeye:

Haarbal
Jan 24, 2006, 06:26 PM
UPDATE:
more balanced traits.
new link at the beginning of this thread

Leitmotif
Jan 25, 2006, 01:11 AM
Three cheers for Haarbal!

Daijin
Jan 25, 2006, 12:31 PM
Yup :goodjob:

wazward
Jan 27, 2006, 10:57 AM
do we know if it will work with v.09 of ffh yet im going to download and try ill post back later

wazward
Jan 27, 2006, 11:21 AM
seemed fine i got a mesage during loading of the mod about the jingoism civic but carried on and it worked fine only played for 10 turns or so though

Dragonlord
Jan 28, 2006, 02:41 AM
do we know if it will work with v.09 of ffh yet im going to download and try ill post back later

Didn't work for me: got an error during loading the Mod - something about an Era - and loading broke off.

Playing 0.90 with the Vanilla civs now and badly missing your fantasy civs, Harbaal! Could you update them to 0.90? Pretty please?:D

thearkane
Jan 28, 2006, 07:03 AM
here is a quick repair to haarbals civs.http://forums.civfanatics.com/attachment.php?attachmentid=113889&d=1138457756. this is only until haarbal can go through the whole changes.

To have the mod load automatically at game startup edit the "civilization.ini" file in your /documents/My Games/civ4/ directory, change the "Mods=0" to Mods="mods/fall from heaven 090". You may need to hold SHIFT down while you double-click to start the game, this will clear the cache. (borrowed sevomod)

Haarbal
Jan 28, 2006, 11:13 AM
FFH 0.90 has 5 era's instead of 4, so i need to change this.
will do this soon (but i'm also working on the colonization of the moon project, doing some graphic stuff, so it might take a while)

haarbal

Leitmotif
Jan 29, 2006, 03:30 AM
That file dosn't work thearkane, or if it does, you haven't told anyone how to get it to work.

If you just replace the old file with your file, the game won't even load.

Webrider
Jan 29, 2006, 07:40 AM
I have been lucky enough to get the game to play with these civs on .90 there is a Jingoism error on start up but it runs fine... I may have also been lucky on the random civs it picked .. ie: not a civ that causes a fatal crash.
But to me the mod is half a mod with out the fantasy based civ's

thearkane
Jan 29, 2006, 08:20 AM
That file dosn't work thearkane, or if it does, you haven't told anyone how to get it to work.

If you just replace the old file with your file, the game won't even load.

it should work use winzip to extract keeping folders the same,or you could edit your fileciv4leaderheadinfos.xml in \program files\firaxis games\sid meiers civilizations 4\mods\fall from heaven 090\assets\xml. (assuming you installed it in the default setting(you also need to have fall from heaven 090,haarbals last update,newest version of civ4)). use open with notepad,or wordpad. search for jingoism,replace with civic of your choice, that is all the changes i made.

Leitmotif
Jan 29, 2006, 05:18 PM
Maybe i'm an idiot, but i did what you suggested and ran a search in that XML document - no matches for Jingoism. I have the latest civ patch, FfH 090, and Haarbal's latest update. Not sure where to go from here.

Oh well, hopefully Haarbal will come up with a proper fix soon

thearkane
Jan 29, 2006, 09:18 PM
I would say delete 090 folder reinstall 090 and then if you wand install haarbals mod and then make the change to the file. (it sounds like you have mine installed correctly probally something else installed made a change that makes it uncompatable with yours) Or just play with 090 and wait until haarbal get it done. sorry i could not help.

Civmansam
Jan 31, 2006, 08:02 PM
Hey Haarbal

you should add the Dragon Civ or something like that

Haarbal
Feb 01, 2006, 02:57 AM
sorry that the new version isn't coming up yet, but i'm very busy at school at the moment (a lot of tests).

@Leitmotif
if i recall correctly, i gave the jingoism to meandor.

@Civmansam
i was thinking about doing this, but the other civs (that are in there now) took a lot of work already. if you want to do them, i've got some (i think) goodlooking leaderheads+buttons.

haarbal

ChaoticWanderer
Feb 02, 2006, 02:21 PM
civs id like to see. gnome.

plus change the name of barbarians to like, ogre, troll, gremlin, kobold and the like

Dragonlord
Feb 03, 2006, 11:14 AM
Hi Harbaal - no question that your tests take preference!:)

BUT.... whenever you can take the time, an update to 0.90 will be GREATLY APPRECIATED :whipped:

;)

wazward
Feb 04, 2006, 05:00 PM
I know you have just said how much effort adding a civ is, so no pressure but for me the glaring admission in your pack is the Wamphyri lords (vampires) can you imagine the diplomacy text I VANT TO SUCK YOUR BLOOOOOD!!!!!!!!! thanks for the great work good luck in your exams

JDexter
Feb 07, 2006, 02:48 AM
With Kael delaying version 1.0 for at least a week we now even have a lot of time to play with adjusted civs... ;)
...and I don't think many people play w/o the fantasy civs (at least I haven't played like that after I found out you created this wonderfull add-on).

Hope your tests are going well :)

JDexter
Feb 09, 2006, 07:12 AM
Haarbal:
Will you even release another version?
I've read that Kael integrates your civs for the next version (until he adds the "correct" Ffh races he writes), so if you don't do a 0.9 release it'd be useless I guess... :P

Haarbal
Feb 09, 2006, 12:42 PM
well, i'm thinking about releasing a new version of my civpack, but since kael is releasing a new version in 10 days and will merge this mod into it, i don't think its worth it to work too much on it...

haarbal

p.s. for the people who wonder, my tests went well :p

wazward
Feb 10, 2006, 04:35 PM
congrats blah blah

buckworth2000
Feb 14, 2006, 11:13 PM
I want vampires and civ only units

Methos
Feb 17, 2006, 09:01 PM
Just curious if you could update the civs to the new .95 version? It sounds like there is only 7 differences from 0.95 and 1.0 so I'm curious if that'll make a difference. Maybe PM Kael and see?

I'd rather not play the mod without the fantasy civs.

Edit: It appears that the fantasy civs have been included in the 0.95 version.

Kael
Feb 17, 2006, 09:37 PM
Just curious if you could update the civs to the new .95 version? It sounds like there is only 7 differences from 0.95 and 1.0 so I'm curious if that'll make a difference. Maybe PM Kael and see?

I'd rather not play the mod without the fantasy civs.

Edit: It appears that the fantasy civs have been included in the 0.95 version.

Yeap Haarbal was nice enough to let me just roll it in. Now you get everything you want in one download! Woot!

not_quite_nice
Feb 18, 2006, 02:50 AM
hey can i use this for my random effects mod its just me messing around with stuff and that would be perfect for it

Haarbal
Feb 18, 2006, 12:59 PM
yes go ahead, use it for whatever you want, i don't see why you shouldn't...
as long as i'm mentioned in the mod :)

Psychic_Llamas
Mar 14, 2006, 01:45 AM
Hey Haarbal, i just had another idea for a civ.

What about an Civ of bird people, calle them something like the 'Avis collonies.'
They could be some increadibly intelligent, reclusive race that sees all other races as beneath them. they gather intelegence of anything and everything from 'scrying' and reading the winds that they were born from.
Just picture this: great glistening citadells resting atop enormous mountain peaks, hoards of soaring warriors with golden lances racing to battle to defent their airry, sacred homes....sorry got a bit carried away...;)

ArmPilot
Mar 24, 2006, 07:46 PM
If you want bird people, look at Magic: The Gathering. They had a race of bird people called Aven. There were different races of them, one that was large and bulking and could only fly with the help of magic, and a smaller slimmer race that could fly on its own. I think there might have been a thrid Aven race but I'm not sure.

Methos
Mar 24, 2006, 08:19 PM
Forgotten Realms has a race of bird people referred to as Aarakockra. The spelling btw is way off.