View Full Version : [FfH2 120x60] The Age of Rebirth (3 scenarios)


TheCowSaysMoooo
Aug 13, 2006, 02:55 PM
Sucellus has been reborn! The perpetual winter brought about by his death and the icy Mulcarn's influence has mostly receded again to its arctic home. Man, in all of its forms, begins to creep forth from the safe havens it created to survive the Ice Age.

http://img110.imageshack.us/img110/2170/ar1startscreenshotvf7.jpg

Winter's End uses a large map (120x60) and is designed for the excellent fantasy modpack, Fall from Heaven 2 (version 0.15k). You can get more information about the mod in this thread (http://forums.civfanatics.com/showthread.php?t=171398), and download the modpack and patches from there as well.

This scenario begins during the first year of the Age of Rebirth. Fifteen civilizations have emerged from the safe havens they used to survive the ice age to discover a vastly changed world inhabited by fearsome creatures and roaming barbarian goblin-folk.

Will the people of these tribes be able to survive the harshness of the renewed world?

Get Winter's End here! (http://forums.civfanatics.com/downloads.php?do=file&id=2379&act=down)

Playable civilizations:
Kandros Fir of the Khazad
Beeri Bawl of the Luchuirp
Perpentach of the Balseraphs
Capria of the Bannor
Valledia the Even of the Amurites
Tebryn of the Sheaim
Hannah the Irin of the Lanun
Alexis of the Calabim
Faeryl Viconia of the Svartalfar
Arendel Phaedra of the Ljosalfar
Tasunke of the Hippus
Cardith Lorda of the Kuriotates
Jonas Endain of the Clan
Charadon of the Doviello
Cassiel of the Grigori

Unlike a normal game, there are barbarian animals, goblins, and even a few more advanced units roaming the map from the beginning of the game. Take caution while exploring!

[Updates]
1. 08/14/2006
...Drastically reduced the chances of early barbarian worg riders.
2. 08/14/2006
...Minor tweaks to Calabim, Ljosalfar starting locations.
...Minor tweaks to a few bonus locations.
...Moved a bear off a peak.
3. 09/20/2006
...A few minor tweaks all over the place
...Updated to FfH v0.15k

TheCowSaysMoooo
Aug 13, 2006, 02:56 PM
The ice is gone, and mankind is doing its best to find its place in the new world. Old friendships and rivalries are restored, and new relationships made. The Ljosalfar have splintered into two factions; one, a mystical, peaceful people, and the other, hell-bent on the destruction of their long-time rivals, the Svartalfar.

http://img77.imageshack.us/img77/6236/ar150startscreenshotww6.jpg

A World Awakens uses a large map (120x60) and is designed for the excellent fantasy modpack, Fall from Heaven 2 (version 0.15k). You can get more information about the mod in this thread (http://forums.civfanatics.com/showthread.php?t=171398), and download the modpack and patches from there as well.

A World Awakens begins 150 years into the Age of Rebirth. The last of the ice has receded back to the arctics, and temperatures near the equator have continued to rise. The early tribes have established a foothold in the world, and some have managed to renew contact with old friends and enemies.

There has been some debate within the Ljosalfar tribe about their official position with their long-time foes, the Svartalfar. Amelanchier, a fierce elven warrior, has gathered significant support with his rallying cry to go to war with the so-called "Dark Elves." The elven queen, Arendel, though unwilling to directly lead her people in such a war, has allowed Amelanchier and his followers to establish their own war machine. Many elves unable or unwilling to join Amelancheir are clandestinely supporting him and his armies with funding and other resources.

Orthus, an exceptional orc, has proclaimed himself King of the Barbarians and has made numerous vile promises to the orcs, but as of yet, he's all talk and no action. Acheron, a great dragon, has claimed a secluded barbarian city as his own, stowing away the great treasures he's amassed in his hidden horde.

Get A World Awakens here! (http://forums.civfanatics.com/downloads.php?do=file&id=2380&act=down)

The same civilizations from Winter's End are still available for play in A World Awakens. Also, Amelanchier has been added as a newly created civilization. His civ still relatively under-developed, and will be more of a challenge to play.

[Updates]
1. 08/14/2006
...Minor tweaks to Calabim, Ljosalfar starting locations.
...Minor tweaks to a few bonus locations.
...Moved a bear off a peak.
2. 08/18/2006
...Fixed Kuriotate crash-bug, oops.
...Minor tweaks to starting setups.
3. 09/20/2006
...A few minor tweaks all over the place
...Updated to FfH v0.15k

TheCowSaysMoooo
Aug 13, 2006, 02:56 PM
This one's still got some tweaking to do, but I figured it's overdue... so here goes. By all means, make suggestions for tweaking and such!

The great nations of the world have been restored.

http://forums.civfanatics.com/downloads/ar300_start_screenshot_gar.jpg

Nations Reborn uses a large map (120x60) and is designed for the excellent fantasy modpack, Fall from Heaven 2 (version 0.15k). You can get more information about the mod in this thread (http://forums.civfanatics.com/showthread.php?t=171398), and download the modpack and patches from there as well.

Nations Reborn begins 300 years into the Age of Rebirth. The last of the ice has receded back to the arctics, and temperatures near the equator have continued to fluctuate. The early tribes that emerged over a century ago have rebuilt their empires. Pacts and Rivalries have been formed, leading to conflict between more than just the civilized races and the savages.

The Ljosalfar continue their machinations. The war with the dark elves led by those following Amelanchier still rages on, and a new enmity has been born. Varn Gosam has led a rebellion of Calabim against their blood-loving rulers. The tribe fled east into the desert, finding a hidden oasis to attempt to build their own civilization.

Far away on the western continent, Keelyn, daughter of the mad "ringleader," Perpentach, has laid claim to a small bit of the Balseraph lands, yet remains as closely allied with her father the insane pair can possibly be. Tensions mount between the mad carnivales and the orderly folk of the Bannor and Amurite.

Get Nations Reborn here! (http://forums.civfanatics.com/downloads.php?do=file&id=2847&act=down)

The same civilizations from A World Awakens (http://forums.civfanatics.com/downloads.php?do=file&id=2380) are still available for play in Nations Reborn. Also, Varn Gosam and Keelyn have been added as newly created civilizations. These civs are still relatively under-developed, and will be more of a challenge to play.

[Updates]

Eddiit
Aug 13, 2006, 04:52 PM
The Calabim need a serious boost. What inspired you to put them in a desert? Regardless their first city is forever sick (from turn 1 on) and the surrounding area is less than good. I think their area needs a big boost.

TheCowSaysMoooo
Aug 13, 2006, 09:13 PM
Interesting, I just finished a couple hundred turns with the Calabim (A World Awakens) and was very happy with their start. Though they've got health issues in the capital, all those flood plain still makes it easy to grow some "livestock", especially once you've hooked up the seafood to the north. I was happily pummeling the first place elves with Rosier and chowing down on some population with my first vampire.

Playing against them, the AI Calabim are consistently in the middle of the pack.

Eddiit
Aug 13, 2006, 10:28 PM
I had so much trouble with them it was rediculous. The production in the first city is sooo bad I got off to an incredibly slow start. If they were improved justa bit I think theyd be pretty strong. Horses are one option and its not an uncommon thing to find horses in or around deserts.

What was your starting strategy?

Eddiit
Aug 14, 2006, 02:19 AM
Just played 3 test games. The first I played as Alexis the other two I played as the orcs and just periodically checked in on Alexis.

Game 1- I died by turn 7 from Barb warg riders.

Game 2- Alexis was defeated by the barbs before turn 150.

Game 3- Alexis was defeated by a mix of the Barbs and the elves by turn 200.

Their area just has an extreme lack of production. I'm not sure the vampires and deserts have a good synergy. Maybe I'm just a bad player but the computer had issues as well.

pygmalion_in_wa
Aug 14, 2006, 01:25 PM
Just tried playing "Winter's End." Here's the summation of the first several turns.

Yr 6 Calabim civ destroyed by barbarians
Yr 10 Luchuirp civ destroyed by barbarians
Yr 11 Ljosalfar civ (me) destroyed by barbarians

I can understand you wanting to make this a dangerous world, but that's just a bit much. I think you need to tone down the barbarian start.

TheCowSaysMoooo
Aug 14, 2006, 03:37 PM
The only thing I can think of that would be dangerous that early would be wargs? I'll check the placement of goblins and wolves to see if I can keep them from joining up for a while.

I got hit by a warg early when playing the Calabim, but got lucky by killing it with a single bloodpet, so I was planning on checking them out a bit anyway ;-)

Nicholzation
Aug 19, 2006, 08:41 PM
Thanks for the maps. I'm gonna try the first one out now.

Pat the Snake
Aug 22, 2006, 02:18 AM
Playing as the Kuriotates in Winters End.

Was massacred by Worg Riders three times in a row. Even though I "cheated" and reloaded. Seeked out some easy prey to begin with my initial warrior to gain XP and then fortified on a forested hill killed the first vawe of two worg riders but the second rider in the second vawe killed me and proceeded to my capital handing me a defeat :cry:

Basically the same procedure three times in a row.

PS. The Calabim were also killed all three times around year 6.

TheCowSaysMoooo
Aug 22, 2006, 10:07 AM
Do you have the newer (since 8/14) version? I removed almost all of the starting goblins from Winter's End.

Pat the Snake
Aug 24, 2006, 02:09 AM
Thought I had but when I doublechecked I had misplaced the latest scenario in the wrong directory.....:rolleyes:

Thanks for the question, IŽll let you know if the "problem" remains.

TheCowSaysMoooo
Sep 23, 2006, 12:59 PM
Updated the first two to 0.15k, and added AR 300 - Nations Reborn. Enjoy! And please give some feedback, especially about the newest version. It's still got plenty of tweaking to do, but with 0.16 (and lots of changes) coming in a month or so, I figured now's as good a time as any to put it up.

kgoodrid
Sep 24, 2006, 03:45 PM
I must be doing something wrong.

I have tried the first two scenarios, and both times everyone is defeated before the start of the first turn, ending the game. I have been able to play the vanilla mod just fine. Not sure what is wrong with the scenarios. Are these just not compatible with the latest version of the mod or something?

Thanks.

Good Sauce
Sep 24, 2006, 08:36 PM
Great map, it has a very good fantasy 'feel' to it. i loaded it up to take a look and even the first few turns were sluggish, so I quit before I got too attached. it's just too big, and the huge number of animals and barbs that move every turn cause some major slowdown as well. there's nothing that you can do about this though, i need a RAM upgade badly, I only have 512.

Warning to those with less than a gig of RAM, you're gonna need alot of patience between turns even from the begining, this map might even be unrunnable in the late game.

I'll hang on to it though, i'll be itching to play it as soon as i can afford an upgrade.

lordslimer
Sep 25, 2006, 11:07 AM
Sorry, noob question. I placed the file in my Public Maps folder and I cant see it in the play or custom scenario options when I start FfHII... Any ideas? I've looked around for instructions but no luck.

cheers

fannarh
Sep 25, 2006, 02:37 PM
I have a problem. Every time I try to load the Nations Reborn scenario the game shuts down. no crash or anything. it justs shuts down.

TheCowSaysMoooo
Sep 25, 2006, 02:51 PM
The versions up as of last week should be played with FfH version 0.15k. It will probably work with older 0.15 versions if you change the Modpath line of the WBS files (It's around line 25 of these maps, just remove the k from the Modpath), but I'd highly recommend getting the newest version. It fixes a couple annoying bugs and greatly speeds up the loading process of the mod. If you're not using FfH v0.15k, you can get it here (http://forums.civfanatics.com/downloads.php?do=file&id=1).

Thanks, Goodsauce. =) Yes, they're pretty big maps, and especially in the last one, there's a lot of units and stuff going on. People with near minimum required specs probably won't be too happy playing these maps.

kgoodrid
Sep 25, 2006, 08:03 PM
The versions up as of last week should be played with FfH version 0.15k. It will probably work with older 0.15 versions if you change the Modpath line of the WBS files (It's around line 25 of these maps, just remove the k from the Modpath), but I'd highly recommend getting the newest version. It fixes a couple annoying bugs and greatly speeds up the loading process of the mod. If you're not using FfH v0.15k, you can get it here (http://forums.civfanatics.com/downloads.php?do=file&id=1).

Thanks, Goodsauce. =) Yes, they're pretty big maps, and especially in the last one, there's a lot of units and stuff going on. People with near minimum required specs probably won't be too happy playing these maps.

Hm, I downloaded the newest version of the mod and these maps yesterday, and had the 'civs destroyed before Turn 1' problem. Any ideas?

TheCowSaysMoooo
Sep 25, 2006, 11:04 PM
The only time I've heard of anything like what you're describing, kgoodrid, is when using a no-cd crack. If that's not the case... I'm stumped. =(

kgoodrid
Sep 26, 2006, 09:32 AM
The only time I've heard of anything like what you're describing, kgoodrid, is when using a no-cd crack. If that's not the case... I'm stumped. =(

Well, dang. I have the full version of the game, playing off the disc. So I don't know wtf. :(

khanjackal
Oct 18, 2006, 12:08 AM
are these compatible with v16?

TheCowSaysMoooo
Oct 18, 2006, 10:54 AM
Not yet, but they're being worked on.

carnivore
Oct 19, 2006, 07:19 AM
can yuo make them a bit less heavy ?
less nations or make these maps more smaller please
it just get real slow after a few turns
thanx

TheCowSaysMoooo
Oct 19, 2006, 06:22 PM
These 3 will probably stay roughly as they are. Sorry, I realize that they're not suitable for all but high-end machines or patient players. However, I am considering a couple more scenarios that are significantly smaller.

At the moment, during my minimal freetime, getting these updated to 0.16 are my priority. I'm going to be out-of-state without access to this sort of thing all next week... I'm hoping to get at least the first and second one done by the end of Oct, and the last one in another week or two. Then, if I have time (and still have the inclination), I may work on a smaller "defending the elven forest" type-scenario... maybe 40x60 with only 6-7 leaders.

xxJFKxx
Oct 28, 2006, 10:03 AM
These 3 will probably stay roughly as they are. Sorry, I realize that they're not suitable for all but high-end machines or patient players. However, I am considering a couple more scenarios that are significantly smaller.

At the moment, during my minimal freetime, getting these updated to 0.16 are my priority. I'm going to be out-of-state without access to this sort of thing all next week... I'm hoping to get at least the first and second one done by the end of Oct, and the last one in another week or two. Then, if I have time (and still have the inclination), I may work on a smaller "defending the elven forest" type-scenario... maybe 40x60 with only 6-7 leaders.

please make them to 016, i rally enjoyed playing them and i miss the scenarios already. stay with big scens, its much nicer then small games :)

julko
Nov 07, 2006, 06:06 AM
please make them to 016, i rally enjoyed playing them and i miss the scenarios already. stay with big scens, its much nicer then small games :)


I totally agree with this, please hurry:rolleyes:

R0GERSHRUBBER
Dec 01, 2006, 08:07 PM
Very nice scenario. I've been playing a while, mostly Nations Reborn. My only real complaint with FfH2 is that the earliest period really drags on, so it's nice to be able to jump into the game just as things are getting interesting. The fact that techs and religions have been distributed reasonably is icing on the cake.

I have some feedback.

Although the map layout is aesthetically appealing and feels very organic, it unfortunately puts some Civs at a severe disadvantage due to their isolation or lack of expansion options. Examples:

The Sheaim really have trouble moving past their island and stall out when they're unable to get a foothold on the mainland. Also, their isolation prevents them from making the contacts necessary to make tech trades, which limits their ability to reach their thematic apocalypse techs. The Grigori are in a slightly better position due to more islands (with barbarians) and being nearer to other Civs.

The Ljosalfar have difficulty effectively warring with the Svartalfar by virtue of the distance between them, (and the likely need to maintain an Open Borders agreement with the Calabim).

The Western continent has very little war, except between the Amurites/Bannor and the Balseraphs. In 6 games, I've never seen the dwarves go to war with anyone (although they are kept busy fighting the barbarians at least).

The Hippus aren't in a very good position to play 'raider', as they are only in position to affect the Ljosalfar.

I've never played as the Doviello, but they've come in last or nearly last in every game I've played.

Other issues:
Occasionally an AI will ask you to stop trading with the Balseraph or Ljosalfar, and you cannot determine which leader they are referring to. A similar issue comes up with declaring war, but it may be obvious which one the AI is referring to if only one is at war.

The incense distribution in the East is limited to the Calabim and Clan (until the Malakim show up in Nations Reborn), who are probably hostile to Good nations, which can limit their ability to utilize Divine units.

Ideas:

The events are great, and I think you can do more with them, especially in 016. Maybe barbarian demons and undead, or have Basium show up.

Rather than having multiple Balseraphs/Ljosalfars/etc., you might consider scripting leader changes under certain circumstances. Suddenly the elves give power to Amelanchier in the face of attacks by the Svartalfar, for example.

Final comments:

Don't get the wrong impression from my criticism: this was a fantastic scenario (and I even delayed moving to 016 for some time because of it). However, I would like to see you eventually move on and create an entirely new map/scenario with a few different Civs worked in. I understand that this is quite an undertaking, but if the final product was on par with this one, it would be well worth it.

TheCowSaysMoooo
Dec 06, 2006, 03:11 PM
Apologies for disappearing there folks, but I've had to step away from the game for a while due to time constraints. I don't see a light at the end of this tunnel, yet, and I've had several requests via PM for the source files... so I'll attach them to this post and hope that someone is able to finish updating the scenarios to 0.16 (AR 1 & AR 150 should be close to being up-to-date, as far as I can remember, I've done everything I can think of off the top of my head, but haven't actually tested anything. AR 300 has still got quite a bit of work to do).

I'm actually looking forward to coming back when I can and seeing what someone else has done with what I started... so, feel free to go nuts!

R0GERSHRUBBER
Dec 07, 2006, 08:34 PM
I've updated Nations Reborn (AR 300) while trying to stay true to Moooo's intent.
Edit: I've also updated Winter's End (AR 1) and added a change log. Moooo's version of A World Awakens (AR 150) is complete and functional, so I won't bother to post it again.

I used the source files Moooo provided in the previous post.
Changes to Winter's End (AR 1)
-Corrected mislabeled units
Amurites
\n\t\tUnitType=UNIT_WARRIOR_AMURITE, UnitOwner=5\ to \n\t\tUnitType=UNIT_WARRIOR_AMURITES, UnitOwner=5\
\n\t\tUnitType=UNIT_SCOUT, UnitOwner=5\ to \n\t\tUnitType=UNIT_SCOUT_AMURITES, UnitOwner=5\

Barbarian
\n\t\tUnitType=UNIT_ORC_WORKER, UnitOwner=18\ to \n\t\tUnitType=UNIT_GOBLIN_WORKER, UnitOwner=18\

Changes to Nations Reborn (AR 300):
-Change scenario path
\n\tModPath=Fall from Heaven 2 015k\ to \n\tModPath=Fall from Heaven 2 016\

-Remove Religious civics and replace the Cultural civic Naturalism
(I used the choices TCSMoooo used in his partially updated AR 1 and AR 150 scenarios)

-Two plantations are on wine resources
dltPlantation = [(17,44), (21,30), (41,12), (53,31), (54,36), (65,15), (66,11), (67,21), (74,23), (82,24), (85,24),

(87,21), (90,21), (92,21), (92,22), (96,15)] to dltPlantation = [(17,44), (21,30), (41,12), (53,31), (54,36), (66,11),

(67,21), (74,23), (82,24), (85,24), (87,21), (90,21), (92,21)]
-Replace with Wineries
dltWinery = [] to dltWinery = [(65,15), (92,22), (96,15)]

-Replace old units with new units
Khazad:
\n\t\tUnitType=UNIT_WARRIOR, UnitOwner=0\ to \n\t\tUnitType=UNIT_DWARVEN_WARRIOR_KHAZAD, UnitOwner=0\

Amurites:
\n\t\tUnitType=UNIT_WARRIOR, UnitOwner=5\ to \n\t\tUnitType=UNIT_WARRIOR_AMURITES, UnitOwner=5\
\n\t\tUnitType=UNIT_SCOUT, UnitOwner=5\ to \n\t\tUnitType=UNIT_SCOUT_AMURITES, UnitOwner=5\
\n\t\tProductionUnit=UNIT_WARRIOR\ to \n\t\tProductionUnit=UNIT_WARRIOR_AMURITES\

Lanun
\n\t\tUnitType=UNIT_WARRIOR, UnitOwner=7\ to \n\t\tUnitType=UNIT_WARRIOR_LANUN, UnitOwner=7\
\n\t\tUnitType=UNIT_SCOUT, UnitOwner=7\ to \n\t\tUnitType=UNIT_SCOUT_LANUN, UnitOwner=7\
\n\t\tUnitType=UNIT_SETTLER, UnitOwner=7\ to \n\t\tUnitType=UNIT_SETTLER_LANUN, UnitOwner=7\
\n\t\tUnitType=UNIT_GALLEY_LANUN, UnitOwner=7\ to \n\t\tUnitType=UNIT_GALLEY, UnitOwner=7\
\n\t\tProductionUnit=UNIT_WORKER\ to \n\t\tProductionUnit=UNIT_WORKER_LANUN\
\n\t\tUnitType=UNIT_WORKER, UnitOwner=7\ to \n\t\tUnitType=UNIT_WORKER_LANUN, UnitOwner=7\

Svartalfar
\n\t\tUnitType=UNIT_ARCHER, UnitOwner=10\ to \n\t\tUnitType=UNIT_ELVEN_ARCHER_SVARTALFAR, UnitOwner=10\

Kuriotates
\n\t\tUnitType=UNIT_SCOUT, UnitOwner=14\ to \n\t\tUnitType=UNIT_SCOUT_KURIOTATES, UnitOwner=14\

Clan of Embers
\n\t\tUnitType=UNIT_SETTLER, UnitOwner=15\ to \n\t\tUnitType=UNIT_ORC_SETTLER, UnitOwner=15\
\n\t\tUnitType=UNIT_WORKER, UnitOwner=15\ to \n\t\tUnitType=UNIT_GOBLIN_WORKER, UnitOwner=15\

Barbarians
\n\t\tUnitType=UNIT_WORKER, UnitOwner=18\ to \n\t\tUnitType=UNIT_GOBLIN_WORKER, UnitOwner=18\

-Replace Lanun Pirate with Caravel
(Lanun do not have Copper/Iron/Mithril necessary to build Pirates)
\n\t\tUnitType=UNIT_PIRATE, UnitOwner=7\ to \n\t\tUnitType=UNIT_CARAVEL, UnitOwner=7\


I haven't done much testing, but the scenarios seem stable, and everything looks ok.

Known issues:
-Sailors Dirge, Barrows, and Ruins
Sailors Dirge spawns at a random location on the first turn, and barrows and ruins are created randomly as well (often in territory). It would be preferable to place them beforehand (like Orthus and Acheron). The only way I know to prevent their spawning is to add the setting "No Barbarians". The starting barbarians remain, but no others are generated, although barbarian cities continue producing units. I am considering implementing this: does anyone know of unintended consequences of applying this setting?

-Balance issues due to new tech/unit costs
Many techs and uniques had research or production cost changes, which could result in some balance changes.

Feedback is invited. (Although I will be incommunicado from Dec 16-31)

xxJFKxx
Dec 27, 2006, 09:46 AM
thanks a lot mate, thats really great it was so big fun playing these scenarios and i still enjoy every game. to be honest i love the mod but it is a pitty that there are no good scenarios for it (except this one) for some reason i cant really say that there is a equal scenario next to this one.

Lasgalen Lothir
Mar 15, 2007, 06:37 PM
Any possibility that these scenarios can be updated for FfH2 .021c? I'm particularly fond of the third scenario, and would like to see it played out with the new Hyboream / Basium set-up.

Lasgalen Lothir
Mar 18, 2007, 01:17 AM
Okay, I went ahead and updated AR 300 (my favorite of the three). I may have botched a bunch of things, but it does run (at least as far as I can tell). If I did botch things, forgive me in advance, fix them or let me know.

I got rid of Keelyn and Amelanchier in order to make room for Basium and Hyborem. It was a tough choice, but I like Varn Gosam's war with Alexis. I know it breaks the continuity of TheCowSaidMoo's history, and for that, I apologize. Room had to be made somewhere. Plus, it solves the very minor double Ljosalfar and Balseraph issue.

Darklor
Apr 01, 2007, 11:47 AM
Will it also work for d? And: Thanks, that at least one continues to update this Scn. Btw. My fav is AR 1, because that is, what I do the most - start a new beginning... ;)

Darklor

R0GERSHRUBBER
Apr 28, 2007, 10:04 AM
Lasgalen,
Have you played your version of AR 300 far enough to see if Basium and Hyborem can come into play?

After looking it over, I'm pretty sure they can't. It would first be necessary to fully remove Keelyn and Amelanchier and to renumber the civs to allow room for two Basium and Hyborem.

How?
There are only a handful of changes that need to be made, and most of the changes can be accomplished using a text editor with a Find/Replace function or simply by removing a small section of text.
-Removing the BeginTeam/EndTeam data for Amelanchier and Keelyn
-Update the ContactWithTeam, OpenBordersWithTeam, and AtWar functions to reflect new team numbers
-Update the BeginPlayer/EndPlayer information, including the Team (number), and AttitudePlayer function
-Update the UnitOwner and CityOwner functions in the Plot Info

This is all relatively painless. Unfortunately, updating the TeamReveal functions isn't quite as easy. Because this function is of a varying form (i.e. "TeamReveal=2,7," or "TeamReveal=6,8,9,10") and because this function shows up in the Plots (of which there are 7200) there isn't a good way of updating this with Find/Replace in a text editor.

However, it should be relatively easy to write a small code that could update this. Any volunteers? (I suck at text manipulation.)

An easier alternative would be to remove all of the TeamReveal info. I was trying to avoid that in order to stay true to the form of the original scenario.

wolfman1234
Apr 28, 2007, 11:51 AM
I am playing that scenario, and both of them are in game.

R0GERSHRUBBER
May 01, 2007, 05:30 PM
I am playing that scenario, and both of them are in game.

That's interesting, because I can't even get the scenario to load. I get a series of python exceptions and then everyone dies before I get my intro screen. The intro screen comes up and then I get a message saying that I have been defeated.

However, I must be mistaken about needing to reorder the civs in order for Hyborem and Basium to show up if it is working for you.

wolfman1234
May 02, 2007, 12:45 PM
What i only did was double-cliking the scenario file to begin.

Edit: Hey, we are both in the ffh2 pbem! Would be great to play this scenario, dont you think?