View Full Version : FFh mini-mods
Civkid1991 Oct 01, 2006, 11:45 PM Not that FFh isn't a great mod as it is but i know that some of us like to add things to ffh(Like adding in a civ or moddifiying xml or python files). I thought it would be great (if its ok with keal:) ) if anyone who what to make sub mods for ffh to post/dicuss there mods here.
Fell free to start putting in requests and ideas. I will periodicly update this thread to show the mods that are under development or being discussed or completed.
would love to see what everyone's creating,
~Civkid~
Latest SDK version: version .16 -> see link below
Currently Active Modders and Idea Makers (not in any order):
QES
Maian
Mavy
MrUnderhill
Sureshot
Darkkender
Quetz
DieselBiscuit
Bits of help and tutorials
Python:
TGA's Python Tutorial (http://forums.civfanatics.com/showthread.php?t=154130)
SD ToolKit (http://forums.civfanatics.com/showthread.php?t=146130) (improved (http://forums.civfanatics.com/showpost.php?p=3911399&postcount=30) version)
SDK:
FFH source code (Page (http://forums.civfanatics.com/showthread.php?p=4705929#post4705929))
If i've forgotten anyone who's mod has been mentioned before this post and i didn't include it then im sorry and we would love to hear about it so please post a link or pm me ;)
Civkid1991 Oct 01, 2006, 11:45 PM Mods Compleated
Semi-complete
Sureshot's Svatalfar Mod (Page (http://forums.civfanatics.com/showthread.php?t=193094)||Download (http://forums.civfanatics.com/uploads/82959/Assets.rar))
DieselBiscuit's Elven/Dwarven Worker Mod (download (http://forums.civfanatics.com/attachment.php?attachmentid=142067&d=1163075144)||page (http://forums.civfanatics.com/showthread.php?t=192254))
Fall From Heaven: Rise of Mania (download (http://forums.civfanatics.com/uploads/53302/FfH_Rise_of_Mania.zip) || Page (http://forums.civfanatics.com/showthread.php?t=192096))
Civkid's Random Unit Naming Mod (download (http://forums.civfanatics.com/attachment.php?attachmentid=142127&d=1163145049)|| post (http://forums.civfanatics.com/showpost.php?p=4745188&postcount=36))
Sto's FFH2 mapscript (page (http://forums.civfanatics.com/showthread.php?t=151629))
Civkid1991 Oct 01, 2006, 11:46 PM Mods Under Develompent
Civs:
New Designed Undead (Eschaton) Based Race (http://forums.civfanatics.com/showthread.php?t=187947) (by Morbius Wraith)
New Civ The Serrans (mod) (http://forums.civfanatics.com/showthread.php?t=186638) (by Mavy)
Sureshot's Svartalfar Civ mod( see post #7 (http://forums.civfanatics.com/showpost.php?p=4595127&postcount=7))
Darkkender's Mage Civ Mod
Mods and Ideas:
Enhanced Hero System (http://forums.civfanatics.com/showthread.php?t=177536) (by Maian)
War Camp Units (http://forums.civfanatics.com/showthread.php?t=187756) (by Endovior)
Sureshot's Spell mod (http://forums.civfanatics.com/showthread.php?t=186021&page=2)
@ people on the list: if aren't going to continue on your mod please tell us if its ok to adopt and nurture it :) ty
Kael Oct 01, 2006, 11:55 PM Its certainly fine with me, I've been incrediably impressed with the work Maian has done and I would love to see others work. I dont care if you add things, remove things, stick to FfH lore, or create something brand new. If its fun for you go for it, Im even glad to answer question when I can.
Version 0.16 will be a particuarly good version to build on since it will be the last version for a while. I would give us a week after its release to get all the bug fixes in. But after that it should be a good base for whatever projects you guys would like to do.
MrUnderhill Oct 02, 2006, 12:03 AM Right now I'm playing with vanilla 0.15k, but I did tweak some things in 0.15j that turned out to be...interesting:
*Replaced the Ljosalfar's Fire Mana with Water.
*Changed Thessa's traits to be less like Tebryn Arbandi's (Spi/Arc instead of Arc/Sum).
*Combined all Fire and Water units into a single category: Spells.
*Rearranged the technologies that enable Cottages and other improvements.
What I'm hoping to implement in 0.15k when I get the time/experience (of course, I'll probably be too late in finishing these by the time 0.16 comes out; I'm no match for the FfH Team and I make no claims to the contrary :p ):
*3 completed spell spheres: Metamagic, Sun, and Shadow.
*UUs that are actually unique (especially for the Malakim, I've got some great ideas for them).
*More extensive promotions/conditions, including imbued elements, armor types (Heavy and Light), stealth, etc.
*Stack-busting mounted units.
Maniac Oct 02, 2006, 06:10 AM I'm planning to make lots of changes. How does "Fall from Heaven: Rise of Mania" sound? ;)
I'm just waiting for version 16 to come out so I don't have to redo all my changes.
Sureshot Oct 02, 2006, 02:31 PM i've got a mods of the svartalfar which gives them UUs along the Warrior to Immortal line, and some lower tier units along the mounted and archery lines, but im still messing with their skins a bit and will only bother furtherin their archery line if i lower the bowyers cost (im also thinkin of giving them a prophet UU called a darkbringer thats invisible and can enter others cities to do negative culture bombs, and other random stuff)
Civkid1991 Oct 02, 2006, 02:57 PM If anyone has a mod aready done then post the link or post the files here an ill put the link in the 2nd post.
@ sureshot: that sounds interesting when do you plan on doing this? Will it be fore this version (with out the specials from .16) or are you going to wait for the next version?
@ MrUnderHill: can't wait to see what your going to do with the Metamagic, Sun, and Shadow spheres.
Edit: This would also be a good place to get help with mods or post helpful hints or something... i will also include it in the first post if they are really good
feydras Oct 02, 2006, 03:05 PM Sureshot: love the idea of the Darkbringer sneaking in to do negative culture bombs. The only downside is that the target would know who did it.
MrUnderHill: the different armor types sound intriguing.
This sounds like a great way for fans of FfH to try out new ideas and hopefully the best may eventually get squeezed into the main mod.
- feydras
Kael Oct 02, 2006, 03:08 PM Sureshot: love the idea of the Darkbringer sneaking in to do negative culture bombs. The only downside is that the target would know who did it.
MrUnderHill: the different armor types sound intriguing.
This sounds like a great way for fans of FfH to try out new ideas and hopefully the best may eventually get squeezed into the main mod.
- feydras
Im not shy about stealing (with proper crediting of course).
Quetz Oct 02, 2006, 03:14 PM I'm waiting on .16's release so I can bribe Kael into giving me the SDK source, to try something I think will be pretty neat. Of course, have to see if its even remotely possible firstly :D
Sureshot Oct 02, 2006, 03:18 PM im prolly gonna finish it sometime this week if i spend time on it, after 0.16 i want to see whats in before i think about changing any of it heh
Civkid1991 Oct 02, 2006, 03:22 PM I'm waiting on .16's release so I can bribe Kael into giving me the SDK source, to try something I think will be pretty neat. Of course, have to see if its even remotely possible firstly :D
Thats a good idea...
@keal: would it be possible to get a link (or post) for the FFh SDK when .16 comes out.. and if anyone is interested one for .15k?
Kael Oct 02, 2006, 04:10 PM Thats a good idea...
@keal: would it be possible to get a link (or post) for the FFh SDK when .16 comes out.. and if anyone is interested one for .15k?
Not 0.15k. I will see about releasing a public version of the 0.16 sdk after 0.16 has been out for a week (I want time to apply fixes).
MrUnderhill Oct 02, 2006, 04:11 PM EDIT: Phooey, Kael; you beat me to it.
QES Oct 02, 2006, 04:25 PM Whaaaa?
My name is in here? Oh, the Paragon thread.
Well, so many good points were raised in issue to my idea that I've decided to put it on hold till i see what .16 looks like. With SOO Many different changes going on, its going to be hard to know what to predict for various development procedures. Plus, Once .16 is out, i'll have a better understanding of where possible fusions can be made with implmeentation of this drastic altercation of the religious endgame.
Basically im in "wait and see" mode. And im not a programer, just a muser of ideas.
-Qes
Civkid1991 Oct 02, 2006, 04:36 PM Whaaaa?
My name is in here? Oh, the Paragon thread.
Well, so many good points were raised in issue to my idea that I've decided to put it on hold till i see what .16 looks like. With SOO Many different changes going on, its going to be hard to know what to predict for various development procedures. Plus, Once .16 is out, i'll have a better understanding of where possible fusions can be made with implmeentation of this drastic altercation of the religious endgame.
Basically im in "wait and see" mode. And im not a programer, just a muser of ideas.
-Qes
yea i put you in the area of "Idea makers"... in a mod idea makers are neccessary too... its not just the programmers :)
This would be the perfect place to get help on it... i guess you can recrute some programmers and artists. It is a great idea and would be a great addition.
Civkid1991 Oct 03, 2006, 08:41 AM @Kael I was just wondering ... after you release FFh .16 on friday the 13th will there be a guides to editing or adding stuff to it for beginers?
Maniac Oct 03, 2006, 08:55 AM Just visit the Civ4-Creation forum for some guides or so. The XML and Python FfH uses is (largely) the same as any other mod uses.
Kael Oct 03, 2006, 08:59 AM @Kael I was just wondering ... after you release FFh .16 on friday the 13th will there be a guides to editing or adding stuff to it for beginers?
No, sorry.
Sureshot Oct 06, 2006, 07:58 PM im far from done the mods on svartalfar im doin for my own games, but im testing them out a bit with chand and loaded it onto rapidshare, so if anyone wants to check out what ive done so far heres the link:
http://rapidshare.de/files/35669558/Assets.rar.html
really not too impressive, but makes svartalfar a bunch more fun for me atleast (only did skins for the melee line, and simply used the blue skinned archers for the archers, longbows, and horsearchers [which is the fem horsearcher alaz made] because i didnt have time to search out the colour for invisible on the glasses and everytime i changed the colours of the skins the sunglasses started showing up)
the melee line up to immortal should prolly be the main tech line to follow to see the main units i changed, made a hero with iron working just for fun for the MP game we're playing. think i increased the horsearcher str to 6 cause mounted suck lol.. and removed hunters for svartalfar so i wouldnt feel stupid for researching archery and to give myself a nice handicap. other various changes just to make it interesting for me lol (like scouts upgrading to archers, archers to longbows or horsearchers, all their units getting -25% city def, elven, and +1 fist strike, tho no elven workers, and switched faeryls pic to the new one, and traits to Agg/Rai to make the units i picked useful despite being based on elves and as such -1 str to normal melees for maceman and up, plus i wanted to be a civ with Agg/Rai where those traits weren't counter to the civs main strength ;))
Civkid1991 Oct 09, 2006, 06:21 PM Sounds cool... can't wait for friday to see what the real svartalfar look like... are you planing on doing any custom modifications on keals version?
btw... i put your link on the main page
Sureshot Oct 10, 2006, 04:40 AM ya ill prolly make changes as it going along just so i can play them heh
Darkkender Oct 10, 2006, 11:47 AM I'm going to toy with creating a custom Civ for FFH2. The Civ will be Magician based. Right now it is a bunch of random thoughts in my head however I'm likely to need some help from those more adept with the modding of creating special abilities for certain units. Such as I was thinking of a Warrior unit that when it enters combat has a 60% chance of teleporting 2 tiles away if it is going to die and being left barely alive. Something like a swift action in D&D for a spell that allows you to go ethereal or teleport.
Civkid1991 Oct 10, 2006, 03:06 PM I'm going to toy with creating a custom Civ for FFH2. The Civ will be Magician based. Right now it is a bunch of random thoughts in my head however I'm likely to need some help from those more adept with the modding of creating special abilities for certain units. Such as I was thinking of a Warrior unit that when it enters combat has a 60% chance of teleporting 2 tiles away if it is going to die and being left barely alive. Something like a swift action in D&D for a spell that allows you to go ethereal or teleport.
have you looked at the codes for the adepts and the code for the spells? the adepts are just regular units with attached code... you can use the code for the spells and the xml for the adept as an example for your units.
Or maybe you can have a promotion what you are talking about above...
1: if unit has promotion
2: get health
3: if health = (condition)
4: teleport to new diffrent field
im pretty sure this can be done all in python/xml. Although i haven't really worked with promotions so i don't know how to add in one... you may have to get help from keal or someone else here for that.
Btw.. do you have a name for the civ yet?
Darkkender Oct 10, 2006, 03:16 PM have you looked at the codes for the adepts and the code for the spells? the adepts are just regular units with attached code... you can use the code for the spells and the xml for the adept as an example for your units.
Or maybe you can have a promotion what you are talking about above...
1: if unit has promotion
2: get health
3: if health = (condition)
4: teleport to new diffrent field
im pretty sure this can be done all in python/xml. Although i haven't really worked with promotions so i don't know how to add in one... you may have to get help from keal or someone else here for that.
I was thinking along the lines of a spell/promotion such as a 2nd level dimensional mana spell since dimensional only has the one spell at lvl 1 - "Escape". I figured if somebody could help script that spell/promotion that I could figure out how to craft the unit that receives it automatically when they are built.
Another Idea that strikes me for the mod is I will Have a Unique Archmage Unit for each Mana Type I guess they would classify as a World Unit that is limited to the Civ. I'm going to map out some of my ideas in flowchart fashion probably this evening and start a seperate Mini-mod thread in the FFH section here.
Civkid1991 Oct 10, 2006, 03:46 PM I was thinking along the lines of a spell/promotion such as a 2nd level dimensional mana spell since dimensional only has the one spell at lvl 1 - "Escape". I figured if somebody could help script that spell/promotion that I could figure out how to craft the unit that receives it automatically when they are built.
Another Idea that strikes me for the mod is I will Have a Unique Archmage Unit for each Mana Type I guess they would classify as a World Unit that is limited to the Civ. I'm going to map out some of my ideas in flowchart fashion probably this evening and start a seperate Mini-mod thread in the FFH section here.
well automatically having them get that promotion wouldn't be hard... many of the civs do this already (light-elves civ get the elf promotion, Amurites get magic resistent, etc). Now that i think of it if you look at the amurites they have the magic resistent trait. If you have a new trait for you civ you can use that to auto-promot your your units.
UU Archmages wouldn't be hard either... specificly what would the do? Master a specific sphere? Get bonuses for spells in a specific sphere or type (like evil mage = necromocy and entropy)?
You may what to look at the world-mage units that already exist to see how it would work out.
MrUnderhill Oct 11, 2006, 09:59 AM Amurites get magic resistent,
Err, actually, they get spellstaves. They only get magic resistance if you're playing as Dain, because he's Magic Resistant.
Civkid1991 Oct 11, 2006, 03:18 PM Err, actually, they get spellstaves. They only get magic resistance if you're playing as Dain, because he's Magic Resistant.
Oh yea ture, i forgot. I haven't played in a while and im waiting for .16 to come out on friday ( 2 more days:woohoo: )
Edit: BTW, i posted some stuff on the first post for python help
Civkid1991 Oct 31, 2006, 07:32 PM it looks like this will be more popular since the code has been released :)
Edit; it probably would be helpful if this was a sticky
Mesix Oct 31, 2006, 09:26 PM well automatically having them get that promotion wouldn't be hard... many of the civs do this already (light-elves civ get the elf promotion, Amurites get magic resistent, etc). Now that i think of it if you look at the amurites they have the magic resistent trait. If you have a new trait for you civ you can use that to auto-promot your your units.
UU Archmages wouldn't be hard either... specificly what would the do? Master a specific sphere? Get bonuses for spells in a specific sphere or type (like evil mage = necromocy and entropy)?
You may what to look at the world-mage units that already exist to see how it would work out.
One cool idea would be to have the base warrior unit (perhaps rename the warrior and make a UU) be attuned to one sphere of magic. When the warrior is created the sphere of choice would be chosen and a special promotion ability would be granted based on the mana type chosen. This UU could be upgraded into an adept (retaining any existing promotions of course) when the appropriate tech is researched or into a higher level UU that has more magic attuned abilities, or into a traditional later game combat unit (again retaining the existing special promotions).
DieselBiscuit Nov 09, 2006, 06:34 AM Just posted a small mod on the main FFH. Heres the link (here! (http://forums.civfanatics.com/showthread.php?p=4741496))
Civkid1991 Nov 09, 2006, 07:29 AM Just posted a small mod on the main FFH. Heres the link (here! (http://forums.civfanatics.com/showthread.php?p=4741496))
I updated the main page so that your and maniac's mods are shown. If you would like you all can use this page as a discussion page for any ideas you may have for your mod or someone else's mod.
DieselBiscuit Nov 09, 2006, 08:06 AM I updated the main page so that your and maniac's mods are shown. If you would like you all can use this page as a discussion page for any ideas you may have for your mod or someone else's mod.
Great! I just hope my mod turns out interesting enough that somebody will actually test and comment on it :p
Civkid1991 Nov 09, 2006, 08:31 AM Has anyone thought about doing anything with QES's idea: Evolving into the Paragon (http://forums.civfanatics.com/showthread.php?t=186149)?
I thought it was a very interesting idea but i'm not sure how hard or how easy it would be to do this. I also think it may need some more designing work though.
Civkid1991 Nov 10, 2006, 01:51 AM Ok, i just did the mod that i've been saying i was going to do. This mod will assign a random name to djinns when they are summoned.:D
To install this all you have to do is extract the files in the zip file to the python folder in the FFH assets folder.
If you have any problems or suggestions for names (i had trouble making ups most of the names/cities and some are from a friend) please post a comment -> ty ;)
Edit: lol i just realized i spelled djinn wrong in the file name :lol:
Edit2: if anyone want i can also make it so this works with other units (dwarves, elves, etc) But i would need a bit of help with generating names
Civkid1991 Nov 14, 2006, 07:52 PM Heres an update of the Random djinn name's mod... i added in some names given to me by thomas.berubeg
DieselBiscuit Nov 15, 2006, 01:26 AM From the balance thread:
You mean a class that IS_A unit and HAS_A two unit values that it can switch between whenever it's called as a unit?
I wonder if that's possible. The first thing that comes to mind is a copy constructor, but would that work if we use pass-by-reference?
EDIT: Would it be something like this? (Don't copy-and-paste, I doubt this will work)
Code:
class CvMultiUnit : CvUnit{ public: //Get and set functions here. private: CvUnit showToOwner; CvUnit showToEnemy; } CvUnit::CvUnit(const CvMultiUnit& me, CvPlayer player=me.getOwner()){ if (player == me.getOwner()) &this=me.getShowToOwner(); else &this=me.getShowToEnemy(); }
You're on to the idea but there's a humongous amount of calls to the CvUnit class, and a lot of them not by CvPlayer instances. This, combined with the fact that I'm not sure if the method getActivePlayer() can be used, esp. in multiplayer, for determining from which player the call originated, would make the wrapper class pretty complex.
I'm attacking the problem from another angle now and trying to track which methods are used for returning units from a plot/list and messing with them. If I can find any consistency there, I'll just add a variable in CvUnit that stores another CvUnit and can be returned instead of the 'real' unit. This check would have to be applied in every method that tries to grab a CvUnit, so it might be a bit much. Atm, though, it seems like a better alternative than the wrapper class I first suggested. I'm very much open for bright ideas :p
Edit: I have found that I can use the transport ability to store units internally, so the CvUnit-class doesn't need to be expanded with new attributes. It might be possible to tweak this almost entirely with spells and modifying the CvPlot-class. I'll be back with more.
Sureshot Nov 15, 2006, 12:01 PM anyone know what kind of changes/edits break save games?
Civkid1991 Nov 15, 2006, 03:18 PM probably changes in the eventmanager and the C++ files
Maniac Nov 15, 2006, 04:41 PM anyone know what kind of changes/edits break save games?
Basically: modifying stuff doesn't break savegames. Adding & removing stuff doesn't. That is, changing an existing building, civic, unit, improvement... doesn't; adding a new unit unit, building etc does.
Sureshot Nov 15, 2006, 04:56 PM Basically: modifying stuff doesn't break savegames. Adding & removing stuff doesn't. That is, changing an existing building, civic, unit, improvement... doesn't; adding a new unit unit, building etc does.
"Adding & removing stuff doesn't." should that be "does" instead of "doesn't"?
and thanks
Maniac Nov 15, 2006, 05:03 PM "Adding & removing stuff doesn't." should that be "does" instead of "doesn't"?
Uh yeah. :mischief:
Oh yeah, you can also change the python without any problem to my experience.
Sto Nov 25, 2006, 12:20 PM I like to play with different traits , so i've made a special implementation for FFH2 into the map script to choose your starting Traits :
http://forums.civfanatics.com/showthread.php?t=151629
Not a great addition , but some may be interested in .
Tcho !
Edit : do not hesitate to ask me if you want more details about the implementation .
Quetz Jan 20, 2007, 12:26 PM Anyone know offhand what version the SDK source link is patched up to? Getting back into Civ4 and want to play around with it a bit.
loki1232 Jan 20, 2007, 12:28 PM patch 1.61? Is that what you mean?
Kael Jan 20, 2007, 12:33 PM Anyone know offhand what version the SDK source link is patched up to? Getting back into Civ4 and want to play around with it a bit.
Its up to 1.16h here: http://forums.civfanatics.com/showthread.php?t=190381
There was only one SDK change after that so its almost completly up to date.
xanaqui42 Jan 22, 2007, 05:06 AM I stole some of the information from here for the wiki; please feel free to reciprocate (or add to the wiki yourself).
Quetz Jan 22, 2007, 07:00 AM thanks kael
impe20 Jan 23, 2007, 11:11 AM hey guys i wanted to try this mods but are they compatible with each other?
especially Sureshot's Svatalfar Mod and the fall from mania mod??
thanks..
Sureshot Jan 23, 2007, 02:28 PM not sure how easily compatible they are, but if youre only looking for the svartalfar units, they're already in manias mod. as for the rest of the things in my mod, im not sure how easily such could be combined but i know they wouldn't go together without work (and some things are certainly incompatible, such as tech trees).
MrUnderhill Jan 28, 2007, 02:00 PM If anyone is interested, I just released a mod-merge with Impaler's Modular XML Loading and FFH. Check it out here: http://forums.civfanatics.com/downloads.php?do=file&id=4056
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