View Full Version : Can I mod FfH2 promotions?


marioflag
Jan 11, 2007, 03:23 PM
I really like this mod but at the same time i found promotions too much unbalancing.
I would like to know if promotions can be modded easily (i have no knowledge of modding), like changing text in XML files.Anything more complex would be too much for me.
I'm interesting in:
-cutting by half the effect of promotions for example raider promotions from 40% to 20% vs city
-changing speed on how experience is acquired as in vanilla and warlords.I don't how much it is changed in FfH2 but found that in FfH2 you gain xp a lot faster than in vanilla games.
-changing text in civilopedia so i can see the effect of my modded promotions
-no change to some of the promotions like for example Hero which give 1xp for turn until 100 xp is acquired.

Among other things will modded promotions have unwanted effect on AI or mechanics in game, or AI and other features are totally unrelated to promotions so i will not have collateral effects in game?

Can anyone explain me in a very clear manner how can i do it, i'm better at playing games than modding them :)

Sureshot
Jan 11, 2007, 03:58 PM
changing promotions, and the listed effects for them (without any added changes in the civilopedia), is fairly easy and only requires changing the PromotionInfos.xml in the Assets/Xml/Units/ folder

other things would require more effort, like i think changing the XP values would require changing the XP yield for every unit possibly

Civkid1991
Jan 11, 2007, 04:03 PM
It would also be helpful to look at some of the xml tutorials at the civ 4 tutorial area. I think there are a few ffh ones by keal (not sure if they are promotion tutorials, but there are promotion tutorials by other people there).

marioflag
Jan 11, 2007, 04:11 PM
to mod text in civilopedia what can i do?

MrUnderhill
Jan 11, 2007, 05:18 PM
Most of it (stats and such) update automatically when you change them, but for special notes, names, and other non-generated text, look for the FFH GameText file.

Nikis-Knight
Jan 11, 2007, 06:24 PM
Have you tried the editor? Very easy, in the FfH 2 mod folder.

marioflag
Jan 11, 2007, 08:11 PM
Thank you for your help guys!Now i'm enjoying the mod a lot more :)

marioflag
Jan 12, 2007, 07:07 AM
Combat promotion has a voice under spelltype damage "spelltypemod" which is the same number of "iCombatpercent" .
Does it refer to the strenght of adept spells so if I set "iCombatpercent" to 10 should I also decrease "spelltypedamage" to 10 to make it balanced? (melee units +10% strenght with combat promo, adept spells +20% spells strenght with combat promo if i don't decrease "spelltypemod" to 10).

xanaqui42
Jan 19, 2007, 07:50 AM
Combat promotion has a voice under spelltype damage "spelltypemod" which is the same number of "iCombatpercent" .
Does it refer to the strenght of adept spells so if I set "iCombatpercent" to 10 should I also decrease "spelltypedamage" to 10 to make it balanced? (melee units +10% strenght with combat promo, adept spells +20% spells strenght with combat promo if i don't decrease "spelltypemod" to 10).

I suspect that's archaic; summons now gain the Empower Promotion line; see Spells

So if you want to change the benefit that combat promotions have on summons, the easiest way would be to modify the Empower series of promotions.