View Full Version : RifE 1.20 Download and Changelog


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Valkrionn
Aug 17, 2009, 10:22 PM
It was not included, but I can toss the two altered files up once I'm back at my comp pretty easily. It's just some options... Using FF's code would only block Wild Mana.

Sisonpyh
Aug 18, 2009, 04:50 PM
Regarding the improvement tweak installation. Modules/NormalModules doesn't exist? At least I don't see it at all in the Assets folder. So I tried creating that path and extracting there which didn't do anything.

Valkrionn
Aug 18, 2009, 05:31 PM
Assets/Modules/NormalModules.

It should exist, as that's where FF has the BannorChainofCommand.

Valkrionn
Aug 19, 2009, 11:14 AM
Just added an 'Outside Addons' section to the first post, listing modules other people have made, that are compatible with FFPlus.


Outside Addons


Iceciro's "Fall to Pieces"

FlatLead - Adds two leaders, Camilon Jivorn (Svartalfar, Agg/Warlord) and Xivan T'nava, a four-civ leader who is Charismatic/Usurper.

Highly recommended, should not conflict with anything in FFPlus or any of our addons. Plus, Xivan is just awesome. :lol: Will be included in the next version of FFPlus.

FlatScions - Tweaks to the Scions.

Shouldn't conflict with the (few) changes we've made.

Piece of Law - Changes the Law Sphere.

Again, won't conflict.

Serious Business - For all you lame Brits out there (:p), this will remove all Monty Python references from the game, as well as change the Lanun hero.

Compatible. Not one that I would use, but hey. :lol:


Spiders - Changes the look of Giant Spiders based on their 'spider race' promotion.

Compatible, and highly recommended. Leaning towards including it wholesale in the next version of FFPlus.

Opera
Aug 19, 2009, 11:28 AM
I so envy you with the modular system. I have to make it work... :(

Valkrionn
Aug 19, 2009, 11:35 AM
It's a godsend. I was worried about FlatLead, as FF has different leaders than FFPlus... Thought there would be issues in the CivilizationInfos file. Of course, I forgot you only have to list what you want changed now... So he just listed the civs, and then added the leaders. :lol:

<CivilizationInfo> <!-- Amurites -->
<Type>CIVILIZATION_AMURITES</Type>
<Leaders>
<Leader>
<LeaderName>LEADER_XIVAN</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
</Leaders>
</CivilizationInfo>

Opera
Aug 19, 2009, 11:46 AM
Yeah, that's nice :)
So easy to create and manage add-ons!

Valkrionn
Aug 19, 2009, 11:47 AM
The D'teshi Fort Commander UU is complete, and uploaded in the first post. It DOES contain some python, but it does not reference anything in the module itself... All it does is allow Commanders to gain appropriate races, and allows the addition of new Commanders without hardcoding in the python. No commander modules should have python in the future, unless the Race code needs to change.


Edit: Woops. If you already downloaded it, redownload... Forgot to include the CivilizationInfos file. Without it, the unit will show in the pedia, but won't be valid for any civ... So the D'tesh will never get him. :wallbash:


D'teshiCommander.zip (http://forums.civfanatics.com/attachment.php?attachmentid=225045&d=1250703333)

Adds the D'teshi Commander, a Fort Commander UU.
For full details, go to this post (http://forums.civfanatics.com/showpost.php?p=8363736&postcount=9).
Installation:

Quote:
Originally Posted by Installation Directions
To install, copy the 'Dteshi Commander Module' into your FFPlus/Assets/Modules/NormalModules directory.
Then, copy the CvSpellInterface.py file into your FFPlus/Assets/Python/entrypoints directory, and overwrite.
A copy of these instructions is included with the download.




D'teshi Commander


Stats

2 :strength:
1 death :strength:
1 death affinity
0 range
0 Air :strength:
No Free Experience
Does not gain experience from combat


Spells

Gift Essence

Allows you to sacrifice a unit to grant the Commander a set amount of xp, equal to the unit's level. This is the ONLY way a Commander can gain xp.
Only castable by units on the same tile as a D'teshi Commander.


Flay Flesh

AoE Death damage spell.
Does 15% damage.
NO damage limit. It will deal damage slightly slower than the normal commanders, but will eventually be able to outright kill the enemy.
This sounds strong, but remember, units killed in this manner cannot become slaves... Which the D'tesh need for pop growth.

Valkrionn
Aug 19, 2009, 11:18 PM
Updated the D'teshi Commander module... Only changes the python portion. Race code is improved.

Rather than checking the caster for a race, it checks the civ... Basically, prevents units with alternative races (Soldiers of Kilmorph, Dominated units) from passing on THEIR race, rather than the civs.

Valkrionn
Aug 20, 2009, 01:06 AM
First off... Known bug with the D'Teshi Commander. Forgot to account for the decimal xp when I made the Gift Essence spell... Currently hands out .01 xp per level of the sacrificed unit. :lol: Will post a fixed version in the morning.

Secondly, added an Installation Order section to the first post.


Installation Order - Several of our addons need new python functions. Unfortunately, python is not modular... As a result, changes made in earlier modules must be carried into later ones to maintain compatibility. When downloading, any module marked with [PY] requires all previous modules carrying that tag.


So far the only affected addons are the Vitalize tweak, and the D'teshi Commander.

Opera
Aug 20, 2009, 01:16 AM
Why didn't you include the modified Erebus map into your add-ons? :)

Valkrionn
Aug 20, 2009, 01:25 AM
...Is 'I hate the Erebus script' a valid reason? :lol:

Really, I forgot it. I suppose I can tweak it the small amount I need to, and then either include it with the Kelp module or make a Map pack.

Valkrionn
Aug 20, 2009, 01:38 PM
Updated the D'teshi Commander module, Gift Essence should give the correct amount of experience now.

That said, my best friend is home for his birthday... First time he's been back since he left for Basic in March. Obviously, I'm going drinking. :lol: I'll probably be able to post, and check the forums, but won't be putting out any new modules/updates for a while. ;)

xienwolf
Aug 20, 2009, 04:15 PM
Catching up on forums after my study break for the last week. For your modules which require some python support, you should attempt to include the python in the main download in such a way that it isn't active unless the module is loaded. Figuring that out can be a tad tricky for some modules, but since MOST modules add something completely new (promotion, leader, civ, unit...) you can use a check to see if that new item exists.

Not sure if you already do that and just include python with the modules sometimes when they come out between main mod patches, but had just recently read a thread about an issue with using 2 of the modules in conjunction, then was reminded about it here when you mentioned some python bits as well.

Valkrionn
Aug 20, 2009, 06:28 PM
Yeah, that's what will happen if any of the modules remain as addons next version. :lol:

I'm using the modules as a way to release material for testing/balancing before being included in the main mod... Plus, it's a good way to spend the little time I have available ATM modding. Lets me focus on small things and get them done, rather than plod along at something that won't be released for quite a while.

xienwolf
Aug 21, 2009, 11:20 AM
Yeah, I find the temptation to do the same now that I have time to mod a bit again. Never thought when I merged in WoC that the mod makers themselves would be popping out modules :)

Opera
Aug 25, 2009, 02:45 AM
What the hell? I didn't get that. You can build any improvement anywhere with your ImprovementsTweaks? Like plantations on non-resource tile? :eek:
(or so I heard)

Breez
Aug 25, 2009, 10:57 AM
What the hell? I didn't get that. You can build any improvement anywhere with your ImprovementsTweaks? Like plantations on non-resource tile? :eek:
(or so I heard)

Correct

Breez
Aug 25, 2009, 11:02 AM
Yeah, that's what will happen if any of the modules remain as addons next version. :lol:

I'm using the modules as a way to release material for testing/balancing before being included in the main mod... Plus, it's a good way to spend the little time I have available ATM modding. Lets me focus on small things and get them done, rather than plod along at something that won't be released for quite a while.

I am playing with all of the Add on's EXCEPT Kelp, and I REALLY like the kelp in Orbis.

My game crashes EVERY time I try to use it. If it didn't crash the game I would be all for it.

Take a hard look at kelp before including it in the next full patch. The rest are very interesting.

Valkrionn
Aug 25, 2009, 06:01 PM
Does anyone else have this issue? People reported that the new version was working fine...

Divvu
Aug 26, 2009, 06:09 AM
Mmmh I'm in the middle of my third game since patch E and I'm using all of the Modules, except Icehiro ones (I'll give them a shot in my next game as Scions) and never experienced any trouble, except for the rare, occasional, CTD upon reload...

Breez
Aug 26, 2009, 08:28 AM
Very well could be map issues. If I remember right you said the kelp will only work on certain maps. I use mainly Tectonics (30% water) is that map setting working for anyone else? I hate Continents. The AI is boring once you have a continent to yourself.

Regardless I will redownload and try again.

hmmm I just reread the entry.

and the Mapscript into whichever map folder you prefer.

I didn't do this (missed reading that before) Combineing that with

Also includes Opera's OrbisContinent (renamed FFPlusContinent after a slight tweak), which is itself a tweaked version of ErebusContinent. At the moment, this is the only non-Firaxis mapscript that will include Kelp, all others will have to be edited to include it. It will also pop some Haunted Lands onto the map... Enjoy.

How do I know what is a Firaxis map and what isn't? I haven't added any maps that didn't come from the base FF, aren't those ALL firaxis maps except for Erebus? I have no idea how to go about editing any mapscript to add the kelp parts...

Is my failure to do any of the editing the cause? I guess I thought Tectonics was a Firaxis map therefor didn't need anything.

lordrune
Aug 26, 2009, 12:20 PM
A number of games will play through fine, but I do get some cases where I get a crash. Sometimes it doesn't happen again when I reload the autosave, but sometimes it does (this particular case is one example, it will always crash when I end turn from the current. There's probably an AI unit somewhere that's got itself in a knot, so if anyone's looking for cases to debug, please feel free).

I'm playing FFP patch E, no other mods. Default tectonics map, no technology brokering.

edit - sorry, really should have posted this in the bug thread, I guess :)

Moosh
Aug 27, 2009, 12:22 AM
What the hell? I didn't get that. You can build any improvement anywhere with your ImprovementsTweaks? Like plantations on non-resource tile? :eek:
(or so I heard)

Basically just cause you build the improvement doesn't mean you get any of the happiness or health bonuses. You still need the correct research to get the bonuses. The purpose, or so it seems to me, is to give you the very very small chance of generating an extra resource, cause now plantations and the lot all have the ability to do such a thing, not just mines.

-Moosh

Valkrionn
Aug 27, 2009, 12:41 AM
That's exactly it, although for some (basically all organic resources) I'd like to limit it to discovering only those resources you already have... You already have corn, you can plant more. Don't have rice, you won't magically discover it. That takes alot more work than would fit in a module, however.

@Breez - Tectonics IS a Firaxis script. They all pull features from gameinfo so they should work, not sure why it didn't for you.

Opera
Aug 27, 2009, 04:11 AM
@Valkrionn: this would make me like this add-on more. It would even be easy to do I think. Either by a new integer, iSpreadChance, or by a boolean, bOnlySpread. I'm tempted to use the new integer and create also a iSpreadChanceModifier; so that Earth Mana would increase chance for resources to be discovered and Nature Mana chances for resources to spread :)

2Hydroclopse
Aug 27, 2009, 04:55 AM
Instead of increasing the chance to discover a new resource in a square, I always liked the idea of having a resource buff the gold/production/food(/ = and or or) of all of a specific improvement.

I suppose not all resources would be as realistically recreate-able -pearls etc; but then, even those are farmed nowadays; perhaps those could have the chance mechanic to have them be discovered/spread-.

I think it might be unbalancing if every improvement had its own set of resources it could pop randomly (as suggested), that might just make maps way to habitable; it might also give the lucky a supreme advantage, say if their capital has three or four resources pop in the early game.

Although the non-luck-based suggestion surely requires dll work.

Opera
Aug 27, 2009, 06:52 AM
@2Hydroclopse: I didn't get the first part.

Also, maybe we should take a look at the discover code. Currently, it can discover any resource on any terrain. I'm thinking this would be a bit unbalanced. It would depend on how you set the improvements though, but some resources shouldn't pop if the terrain is not fit for them. It would actually be easy to add too.

If you're interested Valkrionn, let me know :)

2Hydroclopse
Aug 27, 2009, 08:10 AM
To rephrase it, obtaining a resource through any method would then help all improvements(across your civ) associated with that resource by giving an increase to gold, hammers, and/or food.

Ex: I have a corn resource I obtained from trade, all of my farms now get an extra food.

Some of the resources might realistically only increase the associated improvements if you obtained said resource in a manner other than trade.

Ex: You can't make more silk if all you have is the end product, which is what you actually receive from trade. However, if you were producing silk yourself then perhaps all plantations could receive an extra gold because you are able to recreate the production process.

This is an alternative method to increase the connection between resources and improvements that lack them, but this would, inevitably, require dll work.

Valkrionn
Aug 27, 2009, 07:40 PM
@Valkrionn: this would make me like this add-on more. It would even be easy to do I think. Either by a new integer, iSpreadChance, or by a boolean, bOnlySpread. I'm tempted to use the new integer and create also a iSpreadChanceModifier; so that Earth Mana would increase chance for resources to be discovered and Nature Mana chances for resources to spread :)

I'd be more than happy to use what you write. :goodjob:

That said, coding of my own is going to slow drastically here for a bit. Family issues... My Grandfather has Leukemia, and has had a reaction to the chemo... Probably not going to make it. I'll be checking forums once a day or so, but no actual coding.

Opera
Aug 28, 2009, 12:53 AM
I'd be more than happy to use what you write. :goodjob:I'll try to code it soon enough then ;)

That said, coding of my own is going to slow drastically here for a bit. Family issues... My Grandfather has Leukemia, and has had a reaction to the chemo... Probably not going to make it. I'll be checking forums once a day or so, but no actual coding.Ugh :(

Opera
Aug 28, 2009, 06:26 AM
It's done :D

I just have to know if I make it so resources can't appear in unconvenient terrain (makes sense) and if I take iRange into consideration, so that you won't be able to pop Corn on all farms near X city...

Valkrionn
Aug 28, 2009, 10:11 AM
Terrain should definitely be taken into account... So should tech if it isn't already. Keeps the 'civ' resources unique.

As for the range... Probably should. :lol: At the least, it'll leave you some farms for newer resources. :lol:

Opera
Aug 28, 2009, 10:14 AM
Anyway, I think i'll just use the function similar to pPlot->canHaveBonus(eBonus). Will do all the work needed anyway.

I'm doing it for LE but you certainly won't have trouble importing it. Unless you want me to import it? Or at least a list of modified files?

I'll include a iSpreadChanceModifier for bonuses too, similar to the iDiscoverChanceModifier.

Valkrionn
Aug 28, 2009, 11:10 AM
Sounds good. If you want to import it that's fine; Otherwise it'll wait till I'm able to start codimg again.

Willgar
Sep 03, 2009, 05:19 AM
Is the reckless trait permanent? If so, 8% chance per turn to go barbarian seems a tad unbalanced....

Valkrionn
Sep 03, 2009, 02:49 PM
Barb chance is only for adepts. Train them up to mages, and it's removed, while granting a twincast clone.. At level 10 they can still take the normal promo, allowing 3 per turn. It's a strong trait.

Willgar
Sep 03, 2009, 07:17 PM
Barb chance is only for adepts. Train them up to mages, and it's removed, while granting a twincast clone.. At level 10 they can still take the normal promo, allowing 3 per turn. It's a strong trait.

Ahhh i understand.... Thank you! :goodjob:

Valkrionn
Sep 10, 2009, 04:49 PM
Just to let you all know, TC01's [Frozen civilization] will be included in the next version. :goodjob:

We're also working on a few other things... But for once I think I'll keep them under wraps. :lol:

Valkrionn
Sep 11, 2009, 01:33 AM
That's right, next version the Muris Clan will not only pollute your lands but lead raiding parties through them. :evil:

Varcaz the Long-Sighted will be a new barb Goblin hero. This is the finalized version.

After jumping through a few hoops, I've got him spawning at turn 100, with three minions who are automatically placed under his command. The AI is using him very well.... :eek::satan: I've also got a trophy made for him.

At the moment, he uses Scorpion Clan Archer graphics. If any artists out there are willing, he could use a flag change. :lol: Although I'm not sure what the Muris clan's flag is, or if they even have one?

Varcaz the Long-Sighted:

Archer Hero
2 :strength:, 5 Defensive :strength:
1 Poison :strength:
4 Ranged Attack
1 Range
75% Ranged Combat Limit
2 :move:
20% Withdrawal
Can lead up to 5 units

Three of these will spawn with him... A Scorpion Clan Wolf Rider, a Scorpion Clan Archer, and a Scorpion Clan Goblin.

Passes 15% Withdrawal on to his minions.
Upon defeat, he drops his bow.
Zarcaz's Bow:
+1 Poison :strength:
+1 Ranged :strength:
+1 Range

Authorized to acquire:

Field Medic 1
Field Medic 2
Archery Commander 1
Archery Commander 2

Opera
Sep 11, 2009, 01:41 AM
Looks like he's going to be a real pain! Not attacking, just ranging and impossible to take out because of his high defense... Yeah, that's a good goblin :lol:

Edit: I like the idea of new barbarian heroes... We should have more of them! :crazyeye:

Valkrionn
Sep 11, 2009, 01:46 AM
Well, his three authorized AI's are raider, attack, and city defense as he's ambitious. :lol:

His main AI is raider though, and he has a command range of three and an attack range of two thanks to his bow... So yeah, if he comes to your territory and you aren't ready you'll learn how much you can REALLY hate the Muris clan. :lol: Of course, his bow is rather powerful if you manage to kill him....

odalrick
Sep 11, 2009, 09:22 AM
Well, his three authorized AI's are raider, attack, and city defense as he's ambitious. :lol:

Suppose he captures a city and manages to hold it for a while. Wouldn't it be fun if he got serious about empire building and became a proper civilization?

Valkrionn
Sep 11, 2009, 09:36 AM
Why yes, that would be fun..... ;)

Korias
Sep 11, 2009, 12:37 PM
Small issue... Does the bow confer the range increase to Varcaz? Otherwise, even a Strength 2 unit, would be imbalanced with two tile range early on.

Valkrionn
Sep 11, 2009, 01:34 PM
Yes it does.... Hence the 'Long-Sighted' aspect. :lol:

If it proves to be too much while playtesting I'll remove the range from the unit, so he'll be down to 1 range.

lordnivek1
Sep 12, 2009, 10:40 AM
How do you get vitalize 2.1 and D'teshiCommander 1.2 listed in your addons to both work since they both overide the CvSpellInterface.py file? Is there a program that combines the files? Sorry total noob and having problems finding the answer

Valkrionn
Sep 12, 2009, 10:51 AM
Just below the addons list is an 'Installation Order' section. I think I'll move it above the addons so it's more obvious. Basically, the D'teshi Commander contains all the python from Vitalize 2.1. All that you really need from Vitalize is the xml for the new spell.

nstallation Order - Several of our addons need new python functions. Unfortunately, python is not modular... As a result, changes made in earlier modules must be carried into later ones to maintain compatibility. When downloading, any module marked with [PY] requires all previous modules carrying that tag.

Justin Cray
Sep 12, 2009, 12:03 PM
http://i29.tinypic.com/rkanpj.jpg

I get this error when starting ff+ (did a complete new install of civ4 and ff and ff+).

didn't see this bug mentioned anywhere else (I assume it's something I did wrong?)

Valkrionn
Sep 12, 2009, 12:07 PM
That.... Should not be there. Can you try installing the Improvements module to see if it fixes it?

lordnivek1
Sep 12, 2009, 12:58 PM
Just below the addons list is an 'Installation Order' section. I think I'll move it above the addons so it's more obvious. Basically, the D'teshi Commander contains all the python from Vitalize 2.1. All that you really need from Vitalize is the xml for the new spell.

ah, ok thank you very much for your help. Though the note part of how to install might have been written in greek for me because it doesnt make any sense to me. I have more harmful knowledge then useful when it comes to modding stuff. Not sure how all the updates from vitalized are included in D'teshi py file gets translated out of what the note says lol

Valkrionn
Sep 12, 2009, 01:03 PM
If you notice, both of those modules have a little [PY] symbol next to them... Should probably make it a different color so it stands out. That symbol means they contain python, and the instructions just say that any module containing that tag must be installed after any previous modules containing that tag... So D'teshi Commanders must be installed after Vitalize 2.1

Valkrionn
Sep 13, 2009, 02:28 AM
Few new additions... Kelp now becomes Kelp Forest in FoL lands. Gains a hammer, health, and happy under GoN.

Khazad gain Slave Market UB. 150 :hammers:, +3 :commerce:. Adds 20 to the crime rate, reduces alignment by 10, double production for the Slaver trait. Allows you to sell slaves. Meant for Athel, but can be used by any leader.

Valkrionn
Sep 15, 2009, 08:39 AM
Still needs a bit of work (Merged straight from a very old mod, going to check how Cyther fixed it up in Rise of Darkness), but here's a screenshot of something I'm working on... ;)

The same divisions are applied in the production popup. Buildings, spells, promotions, wonders, leaders, etc are all affected.

Opera
Sep 15, 2009, 09:28 AM
Very interesting :)

Did you also get this change in the "production popup"?

Valkrionn
Sep 15, 2009, 09:33 AM
Very interesting :)

Did you also get this change in the "production popup"?

Still needs a bit of work (Merged straight from a very old mod, going to check how Cyther fixed it up in Rise of Darkness), but here's a screenshot of something I'm working on... ;)

The same divisions are applied in the production popup. Buildings, spells, promotions, wonders, leaders, etc are all affected.

I don't know, did I? :p

Opera
Sep 15, 2009, 09:36 AM
Ha, well.
...
...
Did I already said it was a cool addition? :mischief:

Seriously: I wanted to add it but it was a pain. Maybe your code will be better... Even though FF's code is pretty much a pain now given the new modular thing.

Valkrionn
Sep 15, 2009, 09:39 AM
Ugh. Two of the files you have to change are the most heavily affected by the TrueModular merge. Luckily, it's only like 3-4 spots in each file that are affected. :lol:

Opera
Sep 15, 2009, 09:43 AM
Did you comment the change with text like "Pedia" or some such? Or did you just go the xienwolf way with "New Tags Def"?

Valkrionn
Sep 15, 2009, 09:45 AM
I left the original comments by Grey Fox... Mostly so anyone merging will know who the original author was, and because I got used to them while searching. :lol:


Should all be marked like this:

//InterfaceUpgrade: Better Pedia - Added by Grey Fox 04/18/2008
.def("isGlobal", &CvSpellInfo::isGlobal, "bool ()")
.def("getCivilizationPrereq", &CvSpellInfo::getCivilizationPrereq, "int ()")
//Interface Upgrade: Better Pedia - End Add

There are only 5 affected files in the DLL, two in python/screens, a NEW file in python/screens, and a small amount of xml... CivilizationSchema, to add the pictures to the file.

Opera
Sep 15, 2009, 09:52 AM
Ok. I will take a look at that once you'll have released it :)

Valkrionn
Sep 15, 2009, 10:57 AM
Two unfortunate bits of news:

First, concerning the mod. There are a few python errors in the new pedia upgrade, easily fixed. A bigger issue is the fact that traits are pretty much refusing to load, which causes a cascade that takes out most buildings, all leaders, and all civs. Not sure what's causing it yet either, no message is given beyond 'traitinfos.XML has failed to load'.

Second, some personal news.... My grandfather lost his battle with Leukemia late last night. I'm going to be gone for around a week, or at least not modding. Will check forums about once a day, but can't promise anything else.

Secret_Squirrel
Sep 15, 2009, 11:45 AM
Sorry to hear that Valkrionn, take all the time you need.

Thanks for adding my mod to the first post by the way. New release coming soon!

Iceciro
Sep 15, 2009, 12:36 PM
I am bad at condolences and whatnot, but yeah. :( Sorry to hear that, man. Take your time, Civ and Fall+ will be here when you get back.

[to_xp]Gekko
Sep 15, 2009, 03:45 PM
Sorry to hear that Valk :(

Willgar
Sep 15, 2009, 03:55 PM
Sorry for your loss :(

Valkrionn
Sep 15, 2009, 04:00 PM
Thank you all for the sympathy. It's something we saw coming, but that doesn't necessarily make it easier.

lordnivek1
Sep 15, 2009, 05:19 PM
I am running into a problem with my games that my great people are give tons of food and production. They start off normal then after a few hundred turns or so they start giving way to much. Is this a problem that is already known?

Valkrionn
Sep 15, 2009, 05:24 PM
That's not something I've ever seen... Could you give more details and a save game?


Also, screenies of pedia progress....

A drawback of the system is alot of the python is hardcoded. Or at least, partially... For example, in these screenshots each unitcombat needed to be added. Beyond that, however, it auto-places the units.

Opera
Sep 15, 2009, 05:43 PM
You can't run a loop on all unitcombat? Aren't they defined somewhere?

TC01
Sep 15, 2009, 05:48 PM
Here is the way I'd do it. Loop through the number of unit combat infos, then define UnitCombatInfo as each, and get it's type (i.e., UNITCOMBAT_MOUNTED).

for i in range(gc.getNumUnitCombatInfos):
UnitCombatInfo = gc.getUnitCombatInfo(i)
UnitCombat = CvInfoBase.getType(UnitCombatInfo)

Valkrionn
Sep 15, 2009, 05:50 PM
You likely can, for now I'm just doing it as he did and working out the kinks. Once it's working as intended, I'll then go through and try to clean it up... Should be able to loop through unitcombatinfos.

Edit: Ah, I see I was beaten. :lol:

Valkrionn
Sep 15, 2009, 05:53 PM
Here is an example of the code... This is used to place units. Was just in the process of trying to figure out the heroes page wasn't working... It won't put civ heroes in their section, even though the python is correct. Then I remembered civilizationinfos still doesn't want to load due to the trait issue, and called myself an idiot. :rolleyes:

# Interface Upgrade: Better Pedia - Added by Grey Fox 04/18/2008
def Recon(self, x): return gc.getUnitInfo(x[1]).getUnitCombatType()==0
def Archer(self, x): return gc.getUnitInfo(x[1]).getUnitCombatType()==1
def Mounted(self, x): return gc.getUnitInfo(x[1]).getUnitCombatType()==2
def Melee(self, x): return gc.getUnitInfo(x[1]).getUnitCombatType()==3
def Siege(self, x): return gc.getUnitInfo(x[1]).getUnitCombatType()==4
def Adept(self, x): return gc.getUnitInfo(x[1]).getUnitCombatType()==5
def Disciple(self, x): return gc.getUnitInfo(x[1]).getUnitCombatType()==6
def Animals(self, x): return gc.getUnitInfo(x[1]).getUnitCombatType()==7
def Naval(self, x): return gc.getUnitInfo(x[1]).getUnitCombatType()==8
def Beasts(self, x): return gc.getUnitInfo(x[1]).getUnitCombatType()==9
def Worker(self, x): return gc.getUnitInfo(x[1]).getUnitCombatType()==10
def Commander(self, x): return gc.getUnitInfo(x[1]).getUnitCombatType()==11
def GreatPeeps(self, x):
if x[1] == gc.getInfoTypeForString('UNIT_ARTIST'): return true
elif x[1] == gc.getInfoTypeForString('UNIT_PROPHET'): return true
elif x[1] == gc.getInfoTypeForString('UNIT_ENGINEER'): return true
elif x[1] == gc.getInfoTypeForString('UNIT_MERCHANT'): return true
elif x[1] == gc.getInfoTypeForString('UNIT_ARTIST'): return true
elif x[1] == gc.getInfoTypeForString('UNIT_SCIENTIST'): return true
elif x[1] == gc.getInfoTypeForString('UNIT_COMMANDER'): return true
def Summons(self, x):
elemental = gc.getInfoTypeForString('PROMOTION_ELEMENTAL')
spectre = gc.getInfoTypeForString('UNIT_SPECTRE')
wraith = gc.getInfoTypeForString('UNIT_WRAITH')
skeleton = gc.getInfoTypeForString('UNIT_SKELETON')
if gc.getUnitInfo(x[1]).getFreePromotions(elemental): return true
if x[1] == spectre: return true
elif x[1] == wraith: return true
elif x[1] == skeleton: return true
def Golems(self, x): return gc.getUnitInfo(x[1]).getFreePromotions(gc.getInfoTypeForString('PROMO TION_GOLEM'))

def NoUnitCombats(self, x):
if self.Recon(x): return false
if self.Archer(x): return false
if self.Mounted(x): return false
if self.Melee(x): return false
if self.Siege(x): return false
if self.Adept(x): return false
if self.Disciple(x): return false
if self.Animals(x): return false
if self.Naval(x): return false
if self.Beasts(x): return false
if self.Worker(x): return false
if self.Commander(x): return false
if self.GreatPeeps(x): return false
if self.Summons(x): return false
if self.Golems(x): return false
return true

def placeUnitsNew(self, list):
'Ah units, what would we do without em?'
screen = self.getScreen()
sType = "Units"
nColumns = 4
nEntries = len(list) +36
nRows = nEntries // nColumns
if (nEntries % nColumns):
nRows += 1
tableName = self.getNextWidgetName()
screen.addTableControlGFC(tableName, nColumns, self.X_ITEMS_PANE, self.Y_ITEMS_PANE+5, self.W_ITEMS_PANE, self.H_ITEMS_PANE-5, False, False, 24, 24, TableStyles.TABLE_STYLE_STANDARD);
screen.enableSelect(tableName, False)
for i in range(nColumns):
screen.setTableColumnHeader(tableName, i, "", self.W_ITEMS_PANE/nColumns)

iCounter = 0
iNumRows = 0

unitCombats = []
reconUnits = filter(self.Recon,list); unitCombats.append(reconUnits);
archerUnits = filter(self.Archer,list); unitCombats.append(archerUnits);
mountedUnits = filter(self.Mounted,list); unitCombats.append(mountedUnits);
meleeUnits = filter(self.Melee,list); unitCombats.append(meleeUnits);
siegeUnits = filter(self.Siege,list); unitCombats.append(siegeUnits);
arcaneUnits = filter(self.Adept,list); unitCombats.append(arcaneUnits);
discipleUnits = filter(self.Disciple,list); unitCombats.append(discipleUnits);
animals = filter(self.Animals,list); unitCombats.append(animals);
navalUnits = filter(self.Naval,list); unitCombats.append(navalUnits);
beasts = filter(self.Beasts,list); unitCombats.append(beasts);
workerUnits = filter(self.Worker,list); unitCombats.append(workerUnits);
commanderUnits = filter(self.Commander,list);unitCombats.append(com manderUnits);
noUnitCombats = filter(self.NoUnitCombats,list)
greatPeeps = filter(self.GreatPeeps,list)
summons = filter(self.Summons,list)
golems = filter(self.Golems,list)

nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, ["Units",-1], WidgetTypes.WIDGET_GENERAL, CvUtil.FONT_CENTER_JUSTIFY)
iCounter += 1

for item in noUnitCombats:
nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, item, WidgetTypes.WIDGET_PEDIA_JUMP_TO_UNIT, CvUtil.FONT_LEFT_JUSTIFY)
iCounter += 1

nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, ["",-1], WidgetTypes.WIDGET_GENERAL, CvUtil.FONT_CENTER_JUSTIFY)
iCounter += 1

nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, ["Great People",-1], WidgetTypes.WIDGET_GENERAL, CvUtil.FONT_CENTER_JUSTIFY)
iCounter += 1

for item in greatPeeps:
nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, item, WidgetTypes.WIDGET_PEDIA_JUMP_TO_UNIT, CvUtil.FONT_LEFT_JUSTIFY)
iCounter += 1

nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, ["",-1], WidgetTypes.WIDGET_GENERAL, CvUtil.FONT_CENTER_JUSTIFY)
iCounter += 1

for iI in range(gc.getNumUnitCombatInfos()):
nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, [gc.getUnitCombatInfo(iI).getDescription(),-1], WidgetTypes.WIDGET_GENERAL, CvUtil.FONT_CENTER_JUSTIFY)
iCounter += 1

for item in unitCombats[iI]:
nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, item, WidgetTypes.WIDGET_PEDIA_JUMP_TO_UNIT, CvUtil.FONT_LEFT_JUSTIFY)
iCounter += 1

nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, ["",-1], WidgetTypes.WIDGET_GENERAL, CvUtil.FONT_CENTER_JUSTIFY)
iCounter += 1

nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, ["Golems",-1], WidgetTypes.WIDGET_GENERAL, CvUtil.FONT_CENTER_JUSTIFY)
iCounter += 1

for item in golems:
nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, item, WidgetTypes.WIDGET_PEDIA_JUMP_TO_UNIT, CvUtil.FONT_LEFT_JUSTIFY)
iCounter += 1

nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, ["",-1], WidgetTypes.WIDGET_GENERAL, CvUtil.FONT_CENTER_JUSTIFY)
iCounter += 1

nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, ["Summons",-1], WidgetTypes.WIDGET_GENERAL, CvUtil.FONT_CENTER_JUSTIFY)
iCounter += 1

for item in summons:
nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, item, WidgetTypes.WIDGET_PEDIA_JUMP_TO_UNIT, CvUtil.FONT_LEFT_JUSTIFY)
iCounter += 1

nRows, iNumRows = self.addRow(sType, tableName, iCounter, nRows, iNumRows, ["",-1], WidgetTypes.WIDGET_GENERAL, CvUtil.FONT_CENTER_JUSTIFY)
iCounter += 1
# Interface Upgrade: Better Pedia - End Add

far_wanderer
Sep 15, 2009, 05:56 PM
I am running into a problem with my games that my great people are give tons of food and production. They start off normal then after a few hundred turns or so they start giving way to much. Is this a problem that is already known?
That's a problem I have occasionally in regular FF. One of your buildings will have picked up the notion that it should be giving that bonus to certain specialists. It's an odd bug that happens when you have a module that changes something about an existing building and at least one other module (the other module doesn't have to do anything relating to buildings). The really bizarre thing about is that it seems to show up and vanish for no apparent reason.
My experiences with it start on page 66 of the Mod-Modders guide thread.
For now, you can do what I do: add empty folders to your Modules folder and check the civilopedia each time. When the bonus disappears from all modified buildings, start your game. Note that this won't help you if you've already built the building - you'll have to back to a save before construction finished. And every time you start up Civ, do a quick check to make sure it hasn't shown back up again.

lordnivek1
Sep 15, 2009, 06:01 PM
Here is the saved game I have for it. I have played two games so far and both times all great people and all citizens start give outrageous amounts of food and production. From the top of my head I would say things are fine for about the first couple hundred turns or so. first game i was playing as the lizard men and i noticed that all of a sudden one turn i had over a hundred thousand gold. I then went to the world editor and saw that the calbim i was playing against had one city that had a pop of 89. I thought the game was just bugged some how so i restarted a new game and then played as the calabim. And after a few hundred turn i again noticed that i got a huge amount of money and my production and food went sky high. So far in fact that it puts my production into the negatives and stops the city from producing anything. I haven't really tested it much atm, just wanted to see if it was a known bug before I spent to much time on it. Here is all i have installed if it helps at all.



Fall further (patch B)

Fall futher plus (patch E)

Vitalize

ImpromentTweaks

KelpModule

D'teshicommander

Improved FFplus AI

Fall to pieces: The complete First Season

BlockKurios

ThousandFails



(I had OOSBreak but removed it)

Darksaber1
Sep 15, 2009, 06:24 PM
Darn cancer seems to be everywhere...I lost all for grandparents to cancer, or cancer related things.:(

Iceciro
Sep 15, 2009, 06:35 PM
As an FYI to your XML failing to load, make sure it's pointed at the right schema - that's what makes XML just flat not load in modules, anyways.

Valkrionn
Sep 15, 2009, 06:36 PM
There's no new schema, just a changed one. Name stays the same, so it should still be pointed at it.

Valkrionn
Sep 23, 2009, 10:44 AM
Slight update: JImprovementsMods, merged into Orbis by Ahwaric, has now been merged into FFPlus. What does this mean?

For one thing, improvements can now be set to require a certain range between themselves in the XML, rather than python. Dwarven Forts, for example, can be set with one tag rather than a python loop in CanBuild. This should make the game run a bit faster. It also takes into account improvement upgrades, thanks to some work by Ahwaric. :goodjob:

Another change, which will be more obvious to you all, is that Forts will now put out culture in and of themselves. This is set via XML, using these tags:

<iCultureRange>1</iCultureRange>
<iCultureControlStrength>2</iCultureControlStrength>
<iCultureCenterBonus>2</iCultureCenterBonus>

The range is, obviously, the range affected. This will be a cross for any range more than 1, just like cities.

CultureControlStrength is used to determine who actually gets the culture if multiple improvements are competing. Cities will nearly always win, ties between improvements result in no culture for anyone. IIRC, Ahwaric tweaked it so that improvements with the bOutsideBorders tag CAN overwrite city culture on their plot... This is just Forts and their upgrades.

CultureCenterBonus is a bonus controlstrength used for the tile the improvement is actually on.

What does this mean for Fort Commanders? For one thing, they will be undergoing some renovations. They no longer produce culture themselves... No python loops. They will still be generated, will lose the Influence promotions, and will lose most of the freexp they granted. Of course, that freexp is only in the internal version, so you all will actually see an increase. :lol:


Screenies:

Valkrionn
Sep 24, 2009, 07:48 AM
Went ahead and added a Fort Commander section to the pedia, and made sure to remove them from all other sections... Right now, most are siege but one is Archery and one is Arcane.

Valkrionn
Sep 24, 2009, 11:00 AM
Bit of pleasant news:

The Wild Mana game option will no longer make that hideous noise when the game starts. :goodjob: It also won't give you a popup telling you where the manas are...

Breez
Sep 24, 2009, 11:48 AM
HA that noise scares my cat every time.

Valkrionn
Sep 24, 2009, 11:50 AM
Yeah, I always hated it. Tried fixing the thing in the DLL today, and got it working... Or at least, compiling. Without rewriting the whole addBonus function though I can't have it go over the max for the mapsize, so it wasn't really doing anything even though the maxMana was 5x the normal value.

Then I broke down and checked how Sephi did it... Python. 1 extra line. :wallbash:

At the least, it works. :lol:

Valkrionn
Sep 25, 2009, 08:50 AM
I've merged in Cyther's 'MobileCage' code. What does this mean? Basically, I can now set a 'leash' on any unit in the game, preventing them from moving farther from their original plot than the leash allows. The code itself is in the DLL, so should not slow turn times... The actual tags are used in Python, as you have to get the plot x+y values.

No longer will Acheron sit immobilized in a city. He will now terrorize the countryside up to 2 tiles away... Meaning he will come out to meet you when you visit, and will be slinging fireballs when he does. :goodjob:

The Guardians of Pristin Pass? Leashed to 5 tiles from the Pass... Each will have a powerful item, and if you equip all three on the same unit you will be able to combine them. This combined item will allow you to claim the Pass as an uber-fort.

Mana Guardians? Leashed to 1 tile from their node. They WILL come out and fight you, and they WILL cast spells at you. Death nodes should be more dangerous now. :p

I'm also thinking of reimplementing Guardians for each Epic Dungeon, starting with Barbatos. ;)

Breez
Sep 25, 2009, 09:08 AM
okay that rocks.

Valkrionn
Sep 25, 2009, 09:21 AM
Yeah, that's what I thought. ;)

Although I AM considering giving Acheron a larger leash....

As for Epic Dungeon defenders, how about these?

Broken Sepulcher - Barbatos
Pyre - Lesser Red Dragon
Aifon Isle - Kraken

No idea for Bradeline's Well yet.

readercolin
Sep 25, 2009, 09:29 AM
Balor guarding Bradelines well?

-Colin

Edit: And not a minor dragon guarding the pyre - make it a fire elemental thats been hopped up on fire mana (say make him a regular fire elemental that recieves +5 fire in addition to what it normally gets, and the ability to throw fireballs)

Valkrionn
Sep 25, 2009, 09:29 AM
That could work. :goodjob:

Breez
Sep 25, 2009, 09:39 AM
I am worried about what Leashed Mana Gaurdians might do to some civs in the 1st few turns.

Is there anyway to hold them for a set time? or maybe make then be held instead of leashed once anyones culture absorbs the plot they are guarding?

Valkrionn
Sep 25, 2009, 09:48 AM
What I'll do is give them a 'Held' promo that wears off after 20 turns.

Could probably make them held while in someone's borders, as well.

Swinkscalibur
Sep 25, 2009, 02:02 PM
Out of curiousity, what will make Pristin Pass uber in terms of its fort qualities?

Valkrionn
Sep 25, 2009, 02:05 PM
The fact that it puts out 4 rings of culture, and is hard to overwrite. May add a defense bonus to it too.

Vermicious Knid
Sep 25, 2009, 02:35 PM
The fact that it puts out 4 rings of culture, and is hard to overwrite. May add a defense bonus to it too.


You forgot the sharks with lasers on their frickin foreheads.

Valkrionn
Sep 25, 2009, 02:38 PM
:lol:

There's also a joke involved in the equipment, but for that you all will have to wait for the next patch.

Of course, had you been on IRC this afternoon, you'd know what it is. ;)

Valkrionn
Sep 25, 2009, 08:26 PM
Just to let you know, pretty much all of Opera's dll changes have been merged in. Lots to do with leaders (Better alignment attitude modifiers, ditto with resources, hated civic, leader relations, unique leaders [can set leaders so only one will show randomly out of a group], a new resource spread tag for improvements, and a Cult mechanic so certain agnostic leaders will gain attitude penalties towards leaders not following their cult.

Also, a dynamic popcap mechanic, increasing the allowed population in a city by tech and building.

Lots to play with. ;)

vivictius
Sep 25, 2009, 10:53 PM
You mean, lots to play with once its released.....

xienwolf
Sep 25, 2009, 11:02 PM
I am curious about the leash mechanism. I have one planned but haven't had time to write it yet. However, it is very simple and pure DLL, while you say this one needs python for some reason.

If the python is to get the plot to leash to, and you are using the spawn location, my code already remembers spawn plots for each unit

Valkrionn
Sep 26, 2009, 10:36 AM
No, I mean lots to play with for the team, before we release. ;)

@Xienwolf: I'll post the changed files on Monday. All I did was merge it, so I haven't looked too closely at it, but I'm planning on rewriting it to all be handled in the DLL. Good lesson at the least. ;)

Although some tips would be helpful. ;)

cyther
Sep 27, 2009, 06:55 AM
The leash system I wrote was for normal FfH where there is no spawn plot recorded. I used python to set the length of the leash, the trigger and the X/Y of the plot.

How were you planning to trigger it in DLL, xienwolf?

[to_xp]Gekko
Sep 27, 2009, 07:06 AM
this leash system sounds like tons of fun, great work guys :goodjob:

Sephi
Sep 27, 2009, 08:00 AM
@Xienwolf: I'll post the changed files on Monday. All I did was merge it, so I haven't looked too closely at it, but I'm planning on rewriting it to all be handled in the DLL. Good lesson at the least. ;)

Although some tips would be helpful. ;)
I am already using a leash system, basically I do the leash (based on their origin plot) for the mana guardians before pushing their move orders. That way they don't never get invalid move orders. Works pretty well, atleast for the mana guardians :D. No idea what you have planned.

Brokenbone
Sep 27, 2009, 08:39 AM
The whole "leash" thing for guardians of... well, Mana and special sites, sounds terrific. I've always hated that the "Held" promo makes punching bags out of critters, including the ones who should be summoning up a storm or using other spells, including Acheron flinging fire, Liches throwing spectres or wraiths, and all that good stuff.

Also though, in the absence of a "Held" promotion, it may mean some of the critters become capable of capture. Long time ago I saved a useless Creation node with a Stag on it for a Beastmaster in training to capture, then was disappointed to catch it, with it moving to the Beastmaster's tile, sitting there with the Held promotion. Boo. I think a very limited number of these different guardians are of racial types even capable of capture thru Command promos, compelling jewel, crown of command, or Subdue Animal / Beast, but again, that just becomes part of the fun that some you can catch, some you can't.

Valkrionn
Sep 27, 2009, 10:59 AM
Wow. Forgot that FF stores the spawn plot... Should have realized that was needed for the way Xienwolf changed immortality to work on barb units.

I'll look at the way you did it too Sephi... Is it marked in your DLL?

Valkrionn
Sep 28, 2009, 11:57 AM
Probably the last major DLL addition... Jeckel's Route Natives!

First, the screenshot:

229337

As you can see, the unit shows a few interesting new lines... RouteNative, RouteSubstitutes, RouteImpassable, and RouteIgnore.


RouteNative - Designates a native route for that unit, forbidding it from entering any tile that does not contain that route.
RouteSubstitute - Switches the movement bonus of a route, for that of a different route.
RouteImpassable - Forbids a unit from entering a tile containing the route.
RouteIgnore - Causes the unit to ignore the movement bonus of a route.


At the moment, I just want the first, for the Mechanos fort... But I can see a use for the others, as well. Including scrapping the Lizard tech, and granting the movement via a promotion applied to all Cualli/Mazatl units... Will have to allow this to be set in promotions for that first, however.

xienwolf
Sep 28, 2009, 07:30 PM
For the leash system, you just have to set the leash length on the unit (through Promotion, Unit, Spell, or Improvement. Whichever ones you care to place the tag on. Or even python as long as you expose the leash to python manipulation, which is always a good idea).

Once the unit has a variable in CvUnit telling it the length of the leash (and the location of it if you want to get creative and do something like leash it to another unit, which can move), you just place a catch in CvUnit::canMoveorAttackInto which denies the unit ability to enter a tile (same as if it was impassible) which is farther from the leash anchor than the leash length allows. Make sure of course to account for a wrapping world, and if you use a mobile leash anchor, either auto-move the unit to a valid plot when the anchor moves beyond the length of the leash, or allow the unit to make moves beyond the leash length which serve to bring it closer to the anchor point. Your choice on how you want that one to work, probably depending on what you use it for (my intention was a summon spell which called up a Phantom Steed, leashed the caster to the Steed with a leash length of 0, and thus allowed the mage to only move by moving the steed, but to therefore have the same movment capability (range/location) as said steed. Thus I would make the unit move back into the nearest allowed plot when the anchor relocated, OR move to the anchor location itself any time it is placed out of range, as otherwise with a leash length of 5 you could drag a unit through an enemy city and insta-capture it, though a spell which forced the unit to have 1 move point and was MEANT to allow you to do that would be quite interesting, as you would have to walk around the city at a crawl-of-doom and see if the opponent intercepts you or not. Though if you summon right next to the city that means only 3 moves are needed to do the capture. So maybe such a spell would have to make the unit only able to move every other turn and get no defense bonuses for the duration, plus be very likely to defend the tile)

khanjackal
Sep 28, 2009, 10:25 PM
I usually play over the weekend. Should I go ahead and start a game now, or wait for the new patch?

Valkrionn
Sep 28, 2009, 10:37 PM
Go ahead and play. Patch will be out next week.

Valkrionn
Sep 30, 2009, 12:46 PM
Just wanted to pop in and say that the Mechanos 'Affinity' setup is working perfectly now. It consists of two promotions (Mechanos Affinity and Buff), and a small bit of python. The two promotions are identical, aside from the pyPerTurn on the first and the second being an effect. Here's the mechanic:

All units that originally had Refined Mana affinity, either on the unit or via the Mechanical promotion, now have the Mechanos Affinity promotion.
Mechanos Affinity


+1 Ranged Attack
+10% Ranged Combat Limit

This promotion carries with it a pyPerTurn, that has the following effects:


Removes all iterations of the Buff promotion from the unit.
Counts the number of Refined Mana you have access to.
Applies (NumMana - 1) iterations of the Buff promotion to the unit.

The (- 1) is because the first promotion covers the palace mana, the buff is just for any subsequent manas you gain.


Essentially, a unit that does not carry ranged attack will be able to deliver lethal damage once you have 10 Refined Mana, at which point he'll have 10 ranged strength. Seems reasonable, and does NOT increase defensive strength, unlike the current setup, so the units are easier to kill if they get close to you. It also has the effect of giving the Mechanos a feature no other civ has... :p


I'm thinking of applying something similiar to the D'tesh, so each Death mana will only apply .75 strength, with other manas filling in the gap and bringing different damage types with them. Won't be obliterated by death immune civs any more, but will still be reliant on death mana... Should work fine.

Deon
Sep 30, 2009, 12:51 PM
I find it interesting. Now I imagine all mechanos troops with affinity carrying some "energy crystals" and charging them with mana to shoot an energy ray at enemies, or maybe have some special mana-powered hi-tec ranged weapons. An interesting design :).

Valkrionn
Sep 30, 2009, 12:58 PM
Makes Goliath even scarier... In Siege Mode, he's already 16 Ranged Attack, 100% limit, and 2 range. Each mana will add more attack to that already huge amount. OR you can leave him in melee mode, where he has 9 Ranged Attack, 50% limit, and 1 range, and get 5 manas and the 'Bow of the Longsighted' from killing Zarcaz... And keep his massive attack strength. :goodjob:

Valkrionn
Sep 30, 2009, 03:35 PM
Here's another update...

Kelp will no longer require a custom mapscript to spawn. I'm adapting FlavourMod to place it on any maps that do not contain it naturally... If I get the spawn method perfected, I'll actually prevent it from spawning naturally and let the FlavourMod code run on all maps. ;)

I'll make a second post detailing it (And containing the code for Opera, and anyone else interested ;)) after I'm done testing. :goodjob:

Valkrionn
Sep 30, 2009, 05:18 PM
Alright, here are some screenies and the basics of the kelp system.

First off, any coastal tiles have a 15% base chance to recieve Kelp. This can be easily modified via a variable at the top of the file, as with all other FlavourMod variables. ;)

There is also a modifier based on the number of Kelp features within two tiles of the tile being considered... For every kelp, the placement function will run again, and the base chance is modified by an amount equal to the modifier.

This setup generally results in a few largish patches of Kelp, and plenty of featureless coast... Which is what I intended. ;)

It only really hiccups in the event of Archipelago maps... Not sure what to do there, might just leave it as a feature. :lol:

This is just the placement code itself. Full file is attached to the end of the post.
KELP_ODDS is 85, set earlier on in the file.
for iPlotIndex in range(cymap.numPlots()):
pPlot = cymap.plotByIndex(iPlotIndex)
if isValidK(pPlot):
for i in range(getChanceK(pPlot)):
if dice.get(100, "FlavourMod: Add Kelp") > (KELP_ODDS - getChanceK(pPlot)):
pPlot.setFeatureType(GetInfoType("FEATURE_KELP"),0)
cymap.rebuildGraphics()


Screenshots
These are all from Continents. Zoomed out, so you can't actually see the kelp... Marked the tiles with Culture, should be easy to make out.

Game 1 - In blue.
229611229612
Game 2 - In brown. Only made one as the other sides of the continents only had scattered kelp, no clumps. Can see it in the minimap. ;)
229613


Edit: Actually, to hell with it, I'll just attach the file. This will actually work with the Kelp Module as well, just get rid of the FFPlus Continent map and use ErebusContinent. ;)

Put it in the assets/python/entrypoints folder.

Opera
Oct 01, 2009, 07:02 AM
Nice thing :)

Good bye, custom mapscripts!

Valkrionn
Oct 01, 2009, 07:13 AM
One thing I believe I failed to mention.... With this setup, FlavourMod is the only way Kelp will spawn. You can modify it to check if Kelp is already on the map, and if so, don't run the code... Did that for Haunted Lands. For the Kelp however, I liked my placement code better and have Kelp not spawn naturally. ;)

Breez
Oct 01, 2009, 07:19 AM
by that do you mean the flavor mod that is already incorerated (check box) or an exterior one that needs to be added?

Valkrionn
Oct 01, 2009, 07:21 AM
The same Flavourmod that gives you flavourful start locations. ;)

And the new Kelp and Haunted Land spawn functions can both be turned off individually in the file, rather easily, and both can have their base chance modified.

Opera
Oct 01, 2009, 07:23 AM
One thing I believe I failed to mention.... With this setup, FlavourMod is the only way Kelp will spawn. You can modify it to check if Kelp is already on the map, and if so, don't run the code... Did that for Haunted Lands. For the Kelp however, I liked my placement code better and have Kelp not spawn naturally. ;)What do you mean, 'the only way Kelp will spawn'?

Valkrionn
Oct 01, 2009, 07:32 AM
I removed it's allowed Terrain types in featureinfos. It won't spawn at all without Flavourmod on, but most people use it and it's pretty much forced in Orbis. ;)

I did this because on Firaxis maps, Kelp would spawn normally... And I liked my method better.

There are only two ways to go about it anyway... Only allow it to spawn via FlavourMod, or check the map for Kelp, and if you DON"T find any, allow the spawn code to run.

Easy for you to switch, as I set HL up that way and already made the 'IsMapHasFeatureType' code block for it.

Breez
Oct 01, 2009, 08:49 AM
I am really not sure I understand.

Short version: Once the next patch comes out, if I have the Flavormod check box enabled (the same one that gives Flavored Starts) Then I will get kelp on "most" maps?

If that is the case then good to hear, if it isn't the case I am really really confused.

Valkrionn
Oct 01, 2009, 08:53 AM
Mostly correct.

Next patch, if you have Flavourmod enabled you will get kelp on ALL maps. As well as a scattering of Haunted Lands.

The whole reason I wrote the code, was to avoid having to distribute custom mapscripts that included Kelp, like I had to do with the module. This new setup will work on absolutely any map. I could probably transfer it to 'onGameStart' in eventmanager, but then it would be more code-intensive and would not be as easily configurable... As it is now, yes, you have to run flavourmod, but it already loops all plots on the map so I'm not adding much load time to the game.

Breez
Oct 01, 2009, 08:56 AM
That works for me. I always play with Flavor mod so that is a no brainer. I am looking forward to the kelp.

I think you lose some of us non programers when you start talking code and scripts.

There are only two ways to go about it anyway... Only allow it to spawn via FlavourMod, or check the map for Kelp, and if you DON"T find any, allow the spawn code to run.

Easy for you to switch, as I set HL up that way and already made the 'IsMapHasFeatureType' code

might make sense if you have a clue but I looked at that and scratched my head as to what it meant to ME

Valkrionn
Oct 01, 2009, 09:07 AM
Ah, that part was directed at Opera... Told her I was going to attempt it on IRC yesterday, asked if she'd like a copy of the file. :lol:

Yeah, has nothing to do with non-modders right there.

However, if you'd like to turn off either Kelp or HL, or adjust the odds of them spawning, it's really simple to do. Just open CvFlavourInterface (Same file you'd edit a civs start preferences in), scroll down a little bit, and find KELP_ODDS or HL_ODDS... This is the odds a tile will receive the feature, there are comments above the variable telling you how it works. Scroll another 20-30 lines, and you'll find ADD_KELP and ADD_HL... Set it to false, and it won't spawn.

The actual code, minus the variables in between...

# higher values reduce the odds of Kelp being placed
KELP_ODDS = 85

# lower values reduce the odds of Haunted Lands being placed
HL_ODDS = 5

# adds Kelp to the map
ADD_KELP = True

# adds Haunted Lands to the map
ADD_HL = True

VSPavlov
Oct 01, 2009, 10:11 AM
Excuse me for a stupid question - any ETA for a new version? (since FF was updated..)

...ah, I've found about next week. Sorry.

Opera
Oct 01, 2009, 11:43 AM
Valk, why did you use two different ways for HL_ODDS and KELP_ODDS? I mean, 'odds' for me is more like '% to HAPPEN' rather than '% to NOT happen'. So maybe you should tweak your kelpspawning code so that if you enter 15 in KELP_ODDS you actually have 15% chance of spawning Kelp.

Valkrionn
Oct 01, 2009, 11:51 AM
Mostly because that's the way you had it in the mapscript, and I saw no reason to change it. ;)

I don't much care which way the odds work, does the same thing either direction.... Although in this case, where players can change it easily, that might be a good idea.

Valkrionn
Oct 01, 2009, 01:46 PM
As you may have read, Minor/Emergent Leaders no longer depend on a trait.. Instead, they are set via an xml tag on the leader itself. I'm working on improving this (Making it a string, like with alignments), but thought I'd show something I've done in the meantime. ;)

Minor/Emergent status is displayed below Hated Civic (Or Favourite Civic, if Hated Civic isn't used for the leader).

The Minor Trait is already gone. Emergent will be gone after I finish upgrading the setup. :goodjob:

Schwarzbart
Oct 02, 2009, 04:44 AM
Will this be in your next public Release?

UNIT 666
Oct 02, 2009, 06:00 AM
:lol:

Everyone is so anxious to play the new version of FF+! A while back I almost asked, completely forgetting about the imminent release of Patch C.

Edit: Of course, I somehow misread Schwarzbart's post as asking when the new patch would be released. Whoops!

Valkrionn
Oct 02, 2009, 06:51 AM
Yes it will, although if I get it working right it will likely be under the Alignment, actually. ;)

Yeah, I'm wanting to release too... Just a few thing left to do. Of course, the leader revamp won't actually be finished, unless I delay it quite a bit... But that's mostly because there's a bit of DLL work I'd like to do there. For how it works now, it'll be fine as is once I finish the bit I'm doing, and add another trait to some of the Minor leaders.

Valkrionn
Oct 02, 2009, 01:37 PM
All trait gains are now handled via checking Leader Status. Emergent and Minor are both non-existant as traits now. :goodjob:

Leader Status is displayed under Alignment in the Pedia, next to Alignment in the Scoreboard. Major is grey, Minor is white, and Emergent is green...

At four cities, Minor becomes Major. After gaining a trait, Emergent becomes Major.

Eventually, Major Leaders will gain relation penalties towards Emergent/Minor, and vice versa, but that can wait for some other pending DLL work.



All that's left now is small work (Adding a few leaders, fixing a few others, so on), and merging Vermicious's new Jotnar work. :goodjob:

ricolikesrice
Oct 02, 2009, 03:39 PM
is it true that Infernals/Mercurians are currently "unplayable" as their angel/mane spawning mechanics are supposed to be not working in FF/FF+?

i d like to play mercurians (for the first time actually, stumbled upon FFH2 in 2008 but never played them before) but dont wanna waste time starting a game to get them if they re indeed not working properly.

seen this posted as a bug but while skimming through all the changelogs either i missed the fix or it never happened.

EDIT: btw, awesome job on doviello. had a 400turn game with them and loved all the new mechanics. no gamebreaking crashes either but as usually i never get to actually finish my games ;)
cant wait to play malakim+ after next patch (since according to the thread here right now there s no point in starting as they cant build on floodplains). any hope for a hippus+ , heh ?

Valkrionn
Oct 02, 2009, 03:45 PM
Mercs/Infernals don't gain angels or manes in FFPlus currently.. It's fixed in FF Patch C, and in FFPlus 022 as a result. ;)

Glad you liked the Doviello. :goodjob:

Hippus, I don't know. They're pretty strong as is... And I'll be working on my own civ, the Bezeri, after this patch. ;)

civ_king
Oct 02, 2009, 06:15 PM
Mercs/Infernals don't gain angels or manes in FFPlus currently.. It's fixed in FF Patch C, and in FFPlus 022 as a result. ;)

Glad you liked the Doviello. :goodjob:

Hippus, I don't know. They're pretty strong as is... And I'll be working on my own civ, the Bezeri, after this patch. ;)

ETA on 022?

Valkrionn
Oct 02, 2009, 06:22 PM
Next week, as I've posted a few times. ;)

civ_king
Oct 03, 2009, 01:20 AM
Next week, as I've posted a few times. ;)

:w00t:

Merddyn
Oct 03, 2009, 12:46 PM
Go ahead and play. Patch will be out next week.

Which was almost a week ago. +_+; So, how many days/hours until? XD

Darksaber1
Oct 03, 2009, 01:01 PM
Cathedral of Tali? You been holding out on us?

Valkrionn
Oct 03, 2009, 03:02 PM
That's a merge from RLD. The Tower of Eyes is now a UF, Cathedral replaces it. Free lighthouses in coastal cities.

As for the patch... It was this week that I said next week. ;) Was monday or tuesday, yeah, but sometime over the course of the next week it will be released. Depends on how long it takes to clean up and test. :goodjob:

BiffQJ
Oct 03, 2009, 04:43 PM
I'm not going to ask when the patch will emerge, but I was wondering if we'd be able to salivate over a changelog? I'm going to start a new game soon, but I want to decide who I will play as based on who is not changed as much in the new version...

Gravage
Oct 03, 2009, 05:17 PM
Hey there,

Loving the modmod..mod. I keep getting some CTD's though. I was wondering if I'm a unique case or if others have this too? But anyway, an hour or so ago, I decided I got a bit annoyed by having to open BTS and then load FF+ manually, rather than a shortcut on the dektop loading the mod directly. I looked in the FF+ folder, but found no such shortcut, though I knew the installer had prompted me whether I wanted a desktop shortcut or not. I decided to uninstall and reinstall FF+.
After the install, a nasty surprise hit me. I got millions of XML error during the initial loading of FF+. I have uninstalled/reinstalled FF+ about 3 times now, and FF vanilla too. I've added the very first error message as a screeny attachments.

I hope you can help me out, I very much enjoying my Amurite game :3

Cheers in advance,

Grav


Edit: Thought it might help - I can start up BTS, FF and FFh. Seems to be FF+ mod specific, oddly enough.

Valkrionn
Oct 03, 2009, 05:59 PM
I'm not going to ask when the patch will emerge, but I was wondering if we'd be able to salivate over a changelog? I'm going to start a new game soon, but I want to decide who I will play as based on who is not changed as much in the new version...

I would... But I don't really keep a running changelog, I just write it down as I do a final compare of the new version to the old to make sure I got all the files. :lol:

I'd say: Don't play Jotnar, Amurite, Elohim... Maybe Malakim. Not sure of any others.

Honestly, alot of the work is more behind the scenes. New DLL work... Most of the things I merged from LENA aren't used extensively yet, like LeaderRelations, BonusAttitudes, AlignmentAttitudes, Unique Leaders, Unique Cults. Others are, but aren't extremely noticeable... SpreadRnd, the ImprovementsMod tags, the new LeaderStatus setup.

Edit: To be clear, the only part here that was actually coded by myself, is the LeaderStatus. The rest is merged from LENA, or Orbis, or from downloads posted on this site.

Hey there,

Loving the modmod..mod. I keep getting some CTD's though. I was wondering if I'm a unique case or if others have this too? But anyway, an hour or so ago, I decided I got a bit annoyed by having to open BTS and then load FF+ manually, rather than a shortcut on the dektop loading the mod directly. I looked in the FF+ folder, but found no such shortcut, though I knew the installer had prompted me whether I wanted a desktop shortcut or not. I decided to uninstall and reinstall FF+.
After the install, a nasty surprise hit me. I got millions of XML error during the initial loading of FF+. I have uninstalled/reinstalled FF+ about 3 times now, and FF vanilla too. I've added the very first error message as a screeny attachments.

I hope you can help me out, I very much enjoying my Amurite game :3

Cheers in advance,

Grav


Edit: Thought it might help - I can start up BTS, FF and FFh. Seems to be FF+ mod specific, oddly enough.

Yeah, unfortunately the old installer defaults to 'No Shortcut'. :lol:

As for the reinstall errors... Had you installed FF Patch C? FFPlus is not compatible with that yet, and will have many errors.

Actually... Looking at that, did you patch FF at all? Schema files are imported from FF, so if it changed between FF 051 and 051 patch B, you'll get those errors.

Gravage
Oct 03, 2009, 06:05 PM
I think I do have FF Patch C installed atm, but the bugs first showed before I patched it. Will try to reinstall FF without the patch though. Will post results in a bit.

Edit: Reinstalled FF with the installer supplied from their Download and Changelog thread. Is the newest patch incorporated with the full installer perhaps?

Edit2: Fixed it! oddly enough, I resolved it through deleting the my documents\my games\BTS folder.

Thanks for your time though, looking forward to all the new changes, and, well, to playing FF+ again :D

Edit3: ..urgh. Loaded a game, and noticed that I lacked any bit resembling a UI. Back to the drawing board. Same errors as in the beginning now while loading FF+. Also tried to patch FF with Patch B which I still had on my comp. No luck.

Merddyn
Oct 04, 2009, 06:28 PM
I would... But I don't really keep a running changelog, I just write it down as I do a final compare of the new version to the old to make sure I got all the files. :lol:

I'd say: Don't play Jotnar, Amurite, Elohim... Maybe Malakim. Not sure of any others.


As an exclusively Amurite player... I'm getting annoyingly curious about that. +_+;;

Valkrionn
Oct 04, 2009, 06:36 PM
Look at RLD's changelog, and you'll see the Amurite changes. ;)

Merddyn
Oct 04, 2009, 10:26 PM
Hoy, that's a LOT of changes. O_O It'll definitely take some getting used to. ... And a lot more getting un-used to for playing without FF+.

... Try to keep it bug and consistent OoS free? XD

Divvu
Oct 04, 2009, 10:49 PM
Look at RLD's changelog


...At the cost of sounding noobish... What are we talking about here?!?

ricolikesrice
Oct 05, 2009, 12:55 AM
Look at RLD's changelog, and you'll see the Amurite changes. ;)

very nice stuff comming for my favourite civ then =) any chance to (in the future) implement his new spell system , it looks fantastic.

btw i m not 100% sure but i think the amurite berserker in FF+ uses the standard (viking looking) berserker art while i remember from orbis that they had amuritish berserker art. just a small cosmetic issue but i could be wrong, will check later today.

Swinkscalibur
Oct 05, 2009, 05:10 AM
...At the cost of sounding noobish... What are we talking about here?!?


Its a mod of Fall Further. Search RLD on this site and it is the first result. The name of the thread says something about RLD now standing for "really long development time"

(I had the same question yesterday and thats how I found it)

Valkrionn
Oct 05, 2009, 06:32 AM
It originally stood for 'Really Long Drop', spoof on Fall Further or Fall from Heaven. :lol: Link is here: http://forums.civfanatics.com/showthread.php?t=333563


And this should be everything I took from it... All copied from his post. :p


My Version of the Amurites+

Well, I could hardly make such massive changes to the spell system without also giving some love to the (supposed to be) #1 magic civ. Building off of the changes already in place, my main intent is make rushing the magic tree a viable strategy for the Amurites.

Wizard's Hall/Cave of Ancestors free spells: Instead of the Cave of Ancestors replacing the free spell chance from the Wizard's Hall, it gives units a second chance at a spell promotion. If you are very lucky (or have a lot of mana) you might see some units born with two different spells. Also, Workers can now get free spells (Workers with Haste are awesome!).

Bladedancers: The Amurite Swordsman replacement, Bladedancers can't use Mithril weapons and get no city attack bonus. They do, however, start with the ability to cast Dance of Blades and Blur, giving them a magical edge in combat.

Firebows: Overhauled in a couple different ways. They are back to starting with Fire II instead of having a unique version of Fireball. They also lose the ability to use weapons, but start with Flaming Arrows. Additionally, they have Channeling II - which comes in handy if they get free spells from a Wizard's Hall - and can promote to Spell Extension I and II. Overall, they are a bit weaker in straight combat, but more effective with their magic. Might give Bronze and Iron weapons back to them, if it turns out they are nerfed too much.

Apprentices: the Amurite Adept replacement. Apprentices don't have any innate advantages, but they have much more potential than normal Adepts. In addition to upgrading to Wizards, they can choose to instead upgrade to a Spellsword (see below), Firebow, Horse Archer, or Ranger. Even more usefully, once Sorcery is researched, any unit that has upgraded from an Apprentice can promote to Channeling II at level 4 (although they must spend a level to do so).

The School of Govannon: The cornerstone of the Amurites' mid game. Replacing the Alchemy Lab and available at Arcane Lore, the School of Govannon provides all the functionality of an Alchemy Lab, enables training of Spellswords, ~and~ enhances the free spell providing abilities of the Wizard's Hall and Cave of Ancestors.

Spellswords: The Amurite Champion replacement, Spellswords are available at Arcane Lore instead of Iron Working. They have 1 less strength than Champion and can't use Mithril weapons, but are "demi-mages" in addition to being effective fighters. They start with Channeling I and II, and are allowed to learn new spells as if they were Arcane units. Best of all, their position on the tech tree means the Amurites can almost ignore the melee tech tree and still stay somewhat militarily competitive.


Fort Commanders


Imported from Fall Further Plus, but modified to suit my own tastes, Fort Commanders greatly increase the usefulness of Forts, not only by providing more or less free defenders, but also by allowing them to generate culture.

The following spoiler details the civs that currently have UU fort commanders, in no particular order:

Ljosalfar: Saggitar - A potent archer, the elven Saggitar starts with Woodsman I and is allowed to promote to the Archery line of promotions. It is also the only unit in the game with a two-square ranged attack, allowing a well-placed Saggitar to strike at distant enemies. To make up for this potent (and potentially lethal) ranged attack, the Saggitar does not deal collateral damage.

Sheaim: Pyrelord - Comparing a Pyrelord to a Fort Commander is much like comparing a Pyre Zombie to an Axeman: The Pyrelord is undead, has some fire damage, and, oh yes, is a VERY sore loser. A defeated Pyrelord will not only do more explosion damage than a Pyre Zombie, but also completely destroy its former Fort, keeping it out of enemy hands.

Bannor: Garrison Captain - Halfway between a Fort Commander and a Great Commander, the Garrison Captain has a weaker ranged attack and smaller bonuses against melee and mounted units than a normal Fort Commander, but can lead up to three units and promote to most Great Commander promotions. In addition, all units under the Garrison Captain's commander are given the Guardsman promotion (mostly to protect the Captain).

Khazad/Luchuirp: Clanhold Cheiftan - Only took the name, here.

Chislev: Windtalker - In exchange for a very small reduction in ranged strength, the Windtalker starts with Spirit Guide and can carry up to two Rock Ravens, providing an added edge to Fort defense.

Amurites: Field Mage - Didn't use this one, went with the Tower Mage idea.

Archos: Nesting Spider - By far the most unique Fort Commander. The Nesting Spider lacks a ranged attack entirely, but has much higher base strength and additional first strikes. It can also cast Venomous Web, damaging and possibly immobilizing units that stray too close. At level 3, instead of the normal ranged attack boosts, Nesting Spiders gain the ability to summon Baby Spiders to defend the Fort. These spiders are temporary, but gain bonus duration from combat. Should a summoned Baby Spider be lucky enough to grow into a Giant Spider before its duration expires, it will become permanent. Al level 4, the Nesting Spider can promote to Expanded Influence just like a normal Fort Commander. At level 5, the Nesting Spider gains a ranged attack identical to that of the Greater Venenum Spider and its summoned Baby Spiders become Strong. Finally, at level 7, the Nesting Spider gains Twincast. Unlike normal Fort Commanders, the Nesting Spider can never reach Legendary Influence.

Graphical Fort Commander replacements - the following civs have UU Fort Commanders, but do not currently have special abilities associated with them:

Clan of Embers/Barbarians - Orc Warboss

Mazatl/Cualli - Jungle Sentinel

Infernals/Demons - Hell's Lieutenant


New Unique Features

Credit for graphics and inspiration for these goes entirely to Psychic Llamas.


The Blair of Lacuna - A source of Dimensional mana, only units of level 6 or higher can enter the Blair (it automatically generates a road beneath itself to allow its mana to be connected). Once inside, however, a unit can take advantage of the "out of reality" nature of the Blair to teleport itself up to ten tiles in any direction.

The Tower of Eyes - Technically called the Palus, but more commonly referred to as the Tower of Eyes, it is a source of Mind mana. It also provides a vision range boost and a massive tile defense boost to units inside - a great place to hole up in an emergency.

The former Tower of Eyes wonder is now called the Cathedral of Tali, and provides free Lighthouses instead of free Dungeons.

Additionally, the base unique feature spawn rate has been increased to 60% (up from 30%). To compensate, however, map size now greatly affects unique feature spawn rate, bringing it as low as 15% for duel maps and as high as 80% for huge maps.


Worker Tools

Builder civs eat your heart out. Certain resources and technologies will now give worker units access to "tool" promotions. Functionally very similar to weapons for melee units, tools give considerable work rate bonuses if you put the effort into earning them. Most workers, along with the Jotnar hero Egrass the Founder, can use all three types of tools. Gretchins, however, being the pathetic things that they are, can only use the two weaker types of tools.

Stone Tools: +20 work rate, granted by having access to Stone.

Obsidian Tools: +40 work rate, granted by having access to Obsidian and the Construction technology.

Masterwork Tools: +70 work rate, and very hard to get. Requires a city with a Forge or Master Smith, Enchantment Mana, and the Engineering technology (I can hear the Luchuirp players cheering right now; don't worry, Mud Golems are going to be rebalanced with respect to Tools in a later version ).


Miscellaneous Changes


Naval changes: Sea Serpents are weaker but faster; Giant Tortoises can transport up to two units... very... slowly. Naval units can promote to Subdue Animal (and eventually Subdue Beast) to allow capturing of sea creatures.

The Sidar have a new scout, the Trackless. In exchange for being invisible and able to explore rival territory, it loses its bonuses vs animals and even the ability to see invisible animals.

Most High Priest-type units gained Medic III, since no unit seems to actually have it at the moment.

New promotion: First Aid. Available to most units at Combat 2, it gives +10% friendly and neutral healing rate. In exchange, March is now back to only giving enemy healing rate.

Orthus now has March and a new promotion call Beserker. Berserker has a 50% chance of applying Haste each turn, giving Orthus a chance of being able to make use of his axe. Berserker is also now a valid mutation.

Lizard Shapers: Once Sanitation is researched, Mazatl workers with Aptitude 2 can promote to Deep Shaper, allowing them to cast a couple spells that allow manual spreading of Jungle. Lizard Shapers can no longer cast Scorch, mostly due to an unthematic exploit discovered by RogueThunder. In exchange, they have a unique spell for removing Swamps.

Fort Conversion: Exploring a Goblin Fort will no longer destroy it; it will instead leave behind an empty Goblin Fort. Empty Goblin Forts can be garrisoned with Fort Commanders, and will naturally upgrade to a regular Fort over time.

Alchemy Labs and their UUs are ~considerably~ less hammer-intensive; Mary Morbus might actually show up every now and then now!

Sheaim palace gives Dimensional mana instead of Chaos mana; they are the Dimensional civ, after all.

New production resource: Stone. Connected via Quarries, and can show up pretty much anywhere. Should make the hammer bonus from Slavery a bit more useful. Marble is now a luxury resource revealed by Masonry.

New luxury resource: Obsidian. Automatically generated by Volcanoes... but not available any other way. If you aren't lucky enough to get some yourself, better find someone who is and take it from them.

Swamps gain +1 food from irrigation, and carry irrigation, but have 1 less base food; they gain an additional +1 food at Feral Bond.

Favorite Wonders: Varn Gosam's is now the Dies Diei, Amelanchier's is the Grand Menagerie, and Deirdra's is the Cathedral of Tali.

Event tweaks: Dedicating a Monument to Sucellus gives +1 happy in addition to +1 health; Dedicating a Monument to Ohgma gives +3 research instead of +2.

Lair tweaks: There is now a Neutral-specific "party of adventurers" lair result. The Good-specific version now gives slightly more XP. Also, the Famous Adventure lair result now gives an impressive amount of XP, because having an adventure worthy of the bards singing about it and still being level 1 doesn't make much sense.

Divvu
Oct 05, 2009, 07:07 AM
It originally stood for 'Really Long Drop', spoof on Fall Further or Fall from Heaven. :lol: Link is here: http://forums.civfanatics.com/showthread.php?t=333563
And this should be everything I took from it... All copied from his post. :p



Many thanks Sir!

Breez
Oct 05, 2009, 08:54 AM
The former Tower of Eyes wonder is now called the Cathedral of Tali, and provides free Lighthouses instead of free Dungeons.

I am actually sad to see this change.

I hate losing Alignment from building dungeons. This change will mean I almost never get dungeons now. (on the flip side if this means light houses in cities not on the coast line and thus lighthouse bonus from lakes /cheer!)

I would like to see Infirmary Alignment gain change set to be equal to dungeon alignment loss so they at least counter act each other.

Worker Tools

I love this idea.

Valkrionn
Oct 05, 2009, 08:58 AM
I would like to see Infirmary Alignment gain change set to be equal to dungeon alignment loss so they at least counter act each other.


Not a bad idea there... I never really build Dungeons anyway, so not something I'd think about. :lol:

Schwarzbart
Oct 07, 2009, 01:38 AM
I hope Reformed Liches will compatible with next FF Plus Version.
Because the next Game I play will probably be FF+ (still on my second FF C Game) and I want to thry out the Reformed Liches also.

Valkrionn
Oct 07, 2009, 07:13 AM
Hmm... It SHOULD be. It's all xml, and is modular, so normally I'd say it would. However, next version changes the UnitSchema, so I'm not entirely sure if it will or not. If it's not, I'll distribute an FFPlus compatible version.

Valkrionn
Oct 07, 2009, 11:34 AM
Decided to go ahead and merge the last of Grey Fox's 'Better Pedia' mod while I wait on some files... Here are the results.

230292

If anyone would like to propose images for the FF/FFPlus civs, feel free... At the moment I'm using the Barb image for them all. :lol:

Schwarzbart
Oct 07, 2009, 02:15 PM
Nice now only the direct added Bonuses to a Race are missing in this screen. (Talking about the + 1 Food in Jungle stuff)

Valkrionn
Oct 07, 2009, 02:20 PM
Nice now only the direct added Bonuses to a Race are missing in this screen. (Talking about the + 1 Food in Jungle stuff)

Actually, there was bit else that was missing.... Blocked Units/Buildings.

230316

Working right now on preventing the edge from running right up to the side. ;)

Edit: Here we go. ;) The image above is for the Clan/Barbarians. Used it for all the FF/FFPlus civs until I can find replacements... Used the Archos for the screenie as they have blocked buildings and units. :goodjob:

http://i217.photobucket.com/albums/cc310/Valkrionn/Pedia%20Fix/Civ4ScreenShot0058.jpg

Gravage
Oct 07, 2009, 07:02 PM
I've been trying for ages. I've reinstalled BTS completely, patched it up to 3.19, installed Fall Further 051 without any patches, tried it, works, installed FF+, tried it, and it didn't work. Is there an ETA on when a patch for FF+ will be released which is compatible with Patch C of FF? Cause my suspicions are that FF has patch C incorporated in the main install now.

Valkrionn
Oct 07, 2009, 07:06 PM
Sometime in the next few days. Vermicious submitted his tweaks, so I'm mergin them tomorrow... Then a few final changes, and then release.

DarkReborn
Oct 07, 2009, 07:14 PM
I see you've added the Frozen, does that mean, that the whole White Hand religion has been implemented? Cool!

Valkrionn
Oct 07, 2009, 07:35 PM
It has not, actually. They were made by TC01, and I liked the idea, so I merged them in. The White Hand WILL be coming next main version, but isn't in yet.

Opera
Oct 08, 2009, 01:44 AM
Could use this one for the D'teshi pretty picture: http://yonaz.deviantart.com/art/siege-8633533

blade117
Oct 08, 2009, 06:32 AM
ETA on FF vC compatability?

Valkrionn
Oct 08, 2009, 06:59 AM
Could use this one for the D'teshi pretty picture: http://yonaz.deviantart.com/art/siege-8633533

You mean for in their civ screen? Could use that....

ETA on FF vC compatability?

:lol: Once again, sometime today or tomorrow is what it looks like. Got to merge in Vermicious' changes, some more small things (A few more leaders from Opera, another Fort Commander) and then testing and packaging. :goodjob:

VSPavlov
Oct 08, 2009, 10:14 AM
Valkrionn, considering Pedia: as it looks, there're two types of slider bars: "thin" (like in race description) and "thick" (like in general list). Isn't it possible to use the thin version for the unique units, blocked buildings etc? I'd consider it reasonable design-wise: these panels are quite small and slider bars take a lot of place on them.

Valkrionn
Oct 08, 2009, 10:38 AM
No way that I'm aware of, unfortunately. The sliders are auto-placed... I only know how to add new divisions atm. ;)

Valkrionn
Oct 08, 2009, 02:11 PM
Release will come tomorrow, it looks like. Aside from a few buttons, all the material is in... Will take a while to package it though, so tomorrow it is. ;)

Gravage
Oct 08, 2009, 03:14 PM
Great, looking forward to it. :)

Divvu
Oct 08, 2009, 04:33 PM
Release will come tomorrow, it looks like. Aside from a few buttons, all the material is in... Will take a while to package it though, so tomorrow it is. ;)


As always, thanks for your work and your patience answering all those "Eta ?" questions!

Valkrionn
Oct 08, 2009, 04:39 PM
No problem, I'm actually just as eager for the release as you all are... I love when people enjoy the mod. :goodjob:

Got the last bit of art I needed (Thanks again, Warkirby! Made them on short notice, too. ;)), so tomorrow it is.

Jagenfox
Oct 09, 2009, 01:26 AM
No problem, I'm actually just as eager for the release as you all are... I love when people enjoy the mod. :goodjob:

Got the last bit of art I needed (Thanks again, Warkirby! Made them on short notice, too. ;)), so tomorrow it is.

Great news, indeed.

blade117
Oct 09, 2009, 05:52 AM
w00t! :woohoo:

~Bamboo~
Oct 09, 2009, 12:57 PM
Yay! Thanks Valk.

I've been missing the FF+ forts:(

No Settlers 4tw!!

Valkrionn
Oct 09, 2009, 12:59 PM
Not out quite yet, just posted the changelog while the installer compiles. ;)

GIR
Oct 09, 2009, 01:23 PM
:goodjob: now i know what i will do the next 2 days :eekdance:

Schwarzbart
Oct 09, 2009, 02:24 PM
Will FF+ 22 a Standalone Mode or still require FF 51 C? (Read somthing along this line in the FF Moderguide Thread)

Valkrionn
Oct 09, 2009, 02:26 PM
Won't need it to install, but at the moment it's still required to play... Hunting down the issue.

In the meantime though, the installer is uploading. Rather large, so it will take a while... Trying both WePlayCiv and FileFront. Will post again once it's finished.

Edit: Updated the first post, but it is NOT uploaded yet. Downloading now will just get you the old version.

Valkrionn
Oct 09, 2009, 02:41 PM
Alright, I have good news and bad news.

First, the good news: Found the issue causing the error, fixed it. FF will not be needed to install or play FFPlus. :goodjob:

Now, the bad news: Because of the time of day, and the way I unanticipated the time it would take to upload the file, I'm not going to get it up this afternoon. Either late tonight, or early tomorrow morning... Sorry about that.

Merddyn
Oct 09, 2009, 03:22 PM
Might not be a bad idea to change the first post so it doesn't say that the download link is for version 22, if it's not working yet. (Since it links to the 21 version.)

[to_xp]Gekko
Oct 09, 2009, 04:02 PM
hey Valk, care to explain the changes to animals in more detail? the changelog doesn't really say much ;)

Valkrionn
Oct 09, 2009, 04:26 PM
No... No I would not. :satan:

Yeah, changing the first post now.

Valkrionn
Oct 09, 2009, 04:50 PM
Actually, I'll post one small change to the animals... Involves Tortoises. ;)

Giant Tortoise renamed Dragon Tortoise. Can now transport units, starts with Dragon, can breathe fire.

Naval units gain the ability to promote to Subdue Animal/Beast, however, so they're not just more dangerous... They're worthwhile units to capture. ;)

Virtually all animal changes were done by Vermicious. A few small tweaks/adjustments were added by myself.

xienwolf
Oct 09, 2009, 05:16 PM
Glad to see that you moved to be an independant download. Means longer uploads for you and longer downloads for the eager fans, but it means fewer installation headaches, and more importantly it means that if you don't agree with some of the things we do during the retooling of FF, you can just change your name and have the mods move your forum to the base FfH mods section beside Orbis ;)

blade117
Oct 09, 2009, 05:19 PM
When will it be up?!?!?!?! (sorry if I'm overeacting)

Valkrionn
Oct 09, 2009, 05:25 PM
Glad to see that you moved to be an independant download. Means longer uploads for you and longer downloads for the eager fans, but it means fewer installation headaches, and more importantly it means that if you don't agree with some of the things we do during the retooling of FF, you can just change your name and have the mods move your forum to the base FfH mods section beside Orbis ;)

Well, mainly did it to make life easier (Fewer file compares to make sure I got everything :lol:), and to be sure that if FF does go down for a while, people will still be able to play FFPlus. ;)

When will it be up?!?!?!?! (sorry if I'm overeacting)

Not sure atm. I'm not at my computer, so I can't actually upload it. Depends on when I get home. :lol: Hopefully tonight, if not tomorrow morning.

blade117
Oct 09, 2009, 05:35 PM
Good to know.

Valkrionn
Oct 09, 2009, 05:37 PM
Small thing I neglected to add in the changelog:

All Notque's Minor Leaders (Most of the original ones) did not use the correct templates for the buttons, and their popups were not finished with a 'buttonize' effect around the edges. All of them have been redone... Was a pain, but they fit better with other leaders now. ;)


Edit: Also, credit for the Rinwell Isle UF graphic goes to Warkirby, who cranked it out in record time after I requested it. ;) Looks amazing in game. He also whipped up the art for the equipment dropped by the Guardians, which is awesome... Although what they are will remain a secret until you see it in game, sorry. ;)

Here's Rinwell:

http://i217.photobucket.com/albums/cc310/Valkrionn/Civ4ScreenShot0059.jpg

blade117
Oct 09, 2009, 06:05 PM
God, you are a sadist*, Valk, for showing us these things without uploading the mod. (Yes, I realize you are unable to, but still)

*one who enjoys inflicting pain, not as some people seem to think, a devil worshiper (sp?)

Also, no offense intended.

UNIT 666
Oct 09, 2009, 06:15 PM
*one who enjoys inflicting pain, not as some people seem to think, a devil worshiper (sp?)

Who would confuse a sadist with a satanist?


--
:eekdance: :whipped:

Looking forward to the new version!

blade117
Oct 09, 2009, 06:35 PM
Oh, I've met a few.

scutarii
Oct 09, 2009, 07:22 PM
modders are freaks, not perverts. cough, cough.

xienwolf
Oct 09, 2009, 07:27 PM
Art for equipment? You mean buttons, or did you retrofit a few units to actually appear to wield the gear like some do with Orthus' Axe? (at least I swear I remember seeing some do so once upon a time...).

Valkrionn
Oct 09, 2009, 07:40 PM
God, you are a sadist*, Valk, for showing us these things without uploading the mod. (Yes, I realize you are unable to, but still)

*one who enjoys inflicting pain, not as some people seem to think, a devil worshiper (sp?)

Also, no offense intended.

None taken... Although masochist would be closer. I love getting feedback, so it's killing me not to be able to release right now. :lol:

Art for equipment? You mean buttons, or did you retrofit a few units to actually appear to wield the gear like some do with Orthus' Axe? (at least I swear I remember seeing some do so once upon a time...).

No, just buttons. Although he's rather proud of these buttons... For reasons you'll see in game. :lol:

Divvu
Oct 09, 2009, 07:59 PM
The line between the Masochist and the Sadist is really thin, believe me, I'm a psychologist (and a Sadist too...).

Still Valk seems more like the M. type, if I am allowed a little analysis (sp?)...

Korias
Oct 09, 2009, 08:15 PM
Did Goodreau's changes get imported by any chance, and I'm giddy with anticipation at starting up a game with all these new features.

Darksaber1
Oct 09, 2009, 08:40 PM
You actually added Rinwell? Great, now the Lanun and the Amurites need to fight over it.

Valkrionn
Oct 09, 2009, 08:56 PM
The line between the Masochist and the Sadist is really thin, believe me, I'm a psychologist (and a Sadist too...).

Still Valk seems more like the M. type, if I am allowed a little analysis (sp?)...

;)

Did Goodreau's changes get imported by any chance, and I'm giddy with anticipation at starting up a game with all these new features.

Damnit, knew I forgot something... That will have to be in a patch then. :crazyeye:

You actually added Rinwell? Great, now the Lanun and the Amurites need to fight over it.

Yes, yes I did... Cypher requested it in #Erebus. Spawns up to 6 Stygian Guards at a time, so long as it is not owned. Can be claimed as a fort, which prevents spawning... Controls tiles up to 6 plots away, so it can control a small ocean by itself if you can control it. :goodjob:

lordrune
Oct 09, 2009, 09:05 PM
Love your work Valkrionn :)

Very much looking forward to the next release when it comes out, lots of fun new stuff in there (Hope it ends up being more stable for me then 021 though).

Valkrionn
Oct 09, 2009, 11:02 PM
The installer is in the process of uploading now... WePlayCiv doesn't give a time, FileFront says 2.5 hours.

razzach
Oct 10, 2009, 01:18 AM
Yay! At last its here!
Thank you, O great Valkrionn :worship:

VSPavlov
Oct 10, 2009, 01:38 AM
Yay! At last its here!


Where?!

GIR
Oct 10, 2009, 02:10 AM
God, you are a sadist*, Valk, for showing us these things without uploading the mod. (Yes, I realize you are unable to, but still)
...


lol - i had exactly the same idea as i read Valkrionn post :)

Opera
Oct 10, 2009, 02:18 AM
Nice for the independant download, we plan to go this road too for Orbis ;)

Also, I see you're know worshipped, Valk. Guess I need to take my Godslayer :satan:

xartah
Oct 10, 2009, 02:22 AM
It has been uploaded, just click on the download link. The OP just hasn't been updated yet. Hooray!:D:goodjob::D

ricolikesrice
Oct 10, 2009, 02:46 AM
i am a bit confused, if FF+ is independant now, does that mean the FF Patch C content (clan of embers changes for example) and bugfixes are not included or are they just missing from the log ?

VSPavlov
Oct 10, 2009, 02:51 AM
Download is so slow :( Maybe there're some mirrors, or we can use torrent? 3 kb/s is.. well... crippling

JujZe
Oct 10, 2009, 03:16 AM
Finally!
200kb/s..

Machiosabre
Oct 10, 2009, 03:53 AM
someone who has it upload it to megaupload or something while you play :D

ryzax
Oct 10, 2009, 04:03 AM
someone who has it upload it to megaupload or something while you play :D

I BEG this too. I cannot even open WePlayCiv...its slowing down too much :cry:

razzach
Oct 10, 2009, 04:18 AM
Download is so slow :( Maybe there're some mirrors, or we can use torrent? 3 kb/s is.. well... crippling

:cough: 2 kb/s :cough: need some help...

VSPavlov
Oct 10, 2009, 04:23 AM
Please, no megaupload: it's unaccessible from Russia. I believe, seeding it on torrent would be a best way (of course, if Valkrionn agrees).

scutarii
Oct 10, 2009, 06:22 AM
playing it . Turn times are slow: it takes 12-15sec from turn 1.

standard size,normal speed, all of barb/animal options enabled.

blade117
Oct 10, 2009, 06:33 AM
I keep getting database errors on Weplayciv.com, where the download is.

Valkrionn
Oct 10, 2009, 06:46 AM
Uploaded to two sites while I slept... Heres the other:

http://www.filefront.com/14692345/Fall-Further-Plus-022-Setup.exe/

blade117
Oct 10, 2009, 06:58 AM
Finally, I can download it.

EDIT: I feel for the people w/ 2kb/sec download speed. Mine's over 1meg/sec.

Valkrionn
Oct 10, 2009, 09:52 AM
Download speeds are slow because you're all downloading it at the same time. ;)

So... Anyone notice the animal changes yet?

And how about the Guardian artifacts? :lol:

Valkrionn
Oct 10, 2009, 10:00 AM
i am a bit confused, if FF+ is independant now, does that mean the FF Patch C content (clan of embers changes for example) and bugfixes are not included or are they just missing from the log ?

Well, let's put it this way: FFPlus is an independent download, not an independent mod. I'll still be merging any FF patches, they just aren't mentioned in the changelog. ;)

lordrune
Oct 10, 2009, 10:17 AM
Download speeds are slow because you're all downloading it at the same time. ;)

So... Anyone notice the animal changes yet?

And how about the Guardian artifacts? :lol:

Animal changes - yes. Invisible super wyrms and cold dragons make some starts very entertaining (and I'm sure there's more fun stuff around too).

Vermicious Knid
Oct 10, 2009, 10:26 AM
Animal changes - yes. Invisible super wyrms and cold dragons make some starts very entertaining (and I'm sure there's more fun stuff around too).


Yes, yes there is. :D

Opera
Oct 10, 2009, 11:22 AM
Ah, FFPlus is so incredible... Can't get out of my head that I've a lot of work to do before creating such a good mod :goodjob:

scutarii
Oct 10, 2009, 11:31 AM
I suggest not to take every kind of barbarian options: game runs nicely: 2-5 sec per turn.

blade117
Oct 10, 2009, 11:35 AM
OMG the Dragons are awesome!!!!!:eek:

odalrick
Oct 10, 2009, 11:47 AM
Tower Mages get the Unready promotion. Makes them fairly useless under Tya Kiri.

Vermicious Knid
Oct 10, 2009, 12:01 PM
OMG the Dragons are awesome!!!!!:eek:

:)


If anyone has feedback on this addition I'd love to hear it. Give thanks that I tested before release...my original setup gave them to Bhall. Stacks of 5 dragons assaulting your cities, while entertaining, did not make for a long game. :lol:

Valkrionn
Oct 10, 2009, 12:41 PM
@Lordrune - The Wyrms are awesome. ;) Better than the dragons even, I think... Look out in desert, marsh, and snow. ;)

@Opera - Your mod is incredible too, and more of it was created by you. ;) Although next version should see a whole lot more original content... Of which you know a bit about. :goodjob:

@Odalrick - Woops, will fix that in a patch. Should be blocked there.


Now, I'd like to say something about future versions: I am switching over to the Bezeri pretty exclusively, with some White Hand thrown in for a change of pace. ;)

Meanwhile, Vermicious is starting on his own secret project now that he's satisfied with the Jotnar... Which I'm looking forward to. ;)

Opera
Oct 10, 2009, 12:44 PM
Aye, thanks, but yours still seems to have much more 'identity'; many more things tweaked and such ;)

Anyway, hopefully, the Ngomele will be 'complete' soon enough for you to import ;) And then I will begin to work on the Re Ki...

Valkrionn
Oct 10, 2009, 12:49 PM
More identity? Well, it HAS been around longer... Dating from Malakim+, most of a year now.

Hmm... Ngomele would get along with a few of the planned features well, I think. And their DLL work is mostly imported already. :lol:

And yes, Opera, you know of the feature I'm talking about... And yes, I'm enjoying taunting the rest of you about it. ;) Not my place to discuss it really anyway. :mischief:

Opera
Oct 10, 2009, 12:57 PM
More identity? Well, it HAS been around longer... Dating from Malakim+, most of a year now.Yes, indeed. And, I don't know, there's just more things in it :p Even though it lacks some 'balance'; not ingame balance but... like, I can't bear seeing civs with only 1 leader while some have 6! Time to counterbalance this! ;)

Hmm... Ngomele would get along with a few of the planned features well, I think. And their DLL work is mostly imported already. :lol:I'm thinking of some more DLL work for them... Mainly, terrain/feature dependant yield changes.

Isahn
Oct 10, 2009, 01:28 PM
so... Anyone notice the animal changes yet?


230584

Nice.

Valkrionn
Oct 10, 2009, 02:08 PM
Thank Vermicious. :lol:

I love the Dire Hamsters, personally.

blade117
Oct 10, 2009, 02:36 PM
you know of the feature I'm talking about... And yes, I'm enjoying taunting the rest of you about it. ;) Not my place to discuss it really anyway. :mischief:

I will reitertate my previous comment regarding you mentality towards causing pain. Also, I haven't seen a wyrm yet, why do they look invisible in the civilopedia?

Valkrionn
Oct 10, 2009, 02:43 PM
I will say one, and only one, word on the matter of the Wyrms; Dune.

That is all. ;)

Darksaber1
Oct 10, 2009, 03:12 PM
oh-oh my.

Santhman
Oct 10, 2009, 03:45 PM
I get ctds when I try to start a game on perfectworld and fractal, but big and small works.

What mapscript do you suggest for ffplus? And whatever happened to ffplus continent? Will kelp work on other mapscripts?

edit: sorry I'm an edit-oholic

Valkrionn
Oct 10, 2009, 04:42 PM
Kelp works on all maps now, so long as FlavourMod is enabled. It's placed on gamestart by the gameoption.

So is HL, in custom mapscripts.

Santhman
Oct 10, 2009, 04:44 PM
sorry just edited above post. what map do you suggest for ffplus?

Valkrionn
Oct 10, 2009, 04:54 PM
I use ErebusContinent, which is what FFPlusContinent was. ;)

Korias
Oct 10, 2009, 11:00 PM
Out of curiosity, has anyone tried playing with or as Ophelia?

ricolikesrice
Oct 11, 2009, 03:05 AM
i ve only played 2 hours with the new version yesterday so it might be a bit early but i m not really fond of the animal changes. there was a point in orbis where you pretty much had to dig "in" in your cultural borders as animals were too many / too strong. orbis fixed it but i ve got the feeling its now in FF+ and much worse than ever in orbis.

i saw a STR 13 bear pack with +100% strenght and 3 movement points at turn 50. one can be lucky that they dont attack cities because that d be pretty much game over this early in the game. i did have a couple of STR 9 bears rampaging WITHIN my cultural borders killing workers though.

i m all for challenge but those super animals i dont like. bearpacks that have more strenght than phalanxes ? no thanks - found it already irritiating in the otherwise awesome doviello+ remake that the best unit is a bunch of bears who d eat immortals or phalanxes heck even some dragons for breakfast.

maybe its just me but i think the highest base strenght an animal unit (excluding monster apes of course) should have is 8 (on par with iron champions) and thats for the meanest monster-bears of erebus.

of course real beasts (those wyrms i ve read about but not seen yet) could be stronger, but common animals ? it just doesnt make sense to me....

dont misunderstand me, i LIKE FF+ variety in animals, i like the way doviello+ can be heavy on them and i like a good challenge in the early game.

but the ridicoulus base strenght animal packs can get either when playing doviello or now from the barb AI feels very unflavourfull.

just my opinion though - i d prefer fighting more against stacks of barb orcs early game for the challenge - instead of trembling in fear that a bunch of superbears eats my whole army. ;)

Webrider
Oct 11, 2009, 08:56 AM
Oh good there is a reason to get to subdue beast. Which should be available at Ranger as a promotion. You should simply have to have subdue animal as a prereq. Any animal over a 7 should be a beast since a ranger is a 7.

Gravage
Oct 11, 2009, 09:34 AM
I'm finding Cernunnon a bit overpowered as well. I was playing on a huge erebus map with 15 civs, and I could only come in contact with those directly next to me due to whatever animals were around. about 8 scouts died within 4 turns outside of my borders. A treant (10 strength) was harassing my settler troops too, eventually I had to build one additional warrior per turn it took to get to a certain spot, because that's the only way my settler would survive.

The AI seems quite focussed on the mana techs all of a sudden. Hadnt noticed it before, but I might've missed it. I found it a bit odd though, that all of the AI players had all the mana techs eventually.

And a bug - the Bannor Garrison Keeper (something like that - the fort commander for the Bannor) can't actually command any troops. The 'Assign 'x' to Axeman' button didn't show up at all.

Loving the rest!

jomaforum
Oct 11, 2009, 09:41 AM
Hello,

I have installed FFH + FF + FF plus last version but now i have no icons in the principal menu and in the game some icons are missing or are in arial police. This is strange.
For exemple, i don't see the words "option" i see no words but i can click on it.

Can you say me what is the problem ?

fothal
Oct 11, 2009, 10:11 AM
I actually like the change to animals. The wilderness is not so much explored as conquered. Exploration then continues to be interesting for a long time in the game.

Creating new cities can be a little bit of a challenge, but most of the time so far I've found doing so simply requires a bit of strategy. Create an army of expendable scouts to determine a clear path and accept it might take you a bit of time to get to the new city location. Accept fewer cities early on until you can protect settlers better, including creating forts at key strategic points on the map to provide waypoints for settlers.

Fantastic change! One of my favorite so far!

Love some of the new animals as well.....

Vermicious Knid
Oct 11, 2009, 10:29 AM
Treant is toned-down in the internal version already. There will be an animal civ Treant UU that is only 6 base power.


As for the bears...yeah, bears are really, really strong. I didn't buff them...I just allowed cave bears to spawn and the various bears to upgrade to the already-existing bear pack units. I can block bear packs from the animal civ I suppose...bears don't naturally run in packs, after all. I'll tweak bears is the short answer, I guess. :lol:


Reducing requirements on subdue beast would seem to limit the need to push up the recon line. I really don't want to see folks running around with "tame" wyrms and dragons early. :eek:

Valkrionn
Oct 11, 2009, 11:25 AM
i ve only played 2 hours with the new version yesterday so it might be a bit early but i m not really fond of the animal changes. there was a point in orbis where you pretty much had to dig "in" in your cultural borders as animals were too many / too strong. orbis fixed it but i ve got the feeling its now in FF+ and much worse than ever in orbis.

i saw a STR 13 bear pack with +100% strenght and 3 movement points at turn 50. one can be lucky that they dont attack cities because that d be pretty much game over this early in the game. i did have a couple of STR 9 bears rampaging WITHIN my cultural borders killing workers though.

i m all for challenge but those super animals i dont like. bearpacks that have more strenght than phalanxes ? no thanks - found it already irritiating in the otherwise awesome doviello+ remake that the best unit is a bunch of bears who d eat immortals or phalanxes heck even some dragons for breakfast.

maybe its just me but i think the highest base strenght an animal unit (excluding monster apes of course) should have is 8 (on par with iron champions) and thats for the meanest monster-bears of erebus.

of course real beasts (those wyrms i ve read about but not seen yet) could be stronger, but common animals ? it just doesnt make sense to me....

dont misunderstand me, i LIKE FF+ variety in animals, i like the way doviello+ can be heavy on them and i like a good challenge in the early game.

but the ridicoulus base strenght animal packs can get either when playing doviello or now from the barb AI feels very unflavourfull.

just my opinion though - i d prefer fighting more against stacks of barb orcs early game for the challenge - instead of trembling in fear that a bunch of superbears eats my whole army. ;)

Treant is toned-down in the internal version already. There will be an animal civ Treant UU that is only 6 base power.


As for the bears...yeah, bears are really, really strong. I didn't buff them...I just allowed cave bears to spawn and the various bears to upgrade to the already-existing bear pack units. I can block bear packs from the animal civ I suppose...bears don't naturally run in packs, after all. I'll tweak bears is the short answer, I guess. :lol:


Reducing requirements on subdue beast would seem to limit the need to push up the recon line. I really don't want to see folks running around with "tame" wyrms and dragons early. :eek:

The Treant UU is already in, actually. Same with the Hill Giant for the Savages. ;)

I think what I'd prefer, rather than dropping strength, is to import the Orbis change where Animals can require techs to spawn... So the higher level animals won't come in early on. :lol:

blade117
Oct 11, 2009, 12:11 PM
I will say one, and only one, word on the matter of the Wyrms; Dune.

That is all. ;)

Oh god, I'll never look at desert the same way again. Like that massive patch to my south in my current game.

~Bamboo~
Oct 11, 2009, 12:13 PM
The Treant UU is already in, actually. Same with the Hill Giant for the Savages. ;)

I think what I'd prefer, rather than dropping strength, is to import the Orbis change where Animals can require techs to spawn... So the higher level animals won't come in early on. :lol:

Sweet I like the mean ass animals.
I like catching them even more =)

Maybe add that promotion "can turn barbarian (3%) chance and (3%) of wearing off per turn" I don't know the name. Not to be confused with the Maniac/werewolf promotion that makes you lose the unit forever. I hate that promotion...on anything.

Something that makes them a "little" more work to handle may be in order. Then again wouldn't that just hurt the AI more than us?

Bah who knows lol.

Love the mod,
Bam

ricolikesrice
Oct 11, 2009, 12:31 PM
dropping strenght isnt necessary - and doing it like orbis (limiting spawns for the stronger enemies to certain techs) would work wonders for early game balance...
...HOWEVER... i d still love if ANIMALS (bears, wolves, lions, stags, etc. etc.) would never go above 8 base strenght for plain flavour/fluff/lore/immersion reasons (picture a bear taking on a group of immortals and beating them....).

everything above 8 strenght should be beasts (wyverns, wyrms, dragons, hippogrifs, treants, etc. etc.) , not common animals. those are fair enough to be able to take on even elite melee troops.

so basically i dont really mind meeting str. 13, 3 movement enemies (from my above example) provided that...

a) they come into play at a suitable time during the game

b) that they arent plain animals but proper beasts for which their high str makes sense lorewise.

short-form: its basically just a cosmetic/fluff issue. imagine instead of acheron there would be a 35 STR duck sitting around in a barb city. imagine instead of stephanos the rider of the apocalypse would be bambi the deer and dumbo the elephant. maybe bears with 13-26 STR are not quite as ridicoulus as that but imho its close ;)

Vermicious Knid
Oct 11, 2009, 02:10 PM
The Treant UU is already in, actually. Same with the Hill Giant for the Savages. ;)

I think what I'd prefer, rather than dropping strength, is to import the Orbis change where Animals can require techs to spawn... So the higher level animals won't come in early on. :lol:


Hmmm. Wonder if the Treant in question was an old wild treant sitting on a forest? If it had +2 strength from age that would explain it.


Delayed spawn is interesting...but I actually rather like not being able to bulldoze through every challenge the animals throw at you. I think having to think of a way around the Wyrm lurking near the resource you need is fun.

Also, if the strong spawns are all late-game the civilizations will have long since pushed the wilds to the fringes.

Short version: I like early fearsome critters. Bears shouldn't be as tough as Dragons.

Valkrionn
Oct 11, 2009, 02:29 PM
dropping strenght isnt necessary - and doing it like orbis (limiting spawns for the stronger enemies to certain techs) would work wonders for early game balance...
...HOWEVER... i d still love if ANIMALS (bears, wolves, lions, stags, etc. etc.) would never go above 8 base strenght for plain flavour/fluff/lore/immersion reasons (picture a bear taking on a group of immortals and beating them....).

everything above 8 strenght should be beasts (wyverns, wyrms, dragons, hippogrifs, treants, etc. etc.) , not common animals. those are fair enough to be able to take on even elite melee troops.

so basically i dont really mind meeting str. 13, 3 movement enemies (from my above example) provided that...

a) they come into play at a suitable time during the game

b) that they arent plain animals but proper beasts for which their high str makes sense lorewise.

short-form: its basically just a cosmetic/fluff issue. imagine instead of acheron there would be a 35 STR duck sitting around in a barb city. imagine instead of stephanos the rider of the apocalypse would be bambi the deer and dumbo the elephant. maybe bears with 13-26 STR are not quite as ridicoulus as that but imho its close ;)

Hmmm. Wonder if the Treant in question was an old wild treant sitting on a forest? If it had +2 strength from age that would explain it.


Delayed spawn is interesting...but I actually rather like not being able to bulldoze through every challenge the animals throw at you. I think having to think of a way around the Wyrm lurking near the resource you need is fun.

Also, if the strong spawns are all late-game the civilizations will have long since pushed the wilds to the fringes.

Short version: I like early fearsome critters. Bears shouldn't be as tough as Dragons.

To be perfectly honest here.... I agree with both of you. :lol:

I like powerful early animals... Gives a great feeling that civilization is just beginning to return, that you have to beat back the animals that flourished through the intervening generations.

At the same time, I agree that from a flavour perspective, animals should be weaker, while beasts should be powerful.


Here's what I'm thinking....



A few very strong animals will be limited via techs. Mostly looking at Dragons, Cave Bears, Elks. Maybe Wyrms.... But I like them. :lol:

What might be better, would be to allow small numbers of them to spawn throughout the game... But increase those numbers with specific techs. Will need to talk to Xienwolf about where to start with that, however.

Revamp the animal civ's Strength Gain mechanic.

For one thing, I'd like to apply the same mechanic to animals owned by civs at peace with Cernunnos... As in, Doviello/Archos. Might add Ljos in there for variety.
I'd like animals over a certain strength limit (Say, 4 points over the base for that particular animal?) to become Beasts, making them slightly harder to tame... But more palatable to fight. If I'm going to lose a third of my army taking out a bear, the thing needs to be a Beast. :p
To go with that, certain animals will be made Beasts naturally. Cave Bears/Elks already are, and I believe the Dragons are... I think the Wyrm could stand it, the Dragon Tortoise, and maybe a few others.



This will all take DLL work. For now, I believe I'll make certain units limited in numbers... Say, two of each dragon possible at any one time? Gives a possibility of 8 lesser dragons running around.