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  1. Lutefisk Mafia

    Hopes for graphical fixes

    I really like the look of the screenshots that have been released so far, but I sure hope that the devs fix a few things before releasing the game. For example, take a look at this screenshot: http://www.civfanatics.com/gallery/showimage.php?i=2824&original=1&c=36 In my opinion, the...
  2. Lutefisk Mafia

    Decluttered Religion Screen

    The overlapping text on the religion screen annoys me. And, hey, I sort of know how to code in python, so I decided to fix it. Attached is a zip file of the CvReligionScreen.py file. Simply unzip this file into your Fall from Heaven 2\Assets\Python\Screens folder and enjoy the goodness...
  3. Lutefisk Mafia

    Hopes for Troop Transports

    I read with interest in the "confirmed features" thread that units will transform into ad hoc troop transports as needed instead of having dedicated transport units. I just hope that there are some limitations on this. Otherwise, units will wander at will across the entire map. It would...
  4. Lutefisk Mafia

    Elven Workers

    I am playing with the most recent patch (m), and am playing as the Kuriotates. I have tried many ways of getting elven workers and slaves so that I could build improvements without removing forests. So -- can only elven civilizations do this? I went to a lot of trouble to destroy and...
  5. Lutefisk Mafia

    Dungeon Adventure Mapscript [WIP]

    UPDATE: Script fixed as of March 29, 2010! ***************************** Attached is my attempt to convert Dungeon Adventure material into a mapscript for FfH2. The dungeon generation code from DA-133rd KRAG has been refined to create a random, one-level labyrinthine dungeon...
  6. Lutefisk Mafia

    CyGame scriptdata

    Just wondering... does vanilla FfH2 use the CyGame scriptdata dump for anything? If I use it to store data for a modmod, will it conflict? Thanks!
  7. Lutefisk Mafia

    Disable end of game popups?

    Does anyone know where the end of game popups are defined? I am working on a mod for which these info screens are of little value -- so I would like to scrub the code to make them go away. I have not had much luck locating anything in a python onGameEnd definition or whatnot. Is this...
  8. Lutefisk Mafia

    Realms of Kylorin

    Hi everyone! Just wanted to drop a quick note and link in this sub-forum to let you know about a new mod I created. The Realms of Kylorin mod has been released in the regular Civ4 Mods forum. You can find that thread here...
  9. Lutefisk Mafia

    Age of Ice modmod

    Just wanted to drop a quick note and link in this sub-forum to let you all know about a new mod I made which ties in to Age of Ice. --------------------------------- The Realms of Kylorin mod has been released in the regular Civ4 Mods forum. You can find that thread here...
  10. Lutefisk Mafia

    Realms of Kylorin

    Realms of Kylorin Release 1 for BTS 3.19 *** Patch "a" is also available below! *** by Lutefisk Mafia (Paul Bakken) First of all, a huge thanks to the Fall from Heaven team! Without the use of the Age of Ice BTS mod as a core, I would never have finished this mod. The Realms of...
  11. Lutefisk Mafia

    [SCENARIO] Dungeon Adventure - the 133rd K.R.A.G.

    *** UPDATE *** RELEASE 5 (TC01 Update) NOW UPLOADED! NOTE: You must have Fall from Heaven II 0.41 with patch "j" installed to use this scenario! NOTE: You must have the revised CvGameCore.DLL installed to use this scenario! NOTE: This update was made possible by TC01, who kindly...
  12. Lutefisk Mafia

    Explain event trigger data?

    I have looked in the forums, and found good threads about designing events, but haven't found one that gives a good explaination of the event trigger data. For example, one FfH2 event has lines that ready like this: iEvent = CvUtil.findInfoTypeNum(gc.getEventTriggerInfo...
  13. Lutefisk Mafia

    Play specific unit selection sound?

    Is there an easy way to call a specific unit selection sound via python? I know that many units have a list of sounds from which a random one is chosen when you click on that unit. Can I get a specific one of those? I am looking for a way to do this in python because it is for a scenario...
  14. Lutefisk Mafia

    Change unit facing?

    Usually I am pretty good at deciphering other peoples' code, but this one is driving me nuts. Anyone know how Afterworld gets units to just change the direction in which they face, but not move off of their plot? I am looking for a python comand that will change the facing direction of a...
  15. Lutefisk Mafia

    play specific unit selection sound?

    Is there an easy way to call a specific unit selection sound via python? I know that the dwarf units have a list of sounds from which a random one is chosen when you click on that unit. Can I get a specific one of those? For example, can I somehow just call for the "That's the way!" dwarf...
  16. Lutefisk Mafia

    Upgrade unit via python?

    I actually asked this same question last year, and got an answer on how to do this in C++, but I am wondering if it is possible to force a unit to upgrade to a certain type via a python command. I tried a: pUnit.upgrade(gc.getInfoTypeForString('UNIT_CHAMPION')) but nothing happened...
  17. Lutefisk Mafia

    pass info to pop-up?

    I have a python generated popup message that pops up when a unit qualifies for a certain status on a doTurn() iteration. How might I pass the name of the unit to the TXT entry for the popup? I think that I can grab the name by using a pUnit.getName() function, but don't know how to get my...
  18. Lutefisk Mafia

    trouble with CyCity functions

    I am trying to write code that will strip buildings and culture from a given city. I can use the initCity command to create a new city, but all of my attempts to call the CyCity setCulture function and other similar functions does not work. Once a specific city is established, how do you...
  19. Lutefisk Mafia

    Warning posts raze-able?

    It seems that warning posts are able to be razed? Could this not cause problems in scenarios if the player accidently razes one? Or if the barbarian units do it? Is there a way to set a plot as not able to be razed? Or would the team consider making warning posts not raze-able?
  20. Lutefisk Mafia

    Re-seed getMapRand() ???

    How does one reseed the getMapRand() function from within the python? I have been using this to generate a randomized terrain effect in a mod map, but the seed only seems to get randomized once, right at the beginning of a new game. Is there a workaround? What type of information does this...
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