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  1. TC01

    How to play online multiplayer in 2016?

    So, I have a friend IRL who I learned relatively recently also likes FFH2, and so for the first time in... uh, forever? I've been looking into how to play multiplayer. As I have very little experience playing MP in Civ 4 (it's the first time in many years since I have played a MP game, and back...
  2. TC01

    Scripting a build of the DLL!

    For a while now, I've wanted the ability to automatically fire off builds of the DLL whenever someone pushes commits to it's repository. As of today I'm pleased to say I've accomplished this, so I figured I'd post a brief tutorial for anyone else who might be interested in doing the same...
  3. TC01

    Final Frontier Plus v1.9 - Beta!

    I've released a beta of Final Frontier Plus 1.9. To install it, just unzip it on top of your Beyond the Sword/Mods directory (you need a copy of 1.84 already installed). As discussed in the spy ships thread this begins the process of adding BTS-style espionage/spies back into the mod. It also...
  4. TC01

    Implementing Spy Ships

    I'm currently on break and have been working on 1.9 in some branches on github, which I've been thinking of as "the Espionage Update". This will probably mostly be a new-content update. I intend to post a beta over the next few days with a new playable civilization (Interstellar Intelligence...
  5. TC01

    [DEV] Corporations and resources

    There are a couple of things I would like to play with in FF+ when I have the time to work on it. They'd probably get released as prototype modmods (ala Wormholes) and maybe get merged into 1.9, assuming that ever happens. Figured I'd post a thread about this one as it's probably the thing I'd...
  6. TC01

    Mod showcases on the front page

    Did these stop happening? There were some comments about it recently in the Civ IV thread for announcing new mod releases. In days gone by, news posts would be regularly made on the front page featuring mods that had been released recently for Civ games; Civ III and even Civ IV: Col had these...
  7. TC01

    AutoPak-- a tool to automate running PakBuild

    autopak v0.1 I was looking for a way to automate parts of "building" Final Frontier Plus, and I realized one of the clumsier parts of the workflow had to be compiling art assets into a FPK file. The traditional way to do this is to use PakBuild, a Firaxis tool. PakBuild can be downloaded from...
  8. TC01

    Migrating from Sourceforge

    I read this today. FF+ is still hosted on Sourceforge for legacy reasons (and using SVN version control). I've been increasingly dissatisfied with Sourceforge for a while now, but now I feel like actually doing something about it: anyone have a strenuous objection against migration away...
  9. TC01

    The State of Steam and Mods

    Back when I became a modder in 2010 or so, I recall it being basically accepted wisdom that running mods on a Steam copy of Civ 4 was a bad idea, or difficult to make work, or something like that. As there were (apparently) few around who had such a copy of Civ 4- I certainly didn't- it was...
  10. TC01

    Screenshots!

    You may have noticed that we don't really have any screenshots associated with this mod. The reason for this is, for all other mod projects I've made, I usually end up staging screenshots with Worldbuilder to show some specific thing happening. Whether that's a new unit or a dialog box or...
  11. TC01

    Future of Westward Ho

    I've reposted this from a reply in the Download Here thread, as I feel like it deserves a thread of its own (and also because we've gotten sidetracked from the points here). --- Westward Ho was one of the first mods I started working on. I had gotten both Colonization and Railroads!, and...
  12. TC01

    Creating culture and/or ownership

    I've added a tag to the XML called "iCultureRange"- it is meant to be a range of culture/ownership that gets created around a unit when that unit is created. What I thought I would do is, in CvUnit::doTurn, loop around the unit and set ownership on all plots that are within iCultureRange...
  13. TC01

    Adding a new XML file

    So I recently attempted to add a "CIV4CivilizationClassInfos.xml" file to the game. This is a new file I created in Assets\XML\Civilizations. It should be the second to last Civilizations file to be loaded (right before CivilizationInfos.xml itself). Everything appeared to be okay: the DLL...
  14. TC01

    Future releases: an idea

    So the way things worked up to and including 1.7 was that at some point, I said "this looks like we've added/fixed/improved/balanced enough things for a release. Let's release!" This worked fairly well for 1.0 to 1.5, which were pretty rapid releases. Then, there was a year between 1.6 and...
  15. TC01

    Aliens - Serious Brainstorming Thread

    So, ages ago I made a poll, and the general consensus was: yes, aliens, lots of them, all sorts of different kinds! Easier said than done. So I decided, that rather than force myself or God-Emperor to come up with every single idea for every single possible alien civilization: it would be...
  16. TC01

    Land carrier AI?

    So, it's fairly common knowledge that Civ 4 lacks land transport AI. This has been discussed before, and as far as I am aware, never resolved. (There was a thread in the modcomps forum some time ago by someone who had attempted to but not succeeded in solving the problem, I think). However...
  17. TC01

    Sourceforge!

    A few days ago I created a Sourceforge repository for Final Frontier Plus. The main reason for this was to avoid the merging nightmare of version 1.7, when God-Emperor did FFPBUG but I had already done a few things and I had to merge these projects. If you look at the list of bugs fixed in...
  18. TC01

    Ways to disable Python callbacks...

    So, I was merging the new components of Sephi's BTS on Speed mod with FF+ (the components I hadn't already merged, that is). Most of the new things are just the removal of Python callbacks. Since Final Frontier (Plus) relies heavily on Python callbacks, and since I'd want to have them as...
  19. TC01

    Disabling barbarian XP cap

    What I want to do is add a game option that disables the XP cap for barbarians. (A "make it easier" gameoption, since in Final Frontier there are lots of barbarians). What would I need to edit to do this? I'm assuming somewhere in the DLL... is that right? I know it can be done, I'm just...
  20. TC01

    How To: Install Mods

    This is a fairly common question, so I thought it deserved a tutorial of some sort. Please bear in mind that any instructions in a mod's thread or on it's download page override these- this is a general tutorial and is not meant to apply universally. (Some things are exceptions to the rules-...
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