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#1861 |
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Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,061
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XML changes could certainly have broken the scenarios. The easiest way to break a scenario would be to remove the xml define for something (a unit, promotion, technology, building, improvement, terrain, feature, resource, etc) that is already present at the start of the game.
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Economic Left/Right: 0.38 Social Libertarian/Authoritarian: -5.38 http://www.holisticpolitics.org/ MagisterModmod for FfH2 last updated on 4/8/2013 at around 2:30 pm. You may download the Installer here or the Archive here. |
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#1862 |
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Crazy Horse
Join Date: Mar 2009
Location: the 1800s
Posts: 2,544
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I think I only modified and added.
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"If big companies weren't throwing all their toxic wastes into our Internet's waters and illegally depleting our fish stocks, maybe online piracy wouldn't happen."->by Virote Considon |
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#1863 |
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Apprentice of Erebus
Join Date: Mar 2008
Posts: 761
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AFAIK, modifying xml (adding or removing tags) will not cause ctd, but adding or removing entries (adding a new promotion, for example) will cause crash.
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NEW! Xtended v3.04 for Master of Mana Book of Condatis: a Master of Mana story More fantasy units, download here at your own risk
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#1864 |
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Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,061
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Perhaps it is just a problem with the ModPath? I haven't tried playing a scenario in a long time, but I think that scenarios set to work with a specific mod will not work with another mod even if the two are identical in all but name. Assuming that you are modding a copy of FfH2 in a different folder rather than editing the original, then you should try editing the scenario files in notepad (or your preferred text editor) so that the line "ModPath=Mods\Fall from Heaven 2" uses the proper scenario name.
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Economic Left/Right: 0.38 Social Libertarian/Authoritarian: -5.38 http://www.holisticpolitics.org/ MagisterModmod for FfH2 last updated on 4/8/2013 at around 2:30 pm. You may download the Installer here or the Archive here. |
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#1865 |
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Crazy Horse
Join Date: Mar 2009
Location: the 1800s
Posts: 2,544
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I was, unfortunately, modding the original >.>
Hmm, I guess I could try deleting all my new units + new promos to see if that works (even if some XML values will stay different)
__________________
"If big companies weren't throwing all their toxic wastes into our Internet's waters and illegally depleting our fish stocks, maybe online piracy wouldn't happen."->by Virote Considon |
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#1866 | |
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Warlord
Join Date: Jan 2005
Posts: 162
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Quote:
So... I figured out that the "must be alive" requirement for Add to Flesh Golem is in the XML, not the Python. So, a couple general questions based on that:
Last edited by doktarr; Apr 18, 2012 at 11:41 AM. |
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#1867 |
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Warlord
Join Date: Jan 2005
Posts: 162
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double post
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#1868 | |
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Emperor
Join Date: May 2009
Posts: 1,247
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Quote:
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More Naval AI (an AI mod for FFH2) - focusing on bugfixes, stability and AI improvement |
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#1869 |
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Chieftain
Join Date: May 2012
Location: Toronto
Posts: 32
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Bug Fixes are not good. new patches will add content adding bugs.
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#1870 |
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Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,061
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I recently decided that I would like to include religion specific art for some more improvements in my modmod.
How would I go about doing this? A while back I successful edited CIV4PlotLSystem.xml to get my new Homestead, Ice Node, Dimensional Node, Creation Node, and Force Node improvements to have religion specific art, but those simply involved copying everything from the normal Farm and Life Node improvements. When I just attempted to edit the file to add religion specific art for Citadels (using the Bannor Palace art for ERA_ORDE and the Calabim Palace art for ERA_VEIL and ERA_OCTO), it did not seem to have any effect.
__________________
Economic Left/Right: 0.38 Social Libertarian/Authoritarian: -5.38 http://www.holisticpolitics.org/ MagisterModmod for FfH2 last updated on 4/8/2013 at around 2:30 pm. You may download the Installer here or the Archive here. |
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#1871 |
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Emperor
Join Date: May 2009
Posts: 1,247
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How is Blight supposed to work exactly? The code for it is a bit fubared.
Code:
if pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_INFERNAL'):
for pyCity in py.getCityList():
pCity = pyCity.GetCy()
i = CyGame().getSorenRandNum(15, "Blight")
i = 10
i += pCity.getPopulation()
i -= pCity.totalGoodBuildingHealth()
if i > 0:
pCity.changeEspionageHealthCounter(i)
1) The random number should be used to set the EspionageHealthCounter. The other calculations are just to determine if a city should be hit with Blight (which would make Blight more random and a lot less crippling to large cities) 2) The random number should be added to the i value (which would make Blight a bit more nasty than it already is). Any ideas or previous posts from Kael that would shed any light on this?
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More Naval AI (an AI mod for FFH2) - focusing on bugfixes, stability and AI improvement |
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#1872 | |
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Chieftain
Join Date: Sep 2010
Posts: 65
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Quote:
Spoiler:
I believe that 10-25 + city pop penalty would be a bit too much . Imo blight is pretty fine now (balance wise). If you aren't prepared for blight, it can hit you pretty hard. Code is obviously bit broken though.
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#1873 | |
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Emperor
Join Date: May 2009
Posts: 1,247
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Quote:
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More Naval AI (an AI mod for FFH2) - focusing on bugfixes, stability and AI improvement |
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#1874 |
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Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,061
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Spoiler:
Edit: You may ignore this post
__________________
Economic Left/Right: 0.38 Social Libertarian/Authoritarian: -5.38 http://www.holisticpolitics.org/ MagisterModmod for FfH2 last updated on 4/8/2013 at around 2:30 pm. You may download the Installer here or the Archive here. Last edited by MagisterCultuum; Sep 23, 2012 at 06:59 PM. |
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#1875 |
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Crazy Horse
Join Date: Mar 2009
Location: the 1800s
Posts: 2,544
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Has anyone looked into incorporating the AI modifications in K-mod?
I know for vanilla BTS these modifications are useful, but as I don't know how they are coded, I do not know if they would be useful for FFH. My gut says yes, but on the other hand we already have Tholal working on FFH-specific AI. So my question for Tholal is, have you looked at the AI adjustments in K-mod?
__________________
"If big companies weren't throwing all their toxic wastes into our Internet's waters and illegally depleting our fish stocks, maybe online piracy wouldn't happen."->by Virote Considon |
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#1876 |
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Emperor
Join Date: May 2009
Posts: 1,247
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Yep, though not recently. And I've pulled and incorporated some code from K-Mod in past releases.
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More Naval AI (an AI mod for FFH2) - focusing on bugfixes, stability and AI improvement |
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#1877 |
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Crazy Horse
Join Date: Mar 2009
Location: the 1800s
Posts: 2,544
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awesome
__________________
"If big companies weren't throwing all their toxic wastes into our Internet's waters and illegally depleting our fish stocks, maybe online piracy wouldn't happen."->by Virote Considon |
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#1878 |
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Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,061
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How do the ImprovementWeightModifiers in CIV4LeadersheadInfos.xml work?
I assumed that they work much like the religion weight modifiers, and that giving all the Infernal leaders a iWeightModifier of -99 for <ImprovementType>IMPROVEMENT_MANA_LIFE would prevent the AI infernal players from building life nodes. Now I'm thinking I may have been wrong about that, however, considering that in my current game Hyborem has built over a dozen life nodes and no mana nodes of any other type. It almost seems as if the negative sign is being ignored.
__________________
Economic Left/Right: 0.38 Social Libertarian/Authoritarian: -5.38 http://www.holisticpolitics.org/ MagisterModmod for FfH2 last updated on 4/8/2013 at around 2:30 pm. You may download the Installer here or the Archive here. |
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#1879 | |
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Modder
Join Date: Sep 2011
Location: USA
Posts: 284
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Quote:
1st in CvUnitAI::AI_ImproveBonus. In this code the lower iValue is the better. Code:
/*FfH: Added by Chalid AiManaAndBonus 06/10/2006*/
if (!isHuman())
{
iValue /= 100;
iValue *= std::max(0, (100-GC.getLeaderHeadInfo(GET_PLAYER(getOwnerINLINE()).getPersonalityType()).getImprovementWeightModifier((ImprovementTypes) GC.getBuildInfo(eBuild).getImprovement())));
}
iValue -= GC.getGameINLINE().getSorenRandNum(4000, "AIBonus");
//FfH: End Add
Code:
if (!isHuman())
{
iValue *= std::max(0, (GC.getLeaderHeadInfo(getPersonalityType()).getImprovementWeightModifier(eFinalImprovement) + 200));
iValue /= 200;
}
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#1880 |
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Chieftain
Join Date: Oct 2012
Posts: 34
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As a way to introduce myself to Civ 4 modding, I'm looking to revive / makeover The Frozen. Are they entirely modular? Would I have any forseeable problems importing them into another mod? Where might I find the latest version of them? And who originally designed them, that I might get their OK on using them on anything beyond my personal games?
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