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Old Feb 04, 2012, 11:57 AM   #1861
MagisterCultuum
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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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Old Feb 06, 2012, 10:49 AM   #1862
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I think I only modified and added.
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Old Feb 07, 2012, 05:52 AM   #1863
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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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Old Feb 07, 2012, 07:36 AM   #1864
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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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Old Feb 07, 2012, 11:04 AM   #1865
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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)
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Old Apr 18, 2012, 11:37 AM   #1866
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Quote:
Originally Posted by doktarr View Post
Anyway, in my adventures through the code, I noticed that it seems like non-living units (elementals, golems, angels, demons, undead, siege, naval), including temporary summoned figures, can be added to Flesh Golems, as long as they aren't immortal or divine. This seems off to me (with the exception of combining Flesh Golems, which does make sense), and it conflicts with what's in the manual (which, I am coming to realize, is not really very up-to-date).
Quoting myself from another thread, but moving it here since I'm realizing that this is not a bug, just stuff getting done in different places.

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:
  1. If I wanted to make it so that angels/demons/undead with Death 3 couldn't become liches, I would just add that same line into the XML block for Lichdom, right?
  2. If I wanted to make it so that flesh golems could merge with other flesh golems (but other non-living figures were still exempt), would I remove that line from the XML, and add code in the reqaddtofleshgolem Python method that checks for the figure to be alive if it's not a Flesh Golem?

Last edited by doktarr; Apr 18, 2012 at 11:41 AM.
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Old Apr 18, 2012, 11:38 AM   #1867
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Old Apr 18, 2012, 03:43 PM   #1868
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Quote:
Originally Posted by doktarr View Post
  1. If I wanted to make it so that angels/demons/undead with Death 3 couldn't become liches, I would just add that same line into the XML block for Lichdom, right?
  2. If I wanted to make it so that flesh golems could merge with other flesh golems (but other non-living figures were still exempt), would I remove that line from the XML, and add code in the reqaddtofleshgolem Python method that checks for the figure to be alive if it's not a Flesh Golem?
Without looking at the code myself, I would say that the answer to both questions is Yes. It seems like you have a good handle on what to do and how to do it.
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Old May 31, 2012, 08:35 PM   #1869
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Bug Fixes are not good. new patches will add content adding bugs.
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Old Aug 03, 2012, 12:41 AM   #1870
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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.
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Old Aug 09, 2012, 12:46 PM   #1871
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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)
First it's setting the variable i to a random number, but then it immediately changes i to be 10! Seems like it could work either of two ways.

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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Old Aug 18, 2012, 09:27 AM   #1872
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Quote:
Any ideas or previous posts from Kael that would shed any light on this?
I tried to google a bit and all (relevant) I could find was this.
Spoiler:

Kael:
Quote:
Keep in mind that while Blight itself is a one time thing, a random event (Pestilence) that does the same thing but at half the strength can happen repeatedly can occur whenever the AC is 40 or more. And that its effects stack on top of the Blight effect.

Blight does a random 0-10 + the cities population in unhealthiness. That decreases 1 per turn. Pestilence does a random 0-4 + the cities population / 4.

In 0.33 both of those random ranges will be increased by 4 (so blight will be a random 0-14) and buildings that grant health bonuses will decrease the number. Life mana will also decrease the number.

So lets say you have a city with 12 population, life mana and a aqueduct when blight hits. It would roll a random 0-14 (say we get a 6) add the cities population (6+12 = 18), subtract 1 for the life mana (18-1 = 17) and subtract 2 for the aqueduct (17-2 = 15). So the city is hit with 15 points of unheathiness that go away at 1 per turn.
http://forums.civfanatics.com/archiv.../t-281972.html

Balance Changes:
Quote:
9. Blight health penalthy changed from (rnd(11) + population) to (rnd(15) + population - building health bonuses. Because of this life mana, hebalists, aquaducts, etc will decrease the impact of blight to that city.
http://forums.civfanatics.com/archiv.../t-285863.html.


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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Old Aug 18, 2012, 02:54 PM   #1873
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Quote:
9. Blight health penalthy changed from (rnd(11) + population) to (rnd(15) + population - building health bonuses. Because of this life mana, hebalists, aquaducts, etc will decrease the impact of blight to that city.
OK. That seems pretty clearcut. Then i=10 line should be removed. That means that instead of a flat 10 base extra unhealth from blight, it will instead be 0-15. Makes it a bit more random with Blight being slightly less painful overall, though potentially more painful if you get some bad rolls. Thanks!
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Old Sep 23, 2012, 06:22 PM   #1874
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Spoiler:
Lately I've been going through the python of my modmod, not only looking for bugs but also trying to rewrite things so that they are more efficient or just better looking and occasionally tweaking the functionality.

The latest change I made was to the recruit mercenary spell. I decided to base the type of unit on the city's culture rather than its original owner, and to remove the owner's default race rather than just replacing it when the city's owner has a default race. This all seems to be working fine.

I also switched from using 21 if statements to set the art styles for each civ to using the function getArtStyleType(). This seems to be giving me some problems. Things are fine when the unit being hired is a unique unit or when it has a racial promotion that changes its artstyle, but otherwise units hired from some civs have totally wrong art. The Elohim units always seem to use the default art, the Bannor units keep appearing Dark Elven, and the Amurites are looking like Orcs.


Spoiler:
Code:
def reqRecruitMercenary(pCaster, sUnitClass):
	pPlot = pCaster.plot()
	pCity = pPlot.getPlotCity()
	iTeam = pCaster.getTeam()
	eTeam = gc.getTeam(iTeam)
	if eTeam.isAtWar(pCity.getTeam()):
		return False
	iPlayer = pCaster.getOwner()
	pPlayer = gc.getPlayer(iPlayer)
	iPlayerC = pCity.findHighestCulture()
	if iPlayerC == -1:
		iPlayerC = iPlayer
	iCivC = gc.getPlayer(iPlayerC).getCivilizationType()
	if iCivC == gc.getInfoTypeForString('CIVILIZATION_INFERNAL'):
		if pPlayer.getStateReligion() != gc.getInfoTypeForString('RELIGION_THE_ASHEN_VEIL'):
			return False
	infoCiv = gc.getCivilizationInfo(iCivC)
	iUnit = infoCiv.getCivilizationUnits(gc.getInfoTypeForString(sUnitClass))
	if iUnit == -1:
		return False
	if not pPlayer.isHuman():
		if eTeam.getAtWarCount(True) < 1:
			return False
		if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_KHAZAD'):
			if pPlayer.getGold() / pPlayer.getNumCities() < 700:
				return False
		iCount = 0
		for i in range(pPlot.getNumUnits(), 0, -1):
			pUnit = pPlot.getUnit(i)
			if iTeam == pUnit.getTeam():
				iCount += 1
				if iCount > 7:
					return False
	return True

def spellRecruitMercUnit(pCaster, sUnitClass, iCost):
	iUnitClass = gc.getInfoTypeForString(sUnitClass)
	iGold = iCost//10

	pPlot = pCaster.plot()
	pCity = pPlot.getPlotCity()

	iPlayer = pCaster.getOwner()
	pPlayer = gc.getPlayer(iPlayer)
	iCiv = pPlayer.getCivilizationType()

	iPlayerC = pCity.findHighestCulture()
	if iPlayerC == -1:
		iPlayerC = iPlayer
	pPlayerC = gc.getPlayer(iPlayerC)
	iCivC = pPlayerC.getCivilizationType()
	infoCivC = gc.getCivilizationInfo(iCivC)

	iUnit = infoCivC.getCivilizationUnits(iUnitClass)
	newUnit = pPlayer.initUnit(iUnit, pCaster.getX(), pCaster.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
	newUnit.finishMoves()
	newUnit.setHasCasted(True)
	pCity.applyBuildEffects(newUnit)


	if iCivC != iCiv:
		iArt = infoCivC.getArtStyleType()
		if iArt != -1:
			newUnit.setUnitArtStyleType(iArt)

		infoCiv = gc.getCivilizationInfo(iCiv)
		iRace = infoCiv.getDefaultRace()
		if iRace != -1:
			if newUnit.isHasPromotion(iRace):
				newUnit.setHasPromotion(iRace, False)
		iRace = infoCivC.getDefaultRace()
		if iRace != -1:
			if not newUnit.isHasPromotion(iRace):
				newUnit.setHasPromotion(iRace, True)


		iUnitCombat = newUnit.getUnitCombatType()
		iTrait = infoCivC.getCivTrait()
		if iTrait != -1:
			if iTrait == gc.getInfoTypeForString('TRAIT_ARCANE'):
				if iUnitCombat == gc.getInfoTypeForString('UNITCOMBAT_ADEPT'):
					newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ARCANE'), True)
			elif iTrait == gc.getInfoTypeForString('TRAIT_GUARDSMAN'):
				if iUnitCombat == gc.getInfoTypeForString('UNITCOMBAT_ARCHER') or iUnitCombat == gc.getInfoTypeForString('UNITCOMBAT_MELEE'):
					newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_GUARDSMAN'), True)
			elif iTrait == gc.getInfoTypeForString('TRAIT_DEXTEROUS'):
				if iUnitCombat == gc.getInfoTypeForString('UNITCOMBAT_ARCHER'):
					newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DEXTEROUS'), True)
			elif iTrait == gc.getInfoTypeForString('TRAIT_HORSELORD'):
				if iUnitCombat == gc.getInfoTypeForString('UNITCOMBAT_MOUNTED'):
					newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_HORSELORD'), True)
				iGold *= 5
			elif iTrait == gc.getInfoTypeForString('TRAIT_SEAFARING'):
				if iUnitCombat == gc.getInfoTypeForString('UNITCOMBAT_NAVAL'):
					newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_SEAFARING'), True)
			elif iTrait == gc.getInfoTypeForString('TRAIT_SCAVENGER'):
				if iUnitCombat == gc.getInfoTypeForString('"UNITCOMBAT_ANIMAL') or iUnitCombat == gc.getInfoTypeForString('UNITCOMBAT_BEAST') or iUnitCombat == gc.getInfoTypeForString('UNITCOMBAT_MELEE') or iUnitCombat == gc.getInfoTypeForString('UNITCOMBAT_RECON'):
					newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_SCAVENGER'), True)
			elif iTrait == gc.getInfoTypeForString('TRAIT_SINISTER'):
				if iUnitCombat == gc.getInfoTypeForString('UNITCOMBAT_RECON'):
					newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_SINISTER'), True)
			elif iTrait == gc.getInfoTypeForString('TRAIT_SPIRITUAL'):
				if iUnitCombat == gc.getInfoTypeForString('UNITCOMBAT_DISCIPLE'):
					newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_MOBILITY1'), True)
					newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ZEAL'), True)
			elif iTrait == gc.getInfoTypeForString('TRAIT_SUNDERED'):
				if iUnitCombat == gc.getInfoTypeForString('UNITCOMBAT_ADEPT'):
					newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_SUNDERED'), True)


	if pCaster.getUnitType() == gc.getInfoTypeForString('UNIT_MAGNADINE'):
		newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_MORALE'), True)
	elif pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_HIPPUS'):
		newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_MERCENARY'), True)
	pPlayerC.changeGold(iGold)


I'm pretty sure that that never happened when I assigned the art styles manually though 21 different conditional statements. I guess I could just go back to that if I don't find out what is going wrong.

edit: ok, going back seems to have fixed the issues with Amurite and Elohim art, but the Bannor art is still dark elven and the Ljosalfar are using default art.

edit2: I just had to get rid of the if iArt != -1: statement and place the 21 conditionals that check for each civilization type between the code that removes and the code that adds racial promotions in order to make it function properly. I'd rather be able to just use the 1 infoCivC.getArtStyleType() call instead of 21 if statements, but I guess this is fine. I might as well have those same. conditionals handle the promotions from civ traits too.


Edit: You may ignore this post
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Old Sep 26, 2012, 11:29 AM   #1875
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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?
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Old Sep 27, 2012, 10:11 AM   #1876
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Quote:
Originally Posted by Tasunke View Post
So my question for Tholal is, have you looked at the AI adjustments in K-mod?
Yep, though not recently. And I've pulled and incorporated some code from K-Mod in past releases.
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Old Sep 28, 2012, 12:53 PM   #1877
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awesome
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Old Oct 14, 2012, 07:28 PM   #1878
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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.
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Old Oct 14, 2012, 09:19 PM   #1879
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Quote:
Originally Posted by MagisterCultuum View Post
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.
Here is what I found in the SDK (of Tholal's MNAI).
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
The other places it shows up are CvCityAI::getImprovementValue, CvCityAI::AI_bestPlotBuild, and CvPlayerAI::AI_techValue. I believe higher values of iValue are better in these functions. In all of them the code goes something like this:

Code:
if (!isHuman())
{
iValue *= std::max(0, (GC.getLeaderHeadInfo(getPersonalityType()).getImprovementWeightModifier(eFinalImprovement) + 200));
iValue /= 200;
}
I don't have time at the moment to interpret the code, but I thought I would throw it up for you to look at.
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Old Oct 16, 2012, 06:06 PM   #1880
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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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