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#161 |
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Mephistophel
Join Date: Nov 2006
Location: Bellinzona
Posts: 14,275
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TC_01: What sort of UU's or UB's are you thinking about including?
In addition, do you think that the missing dll file might be causing my crash?
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One thing we are good at in English is having words for ways to die.-Neil deGrasse Tyson, on 'spaghettification' Looking at the poster again, I also like the way that the baby is cocking its head and looking away from the doctor, as if to show that this not merely a skeletal Moai-baby, it's a particularly aloof and disinterested skeletal Moai-baby.-Traitorfish |
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#162 | |
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Deity
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Quote:
As for the missing file... I doubt it, it's a source file that I forgot to copy over into the source directory- it's been compiled into the DLL properly. Did you check the schemas? If you can't get it to work, I would recommend rebuilding Peacekeeper Wars around Final Frontier Plus rather than trying to merge FF+ with PW, and see if that works.
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Mods: Westward Ho, Final Frontier Plus, The Frozen Modcomps: Wormholes, Cloaking Devices, Blizzards, Betray Your Colony, Inhabited Planets, Advanced Ice Nodes Colonization Mapscripts: NorthAfrica.py, Continents.py, IceAge.py, Maze.py Utilities: Final Frontier Worldbuilder, Yet Another Mod Launcher |
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#163 |
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Deity
Join Date: Jul 2009
Location: Texas
Posts: 2,930
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Speaking of which...
I have a new version of Finaler Frontier, version 0.2. The biggest new thing: resources that can be found on planets. The information is in the spoiler section listing changes below, but here is how this works: I have added 3 resources that give +1 health (Grain, Cattle, and Seafood) and 3 that give +1 happiness (Spices, Wine, and Cotton). The new resources will only appear on planets that have a natural food production of 1 per population or more. There is never more than 1 per system. Because of the additional resources, I have reduced the benefit from each of the existing resources from +3 health or happiness to +2. In addition to the +1 heath or happiness, the resources provide other benefits. A planet with one of the health resources will also provide +1 food/population over the usual amount. A planet with one of the happiness resources will also provide +1 commerce/pop more than the usual. You don't have to build improvements or buildings to get the new planetary resources. Your influence range must include the planet that has the resource to get the resource. This leads to the strange thing that the resource will actually vanish from the map for a while when a player settles or conquers a system where the resource is not in the inner influence zone, but it will reappear once the owner's influence includes the planet. Although you don't have to build anything to get the resource and the basic benefit, there is a building associated with each resource that can only be built on a planet with the specific resource. The buildings associated with the 3 health resources all increase the population limit of the planet by 1 and provide +1 influence. Each of the 3 also provides some other benefit: +1 research, +1 production, or +1 commerce. The buildings associated with the 3 happiness resources all provide (at least) 1 extra trade route, +1 commerce/population, and +1 influence. Each of the 3 also provides some other benefit: a 2nd extra trade route, a second point of influence, or +1 credit. And that is how the planet based resources work. Because of this, v0.2 is not save game compatible with the earlier version - it saves an additional value for each planet (almost all of which are "-1", except for the planets with resources on them). Here is the basic change list, including two updates to the changes for v0.1 which were left out the last time I posted it (marked with a "*", they are the Planets section and the first thing in the Techs section). This is included in the mod as the file "FerF Features Blurb.txt". Spoiler:
And here's the new version, v0.2, still in 7-zip format. Install like before: 1) if you installed the earlier version, delete or rename the old Finaler Frontier mod folder 2) copy the Final Frontier mod, renaming the copy to Finaler Frontier 3) copy the contents of the 7-zip file over top of that 4) play EDIT: Note that just about everything in here is now in Final Frontier Plus as of v1.41. The three things that I can think of right now that are not in FF+ : 1) the second leader for each civ to avoid duplicates when playing with more players than there are civs. 2) the additional minor trait for each leader 3) scouts are only speed 1 instead of speed 2 (although the Avower UU for the Scout, the Recon Ship, is speed 2) Last edited by God-Emperor; Apr 01, 2010 at 09:49 PM. Reason: Now in Final Frontier Plus |
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#164 |
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Deity
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I remember having that idea!
I did it via buildings ("markets") that would appear on planets and provide the specific resource. That let multiple planets in a system provide resources. I don't think anything ever came of it, though. That is, nothing releaseable. And I never bothered to add the original Civ 4 font icons for resources to Gamefonts.tga- I made the markets simply provide regular Final Frontier resources. Anyway, I'll add it to the 1.4 changelog of "things to merge in".
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Mods: Westward Ho, Final Frontier Plus, The Frozen Modcomps: Wormholes, Cloaking Devices, Blizzards, Betray Your Colony, Inhabited Planets, Advanced Ice Nodes Colonization Mapscripts: NorthAfrica.py, Continents.py, IceAge.py, Maze.py Utilities: Final Frontier Worldbuilder, Yet Another Mod Launcher |
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#165 |
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Lt. of Mordor
Join Date: Jan 2008
Location: St.Petersburg, Russian Federation
Posts: 2,814
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Cool, I was just planning to make "artifacts" resources appearing in systems for MOO2 mod, and it looks like a great solution!
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My Buildings For Civilization"Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime." - Lao Tzu |
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#166 |
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Deity
Join Date: Jul 2009
Location: Texas
Posts: 2,930
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TC01, I remember you mentioning it.
I was considering doing it entirely with buildings. In fact, the original version I did was much more closely tied to buildings. Then it occurred to me that it would be quite simple to just modify the planet data and their getFoo functions to provide the basic benefits and then add in a few simple checks for planets with resources being within the current influence range to control whether or not the bonus is actually present in the plot. No more building needed. Since I already had the 6 buildings, I just split some of the benefits so that you got some from the resource directly and some from the building, and added a few more small bonuses to the buildings which were switched to being buildable instead of free. The additional buildings seem like a nice feature - they are almost like national wonders since you can't build very many of each and they provide significant benefits. Considering the size of the benefit I am giving for having a bonus, trying to allow more than one per system seemed excessive. Limiting it to one also allowed me to just add the bonus to the plot which makes the map show the resource marker (when they are turned on) just like for any other resource. I forgot to mention it in both the explanation and the features blurb above, but the number of each resource that is distributed over the map is somewhat limited. Currently it places a number each resource equal to half the number of players in the game plus a random number. The random number is 0 or 1 for duel or tiny maps, or 0 to 2 for all sized larger than that. Since the number is so limited, it can take some doing, and probably a war or three, to get all of them. Also, home systems never have one - randomly getting a resource in some home systems but not others seemed like too great of an advantage for the lucky few (the other option was giving one to everyone, but that seemed to me to make them too common). If you use the "sparse" system density setting, it might end up with resources in all the systems except the home systems (and maybe even throw some away) on Standard and smaller maps, or in custom games with extra players. My somewhat vague in-game explanation for home systems not having any is that there was some branch of the PDE that was secretly attempting some terraforming by spreading Earth life forms around the galaxy and they avoided settled planets to keep the secret. Oh, and for those who don't know: GameFonts.tga is evil. It's slightly smaller twin, GameFonts_75.tga, is just as evil. Part of this is because the tga format isn't a format, it is a format with a bunch of optional characteristics that nobody implements the same way. By that wasn't the problem I had. The (main) problem that I ran into is that when Paint.NET saves to the tga format it makes every pixel that is completely transparent loose its base color, becoming transparent black - so much for the invisible magenta background around the icon areas and the invisible cyan pixels that mark the edge (and possibly the baseline for vertical positioning) of the used glyphs. I ended up saving as an uncompressed 32-bit dds file, opening that with DTXBmp and saving it (without any other manipulation) as a tga - Paint.NET keeps the base color of fully transparent pixels when saving to dds, and DTXBmp keeps them that way when saving as tga. My GameFonts.tga file is exactly 26 bytes smaller than the original, but it works (it's those optional features I expect - the original ends with "TRUEVISION-XFILE.<NULL>" or something like that and mine doesn't, possibly the 8 bytes immediately before that in the original are also optional). TGA, oy vey. |
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#167 |
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Lt. of Mordor
Join Date: Jan 2008
Location: St.Petersburg, Russian Federation
Posts: 2,814
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Well, I had no major problems editing it with photoshop...
Tell me please, did you use custom SDK code for those on-planet resources spawning and is it commented? With my low skills and experience I can only have to find comments to merge with my modmod .
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My Buildings For Civilization"Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime." - Lao Tzu |
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#168 |
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Deity
Join Date: Jul 2009
Location: Texas
Posts: 2,930
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It involved no SDK work, only a little Python, some XML for the bonuses, buildings, and art defines for both, and the GameFont files. Finaler Frontier doesn't have any custom SDK code - it uses a slightly out of date BBAI DLL without any changes, not the Final Frontier Plus DLL (since it predates FF+). That's why it isn't as fast as FF+, although the AI is slightly smarter.
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#169 |
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Deity
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Does editing Gamefonts that way (saving it as a .dds in Paint.NET, then as a .tga in DXTBmp) require the alpha channel editing? That's the main reason it's evil in my mind- if you try to edit it with DXTBmp directly you have to send it to Paint (or whatever) and count pixels when adding the alpha channels (which have to get done after adding the regular icons).
I'll try it that way when adding the Oil and Water icons in. Also, I guess no one noticed my question about getting a mod forum for FF+... do you think we need/could use one?
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Mods: Westward Ho, Final Frontier Plus, The Frozen Modcomps: Wormholes, Cloaking Devices, Blizzards, Betray Your Colony, Inhabited Planets, Advanced Ice Nodes Colonization Mapscripts: NorthAfrica.py, Continents.py, IceAge.py, Maze.py Utilities: Final Frontier Worldbuilder, Yet Another Mod Launcher |
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#170 |
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Lt. of Mordor
Join Date: Jan 2008
Location: St.Petersburg, Russian Federation
Posts: 2,814
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Sure, you contribute a lot. It would be a great mod per se, and a base for other space mods.
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My Buildings For Civilization"Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime." - Lao Tzu |
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#171 | ||
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Deity
Join Date: Jul 2009
Location: Texas
Posts: 2,930
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Quote:
Quote:
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#172 | |
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Venite, videte, audite
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Very nice addition!
![]() Quote:
*(Finaler Frontier isn't that the same as your Final Frontier Plus mod?) *I'm not asking specifically for MOO2Civ, as Deon already posted the necessary code in the MOO2Civ forum.
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MOD MOO2Civ SCENARIOS 1250 BC for BtS/1250 BC for HitM 2.01/1000 BC for BtS/1000 BC for CIV Gold BtS/600 BC for BtS/600 BC for CIV Gold BtS/300 BC for BtS/300 BC for CIV Gold 5.2/50 AD for BtS/750 AD for BtS/750 AD for CIV Gold BtS/1000 AD for SevoMod/1066 AD for BtS/1066 AD for CIV Gold BtS/1066 AD for Thomas' War/1066 AD for Amra BtS/The Crusades !/The Crusades! for CIV Gold BtS/The Crusades! for Esnaz's Mod/1600 AD for CIV Gold BtS/1790 AD for CIV Gold BtS/1862 AD for CIV Gold BtS/Star Trek scenarios MAPS Amra 18 civs BtS/Random Religions 18 civs BtS/RoM 2.3 Huge Earth 18 civs/Thomas' War 2.8 Huge Earth 18 civs/HitM 2.01 Huge Earth 18 civs/GEM 5.3 Ancient 26 civs/Map pack for Chiyu's Extra mod Last edited by JEELEN; Mar 14, 2010 at 12:31 AM. |
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#173 |
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Lt. of Mordor
Join Date: Jan 2008
Location: St.Petersburg, Russian Federation
Posts: 2,814
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Jeelen, it's in CvFinalFrontierEvents.py and CvSolarSystem.py, basically look for "bonus" and "bonusbuildings" in all .py files and you'll see it.
The code I meantioned just places a building in Alkari capital (and you can make this building to do anything, including granting a resource), in this case it randomly places actual resources on random planets.
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My Buildings For Civilization"Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime." - Lao Tzu |
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#174 | |
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Deity
Join Date: Jul 2009
Location: Texas
Posts: 2,930
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For the bonuses themselves, the new/modified code is:
File CvFinalFrontierEvents.py: in CvFinalFrontierEvents class, I have a new function called AddPlanetaryResources() - this is the last function in the CvFinalFrontierEvents class, right before the Tutorial class. in CvFinalFrontierEvents.onGameStart, at the end of the "else" branch of the "if ('.CivBeyondSwordWBSave' in CyMap().getMapScriptName()):" section (the part for when it is a newly generated map, not a scenario), I call the new AddPlanetaryResources function. in the initValues function there is a seemingly related definition of self.dBonusBuildings. This is actually unused - it was used initially, but how this stuff works changed considerably and I forgot to remove it. File CvSolarSystem.py, in the order the stuff appears in the file: in CvPlanet.__init__ I added a field called iBonus which is initialized to -1. modified the function CvPlanet.getName to add a space and the character for the bonus to the end of the planet name of planets with bonuses. (The commented out code was from before I added them to GameFont.tga - it used a happy or healthy symbol, as appropriate.) added the functions CvPlanet.setBonusType, .getBonusType, .isBonus, and .isHasBonus. modified the function CvPlanet.getBaseYield to give +1 commerce yield for happiness resources and +1 food yield for health resources. modified the functions CvPlanet.getData and .setData to save and load the new iBonus value. ---- The buildings I added that can only be built on the planets that have the corresponding resource on them have their locations restricted via CvGameUtils.cannotConstruct. My version of this function is mostly new or modified - amongst other things, for the AI players it looks for a planet in the current system where the building in question can be built (if it can't be built on the current built planet) and changes the current build planet if it finds one. I also added an __init__ function to the class to set up the mapping between the buildings and the required resources. If you use the new __init__ and add lines 310-316 to a similar location in the regular FF cannotConstruct function, that should be sufficient. I think that is everything. Quote:
Now, by being assimilated into FF+ it is gaining one thing it still really needs the most: speed. |
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#175 |
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Deity
Join Date: Jul 2009
Location: Texas
Posts: 2,930
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Oops, I left some stuff out.
In CvFinalFrontierEvents.py, I also modified the functions CvFinalFrontierEvents.onCityBuilt, onCityRazed, onCityAcquired, and onCultureExpansion. Each of these has a little code labeled with "# CP - check for planet resources". These control whether or not the plot actually has the bonus set, since the plot only actually has the bonus when it has no colony or when the colony's influence reach includes the planet with the resource. When there is a colony but its influence doesn't reach the planet, the bonus is not actually present on the plot. I also modified two lines in CvMainInterface.py in the Screens subfolder. I don't know why, but the center and right columns of resources have the text positioned lower than the left column - the left column actually has 5 resources that can be in it, but the other two only had two each. Anyhow, in updateCityScreen on lines 2201 and 2206 (in my version, in the original FF version they would be lines 2200 and 2205), change the 70 to a 62. If this is not done, if you get all 5 of either the happy or healthy resources the last one will extend down over the current planet's name area by about half a line. Once again, I think that is now everything. |
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#176 |
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Chieftain
Join Date: Nov 2003
Location: Estonia
Posts: 20
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Hi guys.
I've got here a little mod for FF Plus 1.3 . I want you to try out my little thingy and report any bugs, tweaks, suggestions and overall speed of the mod is also needed! Must note that there are some things missing but majority is done! Here is the link http://www.atomicgamer.com/files/84753/ffsk (~20MB zipped) To install: make a copy of FF Plus 1.3 and copy my zipped content to there. |
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#177 | |
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Deity
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The Finaler Frontier merge is complete.
Well, almost complete. I haven't merged in the new traits or leaders yet, and that's going to wait for a future version. It appears to work fine. I'll do some testing tomorrow and hopefully get v1.4 out by the weekend if there are no major issues. I'm not going to merge Inhabited Planets as originally planned because I want to get that finished as an independent component first. Quote:
If you want (and if you provide source code) I'll merge this into FF+ in the future (and add your name to the FF+ team).
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Mods: Westward Ho, Final Frontier Plus, The Frozen Modcomps: Wormholes, Cloaking Devices, Blizzards, Betray Your Colony, Inhabited Planets, Advanced Ice Nodes Colonization Mapscripts: NorthAfrica.py, Continents.py, IceAge.py, Maze.py Utilities: Final Frontier Worldbuilder, Yet Another Mod Launcher Last edited by TC01; Mar 19, 2010 at 04:09 PM. |
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#178 | |
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Deity
Join Date: Jul 2009
Location: Texas
Posts: 2,930
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Quote:
There are a variety of problems: Each leader is showing bonuses (ridiculously large, well over 1000000%) to build non-existent buildings, each having one or more of Temple, Monastery, Cathedral, and/or Bomb Shelter. In the city screen I can see that I have a specialist. Where does it come from? No building on the list of buildings in the system provides a free specialist and all of my population (just the one, as it is a new game and my population has not increased yest) is assigned to work on planets. In the city screen the planets are all show with the name "no name X Y" where X and Y are numbers. In the main screen, the system preview you can normally get by double clicking on a system is gone. That is all for now. |
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#179 | ||||
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Chieftain
Join Date: Nov 2003
Location: Estonia
Posts: 20
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I forgot to add readme.
The mod doesn't add any new content but it moves the CvSolarSystem and CvPlanet to dll. It should act as same as original FF. Only additions are the city screen, BetterAI and ability to add different planets buildings to city's build queue. I posted it because then i might get some feedback where the problems are. Like: Quote:
Quote:
Quote:
and x y stands for orbital ring and planet index. Quote:
![]() I assume you didn't notice any game performance, because it's pointless to move suff to dll if it doesn't increase performance (or I am doing it wrong!). Last edited by Kiwikaz; Mar 19, 2010 at 04:16 PM. |
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#180 |
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Deity
Join Date: Jul 2009
Location: Texas
Posts: 2,930
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Ffsk
I just clicked played a bunch of turns. It crashed completely on about turn 89. I have no idea why - I have not re-run from the last save to see what it was trying to do.
Before that, there was a python error (same basic problem in two different locations in the smae file): Code:
Traceback (most recent call last):
File "CvEventInterface", line 19, in onEvent
File "CvEventManager", line 187, in handleEvent
File "CvEventManager", line 878, in onCityDoTurn
File "CvAdvisorUtils", line 951, in cityAdvise
ArgumentError: Python argument types in
CyCity.canConstruct(CyCity, int, bool, bool, bool)
did not match C++ signature:
canConstruct(class CyCity {lvalue}, int, int, bool, bool, bool)
ERR: Python function onEvent failed, module CvEventInterface
Traceback (most recent call last):
File "CvEventInterface", line 19, in onEvent
File "CvEventManager", line 187, in handleEvent
File "CvEventManager", line 878, in onCityDoTurn
File "CvAdvisorUtils", line 705, in cityAdvise
ArgumentError: Python argument types in
CyCity.canConstruct(CyCity, int, bool, bool, bool)
did not match C++ signature:
canConstruct(class CyCity {lvalue}, int, int, bool, bool, bool)
ERR: Python function onEvent failed, module CvEventInterface
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