FfH Vinegar and FfH Acetum Cucumbis

hi, it seems the "installing" application is incomplete.
"installer integrity check has failed"
 
Couple first attempts to solve the problem (hopefully it's not something too complex, since this is the first time with the NSIS exe files.):

Was the file installed over an "FfH Vinegar" premade folder, rather than attempting a new one? (I have no reason to think you didn't, this is just to clear out possible "is it plugged in" issues.)

Also, it may be that I have the wrong (I notice checking in today that there are two "FfH vinegar 0.1 patch" files uploaded, and the one people seem to have downloaded is smaller than all my other uploads. I'm not sure how the second one got there, but however it did it doesn't seem to be the right file.) I've uploaded a new file (a couple of interface buttons were missing), so hopefully that one will fix the issue.
 
yep, I noticed also that the file was 23Mb ... smaller than the 29Mb of previous version...

Edit : I dl the new one : it worked. thanks.
I'm not gonna have the time to play/test before next week-end but the install worked.
 
The next update is out (version .12 in the download menu). It is currently an incomplete version, and mostly adds art updates with a few tweaks.

I am still in the process of figuring out some elohim changes, I have general idea of the sort of mechanics I'll be adding, but have not settled on the specifics yet. I also have some ideas for Doveillo changes as well, so the next update could be either of those.

Changes:
Spoiler :


Art changes:
Spoiler :


*Added building models for Coven of Esus, Black Market, Seedy Club (the new Esus buildings), Heroic Story, Master Craftsman Studio, and Craftsman shop (new Grigori Buildings).

These models were taken from the Fantasy Packs uploaded by Walter Hawkwood from Kohan 2.


*Added icons for most of the new spells and promotions added in this mod. Most of these new icons use Guild Wars skills, the new building icons use pictures from the Fantasy Pack uploads mentioned above. Icons were made following this method. (And the process turned out to be more complex and difficult to find advice for than I was expecting. :) )



Current Elohim Changes:
Spoiler :

*New Buildings

-Hall of Preservation: Monument replacement, currently acts exactly the same. This building will likely be involved in a method by which the Elohim gain benefits from unique features.

-Monastery: Requires 3 libraries. Currently provides extra science. Will also likely be involved in any methods the Elohim use to gain benefits from Unique features.

(Originally I tried giving extra resources to cities with these buildings if the Elohim had certain unique features, but that wasn't all that fun for me when I tried it. I'll likely still do some sort of "extra resources from buildings" method in whatever the final version is, but hopefully in a more fun way.)

*New monk Promotions:

This is based somewhat on the purity counter system in Wildmana, but instead provides the monks special promotions if the Elohim have certain types of mana. These types of mana are the good types aside from spirit plus earth, many of which also come from unique improvements.

*Earth: Toughness promotion. Provides resistance to all magic types.
* Enchantment: Enhanced Promotion. Provides +1 combat strength.
* Law: Awareness promotion. Provides a guardsman effect and +1 defense.
* Life: Healer promotion. Provides a 20% medic effect.
* Sun: Enhanced senses. Provides +1 attack strength and see invisible.



Other changes
Spoiler :


*Ascetic of Kilmorph, as per Calavente's suggestion, no longer has defensive strike. Instead, it provides a spell that instantly fortifies all units in its stack, plus provides a 1 turn promotion that doubles fortification bonus.



 
.13 is now in linked in the first post, and has a bunch of Doviello changes.

I still haven't fully figured out the elohim yet, so the older link is still up as well.


Doviello
Spoiler :


*Hunting Pack

This is a new improvement, with five levels, that can be created by animal units. Each level of the building adds an extra 2 food (So, for example, the first level, I forget what its called, provides 2 food, the 4th level produces 8 food, etc.). Levels 1, 3, and 5 add an extra 5% military production as well, levels 2,4,5 add 1 production also. (so level 1 produces +5% military production, level 4 adds 2 hammers, +10% military production).

Hunting pack level 1 may be built by any animal, and an additional animal is needed for level 2, another for 3, etc.

*Brawling Pit

This is a training yard replacement, which costs a lot less than a normal training yard, and provides 2 experience.

*Doviello Camp

Idea taken from Wildmana. The Doviello can build hunting camps without the hunting advance.

* Survivalist Promotion, Tame Animal

The Doviello now automatically get a "survivalist" promotion rather than the winterborn promotion. this survivalist promotion is the same as the winterborn promotion, but also captures animals as well.

Tame animal is a spell that can be used to capture barbarian animals in the same square.

Both of these abilities are added to allow Doviello to get some "seed" animals for hunting packs.

*Unit Spawns

Doviello cities spawn wolvess and melee units. The animal spawn rate is 2% per turn in each city, plus an extra 2% for whichever level of hunting pack improvement is in the city. Melee units spawn at a 2% per turn in each city, plus 4% if a brawling pit is in the city. The melee unit that spawns is a battlemaster if Iron Working has been discovered, a Son of Asena if iron working was not discovered but bronze working is not, and a Beastman otherwise. Wolves spawn with 4 attack if hunting has been discovered, and 6 strength if animal handling was discovered.
 
.14 is now linked in the first post. This mostly adds Elohim changes.

Changes:
Spoiler :


Elohim
Spoiler :


Elohim changes are to attempt three things: Improve monks, Provide bonuses from unique improvements in such a way that the Elohim will want to keep control of these improvements, and give the Elohim a gameplay reason to prefer peace.

*Monk Promotions

Monks now gain additional promotions if the civilization has certain types of mana. These types are the "good" types, plus earth, and all can be gotten from features or from founding "good" religions.

Earth: Monks gain magic resistance.
Enchantment: Monks gain +1 combat strength.
Life: Monks gain an enhanced medic like ability.
Law: defends against marksman units, +1 defense.
Sun: Sees invisible, +1 offense

*New Spell: Sanctify Sepulcher

This changes the broken sepulcher to supply enchantment mana rather than death mana (Both preventing the diplomatic penalty, and providing the monk promotion.)

*Bonuses from unique improvements

Each of these effects are updated every 10 turns. (This is done to reduce processing/memory requirements. As far as I know, there isn't any way that territory control or diplomacy can easily be manipulated so that the Elohim could fight wars and/or loose an improvement for 8 turns, regain it/declare peace on the 10th, though I may just be missing some odd strategy.)

-Spirit Guardian spawn: Spirit guardians (7 strength, heal instantly after combat, held), will spawn on any unique improvements within Elohim territory if no other units are on the same square.

-Monastery: Requires Writing, 1 can be built for every 3 libraries the Elohim have. On their own, monasteries supply +2 culture and +2 science, and supply additional culture the more improvements the elohim control.

-Hall of Preservation: If a city has a hall of preservation, and the Elohim control particular unique features the city gains bonuses to food, hammers, gold, or science.

In order to "control" a unique improvement for culture and resource purposes, the Elohim must , with decreasing bonuses to production, either have it within their territory, have an open borders agreement with a civilization with the improvement in its territory, or be at peace with the civilization who has the improvement. (This is to give the reason for the Elohim to try and stay at peace with other civilizations, though it may just encourage turtling than warmongering. This is an issue that will simply take more people playing the mod to figure out.)



Other
Spoiler :


Master Craftsman buildings split into three. Can now build a +40% production building, a +75% culture building, or a +75% Science building, instead of a +25% production, +50% culture, +50% Science building.

Also fixed some previous XML mistakes.

 
.15 is now linked in the first post

This update includes some adjusted building art, and merges in Tholal's naval AI mod DLL (Thanks yet again, Tholal)

The next update will be some hopefully simple DLL changes, before the more ambitious and difficult changes get included. (It will probably be the last "Vinegar" update, apart from balance adjustments and/or bugs, since despite the relative lack of interest in this mod, and apparent decline of interest in FfH in general, I'm still sticking to the original 2 mod plan, with Vinegar being the just tweaks while Acetum Cucumbis includes more ambitious changes. Hopefully I can figure out the necessary DLL changes for the more ambitious ideas.
 
no lack of interest for your mod nor for FFH. (well on my part in any cases).
just real life that's still kicking :D
 
I, for one, would like to voice my support for your activities. I've read your changelog posts, and it was a very satisfying read. Rather sooner than later, as Vinegar is finished so to say, I'm gonna give it a solid try.
It's just that, like Calavente has mentioned, life's not easy these end-year days, and there are only 24 hours in each.

Your mods' titles are awesome, by the way!
 
This mod makes me want to release a workable version of my own mod asap after finals are over ;)
 
At the moment I'm in the process of looking through the SDK to make the planned changes. I probably won't get the changes done until some time in January (Though the two changes I'm hoping to make are probably quite simple to do, I am reading the whole files that I think I'll need, to get some sense of the program, plus some Christmas vacation stuff is coming up, plus my life situation isn't good at the moment and I've been a bit depressed sometimes to try and work on it.)


The point of this post, though, is to ask what people's opinions are if they've played the mod so far. I'm guessing there aren't any particular strong issues people have noticed, otherwise there would be posts, but I figure it will be useful to check anyway.
 
Hey Pickly. Don't know if you're still working on your mod, but if so, I would recommend that you remove all of the hardcoded chooseTech and chooseProduction code from CvGameUtils.py in order to make better use of my DLL.
 
Hey Pickly. Don't know if you're still working on your mod, but if so, I would recommend that you remove all of the hardcoded chooseTech and chooseProduction code from CvGameUtils.py in order to make better use of my DLL.

I'm still working on it. (Figuring out some DLL stuff is taking longer than expected), so thanks for letting me know.
 
And the new patch is now uploaded. Finally got a bunch of DLL issues fixed as well. (Which, naturally enough, were mostly due to some syntax and typing issues.)

Changes:
Spoiler :


The suggested python changefrom Tholal a couple of posts up is included. Thanks again, Tholal. :)

Specialists can now provide happiness and health. At the moment, this only effects the grigori skilled administrator specialist, which now provides its planned +2 health and happiness.



Next up, the final small DLL change to adjust how forests, elves, and fellowship of leaves works.
 
The final gameplay patch is uploaded. (Though if any bugs are found, those will most likely get updated as well.)

Changes:
Spoiler :


*Preserves now give .5 happiness

*Guardian of Nature forest, ancient forest, and jungle happiness reduced to .5

*Elves now get .5 happiness from forests and ancient forests.

The net result is that, while Elf FoL cottage economies, and other civilizations using FoL with preserves, are largely unaffected in the amount of happiness they receive, the Elves themselves have less synergy with FoL, and may have more options with other religions.



This ends the "Vinegar" part of the project, both because it fits with my original (If somewhat pointless at this moment) plan, and because the first post in the thread is getting full, and is also a bit disorganized. After this point, updates to this mod will be in an "Acetum Cucumbis' thread.

(Obviously this took a lot longer than planned in a post someways up in the thread, partly due to taking longer to learn enough DLL than expected, partly due to other issues.)
 
what are the yield changes from Preserves? is it +1 hammer? (and the happiness of course)
 
nice stuff this tweaks of yours, but found minor bug : brawling pit battle for dovielos is pink placeholder icon and unclickable. Got very funny game with Sidar+Esus and one with Amurites :) i am lazy so i like teaching all of your units on the map ;)
 
Patched the above issue. I just removed the spell from the game, since it doesn't do anything.

I was experimenting on a spell idea for the Doviello, that would involve a bunch of units fighting each other to get experience (similar to dueling in some other modmods), but didn't like it too much and just dropped the system. I've actually known about the dangling spell for awhile, but never remembered to remove it until this point.
 
Question: if I am using Tholal's More Naval AI already, how does Vinegar work with it? Can I install that over my FFH2 / More Naval AI or do I need a seperate installation?
 
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