Modders Guide to FfH2

Can you make roads give gold? If in XML even better.

In Assets\XML\Misc\CIV4RouteInfos.xml, you can change <Yields/> to
Code:
<Yields>
	<iYield>0</iYield>
	<iYield>0</iYield>
	<iYield>1</iYield>
</Yields>
in the first RouteInfo, which will make roads give one point of commerce. However, it doesn't appear to work with deserts, burning sands and ice, which remain yieldless.
 
in the first RouteInfo, which will make roads give one point of commerce. However, it doesn't appear to work with deserts, burning sands and ice, which remain yieldless.

thanks a lot:goodjob: but that's ok i wanted to do this because in history a good network of roads would help the keep empires together (reducing maintenance hence the commerce increase)
 
Is there any reason why this project isn't open-sourced? If it were, then the team could have a public CVS or SVN tree, which would make modding a lot easier, since any official changes checked into the tree can be checked out into the modder's working directory. That means that there would be no need for the team to keep repackaging the SDK every release, and that modders get instant access to the latest SDK changes. You'll just have to be careful to configure the repository so that modders cannot merge changes into the trunk without permission.
 
I'm still trying to add sliding-scale alignments but ran into a major roadblock which I still don't have an answer to, so rather than revive the other thread I decided to repost here.

My biggest question is this: How are the named alignments (ALIGNMENT_GOOD and whatnot) in 0.25 and up different from the number alignments in 0.23 (1 = Good, 0 = Neutral, etc.)? Are they interchangeable? And how does the enum file work?
 
How would I change the preferance for unit conscription? I'm trying to make demagogs always be conscripted during a crusade, but I can't find out a way to do that. I have found a python function in CustomFunctions that looks like it could change that, but by the way it is described, it looks like it would always spawn a demagog no matter what civ you are and basically make it useless to all other civs.
 
Nobody would want live access to what I have, functions come and go so quickly that it wouldn't do anything but frustrate people trying to work off of it. In this case more access is a very bad thing. Better that I release the full source as soon as its stable so you have a consistent codebase to work off of rather than the code of the day.
 
what do patches do when you install them? do they replace all the files or only specific parts and how?:confused:

I overwrite all xml and python files (they are tiny and it keeps me from tracking each individual change) and modified art files.
 
Nobody would want live access to what I have, functions come and go so quickly that it wouldn't do anything but frustrate people trying to work off of it. In this case more access is a very bad thing. Better that I release the full source as soon as its stable so you have a consistent codebase to work off of rather than the code of the day.

Well I don't mean that trunk should be your latest work. You would have your own branch, and there would be a trunk which would be stable. Then SDK modders can just check out from the trunk, while you and the rest of the team can work on a dev branch(es) that would later merge into the trunk once stable enough.

I think one of the main benefits of a revision control system is that it makes it very easy to update a branch from a trunk, especially with good RCS GUIs (like TortoiseSVN). For example, if I had a SDK mod based off 0.25, I can update it to so that it will work with 0.30, using the generated diffs between 0.25 and 0.30.

In any case, using a revision control system is a good thing from the software engineering perspective, regardless of whether it's open source or not.
 
In any case, using a revision control system is a good thing from the software engineering perspective, regardless of whether it's open source or not.

Convince my boss of this. GOD FORBID we use an *shudder* free tool to do something we have problems with.... No, if we want version control we're going to PAY for it, dammit. And get horsehockey clearcase in the bargain...
 
Convince my boss of this. GOD FORBID we use an *shudder* free tool to do something we have problems with.... No, if we want version control we're going to PAY for it, dammit. And get horsehockey clearcase in the bargain...

Dang, lemme guess. Your boss ain't a software engineer. People coming from other fields assume that the more you pay for something, the better it's going to be. But for the software world, all you have to do is look at linux and firefox to see works of massive engineering available for free.
 
Dang, lemme guess. Your boss ain't a software engineer. People coming from other fields assume that the more you pay for something, the better it's going to be. But for the software world, all you have to do is look at linux and firefox to see works of massive engineering available for free.

Nah, just an old-style MIS person. See, people used to use these things called mainframes.... ;) We still run a freaking IBM monster, with lots of COBOL to boot. Anything else has the fantastic pseudonym "alternate platform"... God forbid we bring in anyone to run software development from outside the company - so all of our IT management is stuck in the '80s.

Heh, sorry for the off topic. I'll stop it now. :blush:
 
If I was wanting to add a trait called "Xenophobic" that did several things:

  • Added a F/H/C bonus and happiness (national forests) to Forts, Castles, and Citadels
  • Decreased Cultural Borders per expansion (Make it so that the first ring only works the 4 squares to the north, south, east, and west, then after the first expansion it works as normal)
  • Cities are only able to work the first ring of tiles

Would these things be better as a palace change or if they would work as a trait, where would I begin with these modifications?
 
If I was wanting to add a trait called "Xenophobic" that did several things:

  • Added a F/H/C bonus and happiness (national forests) to Forts, Castles, and Citadels
  • Decreased Cultural Borders per expansion (Make it so that the first ring only works the 4 squares to the north, south, east, and west, then after the first expansion it works as normal)
  • Cities are only able to work the first ring of tiles

Would these things be better as a palace change or if they would work as a trait, where would I begin with these modifications?

This trait seems incredibly crippling....
 
Does anyone know why you can't drive 'ImprovementFreeSpecialists' (the building tag that gives free specialists based on particular improvements) off of the cosmetic 'land worked' improvement (IMPROVEMENT_LAND_WORKED)?

I've been trying to modify the Ljosalfar so that they have smaller populations but are 'better'. I figured free specialists per population using the land worked improvement as a proxy (essentially, each elven citizen counts twice) via the Ljosalfar palace would do the trick as an initial attempt at the 'better' part of the equation.
However, it just doesn't work. The game recognizes that the changes had taken places, the palace displays, '+1 Free Specialist per Land Worked', but the specialists don't actually show, as they would for a farm or other 'normal' improvement. Is there something I'm missing, or is this just not possible for some reason?
 
This trait seems incredibly crippling....

Yeah, I just want to play around with it, to see if I can make something intresting out of it. I was just wondering if messing around with the Sprawling code might help (or even finding the sprawling code), or if I'd have to look elsewhere.
 
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