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#1 |
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History Addict
Join Date: Oct 2005
Location: Napoli, Italy
Posts: 1,866
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Can I mod FfH2 promotions?
I really like this mod but at the same time i found promotions too much unbalancing.
I would like to know if promotions can be modded easily (i have no knowledge of modding), like changing text in XML files.Anything more complex would be too much for me. I'm interesting in: -cutting by half the effect of promotions for example raider promotions from 40% to 20% vs city -changing speed on how experience is acquired as in vanilla and warlords.I don't how much it is changed in FfH2 but found that in FfH2 you gain xp a lot faster than in vanilla games. -changing text in civilopedia so i can see the effect of my modded promotions -no change to some of the promotions like for example Hero which give 1xp for turn until 100 xp is acquired. Among other things will modded promotions have unwanted effect on AI or mechanics in game, or AI and other features are totally unrelated to promotions so i will not have collateral effects in game? Can anyone explain me in a very clear manner how can i do it, i'm better at playing games than modding them
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#2 |
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Goddess
Join Date: Feb 2006
Posts: 3,771
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changing promotions, and the listed effects for them (without any added changes in the civilopedia), is fairly easy and only requires changing the PromotionInfos.xml in the Assets/Xml/Units/ folder
other things would require more effort, like i think changing the XP values would require changing the XP yield for every unit possibly
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FfH 0.31 / 0.32 Armageddon Scenarios 35civ All Leaders Scenario FfH 0.30 21civ Erebus Scenario MultiMod12 Hemp>Alcohol+Pills+Tabacco+Cotton+Oil+Timber Why is Marijuana illegal? |
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#3 |
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in shade of poison trees
Join Date: Feb 2006
Posts: 871
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It would also be helpful to look at some of the xml tutorials at the civ 4 tutorial area. I think there are a few ffh ones by keal (not sure if they are promotion tutorials, but there are promotion tutorials by other people there).
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#4 |
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History Addict
Join Date: Oct 2005
Location: Napoli, Italy
Posts: 1,866
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to mod text in civilopedia what can i do?
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#5 |
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Civ-loving Hobbit
Join Date: Dec 2005
Posts: 624
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Most of it (stats and such) update automatically when you change them, but for special notes, names, and other non-generated text, look for the FFH GameText file.
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Current Mods: Malakim Immortal, Arbiter's Grounds, Orc Paladin, Brigit the Shining, FFH Unit Pack 1, Fall Under: A Module for RiFE (Download, Thread) |
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#6 |
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Deity
Join Date: Dec 2005
Location: Orange County, CA
Posts: 5,632
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Have you tried the editor? Very easy, in the FfH 2 mod folder.
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Fall From Heaven II |
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#7 |
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History Addict
Join Date: Oct 2005
Location: Napoli, Italy
Posts: 1,866
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Thank you for your help guys!Now i'm enjoying the mod a lot more
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#8 |
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History Addict
Join Date: Oct 2005
Location: Napoli, Italy
Posts: 1,866
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Combat promotion has a voice under spelltype damage "spelltypemod" which is the same number of "iCombatpercent" .
Does it refer to the strenght of adept spells so if I set "iCombatpercent" to 10 should I also decrease "spelltypedamage" to 10 to make it balanced? (melee units +10% strenght with combat promo, adept spells +20% spells strenght with combat promo if i don't decrease "spelltypemod" to 10). |
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#9 | |
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King
Join Date: Sep 2006
Posts: 780
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Quote:
So if you want to change the benefit that combat promotions have on summons, the easiest way would be to modify the Empower series of promotions. Last edited by xanaqui42; Jan 19, 2007 at 06:51 AM. Reason: link not displayed |
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