Advertisement
Civilization Fanatics' Center  

Welcome to Civilization Fanatics' Center.

You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support.

Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Project & Mod Development > Civ4 - Fall from Heaven > Fall Further

Notices

Reply
 
Thread Tools
Old Dec 11, 2008, 03:33 PM   #81
MagisterCultuum
Great Sage
 
MagisterCultuum's Avatar
 
Join Date: Feb 2007
Location: Kael's head
Posts: 14,062
I would probably just edit CIV4BuildInfos.xml rather than touching the python. You can't block building on a feature altogether, but you could require the feature first be cleared (like forests and jungles must be cleared) and make clearing it require TECH_NEVER.
MagisterCultuum is offline   Reply With Quote
Old Dec 11, 2008, 06:33 PM   #82
Valkrionn
The Hamster King
 
Valkrionn's Avatar
 
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
Quote:
Originally Posted by Tarquelne View Post
Right place - I think the -1 is wrong.

Try "getFeatureType()" rather than "getFeatureType(-1)."

The following prevented a scion worker from building a Cottage on a Floodplain, though it could still build one on the desert.

Spoiler:

Code:
	def canBuild(self,argsList):
		iX, iY, iBuild, iPlayer = argsList
# scions start
		pPlayer = gc.getPlayer(iPlayer)
		iDesert = gc.getInfoTypeForString('TERRAIN_DESERT')
		iBuildSCFarm = gc.getInfoTypeForString("BUILD_FARM")
		pCity = argsList[0]
	
		
		if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_SCIONS'):
			pPlot = CyMap().plot(iX, iY)
			if pPlot.getOwner() == iPlayer:
				if pPlot.isCity() == False:
					if pPlot.getTerrainType() == iDesert:		
						iBuildSCottage = gc.getInfoTypeForString("BUILD_COTTAGE")
						if (iBuild == iBuildSCottage):
							if pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_FLOOD_PLAINS'):
								return 0
							else:
								return 1
Actually already tried that, just forgot to put that in the code in my earlier post. Tried your Scions code also, and it just stops me from building one period... I get the feeling that python doesn't play well with modular xml files. Magister's method DOES work, however, so it will be updated now.
Valkrionn is offline   Reply With Quote
Old Dec 11, 2008, 07:07 PM   #83
Tarquelne
Follower of Tytalus
 
Tarquelne's Avatar
 
Join Date: Dec 2001
Posts: 3,294
Quote:
Originally Posted by Valkrionn View Post
Magister's method DOES work, however, so it will be updated now.
I like his method better anyway.
__________________
I know how God can make a rock so big He can't lift it.

FFH2 modular mod thread.
Fall Further modules thread.
Tarquelne is offline   Reply With Quote
Old Dec 11, 2008, 07:24 PM   #84
Valkrionn
The Hamster King
 
Valkrionn's Avatar
 
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
Me too, as it allows me to keep it modular. Trying to keep the improvements at least somewhat balanced.
Valkrionn is offline   Reply With Quote
Old Dec 14, 2008, 07:11 AM   #85
cde2006
Chieftain
 
cde2006's Avatar
 
Join Date: Jan 2008
Posts: 24
Quote:
Originally Posted by ius_iurandi View Post
I literally just downloaded both FFH and FF, and unless somethings changed in the past couple of hours, they're up to date. FF gets an error loading XML at the start up and CtDs.
I got the same problem while compiling the current vanila FF DLL code:
Failed Loading XML file xml\GameIngo/CIV4StateNameInfos.xml
Then crash

Can you post the makefile you are using?

Anyone using the Debug mode on FF with success?

EDIT: Yay! It wont crash now, I was using a savegame that seems already not compatible.
It runs ok now in Debug mode, with some asserts failed which I will look into later!
If I can I will try to use some profiler to see what is all the CPU time busy with
Still learning tough from this Visual C++ 2003 compiler, could take some time.

Last edited by cde2006; Dec 14, 2008 at 09:16 AM.
cde2006 is offline   Reply With Quote
Old Dec 14, 2008, 10:26 AM   #86
Jean Elcard
The Flavournator
 
Jean Elcard's Avatar
 
Join Date: Feb 2006
Location: Leipzig, Germany
Posts: 1,008
Quote:
Originally Posted by cde2006 View Post
Failed Loading XML file xml\GameIngo/CIV4StateNameInfos.xml
That's because you downloaded source files are more recent than the Patch F files. The XML file which failed loading above is part of the new dynamic civilization names system for Fall Further.

Most of the Asserts you see shouldn't be of any consequence, but feel free to take a closer look. I would appreciate not to have to click ignore all the time.
__________________
Past member of the Fall Further team [forum] - Solo projects: BTS: Culturally Linked Starts, FFH: FlavourMod 2.8.2 for Fall from Heaven 0.41j
Jean Elcard is offline   Reply With Quote
Old Dec 14, 2008, 12:27 PM   #87
xienwolf
Deity
 
xienwolf's Avatar
 
Join Date: Oct 2007
Location: Location! Location!
Posts: 10,589
Images: 8
Oops, sorry about that. I accidentally updated the linked version when we created a new XML file. I'm still getting accustomed to not being the only one with his fingers in the code I'll try not to do that to you guys in the future.
xienwolf is offline   Reply With Quote
Old Dec 14, 2008, 05:13 PM   #88
cde2006
Chieftain
 
cde2006's Avatar
 
Join Date: Jan 2008
Posts: 24
Quote:
Originally Posted by xienwolf View Post
Oops, sorry about that. I accidentally updated the linked version when we created a new XML file. I'm still getting accustomed to not being the only one with his fingers in the code I'll try not to do that to you guys in the future.
Its ok to have the latest code, if we also have the lastest asset
Or you could post the vanilla patch F code if you don't want to release the latest asset.

What I suggest is both, the current patch code and the latest one, just name your source according to the patch level.
cde2006 is offline   Reply With Quote
Old Dec 14, 2008, 05:25 PM   #89
xienwolf
Deity
 
xienwolf's Avatar
 
Join Date: Oct 2007
Location: Location! Location!
Posts: 10,589
Images: 8
The minor downside is that I'm not careful enough to maintain backups of my source other than the latest stable version. But if you just create a file with that name and leave it blank things should work well enough for the game to actually open and run.

Not quite sure if Vehem plans to release a patch or if the next version released will be post 0.40 + our own major new features.
xienwolf is offline   Reply With Quote
Old Dec 14, 2008, 09:57 PM   #90
Valkrionn
The Hamster King
 
Valkrionn's Avatar
 
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
Is there anyway to run AI autoplay without having to mod it in myself? I'd like to let it run a few hundred turns, see how my changes affect the Malakim's rankings.
Valkrionn is offline   Reply With Quote
Old Dec 14, 2008, 10:58 PM   #91
xienwolf
Deity
 
xienwolf's Avatar
 
Join Date: Oct 2007
Location: Location! Location!
Posts: 10,589
Images: 8
Just hit CTRL+SHIFT+Z and it'll run for a few hundred turns. Hit CTRL+SHIFT+X and it'll interrupt the AutoPlay.
xienwolf is offline   Reply With Quote
Old Dec 14, 2008, 11:11 PM   #92
MagisterCultuum
Great Sage
 
MagisterCultuum's Avatar
 
Join Date: Feb 2007
Location: Kael's head
Posts: 14,062
Why is it that when I added settlers to unitcombat_worker they didn't get any of the promotions provided to that unitcombat by leader traits? (Neither the ones you have nor the Mobility1 from the Expansive trait or and Navigation1 from Sprawling which I added) They could still purchase promotions, but they wouldn't get any for free.
MagisterCultuum is offline   Reply With Quote
Old Dec 15, 2008, 12:09 AM   #93
Valkrionn
The Hamster King
 
Valkrionn's Avatar
 
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
Quote:
Originally Posted by xienwolf View Post
Just hit CTRL+SHIFT+Z and it'll run for a few hundred turns. Hit CTRL+SHIFT+X and it'll interrupt the AutoPlay.
Hmm... I've tried that, and it doesn't seem to work. Do I have to have the cheats enabled in the ini?
Valkrionn is offline   Reply With Quote
Old Dec 15, 2008, 01:43 AM   #94
Jean Elcard
The Flavournator
 
Jean Elcard's Avatar
 
Join Date: Feb 2006
Location: Leipzig, Germany
Posts: 1,008
Quote:
Originally Posted by Valkrionn View Post
Hmm... I've tried that, and it doesn't seem to work. Do I have to have the cheats enabled in the ini?
Yes you do. If you shouldn't remember the cheat code:

Spoiler:
chipotl
__________________
Past member of the Fall Further team [forum] - Solo projects: BTS: Culturally Linked Starts, FFH: FlavourMod 2.8.2 for Fall from Heaven 0.41j
Jean Elcard is offline   Reply With Quote
Old Dec 18, 2008, 07:03 AM   #95
Tarquelne
Follower of Tytalus
 
Tarquelne's Avatar
 
Join Date: Dec 2001
Posts: 3,294
What do bTerritorial and bLeader in PromotionInfos do?
__________________
I know how God can make a rock so big He can't lift it.

FFH2 modular mod thread.
Fall Further modules thread.
Tarquelne is offline   Reply With Quote
Old Dec 18, 2008, 10:59 AM   #96
xienwolf
Deity
 
xienwolf's Avatar
 
Join Date: Oct 2007
Location: Location! Location!
Posts: 10,589
Images: 8
bTerritorial doesn't do anything at all. Was going to prevent any units other than your own civilization from being in the tile with that unit, didn't know how to write such a thing at the time.


bLeader is a firaxis block which identifies the promotion as being what you gain when a Great General is attached to the unit. It can ONLY be gained by that method, and requires some other fields in conjunction with it.
xienwolf is offline   Reply With Quote
Old Dec 18, 2008, 02:29 PM   #97
MagisterCultuum
Great Sage
 
MagisterCultuum's Avatar
 
Join Date: Feb 2007
Location: Kael's head
Posts: 14,062
You say didn't know, does that mean you've figured it out? It would be nice to have that tag working.
MagisterCultuum is offline   Reply With Quote
Old Dec 18, 2008, 06:52 PM   #98
xienwolf
Deity
 
xienwolf's Avatar
 
Join Date: Oct 2007
Location: Location! Location!
Posts: 10,589
Images: 8
I know a couple dozen ways to pull it off now, just haven't gotten around to it as the design doc keeps on growing and I always add new things at the top for some reason.
xienwolf is offline   Reply With Quote
Old Dec 18, 2008, 07:08 PM   #99
Tarquelne
Follower of Tytalus
 
Tarquelne's Avatar
 
Join Date: Dec 2001
Posts: 3,294
Is there a tag that keeps a Mimic from stealing a Promotion? bEquipment?
__________________
I know how God can make a rock so big He can't lift it.

FFH2 modular mod thread.
Fall Further modules thread.
Tarquelne is offline   Reply With Quote
Old Dec 18, 2008, 09:10 PM   #100
xienwolf
Deity
 
xienwolf's Avatar
 
Join Date: Oct 2007
Location: Location! Location!
Posts: 10,589
Images: 8
I don't think that there is a tag for that (except race). Reasonably certain that it removes the promotion from the victim so that you don't duplicate equipment via mimic stealing. It would be a worthwhile tag with all of the effect type promotions out there.
xienwolf is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Project & Mod Development > Civ4 - Fall from Heaven > Fall Further > Mod-Modders Guide to Fall Further

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off


Similar Threads
Thread Thread Starter Forum Replies Last Post
Modders Guide to FfH2 Kael Civ4 - Fall from Heaven 1899 May 08, 2013 08:26 AM
Modders Guide to Beyond the Sword Kael Civ4 - Modding Tutorials & Reference 280 Nov 26, 2009 03:38 PM
Modders Unite! for Stargate MOD Joebasalt13 Civ4 - Creation & Customization 11 Jul 30, 2009 04:55 AM
Modders Guide to Beyond the Sword Thunderfall News Updates 5 Jul 10, 2007 01:36 PM
Religious Mod [modders needed...] Hobelhouse Civ4 - Creation & Customization 12 Nov 20, 2005 12:04 PM


Advertisement

All times are GMT -6. The time now is 09:43 PM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
This site is copyright © Civilization Fanatics' Center.
Support CFC: Amazon.com | Amazon UK | Amazon DE | Amazon CA | Amazon FR