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#1 |
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Chieftain
Join Date: Aug 2009
Posts: 7
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Modding the FfH2 dll? Maybe just Python?
Edit: Maybe I just need to edit python? I'm too new to know.
Hello again! High off my last modding success, I have two questions for the great sages that browse these forums. 1. I've noticed in "vanilla" FfH2 that exploring units will ignore lairs. While playing Fall Further, the exploring units will move to lairs and stop exploring, giving me the opportunity to loot them as I wish. Is there a way I can implement this feature in my vanilla FfH2? 2. Edit: Found the answer to my second question. Thanks again everyone, you're all very helpful! PS - Sorry for the edits, haven't written many forum posts the last few years! Last edited by sunamonster; Aug 13, 2009 at 02:10 PM. |
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#2 |
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The Hamster King
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
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You'd need to mess with the DLL for this one... The tag responsible is in ImprovementInfos, <bExplorable>
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Rise from Erebus - R i f E - Civ5 Economy Mod
Member of the R i f E team Inno Install Script Tutorial |
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#3 |
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Chieftain
Join Date: Aug 2009
Posts: 7
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Thanks for the info. I'm not sure if I can do it, but now I at least know where to start looking!
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#4 |
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Deity
Join Date: Jan 2009
Posts: 2,871
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All you have to do is a little bit of XML. Exploring lairs is done by spells and you can enable the AI to use such spell with the <bAllowAI> and <iAIWeight> XML tags.
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#5 | ||
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Chieftain
Join Date: Aug 2009
Posts: 7
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Quote:
Quote:
Last edited by sunamonster; Aug 21, 2009 at 03:37 PM. Reason: Added the link |
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#6 |
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Deity
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Making the AI chase lairs does require some DLL work, or LOTS of python work (I assume) could also accomplish it. Waking up units which walk onto a lair when automated is something you really need to be in the DLL to accomplish. I believe you could do it with Python as well, doing a check in onUnitMove, but it would slow the game down a fair chunk I imagine (unless onUnitMove is already being used for something else)
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Fall from Heaven: - Random Stories and Fragments - Trivia Thread - The Complete FfH Manual - Lore Compendium - The Erebus Project - #erebus - The Mega Story General Information: Mod Details, World Information Resource, Easter Eggs, Quick-Guide, Empyrean/Esus & Guilds Information, The Other Religions, Mana Chart, Religous ThemesSpecific Details: FfH Wikia, FfH Wiki, FF Wiki, World Spells, FoL Guide, Council of Esus Guide, Magic Comparison, Potential Fix for MAF issues |
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#7 | |
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Deity
Join Date: Jan 2009
Posts: 2,871
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Quote:
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