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#261 | |
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Most Serene Khan of PHO
Join Date: Aug 2006
Location: The Universe
Posts: 6,603
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Quote:
Personally I can't exactly say what is the problem right now, since I have no idea what could have made the file corrupt. Maybe your rar program isn't up to date, or there's something wrong with it, but if not, then I'm baffled. I suppose you could re-download it, and see if that works, but I'm pretty sure you wouldn't want to go through the entire process of downloading again anyhow. I suppose the best thing to do is wait for the next version. Sorry I couldn't be of more help.
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LEADERHEADS | DIPLOMACY MUSIC | CIV OF THE WEEK The Unofficial Expansion Pack WORLD OF LEGENDS Version 0.61 Warning: Rabid Eurocentrism Hater
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#262 |
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Serenely Lurking
Join Date: Mar 2010
Location: The Internet
Posts: 106
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Not to be rude or anything (just a bit impatient), but when is 0.60 going to be released?
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#263 |
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Most Serene Khan of PHO
Join Date: Aug 2006
Location: The Universe
Posts: 6,603
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Yeah, looks like bad news on the horizon. Real Life has not been so kind to me as of lately. However, I was able to start a short test for version 0.60, but apparently there are some issues with the heroes being able to or not being able to 'die', which will require a bit of python-sifting. Hopefully it's just a minor issue with the python code.
Sorry for the disappointment, but looks like things may have to get moved at least another week.
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LEADERHEADS | DIPLOMACY MUSIC | CIV OF THE WEEK The Unofficial Expansion Pack WORLD OF LEGENDS Version 0.61 Warning: Rabid Eurocentrism Hater
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#264 |
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Serenely Lurking
Join Date: Mar 2010
Location: The Internet
Posts: 106
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I'm sure it's worth the wait.
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#265 |
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Prince
Join Date: Jan 2010
Posts: 333
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Take yer time, mate. As impatient as I am for this update, would rather ya get it right then release something that is still buggy.
Good Luck and may RL start being kind to you soon! |
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#266 |
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Chieftain
Join Date: Apr 2009
Posts: 5
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Just make the hero's with the same concept from Fall from Heaven 2. Those heros rock and everyone loves that mod. Can't go wrong there.
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#267 | |
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Most Serene Khan of PHO
Join Date: Aug 2006
Location: The Universe
Posts: 6,603
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Update: I had a little free time this weekend, and attempted fixing the issue with the heroes, but it didn't work too well, so I have to go back and figure out what's going on with the code, since something like this has not happened before.
![]() Quote:
However, if I missed something about the FfH heroes, please feel free to correct me, as I'm not exactly sure how they work, only that they are like "wonder" units with perhaps some special abilities.
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LEADERHEADS | DIPLOMACY MUSIC | CIV OF THE WEEK The Unofficial Expansion Pack WORLD OF LEGENDS Version 0.61 Warning: Rabid Eurocentrism Hater
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#268 |
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Prince
Join Date: Jan 2010
Posts: 333
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Cyber,
Actually, the heroes in FFH are not superpowered. They have an equivalent strength to units built in the era where they are built (based on technology), but they do not upgrade as you progress in technology. Heroes there can become marginal in the later stages of the game. Most heroes in that game maybe have a max strangth of 8 for those regularly built. At the advanced stages of the game, units that can be built without a retsricted number have a base strength of 6-7. After that, there are units you can build that have strength 9-11, but are restricted to maybe 3 or 4 units at once and one must die before you can build another. In a game against well developed enemies, the heroes role is fairly marginal for they will commonly come up against units stronger them. The only advantage they may have is the long list of promotions you can give them. An idea, to use eternal heroes, give them a strength that maybe slightly higher than the units that can be built in that era. If its an ancient era hero, give it a strength 7 since I think an axeman is the strongest unit you can make in that time. I could be wrong since I'm not an expert on your own mod. Go through units available on an era basis and give it a base strength that is slightly bigger. Just an idea, but it maybe a good work around until you figure out how to get your system figured out. If anyone from FFH can explain the heroes better than I can, please do. Im only going off my own interpretation. |
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#269 |
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Budding Modder
Join Date: Feb 2009
Location: Spain
Posts: 489
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Any news?
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Economic Left/Right: -2.50 Social Libertarian/Authoritarian: 0.72 Europe: From Rome to Revolution A Mod designed to be able to accurately replicate almost any era of European History. |
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#270 |
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Serenely Lurking
Join Date: Mar 2010
Location: The Internet
Posts: 106
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I hope this isn't dead already...
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Surprisingly-positive-despite-it-not-being-one-of-my-primary-choices-also-I-like-the-colors towards Venice. |
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#271 |
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Prince
Join Date: Jan 2010
Posts: 333
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Cyber is still around. It looks like he's still having trouble with leaderheads since thats where he's been posting the last few days. Hang in there though.
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#272 |
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Most Serene Khan of PHO
Join Date: Aug 2006
Location: The Universe
Posts: 6,603
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Hey guys, I know it's been a while. Just to make it clear: as of now, the project is STILL ALIVE.
However, things have gotten extremely busy for me as of late, so it may take a little while before I can find myself adequate amount of time to diagnose the issue I'm having with the heroes, which is the only big issue I currently have. If worse comes to worse, I'll take Jennvare's situation and temporarily have - for version 0.60 - "immortal" heroes with significantly weaker stats than the current heroes, and see hwo that works out. Sorry to keep everybody waiting, and thanks for the feedback and interest as always!
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LEADERHEADS | DIPLOMACY MUSIC | CIV OF THE WEEK The Unofficial Expansion Pack WORLD OF LEGENDS Version 0.61 Warning: Rabid Eurocentrism Hater
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#273 |
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Prince
Join Date: Jan 2010
Posts: 333
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NO worries, Cybrx. Its not like we're going anywhere!
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#274 |
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Serenely Lurking
Join Date: Mar 2010
Location: The Internet
Posts: 106
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In my opinion, it would be best to release the "immortal heroes" version as soon as possible, and then release the "proper" version 0.60 when you are finished.
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Surprisingly-positive-despite-it-not-being-one-of-my-primary-choices-also-I-like-the-colors towards Venice. |
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#275 |
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Chieftain
Join Date: Apr 2009
Posts: 5
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It would also be awesome if you could improve the lame unit promotions from BTS. I admire FFH 2 how they made the promotions so much more valuable so that an experienced unit is a lot more deadlier and of worth rather a unpromoted unit. If you could rework those promotions it would be awesome.
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#276 |
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Prince
Join Date: Jan 2010
Posts: 333
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Vagabundo,
In FFH, alot of the unit strengths only range from 2 to 8 for unlimited units and 9 to 13 for the limited ones. There not alot of depth for strengths between the weakest and the strongest units. The promotion system FFH uses is needed to make experienced units more valuable. In this mod as well as vanilla civ, using that type of promotion scheme would greatly outbalance the strength values. I'd hate to see a level 7 modern armor tank with FFH's promotion system. I would have combat V and amphibious on it. Under FFH - that would be 100% combat strength and no river/sea penalties. That's strength rating of 80. Under vanilla - Combat V would only be 50% so a strength rating of 60. That 60 is already hard for a raw tank to take on, but not undoable. Think thats 30% chance of victory for a new tank to kill the promo'd one. With an 80 strength rating, think that drops to like 20%. If there would be any promo changes, I would have woodman and other terrain promotions give attack bonus and defense bonuses instead of just defense. Would also like to see plains and grassland attack/defese promo's as well. |
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#277 |
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Most Serene Khan of PHO
Join Date: Aug 2006
Location: The Universe
Posts: 6,603
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Hello everyone, and sorry for the long wait.
I admit that I haven't worked on World of Legends too much over the last month or so, but THE MOD IS NOT DEAD. As for the heroes, due to some odd dream I had about modding this, I guess I'll just have to go with the worst-case scenario for now, and make the heroes immortal while significantly lowering their strength value to just barely above the strongest unit available for the respective era. Afterwards I can return to the python coding and try to figure out what the heck is going on. Anyhow, to sum up the major changes for Version 0.60: - Heroes problem "temporarily" fixed - Inquisitions introduced, ala Orion's Inquisition mod (with a few minor changes) - 4 new civilizations (Assyria, Hungary, Minoa, Armenia) Alright! I hope I can get this out really soon, because all I have to do now is go back into the XML and change the strength values and a few other minor things.
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LEADERHEADS | DIPLOMACY MUSIC | CIV OF THE WEEK The Unofficial Expansion Pack WORLD OF LEGENDS Version 0.61 Warning: Rabid Eurocentrism Hater
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#278 |
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Prince
Join Date: Jan 2010
Posts: 333
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It's better than nothing. Keep us posted.
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#279 |
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Serenely Lurking
Join Date: Mar 2010
Location: The Internet
Posts: 106
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Looking forward to it. The new civilizations sound interesting (I like new civilizations), and I actually prefer the "worst-case scenario". After all, everything else is immortal, so why not heroes?
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Surprisingly-positive-despite-it-not-being-one-of-my-primary-choices-also-I-like-the-colors towards Venice. |
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