Ability to Build All Improvements

hey Mailbox, I got the farm complex art to work the file is in Xienwolfs Workers Mod thread.

you may or may not need to add this code to your Civ4ArtDefines_Improvement.xml file to get it to work in addition to the plot file on Xienwolfs thread.

Code:
		<ImprovementArtInfo> <!-- Farm Complex --> <!-- Kasdar --> <!-- Added -->
			<Type>ART_DEF_IMPROVEMENT_FARM_COMPLEX</Type>
			<bExtraAnimations>1</bExtraAnimations>
			<fScale>1.0</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<NIF>Art/Structures/Improvements/Farm/an_eu_farm01.nif</NIF>
			<KFM>Art/Structures/Improvements/Farm/an_eu_farm01.kfm</KFM>
			<Button>,Art/Interface/Buttons/Builds/BuildFarm.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,3,7</Button>
		</ImprovementArtInfo>
 
Thanks Kasdar, now farm complexes are back in MIMM. I should release 1.7 as soon as I get my hands on the improvements code and can splice the new improvements into the XML. Right now 1.7 is looking like this:

Spoiler :
v1.7

- Fixed slaves
- New Improvement: Dredge Boats (Coast)
- Available at Mind Stapling

- 1 food
+ 2 hammers
+ 1 commerce

+ 1 food
+ 1 commerce at Astronomy

- Fishing boats now give + 1 food instead of + 1 commerce

- Slavery gives + 1 food to Quarries, Open Pits, and Strip Mines

- Changed Workboat AI

- Removed Ritual Nodes/Upgrades (for now, debating whether or not they are needed with metamagic)

- Removed Watch Tower (too many LoS bugs)

- Farm Complexes are back! + 1 food more than a farm when irrigated (Thanks Kasdar for fixing the graphic issue!)
- More tweaks to resources (mostly pastures/ranches and wineries/vineyards)


For 1.8 I think I'll mess around with the unique features and manas and try to give them all some sort of tile bonus. This should help with that unwillingness to put mana in a city radius. :)
 
with the unique features and manas and try to give them all some sort of tile bonus. This should help with that unwillingness to put mana in a city radius. :)


Very cool! Perhaps a bonus based on multiple manas of the same sort? (Er... I guess if someone is making them they already think it's worth it. But I've always wanted something for lagniappe with the mana.)

More importantly: Will they randomly erupt with unquenchable fire? I think that'd be cool, too, though it may just be the nachos talking.
 
Deep Mines should get + 1 :hammers: and + 1 :commerce: from Arete.

Version 1.7 Uploaded:

v1.7

- Fixed to work with v.32a
- Fixed slaves
- New Improvement: Dredge Boats (Coast)
- Available at Mind Stapling

- 1 food
+ 2 hammers
+ 1 commerce

+ 1 food
+ 1 commerce at Astronomy

- Fishing boats now give + 1 food instead of + 1 commerce

- Slavery gives + 1 food to Quarries, Open Pits, and Strip Mines

- Changed Workboat AI

- Removed Ritual Nodes/Upgrades (for now, debating whether or not they are needed with metamagic)

- Removed Watch Tower (too many LoS bugs)

- Farm Complexes are back! + 1 food than a farm when irrigated (Thanks Kasdar for fixing the graphic issue!)

- More tweaks to resources (mostly pastures/ranches and wineries/vineyards)
 
For some reason, I'm still getting crashes that completely shut down my computer while using MIMM. I'm not quite sure what it is but I'm going to make a bare bones version of MIMM until I can isolate the issue. That version will be without the upgrades and only allow the basic improvements to be built.
 
Hadn't read your changelog when I downloaded 1.7. Finally updating the Worker Mod and I was wondering where on earth the Ritual nodes went!

Your problem with 1.7 might be that some of your files in the Modules aren't named XXX_CIV4___.xml. You kept the default filenames. Not sure if that works with modules.
 
Version 1.8

v1.8

- Fishing boats are back to + 1 commerce
- Fishing boats get + 1 commerce at Optics
- Fishing boats get + 1 food at Astronomy
- Workboats no longer buildable
- New unit: Sea Worker
- Starts with Water Walking
- Builds all sea improvements
- Can build them on any body of water
- AI knows how to use them (Important part)
- Unable to travel ocean until optics
- Cannot reveal territory


Still having issues with the farm complex graphics though, just as a warning.
 
What is the problem with the farm complex graphics?
 
It just occured to me that I don't need to create a version of Workermod that incorporates your changes here... your Fall Further version accomplishes that since Vehem brought WorkerMod into his work...


Still going to keep an eye on what you do though :) Good stuff so far.
 
I assume they have the standard no :strength: of a worker as well? Nice workaround to dodge the AI written for the sacraficial boats :)

Yeah, they've got 0 :strength:. I kept having to bump the AI weight up because the computer wasn't building them but now I think I got it to working.

What is the problem with the farm complex graphics?

I'm not sure, I'm using your LPlotSystem files but it is still giving me the same weird graphics systems I was seeing in earlier versions.

It just occured to me that I don't need to create a version of Workermod that incorporates your changes here... your Fall Further version accomplishes that since Vehem brought WorkerMod into his work...


Still going to keep an eye on what you do though :) Good stuff so far.

I actually need to start updating the FF version. I might just roll MIMM up and create a final "FFH2" version that I update as needed and a FF version that is combined with the Legion and "other mods" I might be working on, which would be my main platform.
 
I just thought of something, I didn't even think about it before but my PlotLsystem file is based off of Fall Further. I will see about making one that is Vanilla BTS. Do you want my costal cottage modification in the vanilla BTS version? Since I will be doing the vanilla version from scratch I don't need to add it if you aren't going to use it.
 
Okay, so, I'm using Fall Further and I want your spiffy new 1.8 features...

What do I install, what do I not install? Do I need to merge the two module directories or won't they conflict?
 
Actually, I haven't converted 1.8 over to Fall Further. Right now, I'll go and finish up the two surprises I added to 1.9 and then release a new version as well as update a version for FF.
 
v 1.9

- Added Levee (+ 1 hammers on river tiles)
- Required Tech: Construction

- Added Altar to the Sea (+ 1 hammers on Coastal/Ocean tiles)
- National Wonder
- Required Tech: Sailing

- Defensive Trait has 0 unkeep on Government Civics


Added 1.9 for FF to the first post as well
 
Is there something special we have to do to use your mod? I downloaded FF. put it in place, then downloaded your mod and put it in the same folder. However, none of the stuff your mod mentions has taken place. It's like it's ignoring your mod completely.
 
Did you enable Modular XML Loading? If your mod directory is named something different, my .ini won't overwrite it and you have to enable it yourself in the fall further .ini.
 
I don't know how to use modular loading, and I thought I heard it mentioned that modular doesn't work for Vista anyways. I copied that Assets folder in your zip into the Fall From Heaven 2 032 Fall Further folder (thus the same as the assets already there), but none of your stuff is showing up.
 
Your latest Fall Further version doesn't take into account the 'Explorable Lairs' part of Fall Further. It's causing Barrows and such to disappear once a unit steps on them, instead of leaving them to be explored.

Now, I don't know how much you would want Barrows to be both explorable AND buildable, but whatever choice you make, you should perhaps make a clear note of it for people downloading your mod.
 
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