Paradeigma

Apeiron

Warlord
Joined
Feb 7, 2010
Messages
161
Paradeigma


Paradeigma is a FFH2 mod that aims to balance the different civilizations and strengthen existing mechanisms and flavor without denaturing the initial spirit of the game.

Paradeigma_v1-5b.rar (474.2 MB) (Mega link)

Beware, it is necessary to have installed FFH2 to lunch Paradeigma.

Thanks : Stoik the Bard (Artist), Magister Cultuum (Sage, already in FFH) and Tholal the Sailor (Merchant)


Civilisations


Bannor: Units of level 5 or higher (no hero nor illusion) can be promoted commander, and commanders can launch "discipline" on a stack. The courthouse can be built in Crusade.

Elohim: Start with a new technology "Ancestral Secrets" wich reveals relics and allows ancestral towers. Relics increase the rate of appearance of grat people and heal in borders and provides happiness with the reliquary and the archives (library with +40% research). New Unit: the relic hunter, and the devotee is updated. The priests provide +2 culture, and religious buildings +2 science and culture. Hallowing of the elohim increases the Glocal Counter by -3 (instead of -5) and the reliquary by -1.

Kuriotates: Access to units of the Cult of the Dragon (guild founded by the Treasury of the Dragon, making culture with incense and fire mana, and special units: Salamander and Young Dragon). New building: sewer.

Elves: Update Nyxkin and Fyrdwell, which can be achieved by improving animal (lion and deer, see below). Neutral leaders can be played by both sides. The elven bonus also applied to jungles. Faeryl is Summoner/Raider instead of Arcane/Raider and Thessa is Arcane/Spiritual instead of Arcane/Expansive.

Luchuirp: Barnaxus gets the "hero" promotion and can occur spontaneously with technology Construction. Golems have the same advantage as the dwarves for improvements. Pallens engine is available with Alteration and gives +1 mobility, a new building (Valve Caeruleus) is available with Elementalism and gives walking on water.

Malakim: The bearer of light replaces the scout, priests provides +1 prod. Desert bonus on flooded plains too. Desert tiles give +1 food instead of gold. Malakim cannot use Water I to turn desert into plain, but they can set oasis instead.

Mercurian: Basium spread the Order and the courthouse in his cities. Angels get 35% flee fighting and can be promoted for free. Units with "angel" promotion ignore the bonus defense and gets the "flying" promotion. New units begin with the promotion "blessed."

Amurites: Children of Kylorin replace the scientist GP, and can be upgraded to adepts or Epona. The palace gives 2 points for scientist GP. New buildings: Memorial of Kylorin (pagan temple providing a point for scientist GP and happiness with reagents) and University (Library with +2 culture and two locations of scientists instead of one).

Grigori: Adventurers replace great commanders. New buildings: Sewer (see Kuriotates), Pantheon (pagan temple providing one point adventurer GP, one priest and location and happiness with marble), University (see Amurite) and Refugee Camp (Training Yard providing 1 point for adventurer GP and allow supplies). Grigori supplies can be built with food, and new units get the "scourge" promotion. The grigori tavern increase the global GP of 10%. Cassiel is Charismatic/Philosophical/Tolerant instead of Industrious/Philosophical/Adaptative.

Hippus: The palace found the travelling market (guild making money with non-hell pasture resources), spreadable with the hippus horseman. It can also build (slowly) roads and pastures. The trait "Horse Lord" double the speed of construction of the smoker. New leader: Deirdra (Exp/Adapt/Nomadic).

Khazads: Balancing vaults, the Myconide is now an elemental and can build mushrooms.

Lanuns: Ports pirates are less strong. A lanun unit can become an adventurer by sharing the loot of a treasure. Lanuns can upgrade a turtle to a war turtle. New leader: Deirdra (Exp/Adapt/Nomadic).

Sidars: Military units begin with the promotion "immortal." Units can wane from level 5 to become Shades, but they become specialists and not GP. New building: Archives (see Elohim).

Balseraph: New cages (frostling and centaur). The races of the cages can be obtained by mutation and monsters can be enslaved. Bards gain -1 research +2 gold. Perpentach can change his alignment with respect of his religion.

Calabim: Vampires are now limited to eight copies. Feast weakened.

Clan of Ember: +1 food on the marsh. Workshop siege blocked, ogres can bombard cities. Goblins do not provide unhappines due to the war. The Boom Goblin now replace arquebusiers. The wallows store food after growth.

Doviellos: +1 food on the tundra. Wolves replace scouts, Baron became their hero (the War Machine is constructible by them or by the Dwarves). New leader: Deirdra (Exp/Adapt/Nomadic).

Illian: No access to arcane magic. The priests of winter are buildable and can make ice nodes. Ice mana reduces the maintenance and the heal of enemies in your borders. Auric wins if he succeeds the Ascension. Ice2 can dispel magic. No thaw time after construction of a hand temple. Ice elemental is 2 strenght, 0 ice strenght and +1 ice mana affinity.

Infernals: +1 production on broken land , new building: Relay (lighthouse with no food bonus but +1 prod and gold on water tiles). Religious buildings provide +2 culture and gold. Less free buildings, no courthouse nor distance cost. Hyborem is more agressive, demonic citizen with unhappiness, can buy manes for 50.

Sheaim: The planar gates are built faster with evoc trait, provide happiness with hell resources and spread hell if someone has the tech Infernal Pact. Access to the units of the Cult of the Dragon (see Kuriotates). Access to the psalmist. New units get the "fire resistant" promotion. Pyrezombie are immune to fire, can defend cities and cause no unhappiness when they die. Elegy of the sheaim increase the Counter by 3 (instead of 5), and each planar gate by 1. Sheaim can build the ritual "Chosen by Agares" wich needs a Counter of 100 and allows the Armagueddon victory. Experimentation Camp (mage guild for Sheaim) : +2 science -1 health, +1 Counter, 1 free specialist for each Snake pillar.

Mechanos leader: Verocchio (Ind/Phi/Agn/Ing), special tech: steam power which provides +1 prod to farms and railroad, word spell: Deus ex Machina (temporary affinity with refined mana to siege units), hero: Goliath.
Special Units: Techpriest (sacrifice for hurry, repair, dispell magic, build refineries, consume mana to get power eand found Clock Tower), Artificer (peut dispell magic, build refineries, create Mines and bombard), Steam Tank (mechanical charriot with colleteral damages), Flamethrower (champion with fire I and II), Igor (weak but early immortal affaibli with the flesh golem ability), Trebuchet and khazad Cannon, luchuirp Clockworker, kuriotate Airship, submarine (furtive galleon).
Special Buildings: Clock Tower (pagan temple with +10% science), Observatory (alchemy lab in Optic with +1 free scientist), Museum (theatre with happiness for +20% science instead of culture), Factory (forge with +25% prod with power), Hospital (infirmary without health but with +20% food with power), Tower of Steal (special Tower of Mastery wich requires iron, mithril, refined mana and gunpower, but not the magic towers).


Global


Animals: Introduction of deers as passive animal, which can build a trophy if the city is equipped with a hunting lodge. Marine animals can be caught by boats.

Spells: Ability to create potions in cities with reactive and alchemy lab by mages (takes 3 turns) or archmages (instantaneous). The balm of heal requires Life 2, the invisibility potion Shadow 2, and the potion of restoration Enchantment 2. Introduction of the creation mana (provided by the Tower of Mastery), which gives all bonuses of the other manas, counts in the number of manas needed to get free promotions and accelerates the Break of the Convention. Lichdom unavailable to good Leaders and remove the divine promotion. The mage guild provides +1 free specialist for each mana node (except ice)

Religions: Esus: espionage, black market, miracles. You must be converted to build a holy wonder or use a divine spell. All religious units (except the disciples) abandon if you do not share their religion. The Inquisition can touch the holy cities and is easier for the Order. Song of Autumn provides the Woodman I promotion. Found the Temple needs the technology to build it. Agnostic civilizations get happiness from Theocracy and Religion with their special pagan temples (Pantheon for Grigoris, Temple of the Hand for Illians and Clock Tower for Mechanos).

Traits: Leaders traits have been generally changed. There are two new traits: the conqueror trait for Decius only, and the merchant trait. Tolerant trait can no longer build the palaces of other civilizations. The nomadic trait provides: no anarchy, +50% civic upkeep, double speed for hunting lodge, mobility I and Sentry for living units and boats, and Nomads (food, ignore terrain cost, rival territory, found city) can be built instead of Rangers.

Wonders: Several changes, and new wonders from FFH, plus a reference to Game of Throne (cannot stop myself ^^'). College of magic can be built with scientist PI and the arcane trait.

Civics: Many little changes, suppression of Guilds. Military state provides only 10 free units (not depending of the population) and the free units of Crusade have been reduced by half.

Terrains: Jungles become more similar to the forests and can become ancient forests, which turn into new forests. Lumbermills are buildable on them all. +1 money on ice near a river. Other changes for improvements, for example the cottages can be built on the marshes. Clean area with with Commune with Nature. Hell spreads on barbarian tiles as if the tile is neutral.

Other: Initial Settler gets +2 vision and +1 move. Break of the Convention (Omniscience) provides access to all the Divine Interventions (Fury). The Sanctuary building (Divine Essence) protects of them, but also immobilizes units. Overcouncil and Undercouncil have no population condition for votes.

And many many little changes I have forgotten... ;)
 
did you base your mod on some version of Naval AI (in order to clear bugs and some AI issues?)
I'm not cirticizing. just asking :D
Did you remove the "demonic summons" from planar gate ?


et : Clan des Braises devrait être "Clan of Embers" ;Infernaux --> Infernals

(tu peux aussi enlever l'accent de Balséraph -> Balseraph)

en anglais, dans FFH : Convention--> "Compact". donc "Break of the Convention" devient "Break of the Compact" (or a better-sounding arrangement of the words).
 
Some of these changes are very creative! I am stealing them for my personal modmod, scavenger that I am :)
 
Calavente : Thanks for the translation mistakes, i didn't notice them. ^^'
Please tell me if you see other mistakes in the mod. :)

did you base your mod on some version of Naval AI
Nope, only on FFH2.

Did you remove the "demonic summons" from planar gate ?
Demonic creatures continue spreading from planar gates.


Lone Wolf : you can scavenge me if i can scavenge you. ;) What is your modmod ?

lfgr : Thanks a lot.

If you can answer I have two questions :
1) How can I make my mod independant from FFH2 ?
2) How can I see the atlas and what is inside ?

I hope you will all spend a good time with my mod. :)
 
I've been playing around a bit with your mod tonight. I get a number of python errors. One of them results in no user interface.
 

Attachments

  • PythonErrors.zip
    1.9 KB · Views: 49
I put the CvEventInterface.py on the correct folder.

PHP:
	def cannotConstruct(self,argsList):
		pCity = argsList[0]
		eBuilding = argsList[1]
		bContinue = argsList[2]
		bTestVisible = argsList[3]
		bIgnoreCost = argsList[4]
		pPlayer = gc.getPlayer(pCity.getOwner())
		iBuildingClass = gc.getBuildingInfo(eBuilding).getBuildingClassType()
		eTeam = gc.getTeam(pPlayer.getTeam())
				
		if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_AGNOSTIC')):		
			if eBuilding == gc.getInfoTypeForString('BUILDING_TEMPLE_OF_LEAVES'):
				return True
I don't see the error. :(
 
For example in the mod RifE when I want to use the art for Deirdra :

PHP:
		<LeaderheadArtInfo>
			<Type>ART_DEF_LEADER_DEIRDRA</Type>
			<Button>,Art/interface/LeaderHeads/DeirdraButton.dds</Button>
			<NIF>art/interface/LeaderHeads/Deirdra.dds</NIF>
			<KFM/>
			<NoShaderNIF/>
			<BackgroundKFM/>
		</LeaderheadArtInfo>
I look in : ...\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Rise from Erebus\Assets\Art\Interface\Leaderheads
and I don't see any DeirdraButton.dds or Deirdra.dds file.

I think this is because these files are in an atlas (I don't know really what it is but it seems modders use them), but I cannot see or use them.

Any idea ?
 
FfH2 modmods are dependent on the existence of the contents of FfH2's Resource folder. This is not for the regular art in the game, but for the custom interface.

If you want the game to look for the contents of the resource folder within a mod folder called something other than Fall from Heaven 2, then you will have to edit the following file:

C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Magister Modmod for FfH2\Resource\Civ4.thm
Code:
// *** Control Bitmap Theme file

// Set the resource 
resource_path	"Mods/[B]Fall from Heaven 2[/B]/Resource";

// Setup common properties
include			"Mods/[B]Fall from Heaven 2[/B]/Resource/Themes/Civ4/Civ4Theme.thm";
Just change the portions in bold to be the name of the folder where your mod is located.

Remember that you will have to have a copy the rest of the Resource folder within your mod folder for it to work.



I would guess that the art you are not seeing is located within a .FPK file. (Is that what an Atlas is? I don't recall ever reading it called that.) I recently learned that storing the artwork this way is supposed to make the game run faster (I think it has something to do with frequently used art otherwise being stored in the cache and taking up a lot of your RAM), so I put my custom art in Magister.FPK in my last release.

You need this program to create a .FPK file or to access its contents.

Once you install and start the program, click PAK at the top (in between View and Help) and go down to Unpack(or press Ctrl + U). When the open file dialog comes up, navigate your way to the Assets folder of the mod whose art you wish to use, select a .fpk file, and click open.

If the file is large (like the 339 345 KB Pak0.fpk in basic FfH2's), then I'm afraid that there is a good chance that the program will crash before unpacking every piece of art it contains. There is not much you can do about that but try again and hope that the file you want shows up.
 
I removed my Para install and then re-installed, which fixed my previous problem. I played around with it a little and everything was working fine. The last game I was playing was as the Illians. At turn 438 the game consistently crashes. This had happened a few turns earlier, but I was able to go with an autosave file and continue for a bit. I guess this sounds like a memory problem, but I have 8 gigs on my machine. Is there anything I can do to help this situation? EDIT: I just remembered, after I reinstalled I forgot to make the fix defining civtype above. So I got a python exception (turn 438) Then I carefully made the exact change and it crashed for another reason. Apparently in the very same block of code. I can supply a saved game if that's desired.
 

Attachments

  • logs.zip
    126.5 KB · Views: 67
  • dump.zip
    1.6 MB · Views: 67
Thanks for your help, you two. :)

Just change the portions in bold to be the name of the folder where your mod is located.
Remember that you will have to have a copy the rest of the Resource folder within your mod folder for it to work.
I began modding by copy and paste the FFH2 mod and rename it "Paradeigma", so I must have the same thing on my resource folder.
I try to change the portions in bold and to delete the FFH2 folder to see if it works but I had a black screen and a "GFC error: failed to initialize the primary control theme".

Once you install and start the program, click PAK at the top (in between View and Help) and go down to Unpack(or press Ctrl + U). When the open file dialog comes up, navigate your way to the Assets folder of the mod whose art you wish to use, select a .fpk file, and click open.
According to PakBuild there is no .FPK file on the folder of my example.

I just remembered, after I reinstalled I forgot to make the fix defining civtype above. So I got a python exception (turn 438) Then I carefully made the exact change and it crashed for another reason. Apparently in the very same block of code. I can supply a saved game if that's desired.
I didn't see the error, but the fix is already in the next version. ;)
 
What I'm trying to say is, at least in this case, something bad is happening in that block of code and causing a crash even after the civtype patch has been made. I do appreciate your responding. Thanks.

Thanks for your help, you two. :)


I began modding by copy and paste the FFH2 mod and rename it "Paradeigma", so I must have the same thing on my resource folder.
I try to change the portions in bold and to delete the FFH2 folder to see if it works but I had a black screen and a "GFC error: failed to initialize the primary control theme".


According to PakBuild there is no .FPK file on the folder of my example.


I didn't see the error, but the fix is already in the next version. ;)
 
My english is not verry good. So, I answer one more time to be more precise.
I juste wanted to say than the fix is already in the 1.3 version, but I tried to check where is the error you obtained in the block of code and I didn't succeed to find it. So, I wasn't able to correct the bug you have found, but I am happy you tried to help me.
I'm a beginner in modding, and I have never used the python language before. I have many lacks in my modder skills to fix or change everything I want to, but actually I do my best to have an interesting mod.
Despite this, I hope you will continue trying to help me, and enjoy this mod.
 
Thanks.

My english is not verry good. So, I answer one more time to be more precise.
I juste wanted to say than the fix is already in the 1.3 version, but I tried to check where is the error you obtained in the block of code and I didn't succeed to find it. So, I wasn't able to correct the bug you have found, but I am happy you tried to help me.
I'm a beginner in modding, and I have never used the python language before. I have many lacks in my modder skills to fix or change everything I want to, but actually I do my best to have an interesting mod.
Despite this, I hope you will continue trying to help me, and enjoy this mod.
 
New version (see first post).

What is new ?

Mercurians: Basium flies, units with "angel" ignore defense bonus.
Malakim: Desert bonus on flooded plains too, desert tiles provide +1 food instead of gold. Malakim cannot turns desert into plains with water I, but they can set new oasis instead.
Sheaim: Units get "fire resistance", pyrezombie is "fire immune", can defend cities and doesn't cause unhappiness with death.
Infernals: Can but souls (100 gold for a manes unit), manes don't hurry production, no more beginning settler (beginning manes instead), initial pop in cities is 1 again ;
Grigori: Supplies built with food too, scourge for new units ;
Creation mana: new skin, counts now for Arcane Lacuna, djinn affinity and the number of manas needed for free promotion, but the Tower of Mastery doesn't provide xp anymore ;
Other: Resurrect sacrifice caster (balance of Corlindale), treants can bombard, enter in the Carcer Circle needs level 13 instead of 15, the Nexus cost is 900 instead of 600, defensive pacts with Way of the Wise instead of Honor (for agnostic).
 
You need this program to create a .FPK file or to access its contents.

Once you install and start the program, click PAK at the top (in between View and Help) and go down to Unpack(or press Ctrl + U). When the open file dialog comes up, navigate your way to the Assets folder of the mod whose art you wish to use, select a .fpk file, and click open.

If the file is large (like the 339 345 KB Pak0.fpk in basic FfH2's), then I'm afraid that there is a good chance that the program will crash before unpacking every piece of art it contains. There is not much you can do about that but try again and hope that the file you want shows up.
Thank you a lot, it worked ! :)
I have already added Deirdra and now I'm trying to add mechanos.

I want them to be emergent leader (like Basium or Hyborem) : if the Mechanos are allowed in the game, when the Guild of Hammers is built the player's civilization change to become the mechanos one. So I want to introduce the Mechanos as a team member of the old civ, and to give all units and cities of the old civ to the Mechanos. I tried that but it didn't worked :

PHP:
def onBuildingBuilt(self, argsList):
		'Building Completed'
		pCity, iBuildingType = argsList
		player = pCity.getOwner()
		pPlayer = gc.getPlayer(player)
		pPlot = pCity.plot()
		game = gc.getGame()
		iBuildingClass = gc.getBuildingInfo(iBuildingType).getBuildingClassType()

		if not gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_MECHANOS):
			if iBuildingType == gc.getInfoTypeForString('BUILDING_GUILD_OF_HAMMERS'):
				iMechanosPlayer = cf.getOpenPlayer()
				iTeam = pPlayer.getTeam()
				if iMechanosPlayer != -1:
					CyGame().addPlayerAdvanced(iMechanosPlayer, iTeam, gc.getInfoTypeForString('LEADER_VEROCCHIO'), gc.getInfoTypeForString('CIVILIZATION_MECHANOS'))
					if pPlayer.isHuman():
						popupInfo = CyPopupInfo()
						popupInfo.setButtonPopupType(ButtonPopupTypes.BUTTONPOPUP_PYTHON)
						popupInfo.setText(CyTranslator().getText("TXT_KEY_POPUP_CONTROL_MECHANOS",()))
						popupInfo.setData1(player)
						popupInfo.setData2(iMechanosPlayer)
						popupInfo.addPythonButton(CyTranslator().getText("TXT_KEY_POPUP_YES", ()), "")
						popupInfo.addPythonButton(CyTranslator().getText("TXT_KEY_POPUP_NO", ()), "")
						popupInfo.setOnClickedPythonCallback("reassignPlayer")
						popupInfo.addPopup(player)
					for pUnit in PyPlayer(player).getUnitList():
						pPlot = pUnit.plot()
						newUnit = pPlayer.initUnit(pUnit.getUnitType(), pUnit.getX(), pUnit.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
						newUnit.convert(pUnit)
					for pyCity in PyPlayer(player).getCityList():
						pCity = pyCity.GetCy()
						culture = pCity.getCulture(player)
						pPlayer.acquireCity(pCity,false,false)
						pCity = caster.plot().getPlotCity()
						pCity.changeCulture(player, culture, True)
(on the "onBuildingBuilt" function, in the CvEventManager.py file)

I succeeded to start a new game, but to build the Guild of Hammers did nothing.
 
Any chance that you'll fix the OOS errors that occur continuously in MP in vanilla and all other modmods?
 
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