Recent content by NNCSavage

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    MOO2Civ

    I just fixed some more stuff and got the workaround promo thing in. Probes get lvl 11 on creation which is 10 promotions. Fixed where everyone got free buildings on every planet, the +4xp and bonus yields (all the civ bonuses from the original FF civs) Fixed the Gnolam flag not showing(again...
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    Final Frontier - make building decrease max population of planet

    Changing that value to -2 should work, but if the max pop of a planet is negative or even zero I'll bet you will get some nasty errors. Might be your problem. This means you'll need to do some more work. Jon hard coded the population increase at the bottom of CvSolarSystem.py I re-coded it...
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    MOO2Civ

    Well after a quick look at the python for maps I think placing Orion would be the easiest part. The code for creating systems seems reasonably documented. Generate a random number from 1 to numplanets Check to make sure it's not a home system (hehe). Then change the details of that system to...
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    MOO2Civ

    As for the actual Antaran attacks, I think they may be easily configured with an event. And yes - definitely some custom ships there. Not sure about Orion. Have to muck with the map creation code somehow to set it up I would think. That would be something to look into down the road.
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    MOO2Civ

    I can add promotions in very easily. Copy/paste + an add to the pedia files = 10 minutes or work or less What problems are still out there? If anyone comes across any TXT labels let me know. I ran thru everything and played with mouseovers and tracked down what I could. List of things...
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    MOO2Civ

    This is intended to be added after the main Patch 4 install I did not feel 5 files updated warranted another 30MB download =) .?? 07/19/2008 Patch 4b Fixed Trilarian Flag and button (i hate alpha channels =P) Fixed a bunch of missing TXT info, which in turn fixes the planet city screen and...
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    MOO2Civ

    Go ahead and upload 'em. I don't think I have edit permissions. =) Other than some fancy re-coding (with help) of one python file to remove some of Jon's admittedly bad hardcode which in turn helped me figure out how to add different + benefits for the production/research buildings, it was...
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    MOO2Civ

    Got distracted by Wow - until all my RL friends left me (again....) Not sure I'm 100% back but work has slowed a bit lately so I have some time while I am there at the least to post. The espionage lines should go at the end. So it matches the v3.17 default file and it's a good idea coding...
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    MOO2Civ

    I got bored and went digging around to narrow down the problem. Managed to narrow it down first to the XML files, then again to the Gameinfo folder, then finally down to CIV4GameOptionInfos.xml I replaced that file with the one from Final Frontier base mod 3.17 and it loads fine. I cannot...
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    MOO2Civ

    *cough* I never really got much of a response except a few comments on the file download section. I was very surprised to see this post!!!!! Hit me up at nncsavage AT comcast.net and I'm sure I can point you to where I made changes. Think it was only a few (2-4) python files not counting...
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    Final Frontier Modding

    I think this was a concerted effort for ideas for improving/modding FF. Check out the creator's thread here for official improvements to the Final Frontier mod.
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    [BtS] FF mod Python help

    I did (shift-~) and got back an error that it didn't know what CvUtil was. However I went and made changes in the updateDisplay Function that work: # added by NNCSavage 08/09/2007 iBuildingCSY =...
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    [Q] XY Coordinates on Map

    I guess I should say that by WorldBuilder I meant if I turn the cheats on (CheatCode = chipotle) the shift function works for me. With cheats enabled and I hit Ctrl-W it doesnt show there. Ctrl-Q to toggle back out and it's back to working. I went and tested and if I change the .ini back to...
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    [BtS] FF mod Python help

    Thanks for pointing that out. I "lightbulbed" that after reading Zebra 7's API thread the other day but never updated. I do have a new question though. at the bottom of the SolarSystem.py file I added this: to get rid of the hardcoding iBuildingADN =...
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    [Q] XY Coordinates on Map

    I believe if you have WorldBuilder enabled - holding shift and mousing over the plot in question will show the x,y coords.
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