Blaze's FfH MaxMod

Ah, that'll explain it. I got attacked by spiders and lions (only had time for 30 minutes of play, and I always play in epic speed). Though I didn't know they could see invisibile units. I suppose lions are somewhat logical (nose) but I don't really understand spiders. But ah well, thanks for the info :)
 
I think that Giant Spiders are the animal that can see invisible (they also are invisible). The lion could only see you because you were within the spider's line of sight. If any unit sees an invisible unit, the other units nearby can too (I think).
 
Yeah, spiders can see invisible, and are invisible(think feeling a fly on its web :) ).
True, the Lion itself can't see invisible, but since I as a player can notice invisible units when a Recon is around, then I imagine the AI would use this to his advantage too. As much as there are faults to the more advanced functions(diplomacies, etc... and Kael and Co have made huge leaps to cover that gap!), the tactical AI is pretty impressive in this game.
I have been testing as the Svart recently and I have walked by Lions, Hill Giants, and other creatures with my Hunters without them attacking me... so it seems to be working as intended.

I know the original Hidden trait was intended to function as a continuos Fog of War in the Civs borders, but though the team left the Trait in, I think they said functionality was being pushed back to Shadow(seems appropriate). So, this is kind of a temporary solution that Maniac dropped in, and I just kept it, cause That put an extra button to push on a units abilities... and I am easily distracted by shiny things like buttons :D

So, it seems like everything seems to be working fairly well at this point... except for my Disciple Upgrades. I am considering alternatives to the automatic upgrade. Maybe attach the upgrade to the Temples, and have the Disciple units have to take a turn to "train" the damage upgrade... I'll see if I can get that to work.

Cheers!
 
Hm, I just noticed I had a 100.1% chance to win.

Awesome, now I really have no chance of losing :D (I'm a bit paranoid with combat odds, losing my heroes at 99% combat odds), but it's most likely a bug.
 
got a wierd bug , seems to be link to the new victory condition

situation : 16 civ , me as sheim. map custom continent
i desactivate the total victory , only to keep conquest and religion

around turn 10 i got a message that i win a conquest victory
each time i got this again =/
i desactivate conquest and then it work fine

any idea? thanks
 
Hmm.. interesting, I'll check with Golo'waya. I know he mentioned something about Conquest victory had to over-ride the Total Victory in order for it to work properly, it sounds like its probably tied into that.

The combat chances.. .hmm... I am not sure if that is in the core, or the SDK, but I know I didn't change anything related to combat in the SDK, so I am not sure what your seeing there, were there any specific promotions involved? what where the 2 units in the combat?

Cheers!
 
Nightfoot vs Goblin (Ancient forest)
+40% Strenght (Combat 2)
+10% from ancient forest (Elven
2 First Strikes (I suppose this is a svartalar thing, seen a lot of first strikes on my units)
Shock aswell, but didn't do anything in this case.
And ofcourse, invisibility.

The goblin had +50% defense from Tile Defense (forest)
Didn't check if the gobline had any promotions which didn't take effect

And I've noticed multiple times that my Rith got attacked while he was invisible. Does the HN interfere?

Edit: Oh and, how do I get those other cottages? I can build the normal ones, but it doesn't say how to build the +food and +production ones. And, a minor bug I suppose, multiple improvement icons in the research panel have three versions:
The usual
The elven (Dwarven if mine)
TEXT_KEY_BUILD_PLANTATION_ORG

Also, what's this "A unit has become legendary" thing? Had it twice until now (at turn 113, year of orthus), I suppose it's a hero with 100exp? Altho turn 113 is a bit fast for a hero with 100 exp.
 
about bards, i made them before the new strength system was in place, so dont look at me for any weird strengths heh, also, i haven't included them in recent versions because i haven't decided how id like them with the new system.

about the Firststrike for svartalfar, ive changed them since then, im currently trying them with 1 strength switched to poison and regular firststrikes for units of tier2 or higher. not sure if im going to keep it that way tho.
 
Thats strange Gravage, I don't see anything unusual(like any of the new promotions e.g.), But as I noted early on, There may be some conflicts with the Patch D SDK and the Total Victory SDK... I am trying to check into that now.
Which other Cottages are you talking about? I didn't implement the upgrade path that Maniac had in his original Mod, and The other post dealing with That sort of improvement is something I am still considering(Credit Mr Underhill, good ideas and may make it in. I am testing some of them, and will probably code in the others to test sometime this week).

As far as that 3 TEXT_KEY_ that will probably be the Orc version of the improvement. I put a patch to fix that and the Bard Str issues in my first post. It shouldn't break anything.

Well, they are fixed up right now. I loved the idea SS, so I kept it in(for bards). It is a nice Fantasy style Buffing unit(by the time he comes in, his combat strengths aren't especially high, so I think it works nicely). I'll keep an eye on your thread to see how the new unit str. designs are going.
 
I'm probably talking about the maniac ones then yea. Even if you didn't implement em in the standard way, I can still put em on my tiles through WB, and the Wiki says they exist. And what's that legendary status thing about?
 
Hmm.. maybe we aren't talking about the same things then. I didn't even add Maniacs' to the Improvements file.

Sorry, thats in my patch notes. I set it up so that when a unit destroys a Hero, he gains the Hero promotion from him. After all, if some soldier in the cog defeats the mighty Orthus, or Valin, certianly the world would know and he would gain the fame of a hero himself. I'd like to make that message more Dynamic, and possibly add some sort of script to give such a Unit a unique random name with the Promotion.. haven't gotten that far with it yet though :)

Cheers!
 
Yea I knew people'd get the hero promotion, but I found it rather strange that there had alreday been 2 hero's at turn 113 y'know. Only guess is that Cassiel went great people crazy. And as afor the cottage; that's really awkward. I actually reinstalled FfH today, and then applied your patch..
I've prolly done something wrong. Still awkward tho.
 
Well.. I suppose I can hunt down an installer program and build it into that. It would make it easier.. I'll see what I can do.
Well, With Rith being a new early Hero, Cassiels Adventurer Hero's and Orthus... it does sound pretty wild that that many got out that early in Marathon, but not unlikely. Also, it could be that whoever took the original Hero status was killed by someone else.

Cheers!
 
Well actually, Orthus got killed around turn 116, Rith got killed at turn 200something and Branding prolly got killed before turn 113. But besides Branding there must've been another hero.. Also it was Epic, not Marathon.
 
Just started my first maxmod game. Should an elven slave (dark elf unique worker) really be able to build both elven and dwarven improvements, be faster than a normal worker, and be upgradeable to a military unit (I forget which one)? That seems like too much.

I'm not sure invisibility is working properly. I (Faeryl Viconia) have lost multiple invisible units to barbarians (regular Orc Spearmen, nothing fancy like a Giant Spider) and my units are seen when trying to move through my neighbors territory, generating the usual "are you sure you want to declare war" type message. I also plainly see the invisible promotion on all his clearly visible units (my nearest neighbor is Morgoth). Do does the hidden trait or the invisible promotion (I believe that some of his units were in the line of sight only of a captured lion, who was neither invisible or able to see invisible, iirc) also grant the ability to see invisible, or is this a bug?
 
It sounds like you downloaded before I added the fixes...(I think there was some copy-paste errors in the UnitsInfo file originally) and the Patch should fix the first issue(and the patch installer got goofed up!) If you have Broadband, you can download the whole thing again, it should include all the relevant fixes.. otherwise, the patch installer path got goofed, if you used that, check in your mods folder, there will be a lonely Assets folder, you can drag and drop that to the actual mod folder, sorry about that... I should be able to get a repaired patch installer up today.

As for the Hidden Trait. This is something I grabbed wholesale from Maniacs mod. It should give those Civs with the trait the ability to use a "spell" to become invisible. I can see that the promotion is there, but for some reason it doesn't really seem to work.
I think I may end up just taking this out, since it doesn't seem to do exactly what its supposed to, and just creates some confusion. I'll give the Svart a different trait to make up for it.

Also, About the Total Victory feature. I can't track down where that conquest bug is. I personally like the idea of it, and would like to keep it in, but if it will conflict with a lot of people's desire not to use it... I could take it out. Anyone have a particularly strong opinion on it? Just a note, Conquest will over-ride it, so if you defeat everyone before Time comes up, it should give you that victory.


Cheers!
 
The core of the hidden trait is in CvEventManager.py.

Code:
	def onBeginPlayerTurn(self, argsList):

		for pUnit in py.getUnitList():
			if pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_REVEALED')):
				pUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_HIDDEN'), True)
				pUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_REVEALED'), False)

	def onCombatResult(self, argsList):

		if pWinner.isHasPromotion(gc.getInfoTypeForString('PROMOTION_INVISIBLE2')):
			pWinner.setHasPromotion(gc.getInfoTypeForString('PROMOTION_INVISIBLE2'), False)
			pWinner.setHasPromotion(gc.getInfoTypeForString('PROMOTION_HIDDEN'), False)
			pWinner.setHasPromotion(gc.getInfoTypeForString('PROMOTION_REVEALED'), True)

	def onUnitMove(self, argsList):

		pUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_INVISIBLE2'), False)
		if pPlot.isOwned():
			if (pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_HIDDEN')) and pPlot.getOwner() == pUnit.getOwner()):
				bValid = True
				if pPlayer.isHuman() == False:
					if (pPlot.getImprovementType() == gc.getInfoTypeForString('IMPROVEMENT_FORT') or pPlot.isCity()):
						bValid = False
				if bValid == True:
					pUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_INVISIBLE2'), True)

	def onUnitCreated(self, argsList):

		if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_HIDDEN')):
			unit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_HIDDEN'), True)
 
Thanks Maniac.

I really like the idea of of this trait and your implimentation( at least until Kaels ultimate vision of it is complete). I just checked, and for some reason, a lot of the code you jsut put up isn't in your python file for ver11 of your mod.
That could definitely be why it didn't seem to be working properly. Not really sure what happened there.

alright, going to get this fixed up and back in, I will just be redefining patch 3.
 
I like the notes, I'm unsure if I will be able to run it though. In fact, it would be really nice if modders out there include the version of FFH their mods are currently supporting.

edit: Giant Spiders can NOT see the invisible. They can see hidden animals. This means they can't see hidden svartalfar units, and the same goes with regular recon units.

edit2: Maniac, from your code I undestand that the AI will "reveal" the unit if it's defending a city or a fort right ?
 
Hmm.. sorry, I though it was implied by the 21d in my mod title.

For future references, I will be using that sort of code for all upcoming versions... e.g. when the release version .22 my mod title will show :
FfHMax Mod 22
FfH patches are done by letter, and mine by a period following a patch number... So, currently, the main download shows FfH version 21, patch D, Maxmod Patch 2.

Sound good?

Cheers!
 
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