Blaze's FfH MaxMod

I was getting server not found. It's working now!

IIRC, 7 is installed over 6 right?

Will it break v6 saves?

Edit: Also I noticed if I use the excel file to modify buildings, I get an buildinginfos.xml error regarding the three buildings added by this mod when starting a new game. Great zoo, great hunt and I think twisted lab.
 
Not sure if revision 7 will break 6 games or not. I don't think it should, but sometimes the strangest things I think won't will, and other things I think should don't.
In anycase, yes, the FfH Editor spreadsheet really isn't compatible with this mod(or any probably). I guess I could make it functional... I tend to edit the XML files directly, since some of the changes are taken directly form other modders, its just easier than doing it all manual by the Editor file.
Would that be a desirable thing to add to the next version? A compatible Editor file?

Cheers!
 
A compatible editor excel file would be appreciated. It would also be nice if your patches applied changes to a file under a different name (like BlazeMaxMod FfH .22) so that we could run both versions on the same computer more easily.
 
Okay, I'll get the Editor worked out for the 22 release. Here is the thing about the installation... early on I was releasing this as a zipped folder that you could drag and drop to the correct folder, but there was a couple of comments about the difficutly of it.. so I created a standard installer.
Can only please some of the people some of the time and all that.

Cheers!
 
I posted this in the bug thread but now think it might be an issue with this mod.

Playing Svartalfar with Leaves as my religion, converted to Runes to change my alignment to neutral, but could not build druids- which should only require neutral. Or are they just not available to Svartalfar? Also, I think (could just be bad memory) Yvain was available to build after converting to Runes.
 
That's the only thing that makes sense. Especially given that it is a normally unplayable race- it wouldn't be common knowledge.
 
I think that both Calabim and Svaltafar had Druids in normal FfH (the default druids, nothing unique), but that they were removed in Sureshot's mod, and those based on it. Calabim certainly weren't unplayable.
 
Hey guys, just wanted to check in on this. I took a look at the CivInfos file, and found that there did not seem to be any restriction for the Svart to having druids. The Calabim do in fact not have access to Druids, and that is a standard ffh thing.
I believe I saw bug reporting that there is a a bug in standard regarding alignments switching, but some of the requirement based stuff still not being accessable.
 
Kael replied back that he was unable to re-produce the alignment bug.
 
Interesting. Well, I just ran a quick test with a fresh install of version f and had access to Druids as the Svart.

I am pretty sure I hadn't changed much with the Druids and how they work... Not sure if there might have been a bug in an earlier revision, but the last release I am not seeing that issue. With Yvain, same thing, wasn't able to reproduce your error.

Sorry I couldn't be more helpful on this one. Guess I can't reproduce that error either... but since your not the only one who has witnessed such oddities, there must be something to it.

Cheers!
 
Okay, I just got back from a bit of a vacation.. I am downloading 22 now.

It looks like there were a hoard of changes in this version, so I'm going to have to review everything In significant detail... there will probably be features of this mod that get removed, hopefully some added(as has been discussed in this thread).. but those depend on how the changes the big Team effect the overall game play.

Will keep you updated as I can.

Cheers!
 
riteous cause is really unbalenced. it seems like when you changed it you did not know what it does. it gives a cusader for ever unhapyness POINT not citizens sso now you sommon about 30 pemanent crusaders every turn
 
Kenken, I am pretty sure I haven't changed anything in regards to Righteous Cause. If I understand the way the Civ core treats an event like one you are talking about, it would have to be done in the Python Code.. and I am very certain I did not do anything to Python regarding Crusaders.

Regardless, I'm hoping to have an updated version that will be compatible with FfH .22... end of the week.

Cheers!
 
Just wanted to give you all an update.

I have the SDK mods in and I haven't hit any errors yet... so that seems good. A note on that, I implemented Impaler's Modular XML Loading mod this round. Most of you will only notice a small increase in load times the first time(or any time changes are made to any of the XML files) it runs during the XML file caching. It will also make the Excel Editor a pain to get compatible, since certain entities will be going to new files... but I haven't dug into that yet.
This is cool stuff though. Once I got the extra mod stuff into new files, it has been really nice to troubleshoot, and make addition/ adjustments.
ALSO! for those interested in modding stuff... The Modular XML extends to the Formations file! This is going to make adding new unit art realllly nice.

Okay, enough babbling about that. I am just finishing some testing on the XML stuff to make sure everything is working as expected, and then I can get into the Python stuff.. the really fun stuff... *coughs*

Cheers!
 
hmm.. kind of.. I'm have some internal issues. I found that for some reason, The Promotions file was having some issues, actually causing SDK exceptions. So I Combined that, was tested good.. then all of the sudden crashed with no exception errors.. and since then it locks up as soon as the AI has to make a desicion about moving(exploration, automated workers, etc)... its really weird, since I don't see why it would do that after having tested good... even if I start a new game now it bombs like that.. so.. I hit a stumbling block.
I think I am going to have to rework it from the ground up and go a little slower on the Py merges to see where the problem is originating from.
Plus, I am pretty sure the last Patch included some SDK code changes.. so I'd have to rework that anyway... quite a mess!

Good news is, that because of the XML Loader mod, once I get the SDK stuff redone, 90% of the XML work is just dropping the new files in and go. :)

Does anyone know if I could build an "altCustomFunctions" Py file? I was thinking of building one with all the various modded functions built in .. then just import the new file to the various ffh files, and call the functions from under the correct definitions.. then I would only have to add a few lines to any patched py files. I'm pretty sure it would work well with most of the files, but not entirely sure about FfHSpells... Any thoughts from the big brains on that?

Cheers!
 
I haven't had much time to test lately, other things eating up my time.

As I mentioned in my last post, it seemed to be working very well(other than the Promotions file, despite it is listed as a compatible file)... until I ran into this odd lock up error I am seeing... I think it must be related to something I did in Py though, because before I started working on those files everything was working great.
I think some of the most exciting things about it are the Formations file(which is a mess if you are adding units!), and the fact that any mod_*.xml will "overwrite: existing entries.. so if you want to change a unit or building, you can do it in your file, leave the original as is, and your copy shows up in game(no double entry errors and such).
Anyway, It looks like Kael updated the SDK in the latest patch, and I am waiting for him to put up the Source before moving forward... It seems like after the next patch or two, it will be a couple of months before the next release with BtS is coming, so I thought I'd wait until there was a solid version for a bit(plus that helps me with my various time crunches :) ).
I think when the new Source comes out.. I'll go ahead and post a separate Download with the source and a compiled SDK/dll in it with just the XML loader in it.. maybe throw in a couple "blank" xmls(like Formations, which really sucks to build initially).
I'm keeping my eye out for the final updates... say, has anyone thought about my Python thoughts? This XML loader thing has really got me thinking about modularizing as much as I can.

Cheers!
 
You should have no trouble adding new python files. I don't see why FFHSpells would be any different. If it requires that something is returned and your code handle it just use "return altCustomFunctions.somefunction(args)". Or save what your function return in a variable and return that.

Or is it something else you think might make that particular file difficult?
 
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