Blaze's FfH MaxMod

I think I see what your saying snarko. Honestly, I am a hell of a tinkerer with debugging, up to and including modifying the hell out of existing code... but I'm still not very confident in my understanding of how some functions are called, and what requires returns and so forth.. I'm just a baby at py when it comes to new developments. I guess I am trying to expand, so just wondered if there might be any specific pitfalls to using functions like that.. I think trial and error(and borrow code like a pirate) will be my best tutor. I won't be shy about asking specific questions if they come up in this process.

Cheers!
 
Well, I thought I would come back in and leave note here. I have been off for a while, that crazy, real life thing started hammering at me and its been a while since I've had some time(truthfully don't have tons of it now)... So, BtS is out and has a ton of stuff I have been adding in to my mod, Modular XML, Improvements outside borders, some major Fort improvements(most of which we all wanted but I certainly didn't have a chance in hell to code)...
That said, FfH is going to BtS, but it looks like it might be a while before its rolling in full featured way, and 23c seems to be the last stable "Vanilla" FfH version, I am going to work this week on getting things set and released for that version(though I will probably leave out some features to preserve time, like Modular Loading), then we'll be set for a while( and the BtS release should me much less work in the future!).
Updates coming!

Cheers!
 
Just wanted to add a quick update when I had a minute. I should be putting up the Major download shortly. I have most things tested out and they all seem to be working. I imagine there will be some bug updates, but it seems like most things have been sorted out.

Couple of big changes here though fyi :
I had to disable Maniac's Hidden Trait code. It was conflicting with the Fort code (something to do with some new logic that happened between 21 and 23, not sure exactly what though!). I figured since the next version of FfH for BtS will be leaving out the Hidden trait, I might as well get on the bandwagon early.
Also, I added in Moctezuma's Influence Driven Wars and Rogerbacon's Kill List. I wanted to get Smarter Orcs in, but those fantastic crazy coders working on that haven't gotten it up to 23 yet (and I am pretty sure Kael and team made some significant changes in the sdk between 22 and 23, so I am not going to mess with it!). I'll probably add it into a patch when the finalize that.

there are other minor changes made to work with the newer code, but I'll be posting the changelog this evening for sure to give you all a preview.

Cheers!
 
I've just recent got into the FFH mod and wow.. Can't wait til this update comes out. I've gotten so addicted to this game. Any ETA on when this update will hit here?
 
I am just waiting for the website I am storing this at to "approve" it and put it out live, then I can update the links, should be sometime today.

As for a Readme... not really. There is a changelog in the second post, which covers the changes from what you would normally see in Fall from Heaven 2.
The larger changes, like including Maniac's Modmod and SureShot's Modmod, are mentioned in the first post, along with some mechanics changes(That reminds me I added a couple more this last patch and should note that).

Anyway, The basis of this mod was just to throw together the most popular modmods, which I found surprisingly didn't step on each other! SureShot and Maniac made the 2 by far most popular mods for FfH, but made very few of the same changes/adds. So I put them together... then decided it would be nice to build forts outside borders, then thought about how nice it would be if forts did something more(than even what Maniac envisioned)... and so on... it built itself. It is NOT balanced in any way. Its a fast paced, high magic mod... I doubt the AI can handle a lot of the changes, though I have still had some tough upper level games, because they do take advantage of more than you'd think!

Anyway, at some point... I think it was that I was one of the few tackling the SDK changes that were being made(by that, I don't mean writing anything! I just mean integrating other popular SDK functions being designed in the larger Civ4 community)... I decided to share that work with everyone (which reminds me, I need to post my SDK changes too).

Thats the run down... hope you enjoy it!

Cheers!
 
Link for 23c doesn't work. :-( It says "We're sorry, but the file or directory you requested could not be found."
 
Wow! I can hardly wait. This is the best mod ever.

Just one small question: what was the thinking in making roads take 4 turns to build?
 
Yeah, I am still waiting approval, I did note that it may not be available yet, sorry about that, I'll post here when I get notification its ready to download.

Don't remember the roads issue.. something that Maniac added in if I recall correctly, just not sure if I remember all the reasons, but it seems okay to me.

Cheers!
 
Sorry, didn't notice that off the start......... My bad.. I'll am eagerly awaiting this mod to the mod. lol
 
Link is now active!

Feel free to download away.. and good luck!

Cheers!
 
BUG FOUND!

I have found a problem with this mod. With any of the Civ's that have the Adaptive trait, if you don't set the game for the Total Victory condition, it doesn't prompt you to change your trait. I played over 150 turns without the Total Victory condition checked, and it never asked me to choose a trait at all. I did this with the Sval(dark elves). I thought it might just be them. But, I started a new game with the dark elves again, with the Total Victory condition, and after 7 turns, it prompts me for my first choice. So.. I went back and loaded up the same map again, and this time unchecked the Total Victory condition. I got to about 50 turns and quit the game since it NEVER asked me for a trait. I tried this over and over again with every Civ that uses the Adaptive trait, and the ONLY way that you get prompted, is with the Total Victory condition checked. Is this suppose to be this way? I didn't want the Total Victory condition, but it was annoying to play that long and it never getting a chance for another trait. Just thought I'd give ya feedback.


Edit: I've now played a game well into 300 turns, with the Total Victory condition on, and it's prompting me every 100 or so turns like it's suppose to. But still won't if I don't pick the Total Victory condition.
 
1st: You mentioned that Hidden Nationality was disable, but I have units that are using it. Rith has Hidden Nationality, and all the baby spiders I'm forming have it too. Am I understanding you right where it shouldn't be there at all? Or is it that they still show up as it, but the units don't perceive it as hidden?

2nd: The Raider King in the Civiopedia, when you look under Hero's he's there. Then you click on him to read about it, then when you hit back, it takes you to the units and not the heros. And when I was reading about him, the txt is just like the regular mounted units. Is that suppose to be that way?

3rd: No Civpedia entry for Lich King. Is that entended? I don't think there's one for the Shadow wolf either, but I'll have to double check that.

edit: Shadow Wolf is in there.
4th: Is Rith suppose to top out on Exp at 100? He won't gain anymore, no matter what I kill, no matter what form he's in.

That's all for now. lol... just been playing the heck out of this.. Great job though BTW.
 
2 More issuses.

1st: The button for the spell, Raise Earth, is all pink. Just a pink button.

2nd: The Bard's head is all Pink.
 
Htaed, Thanks for getting so involved so quickly.
I think there are 2 things here that got confused(even by me early on), Hidden Nationality vs Hidden Trait Civs. Hidden Nationality is a seperate thing, Pirates, animals, and obviously certain units are of this type. What I disabled was the Hidden Trait for Civs. which behaved differently altogether than Hidden Nationality.

Civpedia enteries were never something I put a very high priority on. The Lich king is a unique spawn, so is basically just a lich(which is in the Civpedia) spawned as a hero by a special wonder. The Raider king, yeah, again, never been a high priority, the description for him in the CivP isn't great, but his stats and requirements should be correct in there, thats the only thing that ever really concerned me.. if you feel its critical, we can work on those entries, but I hold on to the FfH team philosophy on it... this is ultimately a beta game.. not complete, lots of work to do no matter how great it looks.

The 100 xp thing is Civ limit, generally. Fighting Animals or Barbs will limit your experience to 100, except for Civs with the Trait Raider, which gives 1 xp regardless, if you want to go high than 100, you have to engage with other Civ's units.

Checking the Button and head issues now.

Cheers!
 
Double post
 
What about the issuse where the adaptive won't work unless you have the Total Victory enabled?

Thanks for answering my questions. I appreciate you not making me feel like a total idiot and answering things I should already know. Thanks.
 
Everything is running smoothly, but I think the tech leak may be set too high. I remember playing with it in the past, and it was a minor leak. Now, I am getting 30-45 points a turn on multiple techs. By the time I get to even middle range techs like necromancy, it researches in one turn with all the bulbs filled.
 
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