Blaze's FfH MaxMod

hey, great mod mod for a great mod, been enjoying it quite a lot

one problem I'm having now though is I have been trying to play the Svartalfar and they just seem to have a far tougher time than the other civilizations early game with the weaker starting units, the first strike bonus just can't cut it early with numbers that low it seems, and thats when its hardest to rush for a stronger unit

I also wonder why the "nighthand" (warrior equiv for Svartalfar) lacks a city defense bonus? I understand they are dark elves, but i believe all the other races starting defender has city defense bonus

I do confess I am using one other slight game mod besides the blaze mega mod that is a factor, the increase of all units hpx10 and increased healing rate to try and avoid those odd 19str vs 2 loss's, this does have a negative impact on first strikes usefulness obviously though

i am playing on emperor difficulty, and i just lost a very good fight vs orthus around turn 80...well not necessarily him alone, i killed him during the onslaught, but he brought a lot of friends, orcs, skeles, the works

the weaker nighthands faired poorly to say the least, I had a mass of them and started craking out 2 more every 3 turns at home alone, but only about half the time on defence or offense would i kill an orc, and it would take a minimum of 2 to kill every skele, and orthus killed about 5 before i brought him down (shortly after losing the lovely new weak hero i couldn't protect)
 
Sorry Ace! That issue was raised to me and I haven't had time to get a patch up. My computer blew up and I am on my spare while rebuilding (er, didn't literally blow up, just reached critical frag levels).

I really will try and get some updates done asap.

Cheers!
 
I hate to keep harping on this, but I have still not seen an action for building a Terrace and still have not had a Blooded Werewolf promoted. After I finish my current game, I will do a fresh install and see if these problems persist. Maybe you could look at these when you get around to the next update.

I'm also seeing some peculiar behavior with Adaptive leaders. They are not prompted to set or change Traits ... but occasionally they get an extra one at startup! (Maybe I should not be reporting this. Heh, heh.)
 
no prob Blaze, take your time, we should be just glad we got people like you in the moding community

now i have another date with orthus to sort things out for last time >=}
 
Hiya Charles, I did send a PM back to you regarding the Terrace issue, and thought that I had posted on it some time ago in this thread as well, but I'll be happy to reiterate for you.
At this time the Terrace in my mod is really only a different name for a farm, and only dwarves can use them. In fact, the Icon to build terraces look just like the farm icon, and if you are playing with a Dwarven worker (can't recall but I think I set it for Mud Golems too), then when you go to build a farm.. you'll see the mouse-over name for that icon says Terrace... thats it, its just a rename for dwarven farms right now and has no other purpose, just sort of a placeholder.

I hadn't noticed particular behavior with wolves, but hadn't tested them in a while either, will do so when I get reinstalled. Same goes for adaptive leaders, should be operating fine. I think I set Morgoth and Faeryl to adaptive to make up for their hidden trait, and there was a bug in the revision before the one currently posted because of a line error in python (adaptive leaders have to have some python lines built to set what their permanent trait is).

Cheers!
 
@ Blaze - i can vouch that Faeryl has adaptive although Morgoth looks unplayable still (probably just as well since hes still pretty basic, not very distinct as a civ yet other than backround)

also, not to add too your plate, but just a few things i noticed when you decide to make some more modifications

the only major thing that comes to mind is it seems all the cities the Kuriotates take stay cities beyond their map cap for them (5 on huge, 4 large, etc), they also fully use the sprawling trait too and it also doesn't ask if you want these newly conquered cities to convert to settlements (meaning if the cap was in place you might be forced to raze a city you would like to keep as a settlement)

not sure if this is intended or not, as i never played them until recently, and know what the ffh wiki says they should be, but i kinda stopped the game with them about 300 turns in since it was feeling kinda easy on monarch

minor things i noticed that might warrant a change
the Doviello leader Mahalla could possibly use a starting tech, he doesn't have peace with the barbs like the other leaders lacking a starting tech so he could use a bump maybe , i have yet to play a game with him though so this is just speculation
 
OK, you can indeed build a Dwarven Terrace, but only on a resource. Is that what you had in mind? As is, Dwarves are going to have a hard time feeding themselves since they cannot build regular Farms (or Dwarven Farms). Their only hope is to build Cottages on Grassland next to a river, which will then yield 3 food, or to find some seafood. Eventually a Dwarven Mine will become a Metropolis and provide an extra food, but that takes an awful long time.

So however you do it, please give Dwarves a way to grow some food!

EDIT: After a little cut and paste, I have Dwarven Terraces working now on squares without resources. No luck with Dwarven Farms since I don't know how to add the icon.


Cheers!
 
Okay, finally got some work done here. My System finally shuddered to a stall and I had to rebuild, no biggie, but it gave me a chance to test some things, as I decided to at least rebuild the SDK and include the latest build of Smarter Orcs!
- I'll be adding these to the change logs, but quick notes on things changed:
Removed Total Victory( until it can get sorted out, probably not going back into a pre BtS build).
Dwarven Terraces now behave more like traditional farms.
Doviello leaders Traits updated to match their Barbarian ancestry
Svart and Vamp UUs Combats updated to match 23 standards(Sorry I kept missing that early on!)

I am still testing to verify some of the other bugs reported since Ver 4 (mostly art and TXT stuff, so nothing too detrimental).

Should be ready by early next week, and my guess is that the first official release for BtS will be out, and I'll probably be moving on to that model (can do more with Forts, Outside Borders built in, Modular XML built in, etc)...

I'll keep you all up to date on when the patch will be available to download!

Ohh, quick notes, I did change the Sprawling code so you will get more cities on Large and Huge maps(it is not just an addition, but a small multiplier now, I think it is 7 on Huge and 5 on Large maps now, 4 Std, and 2 on Small), and the choice to select City or Settlement when taking an enemy city is built into FfH. Kael and team decision, something about OOS issues in MP(there was a build some time back that allowed it, but it got nixed pretty quickly)... might be worth trying to add back in sometime in the future.

Cheers!
 
I'm still hoping that Sprawling gets changed so that there is no limit on the number of city hubs, but so that their price quickly increases (perhaps exponentially) based on the number currently owned (map size and perhaps difficulty level would also be factors). Then, all cities would start as settlements (thus avoiding the OOS), but you could turn a few of them into hubs fairly early. It would also be nice if the trait made settlers cheaper, since they can't build real cities anymore. This implementation seems to fit the description of "Sprawling" better. (Maybe if you go ahead and get it working we can convince Kael to use this in Shadow, since he hasn't written the sprawling mechanic for BtS yet anyway)
 
Hmm... I don't now if this is just me :confused: , but the "Raider King" has two right arms
and no left arm? :crazyeye:
And there is no "religious" music, just vanilla music.

Cheers! :goodjob:
 
Howdy, To address comments/issues really quick.
Magister, I agree with you, I think that your type of mechanic would be far superior, just not sure if I know enough to get it done(I suspect not, but I suppose I could learn, and will if no one else picks it up)... but certainly it seems like something that will wait either way until BtS is in a more stable release.

Locust, Unit art is getting to be increasingly a pain, as I no nothing about 3d creation or editing... I can point xml and python code to valid image files, but if there is something broken with the image file.. I'm stuck (hence hoping someone will come up with animation for the White Rabbit). I do know enough to know that attaching arms to a unit is done in a specific mesh file (nif files I think)... so not something I can fix with a coding change sorry to say. I also haven't changed any of the music files, so I am not sure about that...

that all said, I am trying to get Smarter Orcs in as you all know, and it seems to be coming along, but a couple significant bugs are mocking me, so I am not up to releasing until I know it is more or less functional. I will get a 23c version out, in case some folks just don't have the will/money to follow to BtS... problem has been with time.. be more than happy if someone fixes any of this art goofiness(things outside my realm of tinkering skill) and can pm or email me the fix, I'll try and get a separate patch up for fixes like that, for QoL/Annoying Stuff, just to keep things happy while I work on the Major features stuff.
Thanks for the patience and support all!

Cheers!
 
The "Raider King", (and "Nomadic Raider") was easy.

Just changed
<KFM>Art/Units/knight/knight.kfm</KFM> to
<KFM>Art/Units/Unique/Persia/immortal/PersianImmortal.kfm</KFM> in the
ART_DEF_UNIT_RAIDER xml.
Then put an "l" in PersianImmortal.nif .

Is going to look at the music problem now.
Maybe it's just my heavily modded MaxMod that behaves like this?

Cheers! :goodjob:
 
Good catch Locust! I'm surprised it worked at all with the nif wrong! Learn something new every day.

Thanks for the help, I'll make sure it goes into my build.

Cheers!
 
More bugs...

Shrine of Sirona is a One Use Only Wonder?

And this is confusing :crazyeye: I play as Ljosalfar with Fellowship religion, founded by me. I get the Ancient trees, but :eek: the Spirit Node I just builded is no FOL node. It is just an "I have no religion" node. I think this and the music problem is connected.

Investigation will continue tomorrow.

Cheers! :goodjob:
 
Yeah, thats strange, it's like you are missing an art file, or a python file (I think the religion/art switching is a python event). You might try to re-install. The Shrine only works once per turn. So If you use it, it should not show up again until the following turn.

Cheers!
 
Hmm... I try reinstalling then. But should not the game tell me if something is missing?


Ok... Reinstalled FFH2 0.23, Media and patch c. Reinstalled MaxMod and patch. Now everything is working!! :D

Now I just have to add all my own moddings... :cry: :crazyeye:
 
I've been enjoying using Smarter Orcs since the moment I downloaded FfH. If I combine your mod in with Smarter Orcs mod will there be any conflictions due to all the additional units and tech changes you've done?
 
Trying to DL mod from 3d games site, but when I click the DL Link it just reloads the same page.

Any mirrors available or fixes?

Using IE7 with pop-ups allowed
 
Just checked, seemed okay.. it opens a pop up that says I am in the download queue, wait 12 minutes. Maybe your pop-up is coming up behind your active window?
 
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