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CitystyleModMod for FFH

Discussion in 'FfH2 Modmods, Scenarios, and Maps' started by Freya, Aug 27, 2009.

  1. bread smith

    bread smith Chieftain

    Joined:
    Sep 3, 2008
    Messages:
    67
    Thanks!

    So it will be downloaded immediately...
     
  2. Ahwaric

    Ahwaric Shrubbery-hugger

    Joined:
    Nov 12, 2005
    Messages:
    1,217
    Location:
    Kraków, Poland
    Nice work! And a lot of it it seems...

    I hope you do not mind if I use some of these in Orbis? :)
     
  3. Freya

    Freya Queen of Lurkers

    Joined:
    Jun 11, 2008
    Messages:
    84
    Location:
    Too close to the polar circle
    Of course not, use as much as you wan't of it but please credit me for the art. :)
     
  4. dyx

    dyx Chieftain

    Joined:
    Mar 15, 2009
    Messages:
    87
    That's very beautiful, good work!
    Too bad I'm also playing FF... I'll download this anyways, just in case I want to play vanilla FFH.:p
     
  5. ADHansa

    ADHansa Warlord

    Joined:
    Jan 26, 2006
    Messages:
    153
    This is awesome, it really give flavour to the improvements. If i get bored of a start i can't help myself to go to the worldbuilder and take a peek at the nations. Even the farmers and miners live in correct buildings.
    I especially like the coulourful tents of balseraphs, the treehouse of the elves, the forthouses of the banners and roundhouses of the hippos. This is top score.
     
  6. Sephi

    Sephi Deity

    Joined:
    Jan 25, 2009
    Messages:
    2,941
    I get a Memory Allocation Error using your mod when I load a savegame. If I replace your modified files with base FFH files I can load the game just fine. Maybe my system can't handle your mod. Here is the lsystem log from the last element before the crash
    Code:
    doLayout for:
      goal:IMPROVEMENT_PLANTATION	
    DFS for node BLeaf_3x2 artref IMPROVEMENT_PLANTATION
     Visiting node PLOT_ROOT
      DoFinalizeProduction WaterWorkedProd failed
      DoFinalizeProduction WaterWorkedProd failed
      DoFinalizeProduction LandImprovementProd failed
      DoFinalizeProduction LandImprovementProd failed
      DoFinalizeProduction WaterWorkedProd failed
      DoFinalizeProduction WaterWorkedProd failed
      DoFinalizeProduction WaterWorkedProd failed
      DoFinalizeProduction of node's production #1 failed
      DoFinalizeProduction WaterImprovementProd failed
      DoFinalizeProduction LandImprovementProd failed
      Exploring node production #0
       Visiting node Node_12x12
        Exploring node production #4
         Visiting node Node_2x1
          Visit failed: ShouldExploreNode returned false
         Visiting node Node_4x4
          Exploring node production #4
           Visiting node Node_4x2
            Exploring production P4x2_E
             Visiting node Node_2x1
              Visit failed: ShouldExploreNode returned false
             Visiting node Node_3x2
              Exploring node production #0
               Visiting node BLeaf_3x2
    
     
  7. Freya

    Freya Queen of Lurkers

    Joined:
    Jun 11, 2008
    Messages:
    84
    Location:
    Too close to the polar circle
    Thats curious...the mod actually doesn't replace any of the plantation graphics, do you add a lot of new graphics in your mod? I ask since memory allocation errors can occur with too much graphics for the comp to handle (so i've heard).
     
  8. esvath

    esvath Apprentice of Erebus

    Joined:
    Mar 27, 2008
    Messages:
    1,403
    Yippie, yeee!

    Do you mind if I use the graphic for my modmod(mod?) Amurites +?

    Did you just change the xml(s) for artstyledef or do you change phyton and dll also?

    Thanks and what a great work!

    :goodjob:
     
  9. Freya

    Freya Queen of Lurkers

    Joined:
    Jun 11, 2008
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    Location:
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    I do not mind of course...
    I only changed the xml files (artdefines and LSystem)
     
  10. Serastrasz

    Serastrasz Chieftain

    Joined:
    Apr 8, 2008
    Messages:
    74
    Hello, I really enjoy this mod mod, but last time I played as calabim, there was a little bug. I build Palisades but they were not shown, instead there only was a red line on the ground, where the palisades should have been. In other civs, like bannor or elohim palisades were shown correctly.

    Is there way to solve that problem?

    I´m playing ffh2 0.41g
     
  11. esvath

    esvath Apprentice of Erebus

    Joined:
    Mar 27, 2008
    Messages:
    1,403
    Hi, I have played with your cityset and it was very beautiful! Congratulations on your good work!

    Me think it is more appropriate if Khazad's city artstyle is swapped with Luchuirp's. I think that Khazad is the one more into bronze. Furthermore, in my modmod, Khazad got Dwarven Mine improvement (courtesy of Valkrionn). Its graphic is the same with (current) Luchuirp art style :D
     
  12. razzach

    razzach Warlord

    Joined:
    Mar 14, 2009
    Messages:
    125
    Just played your city styles through Orbis and it was beautiful!
    I'm playing Orbis now with your City Styles (usually plays FF).
    Great Job!
     
  13. Freya

    Freya Queen of Lurkers

    Joined:
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    Messages:
    84
    Location:
    Too close to the polar circle
    Thanks guys for the critique and help with bughunt!
    As for the dwarven mine, i really have to take a look at that, sounds intereting..

    At the moment i really have a lot going on IRL (moving to another city and starting a new job and stuff) so at the moment i don't have much time for modding, but when I do again i will certainly take a look at the stuff reported and upgrade the mod.

    Things i will look into is a possible convertion for FF, i will try to fix the calabim palisade bug (which i was able to reproduce) and i will upload an optimized version of the mod for better performance...thanks for your patience :)
     
  14. Serastrasz

    Serastrasz Chieftain

    Joined:
    Apr 8, 2008
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    74
    My citys in which i saw the bug, were built on hills. maybe this problem is connected with the size of the city an the built buildings, because many turns later, when the city grew bigger, the bug disapeared.
     
  15. Freya

    Freya Queen of Lurkers

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    Weird, i have to look into that once i got time, thanks for reporting!
     

    Attached Files:

  16. Lone Wolf

    Lone Wolf Deity

    Joined:
    Dec 4, 2006
    Messages:
    9,908
    I think the current styles are fine. The Luchuirp had been decsribed as more steampunkish of the two.
     
  17. Tholal

    Tholal Emperor

    Joined:
    May 19, 2009
    Messages:
    1,676
    Awesome job and great work!

    However, one thing bothers me. The towers with the lights shining out of the windows look really strange at medium distance (which is how they are seen most of the time). It doesn't look like a tower with lights shining out of the windows. The lights look like exceptionally long awnings or some sort of weird flower architecture. I think that pulling back the light beam a bit and making it more of a window glowing rather than a beam effect would look better.
     
  18. Deon

    Deon Lt. of Mordor

    Joined:
    Jan 13, 2008
    Messages:
    2,956
    Location:
    St.Petersburg, Russian Federation
    Critisizm first: Blurred light rays from towers look better, at first they looked too out-of-place, with "after" it's quite nice, although I could prefer a version without the rays.
    Also I don't like oversized cauldrons in orc cityset. It's too cartoonish.

    Praise: Everything except the two points above is terrific and great! I really appreciate your skills and time put into it; great job :D.
     
  19. Freya

    Freya Queen of Lurkers

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    Thank you for the feedback, once i got time for some modding again i update the amurite cityset with towers with more blurred lights and include them in the next version!
     
  20. Verdian

    Verdian King

    Joined:
    Aug 19, 2006
    Messages:
    654
    Wow, I just played for the first time with this, as the Ljosalfar. Really well done, I loved how it looked. The other civs always looked distinct and amazing. Thanks for making this. I am going to have to agree that the light rays from the towers look a bit off, though. When I first saw the Malakim, I thought they were pinwheels or giant windmills.

    Keep up the great work!
     

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