Denev's advanced rules mod

Howdy Denev,

A quick question: Is this the modcomp that allows a city with very large hammer output to produce more than one unit/turn if the hammer overflow is sufficient?

No, that one is here: http://forums.civfanatics.com/showthread.php?t=326545

It is already part of Wild Mana, and will be part of RifE... kinda.

I personally feel it is too strong for some civs (D'tesh, Infernal, Scion, etc), so I've tied it to a trait; Certain civs will have that trait.
 
Damn this looks awesome Denev, can't believe I didn't notice until now. Can't wait to try it out tonight.
 
Are the modmods cumulative with the version patches?

In other words, does the "patch n" mod include the bugfix patch done for "patch m?"
 
Textual bug, not sure if its in base FFH2 or just this.

Found Temple of the Empyrrean spell states that it can only be cast by a Luridus, when it can only be cast by a Vicar. No issues in casting it however.
 
Are the modmods cumulative with the version patches?

In other words, does the "patch n" mod include the bugfix patch done for "patch m?"

Yea, ver0.07(for "patch n") includes all my modifications.


Textual bug, not sure if its in base FFH2 or just this.

Found Temple of the Empyrrean spell states that it can only be cast by a Luridus, when it can only be cast by a Vicar. No issues in casting it however.

Thanks for good reporting!
I will fix it at my next version.
 
I suppose I'll let you know about my last few games.

It appears that the altered AI has been neutered completely. I've been trying to have a successful game on Diety and got completely owned every single time (How the hell Decius can support 60+ Vet Chariots is beyond me). So I dropped the difficulty to Immortal and installed this mod into my singleplayer install, and now the AI appear to be no threat at all.

Raging barbs has been on, so I've been inundated with a plague of Lizardmen (barb world is on and every barb city (including new ones) starts with 4 of them) but they are not a threat at all. They never attack cities and units can walk right past them without being hit. This actually happens with all AI units. Scouts last much longer as barbs seem to walk right past. Last night I emptied a city to kill off some rogue Clan units sitting outside my borders without realising that an enemy Amurite hunter could take the city next turn. Instead he buggered around in the hills.

Half the AI declaring war don't actually send any units to attack me. They used to move a stack close and then attack, but I keep getting war declarations and never seeing an enemy unit. And then when they do attack, the stacks are pitiful. Last night Rohanna sent 6 Chariots and 2 Catapults to attack a city with 20+ Swordsmen. Needless to say, they got slaughtered. I've had Keelyn as a neighbour in 2 games now, and her war stacks are either a half dozen badly mutated losers or a single Mage randomly spawning puppets.

The only stack that could have actually beaten me was a Khazad stack in my first game. It was as small as the others, but 8 highly promoted Iron SoK's (3 were level 6+) are nothing to sneeze at, and they were soon joined by Bambur. They could have taken and held 2 of my cities (one of which was the Empy Holy city which seemed to be everyones target). Instead they sat outside the city on a forested hill and did nothing. A sacrificial pawn lured them into attacking on a floodplain and my reinforcements quickly dealt with them. I lost alot of units, but nothing significant, whereas he lost some seriously good units.

They aren't a threat anymore. Latest game as Malakim I've got a heap of floodplains and I've just managed to get the tech and score lead. Half of the world is at war with me, but they are no longer a threat, at all. And once I got Chalid up and running, resistance is futile. I can take any city with a half-dozen units. You could do this with the old AI, but it was dangerous since you never knew when 90 Horse Archers would show up and suicide themselves until victory was theirs.
 
I have an issue with the "Spell Interrupt Unit Cycling" modcomp.
In a network game if Player A casts a spell then the selection of Player B gets updated as well (which can mean that the current unit is loosing it's focus.

I think that adding "if (IsSelected())" to the Spell Interrupt Unit Cycling code in CvUnit::cast will fix it (the BTS code in CvUnit::kill uses the same if check). What do you think?
 
Azhral, thanks for playing and detailed report.
I'm checking my AI behavior.

I think that adding "if (IsSelected())" to the Spell Interrupt Unit Cycling code in CvUnit::cast will fix it (the BTS code in CvUnit::kill uses the same if check). What do you think?

I have no idea about multiplayer game.
But if simultaneous turn system doesn't treat an active player as singleplayer game and causes this bug, your amendment is very cool.
I think that I will steal your amendment after reviewing my code. :goodjob:
 
I have tested it and it works fine in MP now. However you need to add a isDeathDelayed() check before the isSelected() or it will randomly produce crashes.

In MP you can't use activeplayer for anything but interface. getActivePlayer() will return different values on different computers.
 
Started a new game and Orthus spawned on my borders. I was hoping he'd be a nightmare again, pillaging improvements and avoiding direct combat until he's strong enough to quickly kill you.

Nope, he just stood there. Didn't move at all.
 
I installed your modmod (version 0.08b) and it seems to work otherwise fine, but game fonts are messed up: for example the capital 'P' in Prespur is replaced with OO symbol. Icons and texts do work in regular FFH (patched to n) and when opened vanilla Gamefont.tga and the version included in your .zip file appear to be identical. I had same problem with version 0.07, but decided to just forget it and wait for next version to see if the problem would have disappeared. Any idea what I should do to fix this issue?

EDIT: This appears to have been caused by me installing over copied FFH directory with different name. fonts begun to work properly once I renamed original FFH directory to something else and this one to "Fall from Heaven".
 

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The AI doesn't seem to be able to correctly use Hyborem's Whisper in this mod. They will cast the spell, but then no city is taken.

Edit: Also, your function for acquiring a list of potential target cities for Hyborem's Whisper returns a pretty poor selection of choices. Is it pulling up the bottom of the list instead of the top?
 
Using 0.08b, there is a bug when capturing units with Command promotions. First unit captures fine, but every other time a unit is captured, it just moves the first captured unit to the same tile as unit with the command promotions.

Otherwise, all good. Although the AI does still seem reluctant to attack. So far Keelyn has only raided with horsemen while a pretty useless SoD (archers and SoKs, low level) moves around my border city. Still in her terrain however.
 
EDIT: This appears to have been caused by me installing over copied FFH directory with different name. fonts begun to work properly once I renamed original FFH directory to something else and this one to "Fall from Heaven".
Hi, Torakka. Thank you for your playing and reporting.
Please keep your eyes on my works. ;)



The AI doesn't seem to be able to correctly use Hyborem's Whisper in this mod. They will cast the spell, but then no city is taken.

Edit: Also, your function for acquiring a list of potential target cities for Hyborem's Whisper returns a pretty poor selection of choices. Is it pulling up the bottom of the list instead of the top?

Hi, Tholal. I like your modding policy.
In fact, I stole some codes from your Naval AI modmod. :D

I'm reviewing Hyborem's Whisper spell now. I have not tested it enough.
Thank you for reporting.


Using 0.08b, there is a bug when capturing units with Command promotions. First unit captures fine, but every other time a unit is captured, it just moves the first captured unit to the same tile as unit with the command promotions.

Otherwise, all good. Although the AI does still seem reluctant to attack. So far Keelyn has only raided with horsemen while a pretty useless SoD (archers and SoKs, low level) moves around my border city. Still in her terrain however.

Tuning AI is very sensitive and difficult. Your report very helps me.
I will investigate Command promotion, thanks! :thumbsup:
 
Using 0.08b, there is a bug when capturing units with Command promotions. First unit captures fine, but every other time a unit is captured, it just moves the first captured unit to the same tile as unit with the command promotions.
I was not able to reproduce the bug you reported.
If you have some savegames which can reproduce the bug, please post it.
Thanks!
 
Hi, Tholal. I like your modding policy.
In fact, I stole some codes from your Naval AI modmod. :D

I'm reviewing Hyborem's Whisper spell now. I have not tested it enough.
Thank you for reporting.

And I in turn steal much code from your mod! I was particularly interested in the updated code for Hyborem's Whisper, which is why I noticed these particular issues.
 
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