Dungeon Adventure MOD MOD

Ok, I finally found the link :) I was looking for the wrong keywords (as always), but here are White Rabbit's awesome Icons (many used in FfH already). So now you can quit using the silly Healing potion for things like finding hidden passageways ;)

Also, Ploerpengel has some pretty nifty ones which might be good for your adventurer classes and some other uses.
 
For this mod-mod more than any other, changing how the Goody Huts work is vital, can't wait to see how you re-write it :)

Incidentally, I was trying to locate the Python section that does the random generation for popping goody huts. I know I've seen it, but can't find it again. Anyone remember in which file it is?

Thanks!
 
It's actually completely exposed to XML, just found it for someone in the main forums last night... I'll dredge it up real quick (FfH doesn't modify it so far, so you have to go all the way back to basic Civ IV files).

Ok, you want Civ 4\Assets\XML\GameInfo\CIV4GoodyInfo.xml. But if you already knew about that and REALLY wanted to poke around in the Python aspects of it I can give you that as well later. It's somewhat scattered about, and I doubt there is much you need it for, the XML is pretty nicely set overall (Can have it grant Equipment & Allies through the <UnitClass>, which is likely the main thing you'd want to hand out. Besides, can't add any tags to the XML through Python, just make it do nifty things when they pop a hut, like changing to an open chest graphic instead of clearing the tile, or spawn a Monster in a non-adjascent Tile possibly...)
 
XML and difficulty level based. Make sure you edit that handicap file as well.
 
Awesome!!!
finally the detail work I put into the unitgraphics pay off ;)
keep up the great work!!!
 
Last night I figured out a way to code for "unidentified" items.

The sample code I put together creates a unit called an "unidentified potion."

Picking up the potion using the standard "take equipment" function gives the character the "unknown potion" promotion. At this point the character can take actions to either "drink" the unknown potion or, if they have the right mage spell or thief ability, identify the potion.

Drinking an unknown potion results in a random potion effect being generated and applied to the character. An attempt to identify, if it fails, will simply do nothing or may even ruin the potion on a critical failure. Success results in a new "identified" potion unit being created in the same tile as the character. Identifying a potion removes the "potion" promotion from the caster.

This was a bit of a work-around and isn't perfect. I tried some more direct approaches but they resulted in laggy Python code. The apparent effect in-game is that it looks like the character drops the potion on the floor after a identification attempt, whether successful or not. I can live with that. The other option was to apply potion promotions as if the character kept it in inventory, but that resulted in an effective loss of a potion if the character already had that particular promotion.

The existing "take equipment" functions appear to prevent a unit from trying to pick up more than one instance of the same piece of equipment. I like that, and this new function dovetails nicely with that effect.

This "unknown" equipment model can now be applied to other things, like weapons and scrolls.
 
That's one of the great things in dungeon crawls...having unidentified stuff that you're dying to find out what it is. Will you have identify scrolls that can be purchased that you can use to quickly id items?
 
That's one of the great things in dungeon crawls...having unidentified stuff that you're dying to find out what it is. Will you have identify scrolls that can be purchased that you can use to quickly id items?

That reminds me of some awesome luck I had in a roguelike, I picked up a random broadsword in dire need of a weapon and it appeared to be a broadsword of devastation (makes about 5 times the damage of a normal one) :D

ID scrolls, definitely!

Will this mod include outdoors too someday? It would be great fun to play FfH as an RPG but with the civs and stuff...
 
That reminds me of some awesome luck I had in a roguelike, I picked up a random broadsword in dire need of a weapon and it appeared to be a broadsword of devastation (makes about 5 times the damage of a normal one) :D

ID scrolls, definitely!

Will this mod include outdoors too someday? It would be great fun to play FfH as an RPG but with the civs and stuff...

as soon as his base works, i think it is no problem to create some outdoor grahics ;)
 
Just make sure that the Identify function doesn't count as "Already Cast" or that the Pick Up Potion function can be cast even if you "Already Cast This Turn." Otherwise it is 3 turns just to pick up an ID a potion!

Excellent point. I hadn't thought of that, but it makes good sense. I'll try to figure out a way to take care of that. I guess my preference would be to make picking up a free action, but identifying an item with a mage spell, scroll, or thief ability should require the player to take a turn or at least count as "Already Cast." Otherwise, a character could shuffle through a pile of unidentified items, identify them all, pick the right one and use it -- all in one turn.

While I'm at it, I may as well generate a "drop item" function, too. I already did that for the horses, the only difference would be that it is for an item, not a bonus.

Incidentally, does anyone remember where the code is that checks units upon death to see if they have equipment promotions? I want to make certain that if a unit carrying equipment is killed that the stuff gets "dropped" and doesn't disappear with the unit.
 
That's one of the great things in dungeon crawls...having unidentified stuff that you're dying to find out what it is. Will you have identify scrolls that can be purchased that you can use to quickly id items?

Magic users will be able to choose an "identify" spell as part of their repertoire. These spells have a high rate of success. There are also scrolls that can be found (but not purchased -- but maybe a buildable item at the campsite). The scrolls are a one-time use, but are 100% successful.

Thieves can choose an "identify" skill as a class-specific promotion. The chance to successfully identify an item is scaled using the unit level as a mulitplier.

Fighter types are pretty much screwed. This is why the party has three Adventurers in it. Players choose the upgrade path for each Adventurer and will probably be prudent to have at least one Magic user or Thief.
 
Magic users will be able to choose an "identify" spell as part of their repertoire. These spells have a high rate of success. There are also scrolls that can be found (but not purchased -- but maybe a buildable item at the campsite). The scrolls are a one-time use, but are 100% successful.

Thieves can choose an "identify" skill as a class-specific promotion. The chance to successfully identify an item is scaled using the unit level as a mulitplier.

Fighter types are pretty much screwed. This is why the party has three Adventurers in it. Players choose the upgrade path for each Adventurer and will probably be prudent to have at least one Magic user or Thief.

Sounds beautiful. :)
 
Anyway, looks great and I really like Roguelikes.
Knew I recognised that username from somewhere. Bloomin' Crawl sucking my life away :)
Totally unrelated, but I've been unable to SSH to akrasiac with PuTTY on Windows (telnet is fine) - any thoughts what I might be doing wrong?

Very excited about this - it'll be like IVaN, only, you know, fun.
 
So I played around with the CvEventManager file to try to make a function to check for equipment promotions and have these item "drop" as new units upon the holder's death.

I soon realized that something is already making this happen. Where is the function that appears to already be looking for equipment promotions and making them drop?

Also, it would be nice if barbarian attackers didn't destroy the newly created equipment units -- so that the player could hope to regain them at some point. This happens for all of the potions I made, if the dying unit is the only one in the plot after being killed by a barbarian. The sequence happens awfully fast, but appears to go like:

1. Barbarian kills player unit.
2. Dropped equipment spawned at site of player's death.
3. Barbarian moves onto site of player's death.
4. Barbarian automatically destroys all new (defenseless) equipment units.
 
Hrm, make sure you have the unit (item) flagged as equipment. The game ought to automatically have them Capture instead of Destroy. (It'll still say they destroyed it, but then have them create one under their team instead of yours) If they are HN that could interfere with the automatic Capture though.
 
Hrm, make sure you have the unit (item) flagged as equipment. The game ought to automatically have them Capture instead of Destroy. (It'll still say they destroyed it, but then have them create one under their team instead of yours) If they are HN that could interfere with the automatic Capture though.

Which flag is used for that? Are we using the "mechanized" flag to indicate equipment?

Anyway -- this happens for Healing salves, too, which I haven't messed with.

The mechanism works perfectly if the player kills a barb unit with equipment promotions, but the barbs appear to kill off equipment untis after they spawn. As a test, I plopped a player owned healing salve down next to a barb orc warrior. On the next turn, the warrior moved onto the healing salve, attacking it, and instead of capturing it, killed it without spawning a "replacement" salve of its own nationality. I also checked the warrior's promotions and, no, it did not pick up the salve.

If I can't get this to work, I may have to switch over to a "gift unit" mechanism. I'd still need to find the current "on death drop equipment" code, though, so I could disable it.
 
It could be a problem tied directly to the Barbarians rather than how the equipment is handled currently. Try placing some Barbarian versions of your new items and then attack them to see if it auto-captures for you. If that is the case you could make the Gift mechanism ONLY work for the Barbarians (I'd just point you at the other code, but haven't found it yet, so this would be a work-around which ought to get the proper end result, in a messy way).
 
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