[SCENARIO] Dungeon Adventure - the 133rd K.R.A.G.

The mod is done and functional. I am just in the "polishing" process right now.

I need to remove a bunch of legacy cruft from the Age of Ice base. There is over 150 MB of art that I don't use and would like to remove. But those arts are linked to units, etc., so I need to remove the XML and python refernces, too.

It is a tedious, time-consuming process, but I want to make this as small a download as possible!

The other thing to complete is to put together some additional WB scenario files for the mod. Those won't take too long though.

I'm thinking... maybe a week?
 
The Realm of Ktlorin mod is merged into BTS 3.19 and polished.

I am now generating some starter WB scenarios and it will be all set.

Unzipped, it is about 65 MB. We will see how well it compresses!
 
The Realms of Kylorin mod has been released in the regular Civ4 Mods forum.

You can find that thread here:

http://forums.civfanatics.com/showthread.php?p=8291149#post8291149

The Realms of Kylorin is a stand-alone mod based on an Age of Ice core. In a nutshell, it ports Sudoku into Civ4 with a FfH2 flavor. The mod was created for BTS 3.19.

Hope you enjoy it!
 
cool, man! nice job :goodjob: I'll give you some feedback once I try it, which might be a while though due to FF 051 and other assorted goodies :p
 
Are we ever going to learn more about this multiple map code you created so we can use it in other mods? :)
 
The main difficulty I have is keeping up with main FfH2 patches. I am looking at the bug log right now and while the current version is "d," it looks like "e" will break save games.

At a minimum I will have to wait until "e" is out before merging again. Sorry! It is just that I can't stand the thought of clearing an entire evening to merge into "d" and then have "e" come out the next day! Arghhh...

Also, I have to confess that I am not a very good "maintainer." I love doing creative work and putting it out there, but the the neverending "patch and fiddle" game is not my strong point.

It occurs to me that I might be able to just put together a collection of appendix file snippets that would have a better chance of not constantly going stale. The idea here is that I would put together "add on" versions of all of the files that this scenario changes. Since all of the changes that DA makes are just additions to existing code blocks and XML, a determined player could copy and paste those chunks into whatever version of FfH2 they wanted.

Any takers? Or is that too much of a pain?
 
I really like this scenario, and so I decided to update it to patch 0.41j, after someone asked if there were any dungeon adventure scenarios around. (It was pretty easy to update using WinMerge, which is an awesome program). To download it, just unzip the attached file. To install it, it's the same as it always was- there is an Assets folder containing all the changed files. Follow the instructions from LutefiskMafia in the first.

I didn't change anything- it's identical to the Release 4 from LutefiskMafia in the first post, but now it's playable with the latest version of FFH.

EDIT: To fix a crash, you also need the DLL I've zipped in this post.
 

Attachments

This scenario looks great and thanks to TC01(I am the guy he mentioned) I THOUGHT I could play and enjoy it but it appears that I get a app. crash exactly after I hit end turn on turn 40->41.
I don't know anything about python but as I got it from the error message it's something with the dllgamecore files??????Help would be as always appreciated.I had the latest patch while playing but I had to install an older one because of modmod reasons
 
TC01, you totally rock!

I am going to look into this WinMerge thing. If I can figure our how to use it, this just may help me get over the "perpetual re-merge to new FfH2 version" dread that has stymied my efforts to keep this modmod polished.

I truly, truly appreciate you updating Dungeon Adventure to the latest version!
 
TC01, you totally rock!

I am going to look into this WinMerge thing. If I can figure our how to use it, this just may help me get over the "perpetual re-merge to new FfH2 version" dread that has stymied my efforts to keep this modmod polished.

I truly, truly appreciate you updating Dungeon Adventure to the latest version!

You're welcome.

Unfortunately, as Gaga1111, and later me, discovered, you get a crash on turn 41 no matter what you do. For instance, I sat and waited in jail for 40 turns and then got a CTD.

I'm not really sure what the problem is. I took a look at the code ran every turn in ScenarioFunctions.py, but I can't find anything obviously wrong. And there's no python exceptions or anything in the log.
 
Well after desperatly tying to play it I actualy managed to exit the shaftx exactly on turn 40 and then I didn't get the CTD but after finding the dungeon (mission 2 with the several floors) I got a crash as soon as I tried to get to the -3rd floor and hit end turn I got the crash (That one was on turn 108)
:mad::mad::mad:
 
Can someone post the exact text of the error messages? I am certain that it would be caused byh a change to the ffH2 DLL. There is probably a call in the new DLL for a function or variable that does not exist.

This creates a new level of frustration for updating the mod mod -- having to track and account for DLL changes as well as the .py and xml merges. Meh.

Part of the appeal of having DA as a scenario within FfH2 is the easy accessability. But with the challenge of frequent updating -- does this make more sense as a stand alone mod?

It would mean using an older version of FfH2 as a core and a MUCH larger download. This is what I did with the realms of Kylorin (I used Age of Ice as the core).

Thoughts?
 
If the last version was for 0.41a, then it could have been caused by a change from BTS 3.17 to BTS 3.19. As I recall, 0.41b was the first patch to use 3.19.

A debug DLL might be useful here, because the error message is the typical "Civ IV needs to close" and doesn't say anything useful. At least... the crash I got on turn 41 was like that.
 
Okay, just parenthetically, I was was bemused to see that in the game Dragon Age the Dwarf Noble origin story has a companion named "Gorim." Probably just a wierd coincidence, but I wonder if any of the design team for Dragon Age ever played FfH2?
 
I have narrowed down the error. It only occurs after 40 turns have elapsed in the game and there is a unit belonging to Kandros Fir's civilization on the map.

These units are all of the non-Player character dwarves in Shaft X. So if you are still in Shaft X or re-enter Shaft X after turn 40, the game crashes. Also, what happened to Gaga1111 is that when he entered level 3 of the dungeon, a character spawned who happens to belong to the Kandros Fir civ!

In World builder, I tried adding units from the Jonas Endain civ in a game that had gone beyond turn 40, and received no errors.

I have noticed in the code that there are numerous advisor nags that start to come into play after turn 40. Could this be the problem? I turned advisor popups and sid hints off, but that did not resolve the problem.

Anybody know what BTS or FfH2 is doing right after turn 40?
 
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