Enhanced hero system

This sounds awesome! Do keep at it.
 
Right now I'm getting my mod compatible with the latest FfH version and then make the code more robust and reusable so it can be more easily integrated with future FfH versions.

In terms of features, it's around 75% complete. There are still some gameplay mechanics to work in and some things to polish. I think I've found a way to make drag&drop more natural.

I haven't had the time to play FfH at all for the past month, so I'm in the dark about how game balance works right now or how new FfH features work. Fortunately, I'm working on a new gameplay system rather than little features, so I don't really have to worry about balance and content that much right now.

Note to self: http://forums.civfanatics.com/showthread.php?t=183506
 
I just had a small little daydream. Imagine a system using the equipment and inventory system that changed a hero's model depending on what he is using.
Most would require only a skin change but some would require new models made.
 
Jhoniten said:
I just had a small little daydream. Imagine a system using the equipment and inventory system that changed a hero's model depending on what he is using.
Most would require only a skin change but some would require new models made.

While cool, this idea would give the development team (particularly Sezereth) nightmares. Or so I assume.

If he latched onto the idea with gusto, it'd be hella cool. But I worry for the RL lives of the development team. They are, after all, real people, somewhere, with real lives, and real meanings. To attempt such a fantastic feat, might result in the deaths of one or more of them. I have grown too fond of them all to request such a danger.
-Qes
 
QES said:
While cool, this idea would give the development team (particularly Sezereth) nightmares. Or so I assume.

If he latched onto the idea with gusto, it'd be hella cool. But I worry for the RL lives of the development team. They are, after all, real people, somewhere, with real lives, and real meanings. To attempt such a fantastic feat, might result in the deaths of one or more of them. I have grown too fond of them all to request such a danger.
-Qes

We dont have much control over it since the graphics system isn't exposed. But it would be cool if it was possible.
 
Kael said:
We dont have much control over it since the graphics system isn't exposed. But it would be cool if it was possible.

Since you've been in contact with Firaxis, have you asked them if there is a method by which you might be able to access the "exposed" graphics? Id understand if the request was denied - propreity and all, but it might be worth a shot, if they've some sort of access they'd grant you.
-Qes
 
Could there possibly be a stand-alone ModComp version to the equipment system?
 
I meant not specificly for FfH (so yes, without the retreat stuff).
 
Hmm, I'm not sure what dependencies the hero code has on FfH. I know I'll have some dependencies on other mod comps (or rather, modified mod comps).
 
I should have a working version up later today with a bit of luck.

...which I'm not having right now. I just spend more than an hour tracking down a bug that was caused by a single letter. Apparently, in Python/win32, if you have a module named 'A', both 'import A' and 'import a' would work due to case-insensitivity, but using both imports would create two instances of the module (when a module should instantiated only once, no matter what)! So while the code that finds module files is case-insensitive, the code that tracks whether a module has been loaded is not. *bangs head on wall*

In other news, I've stripped out the unit converting code and commented out the retreat code, since they were getting hard to maintain/sync with the official version, and right now I just want to focus on the inventory system. That means the next version will only have the inventory system feature, along with a couple of other minor bug fixes.
 
Maian said:
New version uploaded. Now works with 0.15j.

Sorry Maian :(

The only changed python file is CvMaininterface.py (2 changes).

The only changed xml file is CvUnitInfos.xml (1 change).
 
K, this is the first change inserted at line 3169 in CvMainInterface.py

From:

Code:
						iLastUnitType 	= iActUnitType
						iLastGroupID  	= iActGroupID
						bFirstLoop 		= false

To:

Code:
#FfH: Modified by Kael
#						iLastUnitType 	= iActUnitType
#						iLastGroupID  	= iActGroupID
#						bFirstLoop 		= false
						if not pLoopUnit.isCargo():
							iLastUnitType 	= iActUnitType
							iLastGroupID  	= iActGroupID
							bFirstLoop 		= false
#FfH: End Modify


And this change at about line 5102. I don't know what the code was before, but I had commented out a few of these lines and basically Im just putting them back in.

Code:
# 12monkeys - PlotList Button Enhancement  - begin
		if  (inputClass.getNotifyCode() == NotifyCode.NOTIFY_CURSOR_MOVE_ON) or \
			(inputClass.getNotifyCode() == NotifyCode.NOTIFY_CURSOR_MOVE_OFF) or \
			(inputClass.getNotifyCode() == NotifyCode.NOTIFY_CLICKED):
			if (self.MainInterfaceInputMap.has_key(inputClass.getFunctionName())):
				return self.MainInterfaceInputMap.get(inputClass.getFunctionName())(inputClass)
# 12monkeys - PlotList Button Enhancement  - end

And in CIV4UnitInfos.xml the following was added at line 55874 (int he Dwarven Worker entry).

Code:
                <Build>
                    <BuildType>BUILD_REMOVE_FOREST</BuildType>
                    <bBuild>1</bBuild>
                </Build>

Those are the only changes between 015j and 015k in the python and xml directories. There are no SDK changes between the versions.
 
Ok, I put in those changes. Also added new item market support. New version uploaded, hopefully compatible with 0.15k. I can't verify that it will work, since I don't have that version yet, but it should.
 
It looks like 0.15k extracts to a different directory, so everything in my patch archive that extracts to "Fall from Heaven 2 015" must be moved to "Fall from Heaven 2 015k". Alternatively, rename the "Fall from Heaven 2 015k" folder to "Fall from Heaven 2 015" before extracting.

I'll post a new version later today.
 
Maian said:
It looks like 0.15k extracts to a different directory, so everything in my patch archive that extracts to "Fall from Heaven 2 015" must be moved to "Fall from Heaven 2 015k". Alternatively, rename the "Fall from Heaven 2 015k" folder to "Fall from Heaven 2 015" before extracting.

I'll post a new version later today.

Yeah, the big change in 0.15k is that I deleted the art directories. If people install it overtop of other 0.15 version then the art dir's will still be there and load times will be just as slow.
 
May be a couple of days before I post the next version. Making some large internal changes to try to make the code more efficient, both in speed and space.

Update: I'll be busy on the week of Sept. 24 as well...
 
Back
Top Bottom