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ExtraModMod Unofficial

Discussion in 'More Naval AI Modmod' started by lfgr, Jun 16, 2019.

  1. westamastaflash

    westamastaflash Lord Commander

    Joined:
    Nov 1, 2007
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    933
    It looks like Krakens have the same problem, which sounds like it would be solved by your fix.

    upload_2019-10-21_11-53-1.png


    I think the Fall Further/RiFE code has something in it which keeps tracks of the caster + summoned unit link (and grants the caster some XP when a summoned unit wins a battle).

    Summoned Balors (with an AC bonus) are duration-limited. Order priests have pillar of fire (and unyielding order), Empryean have crown of brillance, while RoK has earthquake.

    For FOL Treants, I'd actually think it'd be kind of neat if it was something like 1 per 4 ancient forests in a player's territory (maybe modified by map size...). Or just 1 per caster, but maybe make them a bit stronger. FOL mostly seems to be an economy booster for non-elves (and a near-must for elves), since the ancient forests give you extra food and health. Or make the summoning of a treant downgrade the forest back to a new forest (with maybe a 'settle treant' option to return the forest back to ancient status)?
     
  2. lfgr

    lfgr King

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    I like that idea, but it probably is hard to scale properly.
     
  3. Ronb65

    Ronb65 Chieftain

    Joined:
    Feb 19, 2010
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    15
    I've just upgraded my FFH to extraMM and MoreNAI and I find I can no longer choose unrestricted leaders. The option is there, but I only have one choice (the standard one). Is this intentional, accidental or am I the only one who prefers to play as Varn Gosam and different civs?

    Update. I've just realised all the other civs have random leaders. So it's just me that is restricted to the standard choice.
     
    Last edited: Nov 22, 2019
    lfgr likes this.
  4. Jojo_Fr

    Jojo_Fr Warlord

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    Mar 17, 2013
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    Location:
    France
    Thanks a lot for this modmodmod (FFH2->EMM->EMMU).

    If I play in MP I will gladly play it. :)


    What are your plans with this mod ? Debugging only? Balancing maybe?
     
  5. lfgr

    lfgr King

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    I do not intend to make major balance changes, simply because I am not good enough at the game to judge them properly. Player feedback also tends to be inconsistent. Aside from bugs and small UI improvements, I might continue working on events and barbarians and at some point rework revolutions to fit better with the FfH theme. But there's still a lot of small bugs, and those are my priority.
     
    DarkLunaPhantom and Jojo_Fr like this.
  6. WaywardRogue77

    WaywardRogue77 Chieftain

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    Do the FFH2 scenarios work with this modmod?
     
  7. lfgr

    lfgr King

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    They are playable, although they haven't been rebalanced according to the new features. Loading them from the scenario screen might not work.
     
  8. WaywardRogue77

    WaywardRogue77 Chieftain

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    Ah ok, yeah I believe I tried at some point and they were not "loadable", at least with the latest version. (0.6.3? i think now). I use the non-beta 0.5.2 version bc, so far in many games I have played, it hasn't crashed at all, and you can still play almost all of the scenarios.

    I spent some time trying to figure out the best mods for Fall from Heaven 2. I went through RIFE, Ashes of Erebus, MagisterModMod and a few others. They all failed at some point with a major crash. Extramodmod is the most stable by far, which is awesome. I just wish it had an option (like the latest AshesofErebus) which allows the user to choose which civs will be randomly selected by the AI during a game. I am a developer myself, but would have to learn how all this is setup. I know it uses XML, Python and C++, but not sure where one would edit or modify something like that. I may spend some time learning via the wonderful forum posts around here at some point. I can easily read them, but knowing how they are all interconnected would take some time. Anyway, thanks for such a great mod and all the bug fixes, really awesome job!
     
  9. lfgr

    lfgr King

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    I like that one option in RiFe/AoE, too. It is probably in the DLL, i.e. C++ code. Setting up the development environment for that is a bit annoying, but there are fairly straight-forward tutorials such as this one.
    If you have any specific questions regarding FfH development, feel free to ask me.
     
  10. Piers Shepperson

    Piers Shepperson Chieftain

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    I have been trying every permutation of this but can't get any of the new leaders to work. I can select them in new-game-customation, but I get one of the other leaders every time.

    Anyone have an idea what dumb thing I am doing wrong?
     
  11. WaywardRogue77

    WaywardRogue77 Chieftain

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    Awesome! Really appreciate that. I will delve into it and see if I can manage something. (Of course, saving what I got now in some safe place before I begin doing anything..lol...learned that the hard way with a different mod)
     
  12. lfgr

    lfgr King

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    So you select a specific new leader, but get a random one instead? That is very strange. You could always try to start a new game via "play now" (that resets all game options, in case some scenario options are erroneously activated), and then try a custom game again.
     
  13. DarkLunaPhantom

    DarkLunaPhantom Prince Supporter

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    Among all the version of FFH2, ExtraModMod is my favourite one and I am glad that someone is continuing to work on this. This version seems to work really well and it contains some bugfixes that I have been hoping to see for some time now.

    In my experience, whenever an AI builds Guild of the Nine, it hires 100+ mercenaries and easily dominates all other AIs militarily. For this reason I usually disable that wonder. What do other people think about how well-balanced Guild of the Nine is?
     
    lfgr likes this.
  14. jackal1234

    jackal1234 Chieftain

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    I havent played EMM yet but just based on MNAI regular game, i like to get that wonder so that someone like the hippus doesnt get it. they get mounted mercenaries, ugh. plus, its good to have anyway, in case u have some surplus coin. makes conquering so much easier because you can keep your stacks together by buying defenders instead
     
  15. swapoer

    swapoer Warlord

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    I have being return to FFH for the recent two weeks. Thanks for updating and polishing EMM, so we can still enjoy a good game.
    I have two problems to report:
    1. The unit icon of adept is the same as warrior, as far as I can see. I played only Lannu, so I am uncertain if this case is common.
    2. The health bar and action bar above unit icon from plot list enhancement of BUG mod doesn't work. If I enable and choose PLE drawing method in BUG menu, the health bar and action bar show but incorrectly. Normally, they should be green and red, correspondent to the actual health and action points. In game, the bar are all gray and doesnt change its color.
    3 The filter button of PLE of BUG menu show up only when choosing PLE drawing method. Vanilla and BUG drawing method doesnt show the filter button.
     
    Last edited: Feb 16, 2020 at 4:46 AM

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