Darksaber1
Secret Emperor
OKay, Thanks, Rex rgis of Ter.
Can anyone tell me if things like adding units or promotions will break the new pedia, and if so what I need to do to fix it?
Archmages with the Air III promotions can summon three of them.
<SpellInfo>
<Type>SPELL_SUMMON_PEGASUS</Type>
<Description>TXT_KEY_SPELL_SUMMON_PEGASUS</Description>
<Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
<Strategy>NONE</Strategy>
<Help></Help>
[B]<PromotionPrereq1>NONE</PromotionPrereq1>[/B]
<PromotionPrereq2>NONE</PromotionPrereq2>
<UnitPrereq>NONE</UnitPrereq>
[B]<UnitClassPrereq>UNITCLASS_ARCHMAGE</UnitClassPrereq>[/B]
<UnitCombatPrereq>NONE</UnitCombatPrereq>
<UnitInStackPrereq>NONE</UnitInStackPrereq>
[B]<CivilizationPrereq>CIVILIZATION_AUSTERIN</CivilizationPrereq>[/B]
<ReligionPrereq>NONE</ReligionPrereq>
<StateReligionPrereq>NONE</StateReligionPrereq>
<TechPrereq>NONE</TechPrereq>
<iPrereqBroadAlignment>0</iPrereqBroadAlignment>
<iAlignmentModifier>0</iAlignmentModifier>
<bAllowAI>1</bAllowAI>
<bAdjacentToWaterOnly>0</bAdjacentToWaterOnly>
<bCausesWar>0</bCausesWar>
<bGlobal>0</bGlobal>
<bInBordersOnly>0</bInBordersOnly>
<bInCityOnly>0</bInCityOnly>
<iAIWeight>0</iAIWeight>
<bDisplayWhenDisabled>0</bDisplayWhenDisabled>
<bHasCasted>1</bHasCasted>
<bIgnoreHasCasted>0</bIgnoreHasCasted>
<bResistable>0</bResistable>
<iRange>0</iRange>
<iResistModify>0</iResistModify>
<iDamage>0</iDamage>
<iDamageLimit>0</iDamageLimit>
<DamageType>NONE</DamageType>
<AddPromotionType1>NONE</AddPromotionType1>
<AddPromotionType2>NONE</AddPromotionType2>
<AddPromotionType3>NONE</AddPromotionType3>
<RemovePromotionType1>NONE</RemovePromotionType1>
<RemovePromotionType2>NONE</RemovePromotionType2>
<RemovePromotionType3>NONE</RemovePromotionType3>
<bBuffCasterOnly>0</bBuffCasterOnly>
<ConvertUnitType>NONE</ConvertUnitType>
<CreateBuildingType>NONE</CreateBuildingType>
<CreateFeatureType></CreateFeatureType>
<CreateImprovementType>NONE</CreateImprovementType>
<SpreadReligion>NONE</SpreadReligion>
<CreateUnitType>UNIT_PEGASUS</CreateUnitType>
<iCreateUnitNum>1</iCreateUnitNum>
<bPermanentUnitCreate>1</bPermanentUnitCreate>
<CreateUnitPromotion>NONE</CreateUnitPromotion>
<bImmuneTeam>0</bImmuneTeam>
<bImmuneNeutral>0</bImmuneNeutral>
<bImmuneEnemy>0</bImmuneEnemy>
<bImmuneFlying>0</bImmuneFlying>
<bImmuneNotAlive>0</bImmuneNotAlive>
<bDispel>0</bDispel>
<bPush>0</bPush>
<bRemoveHasCasted>0</bRemoveHasCasted>
<bSacrificeCaster>0</bSacrificeCaster>
<iChangePopulation>0</iChangePopulation>
<iCost>0</iCost>
<iDelay>0</iDelay>
<iImmobileTurns>0</iImmobileTurns>
<iMiscastChance>0</iMiscastChance>
<PyMiscast></PyMiscast>
<PyResult></PyResult>
<PyRequirement>reqSummonPegasus(pCaster)</PyRequirement>
<Effect>EFFECT_WIND_SWIRL</Effect>
<Sound>AS3D_SPELL_HASTE</Sound>
<HotKey></HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<bGraphicalOnly>0</bGraphicalOnly>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>Art/Interface/Buttons/Units/Pit Beast.dds</Button>
</SpellInfo>
def reqSummonPegasus(caster):
pPlayer = PyPlayer(caster.getOwner())
iCount = 0
iMax = 0
iPegasusRiderPromotion = gc.getInfoTypeForString('PROMOTION_PEGASUS_RIDER')
iPegasusUnitType = gc.getInfoTypeForString('UNIT_PEGASUS')
iSummonLimitPromotion = gc.getInfoTypeForString([B]'PROMOTION_AIR3[/B]')
for pUnit in pPlayer.getUnitList():
if pUnit.isHasPromotion(iPegasusRiderPromotion) or pUnit.getUnitType() == iPegasusUnitType:
iCount += 1
if pUnit.isHasPromotion(iSummonLimitPromotion):
iMax += 1
if iCount < iMax:
return true
There's a option to turn the Servopedia on/off in the BUG menu. I don't know why it turned off for me, but turning it back on via that menu worked.
Actually, it is limited to Austrin Archmages but they don't have to have any air promotions. You can have 1 per unit with Air III. That means that Hemah, Gibbon, Liches, and captured arcane heroes can count towards the Pegasus limit, but (unlike archmages wiht no air promotions) can never actually cast the spell. That seems odd, doesn't it?
I loved it when I used to play SevoMod, but it could use a little more work before I'm comfortable using it with FFH).
(Would have been up sooner but a seemingly innocuous comment line was causing either all the Scions create-from-combats to shift one unit over in the XML file, OR the base FF create-from-combats to do it. Arg.)
</Tag>
<!-- Scions code starts here-->
<Tag>
</Tag>
<Tag> <!-- Scions Code starts here -->
You can add a comment after a tag safely I think, but lone comments can cause certain fields to shift one place over
</UnitInfo> <!-- comment -->
Still no response on the multiplayer Toggle Score, when you meet another civilization, it dissapears and is still not toggable. It is just gone. This makes MP games very, very difficult.![]()
Greetings,
I wonder if anyone could help me with this, I am only have this Problem with FF. The Installation went smooth, everything from FfH was copied over by the installer. (German Version installed of Civ4)
I have no text with FF.
Another bug - Priest of Arguon built in a city to which Ashen Veil had spread could cast Ring of Flames. Intended?
I'm getting a consistent unhandled exception error in the .40 game I'm playing (as the Austrin). I don't really know what's causing it. It seems to happen just after Arturus Thorne takes his turn. I know this because Barbatos the Lich is in his vicinity, and I have an Explorer approximately in the area so I can see them moving around. However, Barbatos is NOT the cause because I tried deleting him via the World Builder and still got the crash.
I'm attaching the savegame just before the crash (and without making any World Builder alterations.) I've tried it three times so I'm pretty certain it'll play out to a crash no matter what you do.
Any plans on a custom opening screen Vehem?
Hmm - there wasn't before, though I quite like the idea now.
I could probably hash together some of the artwork used by the new guys but as I've mentioned before - art isn't really a strength of mine. Perhaps someone would be willing to take up the challenge?
I think it used to at least default to the FfH2 screen, but now using your shortcut it goes to the BtS one. I assumed you had plans...![]()
Ah - I see what you mean.
For some reason with either FFHBUG or 3.17, it's defaulting to "Beyond the Sword Classical", FfH only replaced "Beyond the Sword" (the option to select the start screen is on the Options menu).
If you switch back to "Beyond the Sword", you should get the FfH screen.
Greetings,
I wonder if anyone could help me with this, I am only have this Problem with FF. The Installation went smooth, everything from FfH was copied over by the installer. (German Version installed of Civ4)
I have no text with FF.
Regards,
Ormarr
First of all, great mod Vehem. The more civ, especially good ones, the better
Have you thought about replacing recon line for Clan of Embers? I find having 2 lizard civs and a lot of lizard units in a completly different civ a bit strange. Some more gobbos could be coolNight goblin would be perfect for an assassin, too bad there is no model...
And now a bit more personal question
I am about releasing my own modmod for FfH. It is more about economy and tactics, but I would really like to include a lizard civ in it - as jungle dwellers. I thought about modified Mazatl (neutral and not agnostic). Would it be ok with you? I did not finish the transition yet, so if you do not want me to do it, I can still remove it. Or give it another name and change them.
You will be credited as a lizard inventor either way
So, what do you think?