FFh in warlords?

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I know this question has alredy been asked but can the team make a ffh2 in warlords of two things one, it will be so much better with vassal states and great general and so on.
two, cant play ffh now
 
gandhi rules said:
I know this question has alredy been asked but can the team make a ffh2 in warlords of two things one, it will be so much better with vassal states and great general and so on.
two, cant play the orginal civ 4 and think that ffh doesent work(hasent try, edit this later):goodjob:

Im sorry i have to disapoint you, but there wont be a Warlords version of FFH2. As for the major features in warlords:

Great generals... already incorporated joining a great general to a unit...
The great wall wonder... Kael doesnt want it coz it would make a civ too strongly defended against barbarians.
Vassal states.. too little extra feature.
24 civs... the whole exe has been fixed, which would mean the whole mod would need to be adjusted a whole lot of more, partially redone because of it...
Too much extra work that is to be devoted to moving to the next phase of the mod development.
 
gandhi rules said:
oh yeah.
when is the next phase?

The date for the first release of "Fire" hasn't been set. No time soon.
 
For combat odds, you mean?

gandhi rules said:
two, cant play ffh now
Do you mean you are unable to play the game? Warlords has nothing to do with this, unless you lost your original CD.

- Niilo
 
vorshlumpf said:
For combat odds, you mean?

No, for money, science, and culture. All these values are calculated with two decimal places now, but the display only shows integers. In Warlords, they changed the display to show the full two decimal places.
 
Ah, yes, that would be nice. I've always disliked the conformity to integers.

- Niilo
 
Sashaddin said:
Are the 2-decimals precision something that could be imported to FFH easily? I miss those badly...

I strongly agree with this. It really bugs me having integers in vanilla civ ( and it's mods), but I imagine this'd be an exe modification (although correct me if I'm wrong) so I'd understand if it couldn't be done.
 
Sashaddin said:
Are the 2-decimals precision something that could be imported to FFH easily? I miss those badly...

I strongly agree with this!!! I wanted to post this request as well but I didn't want to pester team (I know that they have enough stuff to do) If it is easy to, I would really, really like to see this in!
 
What exactly happens??? Maybe you aren't waiting long enough (even up to 5 minutes) If everything else fails, install civ4 again in different folder, and then mod in it.
 
Warlords installs completely separately from Civ 4 (though it defaults to a path which is nested within the Civ 4 directory). You need to basically ignore it for FfH and install it to the default loaction (assuming you installed Civ to its default too), then either run Civ 4 (with the vanilla disc) and select "FfH 2 015" (or 016 after tomorrow's release), or use the shortcut in the FfH 2 directory. You can run Warlords, vanilla and mods for either quite easily (I do), the only problem being that you have to make sure you ge tthe right disc in the drive.

IIRC there is no complete installer for 015k - you need j and the patch.

I'm pretty sure the 2dp precision is built into the executable like the extra civs (that one never made much sense to be hardcoded) and the mod would therefore effectively have to be rebuilt to incorporate it - not worth the amount of time it would take at this juncture (especially when you consider that the team would then need to work on two versions from here on out and that anyone with warlords can still play the mod with no problems).
 
K is indeed standalone. It installs to it's own directory. A lot changed between J and K, that's why it goes so much faster.

On that subject, though, 0.16 is coming out tomorrow!
 
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