FFh mini-mods

im far from done the mods on svartalfar im doin for my own games, but im testing them out a bit with chand and loaded it onto rapidshare, so if anyone wants to check out what ive done so far heres the link:
http://rapidshare.de/files/35669558/Assets.rar.html

really not too impressive, but makes svartalfar a bunch more fun for me atleast (only did skins for the melee line, and simply used the blue skinned archers for the archers, longbows, and horsearchers [which is the fem horsearcher alaz made] because i didnt have time to search out the colour for invisible on the glasses and everytime i changed the colours of the skins the sunglasses started showing up)

the melee line up to immortal should prolly be the main tech line to follow to see the main units i changed, made a hero with iron working just for fun for the MP game we're playing. think i increased the horsearcher str to 6 cause mounted suck lol.. and removed hunters for svartalfar so i wouldnt feel stupid for researching archery and to give myself a nice handicap. other various changes just to make it interesting for me lol (like scouts upgrading to archers, archers to longbows or horsearchers, all their units getting -25% city def, elven, and +1 fist strike, tho no elven workers, and switched faeryls pic to the new one, and traits to Agg/Rai to make the units i picked useful despite being based on elves and as such -1 str to normal melees for maceman and up, plus i wanted to be a civ with Agg/Rai where those traits weren't counter to the civs main strength ;))
 
Sounds cool... can't wait for friday to see what the real svartalfar look like... are you planing on doing any custom modifications on keals version?

btw... i put your link on the main page
 
I'm going to toy with creating a custom Civ for FFH2. The Civ will be Magician based. Right now it is a bunch of random thoughts in my head however I'm likely to need some help from those more adept with the modding of creating special abilities for certain units. Such as I was thinking of a Warrior unit that when it enters combat has a 60% chance of teleporting 2 tiles away if it is going to die and being left barely alive. Something like a swift action in D&D for a spell that allows you to go ethereal or teleport.
 
I'm going to toy with creating a custom Civ for FFH2. The Civ will be Magician based. Right now it is a bunch of random thoughts in my head however I'm likely to need some help from those more adept with the modding of creating special abilities for certain units. Such as I was thinking of a Warrior unit that when it enters combat has a 60% chance of teleporting 2 tiles away if it is going to die and being left barely alive. Something like a swift action in D&D for a spell that allows you to go ethereal or teleport.

have you looked at the codes for the adepts and the code for the spells? the adepts are just regular units with attached code... you can use the code for the spells and the xml for the adept as an example for your units.

Or maybe you can have a promotion what you are talking about above...

1: if unit has promotion
2: get health
3: if health = (condition)
4: teleport to new diffrent field

im pretty sure this can be done all in python/xml. Although i haven't really worked with promotions so i don't know how to add in one... you may have to get help from keal or someone else here for that.

Btw.. do you have a name for the civ yet?
 
Civkid1991 said:
have you looked at the codes for the adepts and the code for the spells? the adepts are just regular units with attached code... you can use the code for the spells and the xml for the adept as an example for your units.

Or maybe you can have a promotion what you are talking about above...

1: if unit has promotion
2: get health
3: if health = (condition)
4: teleport to new diffrent field

im pretty sure this can be done all in python/xml. Although i haven't really worked with promotions so i don't know how to add in one... you may have to get help from keal or someone else here for that.

I was thinking along the lines of a spell/promotion such as a 2nd level dimensional mana spell since dimensional only has the one spell at lvl 1 - "Escape". I figured if somebody could help script that spell/promotion that I could figure out how to craft the unit that receives it automatically when they are built.

Another Idea that strikes me for the mod is I will Have a Unique Archmage Unit for each Mana Type I guess they would classify as a World Unit that is limited to the Civ. I'm going to map out some of my ideas in flowchart fashion probably this evening and start a seperate Mini-mod thread in the FFH section here.
 
Darkkender said:
I was thinking along the lines of a spell/promotion such as a 2nd level dimensional mana spell since dimensional only has the one spell at lvl 1 - "Escape". I figured if somebody could help script that spell/promotion that I could figure out how to craft the unit that receives it automatically when they are built.

Another Idea that strikes me for the mod is I will Have a Unique Archmage Unit for each Mana Type I guess they would classify as a World Unit that is limited to the Civ. I'm going to map out some of my ideas in flowchart fashion probably this evening and start a seperate Mini-mod thread in the FFH section here.

well automatically having them get that promotion wouldn't be hard... many of the civs do this already (light-elves civ get the elf promotion, Amurites get magic resistent, etc). Now that i think of it if you look at the amurites they have the magic resistent trait. If you have a new trait for you civ you can use that to auto-promot your your units.

UU Archmages wouldn't be hard either... specificly what would the do? Master a specific sphere? Get bonuses for spells in a specific sphere or type (like evil mage = necromocy and entropy)?

You may what to look at the world-mage units that already exist to see how it would work out.
 
MrUnderhill said:
Err, actually, they get spellstaves. They only get magic resistance if you're playing as Dain, because he's Magic Resistant.

Oh yea ture, i forgot. I haven't played in a while and im waiting for .16 to come out on friday ( 2 more days:woohoo: )

Edit: BTW, i posted some stuff on the first post for python help
 
it looks like this will be more popular since the code has been released :)

Edit; it probably would be helpful if this was a sticky
 
Civkid1991 said:
well automatically having them get that promotion wouldn't be hard... many of the civs do this already (light-elves civ get the elf promotion, Amurites get magic resistent, etc). Now that i think of it if you look at the amurites they have the magic resistent trait. If you have a new trait for you civ you can use that to auto-promot your your units.

UU Archmages wouldn't be hard either... specificly what would the do? Master a specific sphere? Get bonuses for spells in a specific sphere or type (like evil mage = necromocy and entropy)?

You may what to look at the world-mage units that already exist to see how it would work out.

One cool idea would be to have the base warrior unit (perhaps rename the warrior and make a UU) be attuned to one sphere of magic. When the warrior is created the sphere of choice would be chosen and a special promotion ability would be granted based on the mana type chosen. This UU could be upgraded into an adept (retaining any existing promotions of course) when the appropriate tech is researched or into a higher level UU that has more magic attuned abilities, or into a traditional later game combat unit (again retaining the existing special promotions).
 
DieselBiscuit said:
Just posted a small mod on the main FFH. Heres the link (here!)

I updated the main page so that your and maniac's mods are shown. If you would like you all can use this page as a discussion page for any ideas you may have for your mod or someone else's mod.
 
Civkid1991 said:
I updated the main page so that your and maniac's mods are shown. If you would like you all can use this page as a discussion page for any ideas you may have for your mod or someone else's mod.

Great! I just hope my mod turns out interesting enough that somebody will actually test and comment on it :p
 
Has anyone thought about doing anything with QES's idea: Evolving into the Paragon?
I thought it was a very interesting idea but i'm not sure how hard or how easy it would be to do this. I also think it may need some more designing work though.
 
Ok, i just did the mod that i've been saying i was going to do. This mod will assign a random name to djinns when they are summoned.:D

To install this all you have to do is extract the files in the zip file to the python folder in the FFH assets folder.

If you have any problems or suggestions for names (i had trouble making ups most of the names/cities and some are from a friend) please post a comment -> ty ;)

Edit: lol i just realized i spelled djinn wrong in the file name :lol:
Edit2: if anyone want i can also make it so this works with other units (dwarves, elves, etc) But i would need a bit of help with generating names
 

Attachments

Heres an update of the Random djinn name's mod... i added in some names given to me by thomas.berubeg
 

Attachments

From the balance thread:

Mr. Underhill said:
You mean a class that IS_A unit and HAS_A two unit values that it can switch between whenever it's called as a unit?
I wonder if that's possible. The first thing that comes to mind is a copy constructor, but would that work if we use pass-by-reference?

EDIT: Would it be something like this? (Don't copy-and-paste, I doubt this will work)
Code:
Spoiler :
Code:
class CvMultiUnit : CvUnit{ public: //Get and set functions here. private: CvUnit showToOwner; CvUnit showToEnemy; } CvUnit::CvUnit(const CvMultiUnit& me, CvPlayer player=me.getOwner()){ if (player == me.getOwner()) &this=me.getShowToOwner(); else &this=me.getShowToEnemy(); }
You're on to the idea but there's a humongous amount of calls to the CvUnit class, and a lot of them not by CvPlayer instances. This, combined with the fact that I'm not sure if the method getActivePlayer() can be used, esp. in multiplayer, for determining from which player the call originated, would make the wrapper class pretty complex.

I'm attacking the problem from another angle now and trying to track which methods are used for returning units from a plot/list and messing with them. If I can find any consistency there, I'll just add a variable in CvUnit that stores another CvUnit and can be returned instead of the 'real' unit. This check would have to be applied in every method that tries to grab a CvUnit, so it might be a bit much. Atm, though, it seems like a better alternative than the wrapper class I first suggested. I'm very much open for bright ideas :p

Edit: I have found that I can use the transport ability to store units internally, so the CvUnit-class doesn't need to be expanded with new attributes. It might be possible to tweak this almost entirely with spells and modifying the CvPlot-class. I'll be back with more.
 
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