FFh mini-mods

Sureshot said:
anyone know what kind of changes/edits break save games?

Basically: modifying stuff doesn't break savegames. Adding & removing stuff doesn't. That is, changing an existing building, civic, unit, improvement... doesn't; adding a new unit unit, building etc does.
 
M@ni@c said:
Basically: modifying stuff doesn't break savegames. Adding & removing stuff doesn't. That is, changing an existing building, civic, unit, improvement... doesn't; adding a new unit unit, building etc does.
"Adding & removing stuff doesn't." should that be "does" instead of "doesn't"?
and thanks
 
Sureshot said:
"Adding & removing stuff doesn't." should that be "does" instead of "doesn't"?

Uh yeah. :mischief:

Oh yeah, you can also change the python without any problem to my experience.
 
I like to play with different traits , so i've made a special implementation for FFH2 into the map script to choose your starting Traits :

http://forums.civfanatics.com/showthread.php?t=151629

Not a great addition , but some may be interested in .

Tcho !

Edit : do not hesitate to ask me if you want more details about the implementation .
 
Anyone know offhand what version the SDK source link is patched up to? Getting back into Civ4 and want to play around with it a bit.
 
I stole some of the information from here for the wiki; please feel free to reciprocate (or add to the wiki yourself).
 
thanks kael
 
hey guys i wanted to try this mods but are they compatible with each other?

especially Sureshot's Svatalfar Mod and the fall from mania mod??

thanks..
 
not sure how easily compatible they are, but if youre only looking for the svartalfar units, they're already in manias mod. as for the rest of the things in my mod, im not sure how easily such could be combined but i know they wouldn't go together without work (and some things are certainly incompatible, such as tech trees).
 
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