[MOD] FFH TweakMod

How bout a world spell that doesnt crush your own empire when used... =)

Damnit Jim, I'm a modder, not a miracle worker!




... But on a more serious note, I think my first change to the Svartalfar will be to replace the +1 Attack from Sinister with +1 Poison Combat (for both attack and defense).
 
I'm going to make the change where snow around conquered Illian cities melts.

Sinister giving poison sounds like a good idea. I think I'll add that to my modmod now.

Teamwork is awesome!



...



On a separate note, the few play tests I did with this change went well. In most, my starter Scout lived longer, and I was able to upgrade her to a Hunter. I'm thinking of reviving the long removed Thieves' Guild, although I will do my own "re-imagining" of it.
 
Just a quick "attaboy!!" post, I've really been enjoying Tweakmod since DL'ing it a short while ago. I've never tried Esus much before, but this mod gave me a good reason. Svarts have seemed the natural best candidate for this, and I haven't been disappointed. Again, good stuff!
 
Just a quick "attaboy!!" post, I've really been enjoying Tweakmod since DL'ing it a short while ago. I've never tried Esus much before, but this mod gave me a good reason. Svarts have seemed the natural best candidate for this, and I haven't been disappointed. Again, good stuff!

Glad to hear you're enjoying it :goodjob:.
 
Whats goina work? team work! Whats goina work? team work! (theme of some GoD Awful show my 2 year old likes)

Wonder Pets! Seems like all 2 years old like the same thing.

Back on topic, just d/l this fine modmod last night and I just wanna say I LOVE it!
 
I find this mod intriguing. I do have some concerns, however. Specifically, I don't think all your files are updated to patch M. I noticed at least two - CIVArtDefinesUnit.xml and CvGameUtils - are dated earlier than the corresponding files in patch M. Checking with WinMerge, there are a number of differences between them in areas I know were added with patch M. For example, the new adept art that was added for the Calabim and Illians are not in your older version.

There may be more file differences - I did not check them all. Also, your files seem to have a number of python and xml files in the download, such as the entire XML/Misc folder and most if not all of the python/screens folder, that are unchanged by your mod but included anyway. Best practice is to only include those files that you actually modified in your download. This helps to stop inadvertently including older versions in your mod, as well as removing the chance of accidentally overwriting a file that someone has changed on their system with one of yours that is actually never been modified by your mod.

But overall, I like the corrections you have made.
 
Another file difference - CvTechChooser.py is older in your mod than patch M.

Also - your art folders like Battlemage, doviellocamp, etc, are in the Assets/XML/Art folder. Shouldn't they be in the Assets/Art?units folder and Assets/Art/Structures folders?
 
You're correct; some of the graphics are out of date. That's because I copied over my own graphics file to cover a few things (like the added Werewolf units), and haven't gotten around to updating all the new models. As for Assets/Art, I keep them in the XML folder so I only have to zip the XML/Python folders.

The latest version of Tweakmod was actually done on Patch K, so I don't think CvGameUtils is too outdated. I'm not sure why CvTechChooser.py is; I'll look into that.
 
You're correct; some of the graphics are out of date. That's because I copied over my own graphics file to cover a few things (like the added Werewolf units), and haven't gotten around to updating all the new models. As for Assets/Art, I keep them in the XML folder so I only have to zip the XML/Python folders.

The latest version of Tweakmod was actually done on Patch K, so I don't think CvGameUtils is too outdated. I'm not sure why CvTechChooser.py is; I'll look into that.

In CivUnitInfos.xml I also found you do not have the patch M code for Scorpions and the new Acheron units (Sons and Disciples, I believe). Was this intentional for some reason? There are also many differences in CvGameUtils.py I mentioned above. You should definitely look into that one as well.

BTW I've found all this out because I am merging TweakMod into my own personal modmodmod, so I hope I'm not sounding too negative.
 
I've been looking at the events for FfH as part of making a modmod that allows Events to have images popup as well. While doing so I noticed a number of them, mostly those that are ported over from BtS, are not really tweaked for FfH. For example, BtS events like Horseshoes and Experienced Captain (Naval) should probably give better results to the Hippus and Lanun respectively.
And many natural disasters, like Washed Out (Roads), Dustbowl (no rain), etc., should be able to minimized or mitigated by the appropriate Mana (in this case Water).

Would you be interested in tweaking the events in such a way? I have already gone through them all and could give you my suggestions - I have a whole list I could easily show you.
Or since I will probably end up modifying them at least for myself anyway, I could even do the actual file modification and let you use what you will of it.
 
Would you be interested in tweaking the events in such a way? I have already gone through them all and could give you my suggestions - I have a whole list I could easily show you.

Well, I do love me some lists.

Or since I will probably end up modifying them at least for myself anyway, I could even do the actual file modification and let you use what you will of it.

Sure. If you post the modified Tweakmod event file, I'll merge it in (after looking over the changes).
 
Here's what I think and will be modding for myself at least.

Disasters that can be avoided or minimized by the appropriate Mana:

Dustbowl, Washed Out (roads): Water
Tornado, Hurricane, Monsoon: Air (Not that something like a hurricane could be destroyed, but more like it's guided away and/or buildings are protected).
Cyclone: Air or Water (it's a tornado made of water).
Pestilence (Insect Swarm): Nature (like summoning bird flocks to eat them)
Food Sickness (unit can't move): Life "I'm getting better..." ala Monty Python.

Events that specific civilizations/religions should have unique reactions to:

Spoiled Grain: (Rats) Clan of Embers goblins should just eat the rats instead, reducing food loss by one-half.
Jackpot: Council of Esus city religion "See? Everyone has a chance to strike it rich!" Gambling House plus Gold and/or Culture.
Immigrants, Antelope, Famine, Healing Plant, Farm Plows, Farm Bandits, Orphanage Fire: Not for Infernal. (In some rare and not so rare cases they could)
Joyous Wedding, Wedding Feud, Baby Boom, Left at Altar, City Split, Sobs (Murdered Wife), Ransom (daughter), Governor Assassination (son survives): Not for Infernal or Mercurians.
Angelic Procession: Not for Infernal or Ashen Veil.
Heresy: Grigori should see this as proof that religions are useless since they can't agree even when using the same god, and get a Golden Age.
Werewolf Morality (Chose 1 or 5 dead): With your tweaking of the Doviello, possibly receive 1 Ravenous Werewolf? Not for Infernal or Mercurians.
Ice Sculptures: Illians receive a Golden Age.
Waters of Life (oasis): Malakim receive a Golden Age, no Infernal at all.
Horseshoes: Hippus Golden Age.
Experienced Captain (Naval): Lanun Golden Age
Esteemed Playwright: Balseraph Golden Age
Moneychangers: Khazad Golden Age
Corrupt Merchants: Council of Esus state religion "Right methods, wrong targets" receive a Golden Age
Angel of Mercy: Empyrean state religion "Take heart from this in these troubled times" receive a Golden Age.
Miracle (at Walls): Include Illians. Mercurians "Proof of the righteousness of our cause" receive a Golden Age.
Master Smith: Luichirp Golden Age
Favorite Son (Gladiator): Doviello "Proof that the strong shall survive" Golden Age

Events that should also take affect in the corresponding Hell terrain:
Dustbowl, Tornado
 
I'm not a fan of Golden Age event results. Maybe something toned down, but that's a bit much.

Sure, I can leave those out no problem. Perhaps just give an added effect for that civilization instead, like Water of Life (Oasis) giving Malakim +1 (something) also.
How are the other suggestions, then?
 
I like the mana-specific events.

All right, I can do most of those. Some would need to be rewritten because of how the event triggers and I don't want to open that can of worms and so will skip them.

How about the filtering of events for Infernal and/or Mercurians? The Infernal don't use food, but from what I know they can acquire plots with farms/harbors on them through culture or conquest and thus have some useless events like "Farm Plows". Also, events like "Joyous Wedding" (to another civ) or "Baby Boom" don't really fit angels and demons either, in my opinion. Most all of such events are ones that FfH ported over "whole cloth" from BTS. They should have been filtered in the first place but probably just got overlooked.
 
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