FfH2 BtS Conversion Beta

I never suggested taking away the third ring of the city radius, you would just need to build the hub to get it. It still seems better for sprawling to me. Settlements and hubs don't make much sense for nomads, at least as currently implemented. I guess it could be changed to make it more fitting for a nomadic civ, but then the "settlements restrictions would have to be much different. For example, a "settlements" buildings (but not units, except as so far as they require the buildings to train) would be restricted, and it would most likely be be abandoned (destroyed, but without leaving ruins) when it builds a settler or drafts units (it would make sense for such "settlements" to draft more efficiently, since the "settlers" are probably warriors as well, and aren't very attached to their particular abode).


The Khazad Dwarven-Vault mechanic does not work when using advanced starts.
 
It works, it just won't show up until the 2nd turn.
 
Well, now it works, but it didn't in my last game. Now that I think of it, it could also have been caused by regenerating the map (I was actually rather surprised that you can do this with advanced start) so that my starting area contained a river, or to cheating to remove a barrows near my city.


Edit 1: I just tested both my explanations, but neither caused the Dwarven-vault to malfunction. However, in my regenerated advance start map all land turned to hell terrain when I ended my turn, although the AC remained at 0.


Edit 2: 91 turns latter all the hell terrain reverted back to normal. One turn after that the hell resources reverted to their non hell versions (the original resources had not turned into their hell counterparts when the world randomly went to hell, but researching animal husbandry revealed nightmares in place of horses, which latter reverted to horses)
 
Patch v.

1) There was message "yr. 168: Captain Uldanor (Great Commander) has been born in Domir (Barbarian)!" After that Acheron misteriously disappeared from Domir and left the Hoard unprotected.

2) Weapon upgrades (even to mithril) did not need specific buildings. After I got the Hoard (and have a mithril) all my new weapon-upgradeable units (drown, moroi, Saverous) started with mithril weapon promotion - very early.
 
on the turn I completed making 1st worker and got 2 congrats pop-ups. 1 referring to worker as an armored unit and 1 referring to it as a helicopter unit.

Similarly but worse, playing Valledia, my first worker was announced three time, first as my first gunpowder unit, second as my first armored unit and third as my first helicopter unit. Additionally, there are no suggestions where (grid squares with circles) to develop next with my workers until I discover Mining, and then the suggestions are only where to mine, never where to plow a farm.
 
are you even using patch V? that issue was fixed a while ago

Well duh! Of course I'm... wait... *bonk, bonk, bonk*

OK, I'm an idiot. I was sure I had installed it. *sigh*

Anyway, thanks Sureshot.
 
Interesting happenings with HN:

I upgraded a Dragonship to a Pirate, next turn it disappeared. Moe is running around as a barb. He entered a tile with a Svartalfar unit and it just disappeared. As I mentioned in a earlier post, when I have the Stooges they can enter a tile with another unit and they share it. Until Firaxis releases it's patch, thing are pretty amusing right now.

On a side note, I've played twice now on an Arboreia map with no Incense or Reagents. Bad luck or maybe a BtS thing?
 
I think the 10 years of forced peace is a good. It stops the exploit where a player trades a resource to another player for gold or a tech. Then the player immediatly declares war on the other play so they don't get the resource.

Just a note: you can't trade a resource for a tech. That was a Civ3 exploit ;)
 
39. Switched the Editor to excel 2007 (no more 256 column limit, woohoo!).

How will this effect those of us who only have excel 2003? Does this mean I'll have to make all my modifications directly to the xml files now?

(I used to do it this way anyway, but then new patches would undo all my changes. I prefer being able to keep a modified editor saved under a different name and keep the default one in case I want to undo my changes or just reference what the default values are when discussing them in this forum.)
 
How will this effect those of us who only have excel 2003? Does this mean I'll have to make all my modifications directly to the xml files now?

(I used to do it this way anyway, but then new patches would undo all my changes. I prefer being able to keep a modified editor saved under a different name and keep the default one in case I want to undo my changes or just reference what the default values are when discussing them in this forum.)

Yeah, I dont think you will be able to open it with Excel 2003 anymore.

I would highly recommend using modular xml for additions, or a compare utility that you can run between your files and the new files to easily merge differences.
 
That's no fun. Did you switch to Vista?

Nope, Im still on XP. I needed Excel 2007 so I could have more than 256 columns.

Im not sure about the compare utility, I use Boyond Compare, but you have to pay for it. Others may have a recommendation on a freeware tool.
 
Couldn't you just split it into multiple spreadsheets?

Yeap, but its much easier to manage all the data in one spreadsheet. If I had it in 2 spreadsheets and I add an attribute I have to do it twice, if I do searches, replaces, etc I have to do it twice. Not to mention the problems trying to get the VB scripts that export the data to the xml that Civ4 users to pull from multiple sheets.

Earlier verisons of the editor actually did this when we had over 400 units (so we had the width of one sheet full and were almost filling the 2nd). It was a pain to manage, not impossible, but gettign rid of the column limitation makes life so much easier.
 
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