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Final Fixes Reborn

i'd love to add the mercenaries modcomp at some point, but that's long term stuff too (also i'd need to find the source files for the modcomp which seems to be difficult).

I did find an updated version of the Mercenaries mod here, which says it's compatible with BtS 3.19, but I'm guessing would need work to make compatible with AoE.

Another suggestion people have made for mercenaries was for the Guild of the Nine to allow ALL civs to hire mercenaries, but have hiring mercenaries cost less for the owner of the Guild of the Nine, so it would be somewhat less overpowered. I'm not sure how good the AI is at hiring mercenaries when it builds the GotN, so might need some programming work, but might be an easier solution than adding the mercenaries modcomp -- or at the very least, an interim solution pending adding the Mercenaries modcomp.
 
I could not find a working download for the one linked. But a google search reveals this link to the original he derived it from so it would work for BTS. And the link does work for download. I have checked. So that might be a good start at least. Even if it is ancient.

http://civilization4.filefront.com/file/Mercenaries_Mod;61052
 
That's the original Mercenaries mod for vanilla Civ 4, not BtS, right? RFC for BtS included Mercenaries, didn't it? So might be worth a look.

I know that of the RFC modmods, Sword of Islam includes Mercenaries based on TheLopez's Mercenaries mod, so might also be worth a look. (I don't remember if RFC Europe has it.)
 
Yes, that one is for vanilla CIV. My opinion is that his best bet would be to use that code to see which files are modified and where, as well as establish what to search for in terms of comments and formatting and than to use that knowledge and dive into RFC and extract what he needs.
 
I've been playing the most recent beta of Ashes, after deciding to explore other FFH modmods (I'd played only Fall Further for years). I like RiFE and Ashes enhances RiFE really well. I'm grateful for the work you've done here. I would like to help and, after finals near the end of this month, I'll see if I can learn some python to contribute bits and pieces.

I do have a few questions:
Is there supposed to be a lack of events? I have the more events option and the only event I'm ever presented with is the one where killing a goblin sometimes gives you options based on finding a baby goblin. (Is there any way to get rid of the Weak promotion?)

My computer also wigs out whenever I try to use any modules other than those packaged with your mod. Derf's modules all seem to cause the loader to hang at "Init MP / Voice." Is there a known issue with this happening for the beta version?
 
i'll take a look at those mods, thanks.

I've been playing the most recent beta of Ashes, after deciding to explore other FFH modmods (I'd played only Fall Further for years). I like RiFE and Ashes enhances RiFE really well. I'm grateful for the work you've done here. I would like to help and, after finals near the end of this month, I'll see if I can learn some python to contribute bits and pieces.

Help is always welcome ^^
I do have a few questions:
Is there supposed to be a lack of events? I have the more events option and the only event I'm ever presented with is the one where killing a goblin sometimes gives you options based on finding a baby goblin. (Is there any way to get rid of the Weak promotion?)
If that's the only event you had, there's probably an issue indeed. But it is one that's appearing the most since it's one with no prereq. I think we do need to add more like that.

My computer also wigs out whenever I try to use any modules other than those packaged with your mod. Derf's modules all seem to cause the loader to hang at "Init MP / Voice." Is there a known issue with this happening for the beta version?
There might be an issue with the modules xml templates (they must be the same as the main mod template for the game to recognize them). Other than that, i don't know, i'll check them
 
The download link doesn't work for me (which is why i mentioned earlier i couldn't find the source files ^^). Merging it shouldn't be a major problem.

Maybe you could PM the modder who updated the Mercenaries Mod to BtS -- he's still active here on CFC in the Caveman 2 Cosmos forum.
 
If that's the only event you had, there's probably an issue indeed. But it is one that's appearing the most since it's one with no prereq. I think we do need to add more like that.

500 turns in, as the Prime Minister (Grigori), I've had that event several dozen times (Raging Barbarians).

Also of note, I'm at a point where Savage Dwarven Adepts are spawning with Mud Golems that can't attack. I'm not sure if that is clogging up future spawns, but they are irritating either way.


How hard would it be to integrate the Council of Esus method done in Wild Mana? What would be involved?
 
Just for the record, I am well through a game with the Mekara Order and have had no issues getting varied events. So it might just be your very bad luck with the RNG.
 
I'm using the svn version, last loaded on april 4th. Yes, I've not gotten any notifications of my neighbors' events (suggesting they've had none, either) and I've gotten no events other than the goblin one. Further, I get the Goblin baby event a significant portion of the time fighting Goblins or Scorpion Clan Goblins (no other variants seen). I'd estimate that it happens at around 30-40% of the Goblins destroyed. It often resolves on nearby units (in the attack's origin tile or another unit in the stack that wasn't top defender) other than the one doing the fighting, as well.
 
Looking at the code, it should happen around 10% of the time and only with the goblin units you mentioned (i'll probably expand it to other units). The fact that it's not necessairly the fighting unit is normal, though.
I'm more worried by the fact that you haven't got any other event.
 
I remember back in the day reading about a bug that if you got an event, you would be more likely to get it again. I can't remember if that was a rife bug, a FFH bug, or a civ-4 bug though.
 
yeah i remember that as well, but that wouldn't be the problem here as this event isn't fired by the usual system, but a test is made when a unit is killed. The main issue with the report is that he hasn"t got any other event.
 
yeah i remember that as well, but that wouldn't be the problem here as this event isn't fired by the usual system, but a test is made when a unit is killed. The main issue with the report is that he hasn"t got any other event.

I'll start a new game to test.
 
svn version or normal download ? (both of you),
because several dozens times in 500 turns is more than a rng glitch
I am using the regular non-svn download. Also, turn 621. The only reoccurring events I have had are the goblin spawn where they poison your land (2-3 times) and the one that gives you that mercenary hero dude that looks like a skeleton (3 times as well). This said, I have noticed that overall there are very few random events in my game to begin with. I can go tens of turns without any.
 
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