FlavourMod 2

Version 2.8.4 changelog:
  • Change: Compatibility to FfH 2 0.41m
Download link in the first post.

Finally found the time to at least post a little compatibility update. I'll be away for the next few days again, but after coming back I'm going to answer your questions. Promised!
 
Any chance of doing a small update for patch o? I like the features of your modmod very much, and I don't feel like installing one of the big ones with new races, (new bugs, potentially broken rule alterations,) etc, while I'm not done checking out the original ones.

Thanks! :)
 
I have posted a version of flavourInterface.py that loads flavour start info from an xml file instead of using the hardcoded values in the python file. This is intended for RifE 1.3x, so that modules can include their own flavourinfo.xml files that will be loaded modularly. I don't know if any of the other modmods use modular xml, but if they do, this may be of interest: http://forums.civfanatics.com/showthread.php?p=9825549#post9825549
 
I've used FlavourMod for a long time but my last game was the first one in which I used the Giant Map option. My first war in the game was against the Orcs who sent a horde of 100 Warriors with a couple of Axemen from the other side of the continents to attack me. Next, I got attacked by my neighbours, the Svartalfar, who had a stack of aroud 200 units roaming their territory. When I decided to invade and see what will would happen, I got attacked by another stack of theirs made of between 100 and 200 Nyxkin.

I've never seen AI stacks this large in my previous FfH games. Is this some side-effect of Giant Map or a new AI feature introduced in a FfH patch?
 
When installing it via the installer and then running the game i get tons of xml.errors. when i then - after clicking away all the error pop ups - try to run the game via play now, I get an immediate crash... what am I doing wrong? Is it because i am using the patch o of ffh2?
 
Tschuggi - I don't know much about it, but I'm assuming that FlavourMod installs itself by overwriting the DLL, since it's a dll mod. If so, then overwriting the dll for patch o of ffh2 with a dll that's based on patch m could be bad. I don't see any reason to think that it would work, because the files for your install could very well be looking for dll functions that don't exist in that version.

Again, I don't know much about it, because I've been playing (and modding) RifE lately, and that has FlavourMod2 built in (i.e. it's PART of the RifE game dll, so gets updated automatically whenever RifE releases a new version). But it seems like a reasonable conclusion.
 
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