FlavourMod 2

Version 2.5.0 changelog:
  • Add: New map size "Giant" available for all map scripts (except for Erebus Continent).
  • Add: Forest Lock Softening to improve dull starts.
  • Add: Seven05's ErebusContinent map script (v1.4)
  • Change: Compatibility to Fall from Heaven 0.40s.
  • Update: lonkero173's MountainCoast map script (v1.0.1)
Download link in the first post.
 
sweet! one question: what does "Forest Lock Softening" do? Forest Softening is clear, I'm just not sure what "lock" means there :D
 
[to_xp]Gekko;7733146 said:
sweet! one question: what does "Forest Lock Softening" do? Forest Softening is clear, I'm just not sure what "lock" means there :D

Maybe it's just me and my friends calling it this, but a forest lock refers to a situation, where your complete starting fat cross is covered with forest. You're somehow locked in in this case, because you won't be able to improve anything around you for quite some time and that's really bad, not only for humans. Forest Lock Softening tries to improve this situation by randomly removing some forests in the starting fat cross according to some rules.

Forest locks happen quite often on Perfect World for example or if you allow the vanilla map normalization methods to run on any kind of map. This means, if you decide to run a game without the flavour start option enabled.
 
oh, it's exactly what I thought then. great addiction, this should definitely help the AI with their starts ( players too of course, but the AI needs it more :D ) thanks! you might want to update your signature now ;)
 
small question: is there any chance that you could "fix" Blessings of Amatheon? the way it works right now IIRC often causes some resources to not appear on the map :(

also, I had some suggestions but after some brainstorming the ideas ended up being more appropriate for FF than flavourmod, so I'll post them in the FF 043 wishlist thread instead ( the basic idea was to have flavourmod place a couple pirate coves and treasure chest on the map after generation like it does with towers and goblin forts, but I got carried away :lol: )
 
[to_xp]Gekko;7738178 said:
small question: is there any chance that you could "fix" Blessings of Amatheon? the way it works right now IIRC often causes some resources to not appear on the map :(

Afaik it's not the problem that it doesn't try to place them. The problem is, that there is a set of rules which civ4 forces on the placing of resources. Min distance between some kind of resources or allow clumping for others ...

Probably not that easy too change it in a balanced way. However I'll set it on the list to take a look at, even if this is something, that should be fixed in the main mod.

[to_xp]Gekko;7738178 said:
also, I had some suggestions but after some brainstorming the ideas ended up being more appropriate for FF than flavourmod, so I'll post them in the FF 043 wishlist thread instead ( the basic idea was to have flavourmod place a couple pirate coves and treasure chest on the map after generation like it does with towers and goblin forts, but I got carried away :lol: )

I'll take a look at this post. :)
 
Afaik it's not the problem that it doesn't try to place them. The problem is, that there is a set of rules which civ4 forces on the placing of resources. Min distance between some kind of resources or allow clumping for others ...
If you look at the bonus placement in PerfectWorld you can see Cephalo's work around for that issues which was pretty elegant. He basically ignored the feature limitations. One thing you can also do if you don't mind some xml changes is simply allow things like the metals, marble, mana and a few others to co-exist with trees & jungles and that will increase the number of acceptable tiles for each resource effectively giving you more places to put them. It has the pleasant side effect of not making it as obvious which tiles in the middle of an otherwise vast forest have the bonuses.
 
If you didn't catch the update in my thread, I have 1.5 of ErebusContinent.py up and it will work with grid sizes up to 48x32 so I don't have to be the odd guy out with the map that doesn't support extra-huge worlds :)
 
If you didn't catch the update in my thread, I have 1.5 of ErebusContinent.py up and it will work with grid sizes up to 48x32 so I don't have to be the odd guy out with the map that doesn't support extra-huge worlds :)

I've seen it. I'll remove your name from the "odd-guys-list" immediately. ;)

If you look at the bonus placement in PerfectWorld you can see Cephalo's work around for that issues which was pretty elegant. He basically ignored the feature limitations.

Thanks for the hint.

One thing you can also do if you don't mind some xml changes is simply allow things like the metals, marble, mana and a few others to co-exist with trees & jungles and that will increase the number of acceptable tiles for each resource effectively giving you more places to put them. It has the pleasant side effect of not making it as obvious which tiles in the middle of an otherwise vast forest have the bonuses.

This will definitely make it in. I never understood why it was done this way in the first place. Just have to find a way to control this via the Flavour Start option, in case there are people, who like it the old way. Probably only a small change to the dll. Hopefully.
 
a couple suggestions:

both lizardmen races should get a stronger preference for riverside, since it helps their jungle spreading mechanic. the Sidar OTOH could lose it since it doesn't fit them so much imho.

btw, it seems that FF still has flavourmod 2.4.0 built in as of patch G.
 
Version 2.5.2 changelog:
  • Change: Compatibility to Fall from Heaven 0.40v.
  • Update: Seven05's Erebus Continent map script (v1.7)
Download link in the first post

@Gekko: The Sidar will keep the riverside preference for now. The original intension behind it was the misty feeling. The changes from the last FlavourMod versions will make it into the Fall Further code base eventually. Maybe today. ;)
 
does the Food Balancing function added in 2.4.0 only check for food yields? it seems like starts with lots of plains tiles in the BFC lead to some pretty impressive starts with lots of resources in the fat cross. I think the code gives the same value to plains and tundra, while plains are obviously better :D

also, right now the Grigori and Sidar start in terrain with lots of forests and hills iirc. would it be possible to check for the most isolated starts? isolated being most distant from other starting plots, and possibly greatly favouring being alone on a continent :D
 
[to_xp]Gekko;7775564 said:
does the Food Balancing function added in 2.4.0 only check for food yields? it seems like starts with lots of plains tiles in the BFC lead to some pretty impressive starts with lots of resources in the fat cross. I think the code gives the same value to plains and tundra, while plains are obviously better :D

You are right, it only takes food into account. After all it's a FOOD balancing function. :p

Sometimes this leads to impressive starts, yes, but these starts would be useless otherwise. If you are unlucky and you can't compete growthwise at the beginning you'll be behind for the rest of the game. I don't think it's too much of an issue to have these uber plains/desert starts occur sometimes. In the end it will be only your capital with a nice location like this. Your surroundings are probably a lot harder to settle.

If you really think it's too much I could lower the balancing from 50% to 33% or something like this. The percentage values are in comparison to the start with best potential food output on the map you are playing.

[to_xp]Gekko;7775564 said:
also, right now the Grigori and Sidar start in terrain with lots of forests and hills iirc. would it be possible to check for the most isolated starts? isolated being most distant from other starting plots, and possibly greatly favouring being alone on a continent :D

Shouldn't be to problematic. I could steal from myself for this. The Culturally Linked Starts mod is all about distances between starting locations.
 
If you really think it's too much I could lower the balancing from 50% to 33% or something like this. The percentage values are in comparison to the start with best potential food output on the map you are playing.

well I don't want to force my view on anyone :p I just think plains are worth more than tundra because they also give 1 hammer, so this should be somehow taken into account when evaluating terrain ;)



Shouldn't be to problematic. I could steal from myself for this. The Culturally Linked Starts mod is all about distances between starting locations.

that would be awesome. :)
 
suggestion for Balseraphs' flavour start: since now they get free Masquerade guild in every city ( at least in FF :D ) , they could get a preference for dye, cotton, silk and sheep.
 
I think the malakim should get a strong dislike for ice/tundra, so that if there are no starts with desert they can at least be sure they're not gonna start in cold terrain. I just got an ice start as malakim and it was really out of flavour :D

maybe they should also gain "prefer plains over grasslands" so that they are guranteed to start with hot climate.
 
[to_xp]Gekko;7792203 said:
suggestion for Balseraphs' flavour start: since now they get free Masquerade guild in every city ( at least in FF :D ) , they could get a preference for dye, cotton, silk and sheep.

Nice idea, even for base FfH. It'll be added.

[to_xp]Gekko;7802401 said:
I think the malakim should get a strong dislike for ice/tundra, so that if there are no starts with desert they can at least be sure they're not gonna start in cold terrain. maybe they should also gain "prefer plains over grasslands" so that they are guranteed to start with hot climate.

Easy enough to add and flavourwise more than appropriate.
 
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