FlavourMod 2

End of Winter doesn't seem to work for me at all. I've downloaded this latest version, tried various different map scripts, waited several turns (a message further back in this thread claimed that would work) but nothing seems to work. This is the only mod I've installed too so it can't be some kind of conflict.

Make sure you've installed all the right versions. Just tried the End of Winter option with 2.8.3 for FfH patch j and it works for me as it should.

EDIT: There was a version in the past with End of Winter not working at all because the reintroduces Regnerate Map option. Maybe that's the problem.
 
a very minor thing (don't know if its already changed)

in FM_map.py in def reassignUniques(self):

in line
Code:
if not gc.getImprovementInfo(eFreeUnique).getFeatureMakesValid(pNewLocation.getFeatureType()):
it seems that there is no check to make sure getFeatureType isn't -1
 
A quick question on Team games, and apologies if this has been answered, I didn't read the whole thread.

I seem to notice on the Erebus map script in vanilla FFH2, playing as a Team seems to completely disregard all flavor. How does FlavorMod handle teams? Does it chuck it out the window or does it still place each race based on flavor rather than proximity?
 
Sigh, sorry to bother once again, but me and my friends want to downgrade FfH to patch d so we can use Hyborem and Basium.

Can't find Flavourmod 2 for patch d anywhere :S Do you have it?
 
I am getting an error using your source code when recompiling the dll. It is:

CvDLLPython.obj error LNK2019: unresolved external symbol "void __cdecl CyMapPythonInterface2(class boost::python::class_<class CyMap
etc, etc.

Is your source code up to date? Or is there something I'm doing wrong?
I have made no changes to the code yet, just recompiled it to make sure it would.

Edit: using version 2.8.3 download.
 
I am getting an error using your source code when recompiling the dll. It is:

CvDLLPython.obj error LNK2019: unresolved external symbol "void __cdecl CyMapPythonInterface2(class boost::python::class_<class CyMap
etc, etc.

Is your source code up to date? Or is there something I'm doing wrong?
I have made no changes to the code yet, just recompiled it to make sure it would.

Edit: using version 2.8.3 download.

Sorry ostar, I read your post before but forgot to answer later when I got the time. The FlavourMod source files CyMapPythonInterface1.cpp and CyMapPythonInterface2.cpp replace the original FfH file CyMapPythonInterface.cpp. You'll have to add the two new files to your project and remove the old one before you start compiling.
 
Sorry ostar, I read your post before but forgot to answer later when I got the time. The FlavourMod source files CyMapPythonInterface1.cpp and CyMapPythonInterface2.cpp replace the original FfH file CyMapPythonInterface.cpp. You'll have to add the two new files to your project and remove the old one before you start compiling.

Got it, thanks. I'm trying to add images to the random event popups (using a basic Civ mod writen by EmperorFool), and have managed to do so for FfH basic. I'd like to do it for your mod as well, but it currently involves modifying the dll to add a new tag - EventArt.
 
Alright, I'm trying to add a challenge option which prevents climates from reverting (So former Illian territory will stay frozen, and so on). I've tried two different methods:

  1. Edit doClimate(). I added a check for the gameoption, if it's off we have the standard code. If on, we have another new check, seeing if eWantedClimate != getNaturalClimate().
    • Would think this would work, as getWantedClimate returns the natural climate if there's no civ/religion climate.
  2. Edit getWantedClimate() itself. To do this, I added a simple bit of code just before the 'return getNaturalClimate();' line, as follows:
    • Code:
      if (GC.getGameINLINE().isOption(GAMEOPTION_CHALLENGE_CLIMATE))
      {
          return getClimate();
      }
Neither of these have worked. Tested by playing Malakim, putting out a bunch of forts (which generate culture in RifE), waiting for desert, and then removing them. Rather than stay desert, they reverted. Any ideas?
 
Finally found some time today and managed to import the New climate system - I must say I really like it :)

One thing gives me trouble though - is it possible to allow climate to change on only one axis?

Wetlands (marsh) are quite special in Orbis and I want them to be almost permanent.
So it would be possible to freeze them, but humidity changes would have no effect.

If it is possible, any suggestions where is it best to put such block? I made a special define (azonal_climate, defined as climatezone_wetland), but so far no luck making it work. :confused:

Edit: Ok, did it.
I just linked it in CvPlot::getWantedClimate()
If plot has azonal climate (= is wetland) and target climate has maxtemperature < 1, it allows changing; if the temperature allowed for the target climate is higher it returns getNaturalClimate().
Not sure if it is the best way (and it is semi-hardcoding), but works.

Edit 2: Another problem - how to make reverting climate to natural one take half time required to change it to civ prefered one? Preferably in an easy way.
I think the change would be nice for both flavour & balance.
 
I recently made the move from Noble to Emperor in Wild Mana ( big leap I know, but I hate cheating AI. once the game got no longer fun though, I decided that since I was going to play with a cheating AI, I might as well make it challenging as well :lol: ) .

this made me realize how great "commerce balancing" would be for flavour starts. I played 2 games with the ljosalfar, 1st game I had no less than 5 food tiles in the BFC, but no commerce tiles, and things went horribly. 2nd game, I have 1 wine and 2 ( unjungled thanx to jungle softening ) dyes ( one of which is on a marsh and so subpar ) , and things are going GREAT. having some sort of readily available commerce tile in the BFC is VITAL to a good start which leads to a decent game imho.

btw, forest/jungle softening doesn't seem to work for the Clan of Embers in WM when using flavour starts. one game for example the food balancing obviously added a bunch of pigs to my BFC ( about 4 ) , but they were all jungled and thus useless. is this weird malfunctioning WM only? i.e. does it work fine for them in flavourmod?
 
still on the topic of forest lock softening, I just had a Doviello start ( playing Wild Mana ) that was entirely forested, save for most of the tiles with deer on them. it almost seems like flavourstart thought it would help me by removing forest on resource tiles... but camps can be built in forests so it just robbed of some some health and hammers :lol:

so, a couple small suggestions to optimize this routine. we are essentially removing forests to make sure that people can improve their lands some without the need to get to mining before they can do anything. the way I see it, this is most important when you have no commerce and need to get some cottages built asap. but education is pretty expensive at the beginning of the game: throw mining in the mix as well and it starts to look grim :lol:

so I think forest lock softening should prioritize removing forest from :

1) tiles that have resources, exluding camp resources
2) riverside tiles ( to get the river commerce and allow farming )
3) tiles that yield some food ( for cottaging )
4) tiles in the first ring of tiles around the city ( because forests there can give defensive bonuses to besiegers )

for jungles it would be similar, except that getting rid of jungles is good also on camp resources ( which would be elephants )
 
Still around Jean?

I have a simple request to save me from thinking, or being told, that my script is broken :)

Code:
def generateFlavour():
	'Flavour Starts game option active'

	FM_Globals.setup()

	pGame = FM_Globals.Game
	pMap  = FM_Globals.Map

	limitFlavor = False
	if not ('.CivBeyondSwordWBSave' in CyMap().getMapScriptName()):
		if ('ErebusContinent' in CyMap().getMapScriptName()):
			limitFlavour = True

	if FM_Settings.bAddMarshTerrain and not limitFlavour:
		if not pMap.isHasTerrain("TERRAIN_MARSH"):
			pMap.addMarshTerrain()

	if FM_Settings.bReassignStrongholds:
		pMap.reassignStrongholds()

	if FM_Settings.bReassignUniques:
		pMap.reassignUniques()

	if FM_Settings.bFlavourStarts:
		pGame.doFlavourStarts()

	if FM_Settings.bNormalizeStarts:
		pGame.softenJungleStarts()
		pGame.removeForestLocks()
		pGame.normalizeFood()
		# Future: pGame.normalizeProduction()
		# Future: pGame.normalizeCommerce()

	FM_Globals.delete()
This way if a player sets up my script for no jungles (and subsequently no marshes) you won't go in and put marshes all over the place :)

Plus I can then also tell Gekko that this change:
Code:
	if FM_Settings.bFlavourStarts and not limitFlavour:
		pGame.doFlavourStarts()
Lets him keep my flavor start settings in place (no extra 'u' in my version :p).
 
Alright, I'm trying to add a challenge option which prevents climates from reverting (So former Illian territory will stay frozen, and so on). I've tried two different methods:

  1. Edit doClimate(). I added a check for the gameoption, if it's off we have the standard code. If on, we have another new check, seeing if eWantedClimate != getNaturalClimate().
    • Would think this would work, as getWantedClimate returns the natural climate if there's no civ/religion climate.
  2. Edit getWantedClimate() itself. To do this, I added a simple bit of code just before the 'return getNaturalClimate();' line, as follows:
    • Code:
      if (GC.getGameINLINE().isOption(GAMEOPTION_CHALLENGE_CLIMATE))
      {
          return getClimate();
      }
Neither of these have worked. Tested by playing Malakim, putting out a bunch of forts (which generate culture in RifE), waiting for desert, and then removing them. Rather than stay desert, they reverted. Any ideas?

:bump: Any ideas? Haven't looked at this again since my first post, but I'd still like to add it.
 
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