FlavourMod 2

Just uploaded the final version of FlavourMod 2.0.0. Go to the first post to download it. Version 2's main features are:

  • Flavour Start: All civilizations will start in regions matching their flavour, if such a region is available on the map. This means elves will usually start in heavy forested areas, dwarves in hills, and so on. See the "Themes and Flavours" list for the deatails.
  • Flavourful Unique Features: The same as above is now true for Unique Features. Flavourful locations (mostly terrain-wise) for each Unique Feature. I borrowed the idea from Sto to let the Maelstrom start in a rather small sea or ocean for example. Makes it a risk worth taking to steer your ships right into it in my opinion. (see the screenshot)
  • Safety Distance: Dangerous Unique Features like the Broken Sepulcher and it's nasty inhabitant Barbatos won't be right beside your starting settler any more. Game over on turn three should be thing of the past.
  • Game Option: No need to change mapscript code anymore to make FlavourMod work with a certain map of your liking. FlavourMod is now a simple clickable custom game option. Don't forget to check it, when you go for your next game! (see the screenshots for where to find the option)
  • In-game Feedback: There will be an info message at start-up telling you about the quality of the starting area you've got. (see the screenshots for an example of this too)
  • Installer: FlavourMod is coming with an installer, which guides you through the installation process and tries to prevent you from copying FlavourMod where it doesn't belong. If everything is working as intended it should find the correct location automatically.
  • Customization: Changing a civs preferences, the min. distance btween Uniques etc is easily possible with only a little bit of knowledge about python. I tried to keep it as simple as possible. The file you would have to edit has the name "CvFlavourInterface.py". Ask, if you have questions.

Tell me, if you find any bugs or if you have a great idea how to further improve the mod. I'm especially interested in suggestions how to make the Unique improvement placing even more uniqe.
 
As I recall what I've read through on here so far, it is now entirely SDK based, correct? In that case, if you don't have any plans to write flavor code for Jotnar & Scions anytime soon I'll take a look at your code and (with permission) see about placing it directly into Fall Further. Then you won't need to update each time that we do anymore (though I like to pretend it is easy to update DLLs based on mine ;))
 
@[to_xp]Gekko: Planning to, but it seems more complicated than I thought.

@xienwolf: No the main part is in python. I use the SDK only for calling my python file at the right moment, for the game option and for messing with the map normalizing functions. If these SDK parts would be part of the Fall Further DLL this would make things a lot easier. Adding flavourinfo for the Jotnar or the Scions in the future would be as easy as replacing the python file in this case.

Btw, which IDE are you using? I'm working with Visual Studio Express and I have to keep a Makefile manually up to date to compile everything correctly. I was a bit shocked to see, that you added 27 new files to the FF source. I was used to have to add one or two to my makefile by hand but never before 27. Means some work.
 
I normally only include the modified Source files, but Vehem said he likes to just toss the full source in there, so I did (not that big anyway). Not entirely sure what an IDE is, nor a Makefile to be honest :) Not so good with lingo and terms ;) My compiler is Codeblocks I suppose. That's really the only program I use at all. (And Winmerge to compare back to FfH base SDK and ensure I commented everything). If you Winmerge back to 032K Source you'll find that maybe 13 total files are changed.


Anyhow, I downloaded it and will look at your source tomorrow when I get time and quite probably toss it into the codebase for future releases.
 
Hmm... Won't let me download it.

Should be fixed. I packed the installer's exe up into a zip and uploaded it to the CivFanatics servers. Means you will have to unpack it first now, before you can start the actual installation process.

I was using another file hoster before, because CivFanatics didn't allow me to upload exe files without zipping them first. It's kind of difficult to find a free hoster allowing you direct links, a decent traffic and the upload of any file type. Thought I had found one, but this one had obviously a problem with too many people downloading at the same time it seems.

EDIT: Sorry, I won't have the time to update to Fall Further 0.41 today. Maybe tomorrow.
 
Anyhow, I downloaded it and will look at your source tomorrow when I get time and quite probably toss it into the codebase for future releases.

Ok, feel free to do so. I would really like to see FlavourMod in one of the future releases. Would be fantastic. Btw, IDE stands for Integrated Development Environment. Codeblocks is one. An IDE is usually able to use more than one certain compiler.
 
Should be fixed. I packed the installer's exe up into a zip and uploaded it to the CivFanatics servers. Means you will have to unpack it first now, before you can start the actual installation process.

I was using another file hoster before, because CivFanatics didn't allow me to upload exe files without zipping them first. It's kind of difficult to find a free hoster allowing you direct links, a decent traffic and the upload of any file type. Thought I had found one, but this one had obviously a problem with too many people downloading at the same time it seems.

Ah, that's about what I thought. Downloading now, really looking forward to the Unique Feature flavored starts. :)
 
Ah, that's about what I thought. Downloading now, really looking forward to the Unique Feature flavored starts. :)

Hopefully you are not disappointed. I hate to say it, but the unique feature placing is not as improved as the placement for civilizations in the current version. Really cool is only the Maelstrom at the moment, if there is space for it in an inland sea, to put it in there. There is still a lot, that could be done for the other unique features, besides nice and fitting terrain in their vicinity. Like I said before. I'm open to suggestions. What about placing some hell terrain or graveyards around the broken sepulcher for example or putting trees in the desert sand around pool of tears? Would you like stuff like this?
 
Here's what I'm using for the Scions atm:

Spoiler :
Code:
	pCivFlavourInfo = CivFlavourInfo("CIVILIZATION_SCIONS")
	pCivFlavourInfo.addPreference("PLOT_HILLS", 2)
	pCivFlavourInfo.addPreference("IMPROVEMENT_REMNANTS_OF_PATRIA", 1)
	pCivFlavourInfo.addPreference("BONUS_SC1", 2)
	pCivFlavourInfo.addPreference("YIELD_FOOD", -2)
	civFlavourInfos[pCivFlavourInfo.civ] = pCivFlavourInfo
	return civFlavourInfos
[/spoiler]
 
Graveyards around the Broken Sepulcher could be really sweet, and make it a MUCH larger reward for taking him down (or getting close enough to try).

If you placed Hell Terrain around it (start of the game), then it would spread immediately. Unless you also modify it so that a certain area around the Broken Sepulcher won't suffer from changes in Plot Counter, or gains a Reduction in Plot Counter value which acts to offset precisely what the gain would be for spreading it.


Guardian of Pristinus Pass should be placed next to & facing a single tile passageway through a Mountain Ridge :)
 
hey there, I've started a game with the new 2.0.0a version and I'm loving it so far. I was wondering if it is still compatible with patch C of FF ?
 
[to_xp]Gekko;7083997 said:
I was wondering if it is still compatible with patch C of FF ?

I would like to know this myself. I'm not at home till tomorrow in the evening. Means I can't check it out anytime soon. The changes from B to C seem small, though. I'm guessing the current version of FlavourMod is probably going to work with Patch C. If someone should have tried it out already, feel free to post your results here.
 
Is it just me, or does the Flavor start script intentionally remove all tribal (goody) hut improvements from the map?

Goody Huts should be there. FlavourMod doesn't change anything about them and they were available in my test games.

I think I remember there is a different map option, which allows you to switch goody huts on or off. Maybe you check it accidentally? Installing mods sometimes leads to screwed up saved game options.
 
I would like to know this myself. I'm not at home till tomorrow in the evening. Means I can't check it out anytime soon. The changes from B to C seem small, though. I'm guessing the current version of FlavourMod is probably going to work with Patch C. If someone should have tried it out already, feel free to post your results here.

The option for FlavourMod doesn't show up with FF patch C when I'm creating a new map. Vehem re-added an option for alignments that might have bumped yours off.
 
Goody Huts should be there. FlavourMod doesn't change anything about them and they were available in my test games.

I think I remember there is a different map option, which allows you to switch goody huts on or off. Maybe you check it accidentally? Installing mods sometimes leads to screwed up saved game options.

Maybe there is a conflict with the Full of Resources map script, as I've been running it along with the Flavor starts? I'll try unchecking the hut option, starting a game, exit, recheck the box to on, and start a new game to see if they show up.

If that doesn't work I'll try a vanilla map with just the Flavor start script. If huts show up then, I'll know to pick only one or the other of the map scripts if I want huts, or tinker around until I get huts to show when I'm using both mods. Considering how evil polar bears and griffons are on my starting scouts sometimes huts aren't worth the pain anyway :).

Thanks for the reply. At least now I know they should be there, and it is something on my end that needs to be reset.
 
First of all I'd like to thank you for a great script!

I've been trying out a few Sidar starts but the script has put me in so weird positions they've become near unplayable. Maybe it's because i play on small maps, but i have often started on small near resource-less islands or on the edge of the map with mostly tundra, ice and one or two deers to keep me company.

The ithers i've tried, mainly Svartalfar and Calabim, have worked very well.
 
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