FlavourMod 2

The Sidar don't have too much "flavor". If I remember correctly, the only think the script looks for is slow movement surroundings (if that is what mobility -1 is)? So they probably get last pick of starting positions.

Assets\python\entrypoints\CvFlavourInterface.py

pCivFlavourInfo = CivFlavourInfo("CIVILIZATION_SIDAR")
pCivFlavourInfo.addPreference("MOBILITY", -1)
civFlavourInfos[pCivFlavourInfo.civ] = pCivFlavourInfo
 
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.

Flavourwise the Sidar are distant immortals. They don't want to have anything to do with mortals and certainly don't want to be found easily. Small maps aren't that perfect for FlavourMod, true, but usually the Sidar shouldn't end up in areas as bad as you describe them and certainly not in icy ones (because snow is rather easy to cross).

If I remember correctly, the only think the script looks for is slow movement surroundings (if that is what mobility -1 is)? So they probably get last pick of starting positions.

Right, that was an easy way to put them in a region which is hard to reach for other civilizations. That doesn't mean these areas are bad ones. High production is very likely, because of lots of hills and trees. Furthermore they are easy to defend. The Sidar don't have any other prefences, so the kind of ressources you find in their starting regions should be very diverse.

So they probably get last pick of starting positions.

No, there is nothing like a picking order in FlavourMod. The way the optimization works, every civ should get one of its first choices. It's very unlikely, that your civ gets its last choice. Check the event message log at game start to see how much your civ values the start it got.

However, I will keep an closer eye on the Sidar in the future. If their starts are really that bad and it wasn't just bad luck, what happened to loffenx, I will have to do something about it. But don't forget, the first priority is flavour not balance.
 
I had all bad starts using Sidar and PerfectWorld (normal number of resources, not the option for extra), and ended up using the pre-made Broken Lands map instead.

I opened WB after each start, to see if the other civs were also similarly placed. On average, my settler was placed with only a single resource in the fat cross, and in one of the maps, I think it was the Elohim that had 4 fish in its starting location, plus something on land (which is odd since this was not using that blessings options for more resources).

Other civs also had 3 or more resources. I think I was trying PerfectWorld with small map and +1 civ. But I also tried it with the normal number of civs.

This is when I decided to look for the python file to see why this might be :)
 
I'll try a few different scripts and see what happens. Maybe I've just gone lazy while playing the alfar using flavourmod 1, whihc always gave me really good starts. And I'll keep "But don't forget, the first priority is flavour not balance." in mind ;)
 
On average, my settler was placed with only a single resource in the fat cross.

I'm really sorry for your bad luck, Elm. But it is nothing more. If there is a starting location with only one ressource, somebody has to take it. The reason is, that FlavourMod doesn't generate entirly new starting locations. It takes the ones from the underlying map script and redistribute them so they fit best for the civs chosen for this praticular game.

And hey, there is always a way to give your favourite civ the edge by adding one or two positive lines to their flavour description in the python file yourself. It's really easy. But be aware, some people might call it cheating ... ;)

I think it was the Elohim that had 4 fish in its starting location, plus something on land. Other civs also had 3 or more resources.

Perfect World tends to mak clumps of resources, even without Blessing of Amathaon. Which is quite realistic, if you ask me.

Doesn't look like this is compatible with FF 041 patch C.

I encountered the same and was ready to make a clean install as well ...

I'm finally at home again and and will update it today - in the hope that Vehem isn't releasing a new Patch right afterwards again ...

I ported this into my MODCOMP/FF work today (finally). Quite simple to do so indeed :) Once I opened my eyes and saw where to get the source from the installer :blush:

Nice to hear. And hehe, I know that it is maybe a little bit bumptiously to call the source installion a Software Developer Kit (SDK). :)
 
True, this will make life a lot easier. But don't count the chickens before they hatch. Let's see what awaits us, when FfH 0.32 comes out. ;)

EDIT: @Valkrionn: What? 0.32 has been released already? Of course I meant 0.33. Typos like this happen, if you don't get a coffee, before typing stuff in forums.

EDIT: @Valkrionn: No problem. I tend to the same. ;)
 
Is this version compatible to .33? Any experiences?

No it isn't compatible with 0.33, sorry, but I promise to update it in the next few days. I wanted to get some more features into it before releasing the update, but this turned out to be more time-consuming than expected.
 
Ok, here you go. Version 2.1.0 for Fall from Heaven 0.33f is up and ready for download (first post). There is a lot of new code because of the new choke and vantage point detection system. Please tell me if you find any bugs or if you think there is something wrong with the placement of ancient towers and other holdfasts on the map now.

The main features of version 2.1.0:
- Fix: OOS at first turn in MP games (could finally nail it down)
- Add: towers will be placed at suitable vantage points
- Add: holdfasts (like forts) will be placed at suitable choke points
- Add: Guardian of Pristin Pass is guarding a mountain "pass" now, not merely a mountain
- Add: safety distance between Guardian and starting locations
- Change: compatibility to Fall from Heaven 0.33f
 
awesome! I really hope Vehem will add this new version to FF asap. I love your mod :)

btw, you should update the first post, it still says that it's for version 0.32l ;)
 
that's great to know. by the way, I gave it a try now and I can see the improvements you've made. the guardian is, well, guarding ( what else could it possibly be doing? :D ) the pass between me ( malakim ) and the khazad. I see some city ruins on the map since the very beginning as well, are those the holdfasts you wrote in your post above? cuz I haven't found holdfasts yet, I'm curious about how they look and what they do. towers look smartly placed too and make for good observation points. :goodjob:

edit: btw, I took a glance at the python and noticed that the doviello have a preference for tundra, snow and ice. maybe that could be changed to tundra/snow or even tundra only? not sure if that would work out allright though, there's probably not enough tundra for it to work I guess. I'm curious to know why you've chosen to give them such an 'icy' start: tundra is really fitting, snow and ice probably fit the illians better. after all, the doviello are good especially at the start and then fade out, a bad starting position would be quite a big handicap I guess. they get screwed by ai no building requirements option already, poor fellas :lol:
 
[to_xp]Gekko;7212183 said:
I see some city ruins on the map since the very beginning as well, are those the holdfasts you wrote in your post above? cuz I haven't found holdfasts yet, I'm curious about how they look and what they do.

It seems I should clarify the term "holdfast" in the context of FlavourMod: It's just a summarizing term for Forts, Castles and Citadels for me. You will find all three improvement types at choke points on the map right from the beginning - with a descending probablity of course. Historically, I see them as relicts from before the age of ice. There is a good chance they were damaged by the ice a lot, so I decided to let sometimes only the ruins remain. Symbolized by the city ruins you've already seen in your game. Maybe I'm going to introduce another type of ruins especially for destroyed holdfasts in the future, but this has a low priority at the moment.

Edit: I gave the Doviello a small preference for snow and ice, because sometimes it is hard to find a spot for them on some map types. The floating ice on the ocean is a pretty good indicator a starting location is in a cold climate even if there is no tundra to give you this hint. Starting in the cold is also a good incentive for them to take all they need or want from others. Sounds flavourwise ok for me.
 
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