FlavourMod 2

There's some older version of this mod with no gameplay changes? Only flavoured starts?

EDIT: House do i disable the elven changes for farms in python?

And just another thing. When playing MountainCoast in Gigantic maps with 20 civs, there seems to always be a huuuuuuuuuuuuuuuuuuuuge desert where half the civs get spawned into. Is this working as intended?

In Erebus Continent using flavorful starts with Hippus i started in a lot of hills near tundra, shouldn't flatlands be preferred?
 
An almost unaltered game play version would be kind of easy with the few really game play altering things in this mod (at the moment). I'll add it as an option to the Installer, but it's quite hard to draw a line between what is altering the game play and what isn't. Is moving forts to choke points altering the game play? Is allowing forest to spread to marsh changing the game play? Is an Extended End of Winter changing it? ...

The elven farms faux pas will be removed in the next version, but if you want to remove the -1 :food: in 2.7.0 you just have to make a small XML change. No Python involved.

Search for the code below in CIV4CivilizationInfos.xml and change the -1 to a 0 or remove the code posted below completely.

Code:
            <ImprovementYieldChanges>
                <ImprovementYieldChange>
                    <ImprovementType>IMPROVEMENT_FARM</ImprovementType>
                    <ImprovementYields>
                        <iYield>[COLOR="Red"]-1[/COLOR]</iYield>
                        <iYield>0</iYield>
                        <iYield>0</iYield>
                    </ImprovementYields>
                </ImprovementYieldChange>
            </ImprovementYieldChanges>

I can't do anything about the too many desert starts you are reporting with MountainCoast. You will have to ask lonkero173 (the creator of the map script) to change this behaviour. FlavourMod is not changing the initial set of starting location it's getting from the map scripts.

Concerning the Hippus in Hills near Tundra. It's unusal but sometimes it happens, because there is no better starting location available or someone else fits a more fitting location even better than the Hippus and got it.
 
I can't do anything about the too many desert starts you are reporting with MountainCoast. You will have to ask lonkero173 (the creator of the map script) to change this behaviour. FlavourMod is not changing the initial set of starting location it's getting from the map scripts.

Concerning the Hippus in Hills near Tundra. It's unusal but sometimes it happens, because there is no better starting location available or someone else fits a more fitting location even better than the Hippus and got it.

I wonder if it would be possible to make the mod spawn more starting locations than there are civs, so it has more locations to choose from for each civ? Like two starts for every civ, or three starts for every two civs, so, for example, if you're playing with 12 civs, maybe 18 or 24 starts could be generated, to give each civ a better chance of starting out in a location that doesn't suck (or is unflavorful) for them?
 
An almost unaltered game play version would be kind of easy with the few really game play altering things in this mod (at the moment). I'll add it as an option to the Installer, but it's quite hard to draw a line between what is altering the game play and what isn't. Is moving forts to choke points altering the game play? Is allowing forest to spread to marsh changing the game play? Is an Extended End of Winter changing it? ...

I understand what you're saying... it's certainly a fine line to draw. Personally, I'd prefer a version without changes to the game beyond how things are placed on the initial map - so things like flavored starts, choke points, and such are great, but forest spread, yield changes, etc are undesirable.

I've never played with End of Winter, or Extended End of Winter, so I'm pretty apathetic on that one ;-) But as it's already optional, I'd leave it in for those that enjoy it!

Anyway, even if it doesn't happen, thanks for considering to support multiple versions :)
 
Version 2.7.1 changelog:
  • Add: FF performance enhancements for Terrain changing effects (Hell Terrain spread etc.)
  • Add: Installer option "FlavourMod UG" (installs an Unaltered Gameplay version of FlavourMod)
  • Add: cheat code "chipotl" + CTRL + SHIFT + Y opens an AutoPlay popup window (for testing)
  • Change: Ljosalfar and Svartalfar get as much :food: from Farms as everybody else again
  • Change: Doviello get +1 :food: from Ice and +1 :hammers: from Tundra
  • Change: Illian get +2 :food: from Ice and +1 :hammers: from Tundra
  • Change: +1 :commerce: for everybody from Rivers despite vegetation or Ice
  • Change: Temple of the Hand transforms a radius 3 fatcross to Ice and Tundra (temporary solution)
  • Change: Illians start in an icy fatcross similar to the one from their temple (temporary solution)
  • Change: Compatibility to Fall from Heaven 0.40z
Download link in the first post.
 
I was looking for a simplistic mod to add a few new tweaks and choose to go with this one for my next game. Glad I waited to today to as those patch z coinciding additions really improve on some much needed flavour.
 
awesome job! I still think that for doviello/illians ice should give hammers and tundra should give food, but whatever :D I'm very glad to see that you included your performance tweaks as well, those really make the game far more enjoyable when hell terrain shows up :goodjob:
 
umh, I think Illians would greatly benefit from having a dislike for plains and desert, similar to how the Malakim have a dislike for tundra and ice. otherwise, stuff like this could happen :D
 
That's just a big glacier coming down from the mountains in the south. :p

But seriously, if I look at he other available start locations on your minimap, there doesn't seem to be a location fitting the Illians in the slightest. The only solution for problems like this is to generate more starting locations than necessary, but unfortunately that's something the map script has to do.
 
no worldbuilder??? the combination of the 3 mana and standing stone just outside city range is suspicious... in dubito pro reo as always ;)
 
Valk's screenshot does give me a suspect though. does the "food balancing" function take into account civ-specific yields when it evaluates starting positions? it seems like it thought that starting position was crap and added lots of deer+fur in the BFC, regardless of the fact that the illians actually thrive in snow :D
 
[to_xp]Gekko;7931995 said:
does the "food balancing" function take into account civ-specific yields when it evaluates starting positions?

It does consider civ-specific yields. I think the reason for the multiple deer is probably the hilly start. FlavourMod doesn't add Fur. There is no food to get from it. However, it's good you mentioned it, because I'll have to rewrite the food balancing a bit after uploading the latest changes (civ specific feature yields) to Fall Further.
 
Should upgrading this mod should make save games incompatible?
I was playing FFH patch y with this mod, upgraded to patch z, upgraded to this mod and now i can't play my saved games.

I should have mentioned the incompatibility. The hell terrain spread speed enhancements make some changes to the dll, which probably keep you from loading your old patch y game.
 
I should have mentioned the incompatibility. The hell terrain spread speed enhancements make some changes to the dll, which probably keep you from loading your old patch y game.

Only adding/removing XML tags/classes' variables invalidate the save games, as far as I can tell. No other changes do.
Specifically, if someone mods ::read and/or ::write functions.
 
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