FlavourMod 2

Some speed or AI enhancements in the DLL will add to ::read and ::write (never OR, they must always match), so will break savegames without adding to XML. And some XML adds won't have to modify any ::read or ::writes, so won't break savegames.
 
Some speed or AI enhancements in the DLL will add to ::read and ::write (never OR, they must always match), so will break savegames without adding to XML. And some XML adds won't have to modify any ::read or ::writes, so won't break savegames.

This is why I added the remark about ::read and ::write ;)

And yes, they should always match, but XML has no ::write, only read :)

Of course, only XML schema modifications(addition/removal) require the DLL's read to change.
 
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.
Yes, you should. :(

Now i will have to reinstall FF2 patch y and an older version of FlavourMod 2 because i was making a history with that game to introduze brazilian civilization fans to FFH.
 
i'm getting a crash when i load a saved game. i started it a couple weeks ago, and then yesterday i patched to z and installed this. this wouldn't interfere with already saved games, would it?
 
Version 2.7.2 changelog:
  • Change: Adjustments to make FM map generation significantly faster!
  • Change: Temple of the Hand doesn't transform terrain to snow any longer.
  • Change: Removed the temporary improved Illian start solution introduced by the previous version.
  • Add: Climate System: Automatic step-wise! warming up or cooling down of Terrain.
  • Add: Illian territory is slowly cooling down to Snow on it's own. (Civilization Ability)
  • Add: If the Illian influence vanishes the original terrain will slowly restore itself.
Download link in the first post. Breaks FfH 0.40z, FM 2.7.1 and older save games!

The new climate system (see the attached screen shot for an inkling) is really cool stuff and I may expand it in the future, but it's kind of experimental for now. There are probably some problems left, I didn't think of. I would really like some feedback on this. So if you go for a new game, please take the Illians. :)

EDIT: More information on the new mechanic for the Illians:
The climate system allows the Illians to transform their territory automatically from any kind of terrain to snow. But they are not allowed to transform anything immediately. It will taky significantly more time to transform a desert into snow than tundra into snow for example, because you have to go through all climate levels in between first: Desert -> Plains -> Grass -> Tundra -> Snow. The plot you see in the screen shot below already went from Plains to Grass and is going to be Tundra soon. If the Illians lose territory this process reverses itself and the originally terrain will be restored over time.
 

Attachments

  • ClimateSystem.jpg
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Oooooh could that be run in reverse the Malakim? And would it still develop floodplains along rivers? :goodjob:

Should be possible already. Just add this to the Malakim's Civilization XML entry right below the maintain features tag:

Code:
            <iTemperatureChangePerTurn>1</iTemperatureChangePerTurn>

Or have it do that to the whole world after Auric ascends.

Needs some more code in the dll, but definitely doable.
 
so i'm getting a crash because of this. any explainations?
 
First things first: Elgor, i love the changes you did to the Illians.

However i did some thinking about some of the mechanisms... I i remember correctly, desert will change somewhat like this:

desert -> plains -> grassland -> tundra -> ice

In real world, the climate of an area is basicly depending on 2 factors - temperature and humidity (and several thousand other influences, i know). Lowering the temperature would not nessessarily raise humidity as well. In short: If you lower the temperature in a desert Environment it'd rather be:

desert -> ice
 
i agree completely. Although it would take a really long time to change from desert to snow. btw, nice sig. V=IR! (and therefore R=V/I)
 
i agree completely. Although it would take a really long time to change from desert to snow. btw, nice sig. V=IR! (and therefore R=V/I)

Since reality came as an issue, we should not forget that in desert environments, the temperature goes well bellow 0 Celsious at night(-20 degrees and bellow are not rare).
It is impossible to go from Desert -> Snow without rain, thus humiditity.
So, desert will remain sand(or rocks where the temperature difference haven't degraded the rocks to sand, yet) if humidity does not increase, no matter how low the temperature is.
 
The main factor is difference between precipitation and evaporation. Deserts are deserts because everything that falls as rain (and most deserts get some rain) quickly evaporates. Tundra has lower evaporation because of the temperatures, so there is more vegetation.
So, the same amount of rain/snow fall can lead to desert/plains/tundra/snow depending on the temperature. Mojave desert gets the same rainfall as many steppe, tundra and even taiga areas. Northern greenland and inland antarctic get even less.
Grass (tile type), on the other hand, needs a lot of water.

So I am for desert -> plains -> tundra -> snow and vice versa. But there is problem with grass - it needs to change somehow to avoid ice/grass mixture. It needs to change to cold version (tundra?) and back. Tha back part is the hard one, as only one "warmer" tile type can be specified with current mechanics. So, tundra can change to plains or grass, but only one can be specified. No way to make it pick one that it was before cooling.
 
Well thats exactly why i seaid desert -> Ice.

The point is - deserts are, by definition extremely arid (hm i dont know if this term is german only - it means very dry). What would happen if you lower the temperature of a very dry environment not just for the night but for the whole time? You'd get a very cold arid climate - an ice desert so to speak. As neither ice nor snow will ever melt/evaporate again, sooner or later you'd get a frozen waste.

Due to the low humidity you'd never see anything like a plains or a tundra-phase (well, maybe tundra, when its near a coast.)
 
Well thats exactly why i seaid desert -> Ice.

Due to the low humidity you'd never see anything like a plains or a tundra-phase (well, maybe tundra, when its near a coast.)
Seflfquote:
Mojave desert gets the same rainfall as many steppe, tundra and even taiga areas. Northern greenland and inland antarctic get even less.
So yes, you will get plains and then tundra. Only after tundra you will get snow. Well, that is if the changes are slow (and I think that is the intention). You can get snow from anything instant, just need to freeze it fast.

Arid climate is not all about rainfall, temperature is also important. Most deserts get enough rain to support steppes and tundra in cooler climate.

Anyway, it is not that important. We can't reflect real world perfectly in a game.
 
We can't reflect real world perfectly in a game.

That's right, but we can try. :)

The best thing someone could do would be to infer the humidity for each tile from the map we we see in front of us, when we play the game. One could assume a west wind, ocean currents etc affecting the climate, but to be honest, that's all rather complicated.

I propose a much simpler system with only four or 3 levels of humidity which I would simply base on the plot's terrain at the beginning of the game. I would assume 0 for Desert and Ice, 1 for Plains and Tundra, 2 for Grass and 3 for Marsh. The transitions, if you change the tempereature would look like this then:

0: Desert <-> Ice
1: Desert <-> Plains <-> Tundra <-> Ice
2: Desert <-> Plains <-> Grass <-> Tundra <-> Ice
3: Desert <-> Plains <-> Marsh <-> Tundra <-> Ice

This system would allow me to sneak in Marsh again and take care of most of problems mentioned in the latest posts. What do you think? Should I merge humidity level 0 into humidity level 1 (sounds reasonable to me).
 
so i'm getting a crash because of this. any explainations?

Could you be a bit more specific please? When does the crash happen exactly? Are there any error messages? Are you playing the unaltered game play version of FlavourMod or the real FlavourMod?

For starters: Did you follow this installation sequence?
  • Fall from Heaven 0.40
  • Fall from Heaven 0.40 Patch z
  • FlavourMod 2.7.2
 
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