FlavourMod 2

Is the climate stuff just for the Illians or do you have other plans?

Also, it might be a neat mechanic to have the Illian-caused climate changes speed up slightly as they cast each of their unique rituals.
 
Is the climate stuff just for the Illians or do you have other plans?

There are some plans, but nothing mature enough to announce it here publicly. I think Valkrionn would maybe like to adopt it the other way around (desert) for his Malakim+.

Also, it might be a neat mechanic to have the Illian-caused climate changes speed up slightly as they cast each of their unique rituals.

Not only this, but also it should happen outside the Illian borders too, if Auric manages to ascend.
 
There are some plans, but nothing mature enough to announce it here publicly. I think Valkrionn would maybe like to adopt it the other way around (desert) for his Malakim+.

Not only this, but also it should happen outside the Illian borders too, if Auric manages to ascend.

Desert for Malakim, Wasteland for D'tesh (Alternate to desert, no burning lands), and ice for the White Hand religion. :lol:
 
This should be added to the FFH Tweakmod and base FFH.

EDIT: After realizing that this copies over the FFH folder, I am really annoyed. Previously, it just added a little button on the custom game screen, but now it requires a complete copy of FFH during the installation?!?!?!? What caused that need? Can I get around this?!?!?!?!?!

-Thanks
 
I couldn't say exactly why it needs to make a full copy of the FFH2 folder, but it's probably a good thing it does. That way everyone gets to keep a backup of the original install in case of problems.

On a related note, I installed onto my FFH2 which had changes to the gameoptionsinfo.xml and handicapinfo.xml and had Turinturambar's AI modmod and, I'm pleased to say, it all works OK as far as I can tell.
 
How exactly does the terrain shift work? Temp only, or moisture as well? Asking because it occured to me that this would be a perfect upgrade to the lizards...

Well, in short, temperature only. It changes terrain in the following path: desert<->plains<->grassland<-tundra->ice
You can only set it to go one way or another (perfect for illians or malakim, but no one else). Also, the terrain reverts to normal form if the civ influence is removed.

But in theory, you can set the path to lead to grassland (marsh?) on the cool end, and that would work for Mazatl.

But I am anxious to try what Jean will bring with the next version :)
 
After realizing that this copies over the FFH folder, I am really annoyed. Previously, it just added a little button on the custom game screen, but now it requires a complete copy of FFH during the installation?!?!?!? What caused that need? Can I get around this?!?!?!?!?!

One reason for making a copy first is this post from Kael:

Does Flavormod place files in the FfH directory? That would not be good. Every patch will backout any schema changes, and not only break the modmod but base FfH loads. I like Vehem's system of copying the FfH directory so that these issues dont occur.

There were a lot of errors before making the change, because some people patched their FfH without reinstalling FlavourMod again and than wondered about strange errors and complained in the FfH bug thread.

The times where FlavourMod was only giving you Flavoured Starts via a single game option are a thing of the past for a long time already.

And last but not least, as retro V said: "That way everyone gets to keep a backup of the original install in case of problems."

And what exactly annoys you that much? The additional 700 MB disk space? That should be nothing for todays computers. If it is really a problem for you, I'm sorry, but I think it was good decison after all.
 
Thanks for the feedback
 
How exactly does the terrain shift work? Temp only, or moisture as well?
But I am anxious to try what Jean will bring with the next version :)

Sorry, the new climate system won't be in the next version. I really wish I had more time! But to give you a glimpse at the planned and partly implemented underlying game mechanics I've decided to give you at least a screen shot.

attachment.php


I know it looks complicated, but I hope it's self-explaining, what happens if you change the temperature and/or precipitation levels. The fields with red numbers are the default starting values for each type of terrain. The goal is to allow any kind of climate as a preferred climate for a civ of your choice. The terraforming processes to this climate type would then work kind of similar to the Illian one you can experience already. If you can reach the preferred climate at all or how long it will take to reach it will depend on the climate you start with and your civ's ability to change precipitation and/or temperature.

Example: The default starting values for Grass are Temperature level 2 and Precipitation level 4, which means the plot has a Humidity of 2 (Precipitation minus Temperature). Decreasing the Temperature would result in Tundra and increasing it in Plains. Decreasing the Precipitation would lead to Plains as well, but increasing it would result in Marsh. Any questions?
 

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  • ClimateSystem.jpg
    ClimateSystem.jpg
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Version 2.7.4 changelog:
  • Change: Compatibility to Fall from Heaven 0.41b (first BtS 3.19 version)
  • Update: Mountain Coast 1.2.0 (map script)
  • Update: Perfect World 2.03 (map script)
Download link in the first post.

It's mainly a compatibility update. Make sure to test the new versions of cephalos's and lonkero173's map scripts, though. They are becoming better and better.
 
I like the chart with the temp/precipitation on it. It is a good representation.
 
Jungle is a feature, not a terrain type.
 
Max heat and max moisture = desert? Seems like that would be Jungle instead.

Be aware that precipitation is not meaning moisture or humidity in this simple climate model! If there is a lot of watery stuff coming down from the sky but it is all evaporating in an instant (maybe even before it is reaching the ground) because of the incredible heat in the particular area, there would certainly be desert and not a jungle. For jungle you would need at least some precipitation surplus.
 
Max heat and max moisture = desert? Seems like that would be Jungle instead.

Be aware that precipitation is not meaning moisture or humidity in this simple climate model! If there is a lot of watery stuff coming down from the sky but it is all evaporating in an instant (maybe even before it is reaching the ground) because of the incredible heat in the particular area, there would certainly be desert and not a jungle. For jungle you would need at least some precipitation surplus.

There's someplace in Africa where it's desert most of the year but at some point annually they do experience a great deal of moisture surplus. A pretty wide area becomes a temporary oasis for a few months and all the animals in that region basically depend on this phenomenon for their survival. Don't know how you'd model something like that in a game where one turn equals an entire year. Maybe if the chance to generate oases could be modified by moisture level somehow?
 
Fair enough. I admit that I'm nitpicking a very simplified climate model designed for a strategy game, but it just bothers me for some reason.

And yes, deserts can have rain, even thunderstorms, but they don't get a lot of rain, which is what a 10 on the precipitation row implies to me. *shrug*

In 1953, Peveril Meigs divided desert regions on Earth into three categories according to the amount of precipitation they received. In this now widely accepted system, extremely arid lands have at least 12 consecutive months without rainfall, arid lands have less than 250 millimeters of annual rainfall, and semiarid lands have a mean annual precipitation of between 250 and 500 millimeters. Arid and extremely arid land are deserts, and semiarid grasslands generally are referred to as steppes.

(source)
 
Have you considered using perfect world 2 instead of 1?

Haven't played the new version yet (been playing Planetfall while waiting for an update on Orbis) but as of the last version there were both a PerfectWorld and a PerfectWorld 2 mapscript in the mod. Don't really know what the differences are besides PW2 doesn't list "start in old world" and "break up pangaeas" as default.
 
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