FlavourMod 2

umh, I had problem with perfectworld2 too under FF, sometimes the map would not generate, and I was definiely with flavourmod on... wonder what's happening here.
 
now about the scions: I think they should get a flavour for production ( hills/plains ) instead than a dislike for food. right now they often start in desert ( sometimes instead of the Malakim!! ) but that's very very bad for them since the only good thing about deserts, floodplains, is useless for them.

so a production-heavy start is way more vital for them than anything else, way more important even than others who are supposed to love hills and productions like the dwarves. after all, dwarves will behave nicely even in a food-rich area, even if not very flavourful, but the scions really need a production-rich area to have a nice game.

aside from that, they could get a flavour for a number of resources that give them bonuses:

( from the Scions Documentation thread: )

aside from the obvious patrian artifacts that I'm pretty sure is already in, there's dye, cotton, silk gold and gems and ivory to raise awakened spawn rate.

then for buildings you have others, like cow, sheep, pigs and deer for the Spirit Mill ( although minor ) . also could get a dislike for wine since they lose that bonus after necropolis. and liking for incense and silk for the temple of the gift.

for units, you have gold for the honored bands, gems and dye for the principes, silk and ivory for the praetorian. of course that's a lot of resources, just pointing them out for consideration. ;)
 
flavourful normalization routine should check a civ's special traits before running. I just had a start with the scions in Orbis where the BFC had 3 crabs, 3 silver, 2 deer, 2 mushrooms and 2 furs, due to the fact that like 8 tiles in it are ice and there's many hills, so very low food. problem is that the scions are fallow and don't care about food, so this is an outrageously good start for no good reason :D
 
I was wondering if installing this alongside of the wild mana mod is possible without having to dive into the code and stuff? Im sorry if i am asking a stupid question, but playing any mods without any 'flavour' feels like it is missing something important. Both mods have a very much appreciated installer so i couldnt imagine an easy way to merge the two.

If its out the question (or more complicated then i can handle) then its no problem. You wont hear any complaints from me. If nothing else, I just want you to know that i LOVE flavourmod and appreciate all the work you do! Thanks Jean! Your mod makes a fantastic game even more fullfilling!
 
Copy from Fall Further Thread:

Today I installed both FFH2 0.41g and FF 0.51c. In addition to FFH2 I installed Flavormod 2.7.6 for FFH and now I can pick giant maps.

Not so for Fall Further, where Flavormod should be included.
Any ideas why this happens?
Which version of flavormod is included into FF?

Thank you:)
 
There are some small differences between FlavourMod for FfH and FF. Giant maps is one of them. I decided not to include this feature into Fall Further because of memory problems. There is so much stuff in Fall Further you run out of memory in no time. Unfortunately with giant maps the memory problems were unbearable.
 
Version 2.7.7 changelog:
  • Change: Compatibility to Fall from Heaven 0.41i
  • Update: lonkeros173's MountainCoast map script v1.2.1
  • Fix: blocked buildings display bug in the "Dawn of Man" screen
Download link in the first post.

Since FfH 0.41i the FfH-AI uses the "Avoid Angry Citizens" feature introduced first by FlavourMod but without the button to control it. I decided to keep the button for the human player. For the AI it will be always on. Let's hope it will help the AI to become a real competition in the future.
 
The Extended End of Winter Option does not seem to be working anymore on 2.7.7. I started two games with it on, and no extra ice/snow to be found. No warming either, after 100+ turns. I have flavour start turned on, and am running Flavour Mod, not FFH.
 
The Extended End of Winter Option does not seem to be working anymore on 2.7.7. I started two games with it on, and no extra ice/snow to be found.

Valkrionn is right, the base FfH End of Winter as well the FlavourMod Extended End of Winter game option fell victim to the reintroduction of the regenerate map feature with patch h. Not completely though: You should start on a warm and lush world but after turn one it should all turn into ice.

I couldn't think of a fast solution to this and kept it this way, but I think Kael is working on it too: Link to a comment of him in the FfH Bug Thread[/URLSAME
 
hey Jean, hope everything's going great for you :)

were all the suggestions I posted this summer useful in any way for future updates to flavourmod? :p
 
[to_xp]Gekko;8552777 said:
Were all the suggestions I posted this summer useful in any way for future updates to flavourmod?

They probably will be. Thank for all of them. Let's get startet with some comments on some of your points

Suggestion 1: Let the Hippus, Amurites and Hippus start on Plains for the sake of cottage spamming instead letting them become aristocartic grassland farmers. They should be played this way.

Not going to happen. I don't like to overfit civilizations to a special way to play them, if it is not absolutely necessary for them (like for the Lanun to start near the coast). I consider historical flavour much more important.

Suggestion 2: Tundra preference for Amurites, because of Letum Frigus and the Illian neighbours story.

Nope, but a small preference for Letum Frigus sounds good to me.

Suggestion 3: Tundra preference for Svartalfar, because of the winter court background.

Tried this in the past. People really don't seem to like this. Trying to nerve one of the elven nations is considered like stealing a lolly from a little kid. ;)

Suggestion 4: Even more flavourful locations for unique features like in the erebus map script.

To a degree this is already done. There are a few XML tags to control their location in CIV4ImprovementInfos.xml. I'll see if I can fine tune it a little bit. If you want to take a look at thos tags too, please go ahed. I'm open for suggestions.

Suggestion 5: Split deer into reindeer/moose (food) and deer (strategic for elves) and pigs into pigs (food) and boars (startecic for dwarfs).

I would like the change, but would need some art for it. An idea where I could find a nice reindeer, moose or boar resource? The "problem" you've mentioned of too common deer would solve itself this way.

Suggestion 6: Consider lore based neighbourhood when searcheing for flavour starts.

You are right, that's almost exactly what I did in the Culturally Linked Starts (CLS) mod. Binging CLS and FlavourMod together is kind of complicated though and I don't think it's worth the huge amount of time I would need to do so for a small (but nevertheless nice) change like this at the moment. Second problem: there is no reference map of Erebus, which I could use as a base for calculating the distances between all the nations like I did with the help of real earth map.

Suggestion 7: Ocean instead of Coast preference for Lanun to prevent them starting near a small lake.

I'll try to boost their Ocean preference a bit. A big lake isn't a problem for me though.

Suggestion 8: Don't add marsh on maps generated by map scripts which did add marsh already.

FlavourMod is already checking for Marh before running its own method for adding it.

Suggestion 9: Too much Marsh. Please tone it down.

Ok, I'll reduce the marsh amount a little bit. It's as high as it is, because I like connected areas of it. Looks more natural than single patches scatterd around. I'll try to let the fewer marsh plots clump better together.

Suggestion 10: Many things about food etc normalization.

The normalization routines are going to be rewritten completely. Prodcuction and Commerce normalization will be added. I did like many of your ideas, like considering health, happyness and possible trade for example. I'll probably reintroduce the Stone resource as Granite to help normalize production. Never really understood why Kael removed it in the first place.

Question 1: Why doviello like FEATURE_ICE? doesn't it make them likely to spawn near coast in icy regions ? TERRAIN_SNOW seems to make more sense to me... same for Illians. just not sure what this FEATURE_ICE thing means exactly.

FEATURE_ICE is this frozen stuff floating around on the water. Sometimes there is no Snow or Tundra on a land mass. This makes a difficult to tell if it is near the equator or near the poles. Checking for the feature ice helps to tell them apart.

Question 2: Why hippus dislike ocean and snow? sure, they don't have a flavor for them but I don't see why they should shun more than anyone else. I've seen them start in a terrain with lots of hills and forest, I'm pretty sure it was because it was way inland and they dislike ocean.

When I was running my tests in the past I saw them start near the coast or in the snowy regions most of the time. The reason was simple: Ocean and Snow are very likely to be free of forests and hills and since the Hippus like flat regions without obstacles they valued it a lot more than they should.

Question 3: Why do the Ljolsafar dislike tundra and the Khazad coast? They may not favour them particularly but shouldn't shun them particularly either. although here I may see the dwarves preferring inland places, and the ljosalfar preferring hot places ( summer court ) are these the reasons?

Yup, the Dwarfs aren't known for their seafaring skills. The Elves tended to start in Tundra, because there is a lot of forest in this region. I didn't like this.

That's it for now. The more Fall Further specific comments I'll add later.
 
Suggestion 5: Split deer into reindeer/moose (food) and deer (strategic for elves) and pigs into pigs (food) and boars (startecic for dwarfs).

I would like the change, but would need some art for it. An idea where I could find a nice reindeer, moose or boar resource? The "problem" you've mentioned of too common deer would solve itself this way.

No real art for Reindeer as a resource, but there IS a Boar graphic... Could probably take it's skin and apply it to the Pig resource. :lol:

Also, I've tweaked the Flavourmod code to place Kelp, but I haven't been able to get it to spawn on oceans... Any way you could look at it, give me some pointers to what I'm doing wrong? This version doesn't reference Oceans anymore of course, as it's from the released version, but the rest is the same.
 

Attachments

They probably will be. Thank for all of them. Let's get startet with some comments on some of your points

Suggestion 1: Let the Hippus, Amurites and Hippus start on Plains for the sake of cottage spamming instead letting them become aristocartic grassland farmers. They should be played this way.

Wrong, I said Hippus for flavour and Kuriotate/Bannor for cottagespam, but I guess you just messed up the typing and know that ;)

thanx for all the answers, I definitely see your points and I see that Valk has already jumped in suggesting where to find art for possible new resources ;)

about moose, I guess the different colored deer we have now are fine, it's the Icon that should change and being 2d it shouldn't be hard to paint one, even if it doesn't look fantastic it shouldn't matter as long as you can tell what it is ;)
 
[to_xp]Gekko;8562565 said:
about moose, I guess the different colored deer we have now are fine, it's the Icon that should change and being 2d it shouldn't be hard to paint one, even if it doesn't look fantastic it shouldn't matter as long as you can tell what it is ;)

There are already two deer icons. Just have to apply the other one. Or at least, is in FF... Easy to import to FlavourMod.
 
No real art for Reindeer as a resource, but there IS a Boar graphic... Could probably take it's skin and apply it to the Pig resource. :lol:

Hm, maybe this is the way to go for the boars. Just have to find out how to reskin things then. I don't know much about art though. :/

Also, I've tweaked the Flavourmod code to place Kelp, but I haven't been able to get it to spawn on oceans... Any way you could look at it, give me some pointers to what I'm doing wrong? This version doesn't reference Oceans anymore of course, as it's from the released version, but the rest is the same.

There is nothing in your code, that would prevent your kelp feature from showing up. Did you check by mouseovering the ocean tiles, if the problem is not "not placing the kelp" but the kelp just "not being visible" to the user?

Since I didn't have your kelp feature availabe I tried to place jungle in the ocean for testing purposes. And surprise, it wasn't visible. Only when I changed the TileArtType tag value of jungle in CIV4ArtDefines_Feature.xml from TILE_ART_TYPE_TREES to TILE_ART_TYPE_HALF_TILING (like ice) or TILE_ART_TYPE_NONE (like oasis and many other features) it showed up on the map.

Two more comments. There are two lines in your code that are probably not working like you intended:

Code:
		for iPlotIndex in range(cymap.numPlots()):
			pPlot = cymap.plotByIndex(iPlotIndex)
			if isValidK(pPlot):
				[COLOR="Red"]for i in range(getChanceK(pPlot)):[/COLOR]
					[COLOR="Blue"]if dice.get(100, "FlavourMod: Add Kelp") >= (KELP_ODDS - getChanceK(pPlot)):[/COLOR]
						pPlot.setFeatureType(GetInfoType("FEATURE_KELP"),0)
		cymap.rebuildGraphics()

The red line I would simply remove. I don't see a reason, why you would want to loop over the number of adjacent kelp tiles to the current plot (which is what getChanceK is returning) there.

The blue line is a bit backwards, if you ask me. If you want a 85 percent chance (like KELP_ODDS is stating) for kelp to spawn modified slightly negatively by the amount of kelp on adjacent plots it should read like this:

Code:
if dice.get(100, "FlavourMod: Add Kelp") [B]<[/B] (KELP_ODDS - getChanceK(pPlot)):

I hope I could help.
 
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