Fury Road LS Mod Mod

Ok now my head hurts hehehe

lol, mission accomplished then.

So still need to think carefully about ranged/melee combat....hmm maybe the city attack strength or something similar is the way to go with it....

Well, in DuneWars you've got a similar situation with ranged and melee, and the approach taken there has indeed been melee specializing in city attack while guardsmen are the primary ranged units and as the name suggests are best for city defense. Most melee units start with some city attack bonus (there are some exceptions, depends on the unit). Most guardsmen start with some city garrison bonus (again, a few specialized exceptions) and a first strike to represent their longer range.

As long as they are on par technologically with who they are up against, and using their strengths (e.i. defending a city), any first strikes they have could go a long way. You just have to keep in mind that units have to have strengths other than the first strikes in order for the first strikes to be effective, and they can become a useful part of unit balancing.

I've got a lot of knowledge with Dll changes by the way. I'm working on DuneWars right now, but if you need some advice or someone to make small changes here and there, you can pm me and I'll see what I can do.

Also your avatar pick is great hehe
:goodjob: Yeah, I really like it too. Alien was an old boy scout camp staff nickname of mine, so it fit. Still mark all my code comments with ALN. Granted I have no idea what that image actually came from, just found it searching the internet. It was originally very, ah, bluish, but I did a little creative re-coloring.
 
Yeah Dune Wars is a great mod I have it on my system big fan of the Dune series too

and Fallout 2 is a classic game I have all of them on my system except for New Vegas but I was disappointed with the switch to FPS for Fallout 3, But I have dreamed of there being a Fallout Strategy game to play and after playing Fury Road I thought well lets see if I can make something to be proud of hehe. So we shall see.

I will almost certainly take you up on your offer of DLL work :-D I haven't actually looked into what it does and what it's needed for in terms of modding it just seems to be the deepest darkest stuff hehe......SCARY! I am hoping to put trade caravans into the game and someone mentioned the AI needs changing but apparently Afforess managed to do this with his AND mod. but that may be something that I come picking your brain for soon :-)

Anyways thanks for the postings :-)

Actually while I think of it there maybe a project you could help with or maybe give me some insight into how big it would be.

One of the Civs the Herbologists, I would love to give them a 'restoration' style play/victory. Basically trying to plant trees and grass and flowers and restoring the scorched earth of the waste to it's former beauty, similar in some ways to the Dune Eco Victory. So that might be something we could look at in the future :-) But no rush for it as I still have tonnes of XML jobs to do implementing new buildings and units and things.

Again Cheers
 
Well, generally where DLL modding will be most needed for what you are doing is adding an additional xml tag and implementing it in the code, like the 100% bonus to pillaging you mentioned recently. The way such a thing is added is adding obviously the xml tag itself, but then in the DLL where pillage gold is calculated add in a check for the tag and multiply the normal amount by the amount specified by the tag. Then it'd also need pedia text coded for it. That particular example is pretty straight forward.

As for the Terraforming in DuneWars, it's actually all python, DavidAllan's work. Probably wouldn't do it exactly the same way I'm assuming, but once you get to that point, if you lay out how the mechanics should work, I should be able to write the code.

In the mean time, I can do the odd tag as you need them.
 
Python bug is getting me down

Work has temporarily ceased till I can find the heart to try and tackle it again.

Why oh why will you not join the settlements Refugees!

Setbacks and disappointments boo... I recently lost all my files when my harddrive when poof! and I realised I hadn't backed up ANY of my mod files......(IDIOT!) So i am downloading my latest released version to see just how old it is!

Python is still an issue?!? The New python code I added works but the old original 'Fury Road' Python code does not and honestly I have NO idea why?!? Mostly because I am thick!
 
Yeah unfortunately the mod is kind of dead....The version that was up was not a fully realised version, more of a shared test platform. I still think a lot about the mod and how it could work, but with the crippling python issue I have I have never found a solution. So from that it is kind of dead in the water unless a python wizard can swoop in and get it working again.

It's frustrating becasue I have loads of xml ideas that i can implement, but without the refugee code working it kind of dies a death....as this was going to be a continuing and fairly large part of the mod

Well your interest rekindled my interest in trying to get the mod working.
 
If you find said python wizard, there are many that would love to get involved with what you were to accomplish. I am so astonished there are no majorly influenced fallout mods on CIV IV.
I am playing New Vegas and I see so much potential with the different factions after completing a mission to send the Bright Brotherhood to an unknown destination in space where ghouls can be safe. After experiencing the joy of seeing them go I imagined having fun playing as Jason Bright as head of the ghouls and how different their play style could be compared to the Brotherhood of Steel or the Super Mutants.
If ever you find a way to make this work let the world know im dying for the experience that is budding in my head. There is no way to get this thing off the ground without getting around the python issues?
 
Well.....

I had started from scratch, and began rebuilding the mod in a slightly different way, (avoiding the python) Then I added a tiny addition to python (And the whole thing blew up in a way that no matter what I did I could not fix it....) Then a few weeks later my PC went poof! I think it is the hard drive!! So if I do resurrect it for a third time it will be after I fix the Pc and get the energy and desire to start from scratch again... (or near enough scratch, some early stuff is backed up.) But having guys like you asking for it is definately a motivator, it was another persons interest that resurrected my desire for it last time so :-)

I still have thoughts about what it could be, so.... I kinda hope so! :-)
 
Sorry to hear about your computer, i give you props on the effort, i can only imagine starting from scratch twice is a nightmare. If you think you would be able to try again I would be willing to give a hand, though I have only had experience play testing and minimal exposure to C++. I have been on and off involved with the CIV IV mod community writing some pedia entries for Dragonia II and Masters of Mana.
 
Cool thanks for that :-)

I have had only slightly more than minimal exposure to C++ hehe. It's surprising what you can achieve though.

I still haven't got anywhere with fixing my PC, don't even have the energy to start yet! hehe it's just the horrifying thought of finding out how much damage and how much information I have lost.

This hard drive isn't even very old, and the one before it died too so it is just 'DAMN YOU HARDRIVES!"
 
You know, looking at this thread, what I would do if I were in Lib's shoes is keep it simple: Make an XML-only mod. Have that be the 1.0 release. Yes, there are a lot of limitations with an XML-only mod, but there are a lot of really compelling mods out there that are XML only.

Once we have an XML only mod, and it's finished: The units, the tech tree, everything, then we can think about using Python or even changing the DLL. I would rather see something complete and basic than to see a modder bite off more than they can chew and end up frustrated.

- Sam
 
Yeah that was my thinking too, I really don't know what is going wrong with the python, even the super brains that have had a look at it can't figure out why it wouldn't work! :-D

On a positive note, My computer is alive!! I just had to reset the motherboard, so the hard drive is still in one piece!

What I need to do, is re-recompile the mod in another new version, which hopefully won't be too hard, I just need that little spark of umph to take another crack at it, but seeing that 2 people are at least interested will probably help.

I was really close to an early release when the python took a dump. I think I have about doubled the tech tree, and I was about 3/4 of the way to filling everything with at least something.

After that I will need suggestions for balancing. I got some voice work to get done this morning for a machinema, but if I feel the urge after lunch I may just dive in to the re re re recompile.

Having your interest in it makes a big difference!

On a side note, the mod will be based more o fallout 1 and 2 and tactics, than on fallout 3. I will add in fallout 3 content in the future I think. I had a philosophical disagreement with fallout 3, I was so gutted when they made the switch to FPS
 
I wouldn't worry about balancing. Balance is a very tricky issue and one that doesn't really matter in a single-player context. Random gadflies on the Internet will always say "It isn't balanced", which I dismiss as baseless bragging, up there with "The AI is weak".

Indeed, many fan created games have a "please do not start up yet another baseless It Isn't Balanced thread" rule. For example, on Battle for Wesnoth's forums, any "It isn't balanced" complaint is handled on a special forum where the response is always "Oh, really? Let's play a game of Wesnoth then. I'll play the side you think is weaker and you can play the side you think is stronger." The complainers invariably scurry off at this point.

Another Internet gadfly issue is people demanding all kinds of features a designer never imagined when they started the mod. People like this are best ignored. In my experience, people like that rarely show appreciation if you actually implement the pet feature they want. For example, I have said "No" when people asked me to port Legends of Ancient Arabia to Beyond the Sword (I fixed up some, but not all, bugs and made it work correctly with random maps, but that is as far as I will go for the time being). Putting up boundaries against anonymous do-nothings who demand all kinds of free work to be done is important.

If you ever get an XML version of this metamod out there, I promise to play it and let you know what I think. I may even get it to work with my favorite map script, Perfect World (actually, my Totestra fork of PW), as long as there isn't anything really demanding like custom per-player starts.

Python is a tricky language if trying to learn it by using it inside of Civ4; anyone who wants to do Python scripting is probably better off learning Python by using it elsewhere (I learned Python by using it at a Linux command line; I used it as an adding machine for years before finally diving in to the language). Again, a lot of compelling mods have been made without any Python whatsoever (LoAA is 99.9% XML/Art/Units with only a very tiny bit of Python), and I don't think your mod needs it.
 
As to the balance stuff, I have a lot of ideas for balance for the different factions, much of it is just stuff like, how long should it take to build/research X Y Z

hmmmmm.... grrrrr...

My recompiling was going fine but I have come up against a very strange issue... I get a whole bunch of stuff in, and the existing python stays happy.. I add in my leaderhead art folder... and python goes poof... no 'special' buttons on the units that previously had them... I re-copy the original leaderhead folder back, and the buttons are still missing! I really don't know what it is doing?!? but I am pretty sure it breaks a lot of stuff...but I have no idea why??

The weird thing with my other python stuff, was that it was working fine, but the old python disappeared.. I am sure it is having something to do with the art folder (making the buttons disappear) but I really for the life of me cannot figure out what is happening!!

Ok I have it back to where the python is working, now I nned to go folder by folder in my leaderheads to see if i can work out where it goes wrong..

Ok I think I have it figured out, I had some broken and muddled links are files in my leaderheadartdef and art folders. I just need to go through and fix the last few broken leaderheads, then I shall share what I have so far with you all.

Have low expectations then hopefully you'll be pleasantly surprised, it is still very rough, but if I can get the leaderheads fixed, I may have the desire to continue adding in my ideas :-)
 
Ok ladies and gentlemen, I am about to upload the First Version of the ALL NEW

Fallout: Tame The Wastes Mod!

It is pretty rough at the minute, lots of loose ends to tie up and loads more content and ideas to go in, but it works! So I will put it up before I break it again!!

Download will be available in the OP

Have a play!

Now my question to you is this, what should I do next?

Add More Content

Or

Tidy up
 
I have downloaded it but things are pretty busy in my day job so I haven't had a chance to look at it yet. But, rough as it is, you got it out there. And that's a lot better than a lot of people who promise the sun, moon, and stars in their mod but never get it out there.

The only request I make of modders is to have source code available if the mod includes a .dll file. If this is done, the mod can never be an abandoned mod, because some other Civ4 player can always walk up and make the mod better.
 
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