Guerilla

I think the main reason Guerilla has no attack bonus is because the AI wouldn't understand how to use it. It's different with woodsmen because FoL units automatically get the promotion so it still is useful for the AI.
Does the AI in FF use Guerilla II? If not, how about changing Guerilla II to +30% attack and defense?
 
I think the main reason Guerilla has no attack bonus is because the AI wouldn't understand how to use it. It's different with woodsmen because FoL units automatically get the promotion so it still is useful for the AI.
Does the AI in FF use Guerilla II? If not, how about changing Guerilla II to +30% attack and defense?

The AI definitely does use Guerilla II. I've seen it done before.

I'll give editing the xml for myself a try, anyways. first attempt has caused a big load of XML errors....
 
Well, I tried changing my guerilla entry in civ4promotions.xml to this:

Code:
<PromotionInfo>		<!-- Guerilla I -->
			<Type>PROMOTION_GUERILLA1</Type>
			<Description>TXT_KEY_PROMOTION_GUERILLA1</Description>
			<iPower>2</iPower>
			<iHillsDefense>30</iHillsDefense>
			<iHillsAttack>15</iHillsAttack>
			<UnitCombats>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_BEAST</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
			</UnitCombats>
			<Button>,Art/Interface/Buttons/Promotions/Guerilla1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,5,5</Button>
			<PromotionNextLevel>PROMOTION_GUERILLA2</PromotionNextLevel>
		</PromotionInfo>


Note the new "ihillsattack" which seemed the most logical thing to put there. No idea if that tag actually exists. Also, I think 40% hill defence bonus is OP, so I lowered it to 30 :P

But it's not working, I'm jsut getting a big heap of xml errors on attempting to start FF. I saved a backup, so nothing is broken, but what am I doing wrong?
 
One sec...

It seems to be in fact <iHillsAttack>30</iHillsAttack>. The main thing is that the promotions file (and it's pretty unique in this) is really, really particular about what ORDER the codes are in.

The attack needs to be above defense - for reference, see the Climbing Gear equipment/promotion, which does add hill attack.

:D
 
yeah, change it to

<iHillsAttack>15</iHillsAttack>
<iHillsDefense>30</iHillsDefense>
 
But it's not working, I'm jsut getting a big heap of xml errors on attempting to start FF.

If it is just a wrong-order problem the errors will tell you where the problem is, and where.

PromotionInfos has the "Test" template promo. UnitInfos and SpellInfos have a "Dummy" entries showing all the tags and their order.

The XML errors are generally pretty good about giving the location of the problem. Python's occasionally that kind, but generally not.
 
I got it working, yay.

I changed Guerilla I to
15% hill attack
30% hill defence (down from 40%)

guerilla II
25% Hill Attack
40% Hill Defence (down from 60%)

I like this more :D
 
How to edit our trimmed XML:


1: Use Notepad++
2: Right click on the TAB for the file you have opened
3: Select "Clone to Another View"
4: Welcome to split-screen view! You now see 2 copies of the same file, who cares?!
4.5: Make sure that you are split vertically (side-by-side) instead of Horizontally (I get the top!)
5: In one copy, focus on what you want to change/add
6: In the other copy, scroll down to "Test Promo" (actually, just search. As long as you include a space before/after any word, it searches very nicely to the commented name instead of the 5,000 other lines of code that use that word somehow...)
7: Now that you have the test promotion (all fields) right next to your change/addition, you can see the precise order required for all fields, and only use the ones which matter in some way!

8 (occasional): If your field requires sub-elements, and nothing else actually USES those subelements, open up the Schema file and pray that you understand how to read them (just encase the <> value you need subelements for in "" marks and you should get a result which lists what comes inside of it. You may have to also search for each of those for the REALLY nested entries...)


Yes, the trimmed XML can make adding things to the file a PITA, but it makes figuring out what the file actually DOES a lot quicker/easier in the end since you don't have to scroll through 500 cases of >0< or >NONE< and pray you don't overlook the >1< which is causing you issues...
 
Oh wow, this is going to make things much easier, the same way WinMerge made me not dread you guys patching :D
 
I cut-and-paste either the "Test" promo or a similar promo and then remove everything I don't need. (Like sculpting an elephant.)
 
sweet, I am glad you took the advice. I agree completely with Iceciro, now when you make comments you can back them up with what you see with how it works in your personal mod.

If all goes well, share it and get others feed back.

I have thought about a few small tweaks myself, not something to I ever plan on sharing because I have no intentions of it ever being balanced or fair, just a little something for myself. I haven't had the time to look into how to mod but I may eventually get around to it.
 
I have thought about a few small tweaks myself, not something to I ever plan on sharing because I have no intentions of it ever being balanced or fair, just a little something for myself.

Modules can be *very* handy for personal mods. I first used modules so I wouldn't necessarily have to re-apply my personal tweaks with each patch. I was just altering unit, promo, leader, or building stats. Some of the more important tweaks happened to make into FfH in some form, some became moot due to other changes. I don't bother maintaining even a module for the remainder. Though I do miss Temples of the Overlord changing Hurry Anger...

But, anyway, I found it far easier to just go do the tweak than try to convince anyone else it was desirable.

I'm not saying that people shouldn't go ahead and argue to get their ideas included. Just that, once you get the hang of it, actually making a change can be easier/quicker than a forum post.
 
I assume the one time I was trying to give flurry collateral, it did not work because the tags were in wrong order too?

EDIT: Thank you for pointing me to Notepad++. I was worried it would load slow but I don't see any difference to Notepad. I can read that xml without insane amount of effort now.
 
Modules can be *very* handy for personal mods. I first used modules so I wouldn't necessarily have to re-apply my personal tweaks with each patch.

I'd love to know how you go about doing that.
I gave up on tweaking FFH when I realised that I would have to redo my changes every patch. Any pointers?
 
My sig has links to a couple of threads.
Here's a HOW TO link.

The easiest thing for me was looking at an existing module. Preferably a simple one. My Salt Golem module has 1 unit and 1 promotion, for example. (If you look at it keep in mind that it unnecessarily uses all the tags in the XML - it was originally made for FfH, where you can't leave out unused tags.)

The basic procedure is:

Set Modular Loading in the FF's .ini file to "1" (on).

1) Put the file you want to edit + it's schema file (and any new art) in a folder under "Modules"
2) Rename all the XML files. (Adding something something like "ModuleName_" to the beginning of each.)
3) One of the first few lines in the non-schema XML files reference the schema file: Change the reference to your re-named version.
4) Delete all the entries but the ones you want to change.
5) Put in your changes (or additions.)
 
Looks great! I'll definitely use this when I have time to go back to the modmodding ideas I had.

I was going to ask about what happens if you have two modules modifying the same entry, but I guess that the answer is "don't", right?
 
Is there anything Modular Loading doesn't work for? For instance, my current ModModMod (which is getting big enough to be released publicly at this rate >_> ) touches pretty much every aspect of Fall Further, even if it only makes a single-digit change to an existing entry.

Including Python! (A lot of Python...)
 
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