HOF Mod Support/Suggestions

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That was fast. Good job. :goodjob:
 
Dianthus said:
Resist no longer (after all, it's futile), there's a new version out, as announced here :D.

:cool:

Dianthus said:
OK, find attached the 3rd attempt...

worked :goodjob:

Note: I just send a version of all the files in HOF-1.61.008\Assets\xml\text with a corrected German version to hof at civfanatics.com - No more Gold per rotation please :mad::D

edit: well yeah I send it to hof at civfanatics.NET also :crazyeye:
 
ori said:
Note: I just send a version of all the files in HOF-1.61.008\Assets\xml\text with a corrected German version to hof at civfanatics.com - No more Gold per rotation please :mad::D

edit: well yeah I send it to hof at civfanatics.NET also :crazyeye:
Got it. We'll incorporate it into the next release. :goodjob:
 
Denniz said:
Got it. We'll incorporate it into the next release. :goodjob:

So I'll give you a reason to hurry the next Release :D:

MapFinder won't work for me in 2.08.001 - I startet it once now and on the first regeneration the attached PythonException popped up (yes I now keep Logging enabled :rolleyes:)

 
ori said:
So I'll give you a reason to hurry the next Release :D:

MapFinder won't work for me in 2.08.001 - I startet it once now and on the first regeneration the attached PythonException popped up (yes I now keep Logging enabled :rolleyes:)

I think you forgot to set your Map Finder Paths & Rule File in the Game Options HOF3 Tab.

:goodjob: on the logging, thought. Seeing the exact error always makes things easier to diagnose. I guess I need to work out some default values to put in the mod that I can check at run time, so I can the default folks to the Civ4_Map_Finder's default install location & rule file. On the list. ;)
 
Denniz said:
I think you forgot to set your Map Finder Paths & Rule File in the Game Options HOF3 Tab.

Well that was it - even though I had manually set the correct path - I only thought, that when I can read in the event log that it loads the correct path it does so. This doesn't seem to happen without a restart... :crazyeye:
 
One more thing:p

Now that - thanks to Blake's changes in the city placement routine - the map generator actually puts settlers on top of resources, how about some new combo rules (settler on stone/marble plains hills or settler on gold/silver plains hills come to mind :cool: )
 
ori said:
Well that was it - even though I had manually set the correct path - I only thought, that when I can read in the event log that it loads the correct path it does so. This doesn't seem to happen without a restart... :crazyeye:
:hmm: The routine that displays the paths is the one that loads the data files. I will have to check it, though. The function that allows Map Finder to loop has had some strange behavior before. :crazyeye: Although, I *thought* I had tested that particular scenario, as that was the whole point of a change I made.

ori said:
One more thing:p

Now that - thanks to Blake's changes in the city placement routine - the map generator actually puts settlers on top of resources, how about some new combo rules (settler on stone/marble plains hills or settler on gold/silver plains hills come to mind :cool: )
That would require code changes. MF is only set up for combo pairs: terrain & bonus and terrain & settler. The settler taking the place of a bonus cause the settler never started on a resourse. :sad:

What is the value here? Normally I would say that settling on a resource is a waste. I can provide a new data file with gold/silver/stone/marble plains hills combos. Would that be enough?
 
Denniz said:
What is the value here? Normally I would say that settling on a resource is a waste. I can provide a new data file with gold/silver/stone/marble plains hills combos. Would that be enough?

That is already in place (for stone/marble plains hills for sure) - Anyway if you settle on a plains hill you get that extra hammer, if you settle on a stone/marble plains hill you get two extra hammers for your city site - I am not sure for other hammerheavy resources (bronze/iron etc.) but expect that to be similiar. If you settle on a gold plains hill you get the extra hammer and an extra commerce - great boost to early research...
 
ori said:
thanks to Blake's changes in the city placement routine
? In vanilla you could aready start on top of resource...
 
Lexad said:
? In vanilla you could aready start on top of resource...

I have not seen this in Pangea maps in vanilla and for sure not that often as now - just start a random map and regenerate a couple of times you'll see the settler on top of a resource every 4 or 5 times...
 
ori said:
That is already in place (for stone/marble plains hills for sure) - Anyway if you settle on a plains hill you get that extra hammer, if you settle on a stone/marble plains hill you get two extra hammers for your city site - I am not sure for other hammerheavy resources (bronze/iron etc.) but expect that to be similiar. If you settle on a gold plains hill you get the extra hammer and an extra commerce - great boost to early research...
Yeah, if you settle on top of a resource you get extra the extra hammer/commerce. But nothing like you would get for settling next to it and working it normally. A mined gold plains hills is something like 2-3 hammers and 7 commerce. It only seems useful for short-term goals. Sounds like a good strategy discussion. We should start a separate thread...
 
ori said:
I have not seen this in Pangea maps in vanilla and for sure not that often as now - just start a random map and regenerate a couple of times you'll see the settler on top of a resource every 4 or 5 times...
As a devout MapFinder user ;) , I've seen like a couple hundreds regen results, so I'v seen enough of starts on resources - gold, sugar, spices, etc
 
I just installed the mod and the mod worked fine with a new game but when I loaded the savegame I had been playing before the install, the mod unloaded and CivIV restarted. Is this correct?
 
As for any mod...
 
Perugia said:
I just installed the mod and the mod worked fine with a new game but when I loaded the savegame I had been playing before the install, the mod unloaded and CivIV restarted. Is this correct?
Yes. tracks what mod is used to create game, including no mod, and loads that mod automatically when you open the save.
 
Denniz said:
I think I broke the Warlords Specialist stuff when I integrated the Specialist Stacker. I will take a look at either fixing it or removing the Stacker when the Warlords patch comes out. If I can remove it and it is possible, I might make vanilla work the same. We'll see. :goodjob:
Denniz - did you take a stab at getting the Warlords specialist code into vanilla? I'm looking at the code (python only) changes now and *I* should be able to manage that. I'm just not sure about the call-out / pop up.

Did you have any luck with this?
 
ruff_hi said:
Denniz - did you take a stab at getting the Warlords specialist code into vanilla? I'm looking at the code (python only) changes now and *I* should be able to manage that. I'm just not sure about the call-out / pop up.

Did you have any luck with this?
I haven't taken a look at it yet.
 
Haven't tried Blake's latest, and at work, so a question: If you put Blake's CivCoreGame.dll into CustomAssets will HOF cease to work (or say I have modified some files)?
 
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