[IDEAS] Fallen Ages

The Bezeri are now in the game (at least will be soon). How would we have any interaction between these two races. As playing as the Aifons will probably get you killed, should there be some transfer of an Aifon player to this civ when it is founded/the Aifons vanish?

Lore wise, the Bezeri split from the Mazatl right at the start of the age of ice, and submerge until it's over... I'm not sure when the Aifons are destroyed, but the Bezeri are basically unplayable until after the age of ice... seeing as they are trapped under the ice until it melts... from what I understand.
 
Urmm...

how many of the files will be changed in the 3.19 update?

I'm sure that I'v read somewhere that XML will not be changed, but what about python?

and, can somebody post some code for the population limits please? I cannot seem to get it to work...

thanks.
 
Urmm...

how many of the files will be changed in the 3.19 update?

I'm sure that I'v read somewhere that XML will not be changed, but what about python?

and, can somebody post some code for the population limits please? I cannot seem to get it to work...

thanks.

Both XML and python of FfH, FF, FF+... were unchanged.

What are you doing for your population limits?

The way that I would do it would be to modify CvCity::doGrowth() in the DLL.
It looks a bit complicated but I think I would be able to do it with about a week or so of time.
 
I've been using the jotnar code, but with a piece of code that checks for the player's current era, instead of civilization...

I'm going to install the 3.19 patch as well now, because patch 'a' is out for FF 051.

And, with the new modular mod stuff, I'm going to import all of my XML changes into a module, so I can quickly port it to FF+ when it comes out.
And, then I could release it and the changed python files here for people to look at?

Would it help you if you had my current changes?

But be warned, most of the changes are for Amurites... I just feel that they are majorly lacking at the moment.

x
 
Building Resource Converter
http://forums.civfanatics.com/showthread.php?t=179993

Cultural Influences
http://forums.civfanatics.com/showthread.php?t=170884

Immigration
http://forums.civfanatics.com/showthread.php?p=4149559

Resource Tech Modifier
http://forums.civfanatics.com/showthread.php?t=180594 <-- Pointless

Upgradable Buildings
http://forums.civfanatics.com/showthread.php?t=186158

^All of these are by TheLopez

I think that these would make great and useful additions to Fallen Ages. I just have to figure out how to add them, but that can wait until FF+ updates.

I'm just posting them here in case they are useful to anybody, and so I don't forget about them.

x
 
oh okay thanks. I just chose the ones that sounded good...

x
 
I was thinking about using it for houses (Pop. Limit) and unit training things, like, an improved on created with a spell usuable by Confessors, that gives units Blessed.

It would only exist while a confessor is in the tile, but it wouldn't clutter the city info's up.
 
The ony thing is that they are ony compatable with vanilla civ 4 or warlords.

Unless it can still be used.

And, how do you trim XML files? is there any special code needed, or can I just go through and trim them myself? I really only want building infos done, its a PITA to add new buildings at the moment, especially for buildings that don't do anything in XML... all of that code...

And:
JCityLimit: Controlling City Count
http://forums.civfanatics.com/showthread.php?p=7064255

^That is going to be important.

And, Opera, are you thinking about using it ;)
What would you use it for?
I cannot really think of anything ATM, apart for the Altar and the Barracks example included with it. Or giving every city with a spellcaster in a 'Wards' buiding. Growth and the other good magical buffs would upgrade from this, and then Dispel Magic could get rid of all of the good magical buildings in one go.
x
 
The ony thing is that they are ony compatable with vanilla civ 4 or warlords.

Unless it can still be used.

And, how do you trim XML files? is there any special code needed, or can I just go through and trim them myself? I really only want building infos done, its a PITA to add new buildings at the moment, especially for buildings that don't do anything in XML... all of that code...
One useful thing sadly not used by FF is the XML Editor provided in FFH and Orbis. Makes things much easier. I wonder why xienwolf and Vehem never used it.

And, Opera, are you thinking about using it ;)
What would you use it for?
I cannot really think of anything ATM, apart for the Altar and the Barracks example included with it. Or giving every city with a spellcaster in a 'Wards' buiding. Growth and the other good magical buffs would upgrade from this, and then Dispel Magic could get rid of all of the good magical buildings in one go.
x
Well, I don't have many ideas either. I just feel it could be used... I know it could be great for Palisade -> Walls, and, why not, for some wonders: Mage Guild->Catabomb Libralus, Lighthouse->Great Lighthouse, etc.
Maybe I'll use it for my plant civ too...
 
The ony thing is that they are ony compatable with vanilla civ 4 or warlords.

Unless it can still be used.

And, how do you trim XML files? is there any special code needed, or can I just go through and trim them myself? I really only want building infos done, its a PITA to add new buildings at the moment, especially for buildings that don't do anything in XML... all of that code...

Xienwolf's trimming is done by switching some tags in the schema to mincount = 0. It will work for many things but could cause weird stuff with certain tags.

And:
JCityLimit: Controlling City Count
http://forums.civfanatics.com/showthread.php?p=7064255

^That is going to be important.

And, Opera, are you thinking about using it ;)
What would you use it for?
I cannot really think of anything ATM, apart for the Altar and the Barracks example included with it. Or giving every city with a spellcaster in a 'Wards' buiding. Growth and the other good magical buffs would upgrade from this, and then Dispel Magic could get rid of all of the good magical buildings in one go.
x

If Valk releases his source/updates to FF.51 in the next two weeks I'll probably be able to add those mod comps to the DLL.
 
Thanks, cypher. Would you be able to increase the chances of religions being founded in the capital, or just remove the block that civ 4 has on it.

thanks.
x
 
Removing this block is easy enough but it's in the DLL.

As for trimming, I got from Xienwolf recently that, mostly, you just want to not forget the <Type>. Most of the other tags are minOccurs="0" already. That includes FF files. You don't have to trim the files yourself, except in you want to reduce the already existing entries. Just add your entry with the necessary tags and nothing more... (at least, I believe the schema for buildings is already trimmed).
 
Thanks, cypher. Would you be able to increase the chances of religions being founded in the capital, or just remove the block that civ 4 has on it.

thanks.
x

It isn't a block but it does make the Religion highly unlikely to be founded there. I'll get rid of it so that the religions are founded where they should be.
 
itd be kinda nice for religions to spawn in flavorful places .... ROK in highest hammer city, Esus in highest gold city, FOl in most forested city, OO in most watery city, Order in most food city, Empyrean in most GPP city, AV in most tech city, ect.

and for exceptions to be made due to unique features.

AV close to bradelines well or broken sepulcher, FOL close to Yggdrassil, Empy close to Mirror of Heaven, ROK close to standing stones, ect
 
I think that the first peice of work would be to examine where we can merge FfH code into the Rhyes and Fall code. THEN we can get to changing things around once we have a handle on the mechanics of that mod's interactions, and whether they will conflict with FfH, and by extension, FF and FF+.
 
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