So, assuming that there are still people around here, I'm trying to change the coast/ocean terrain in this mod. It's a bit dark for me right now, and the shoreline appears to be completely missing, which honestly irritates me more than the darkness. My issue is at the moment in finding out where on earth the coast graphics are actually kept. I've never really modded or altered mods for Civ4 before, and digging through the game files has proven almost entirely fruitless. The ArtDefines_Terrain file says that the coast graphics are in "Art/Terrain/Textures/coastblend.dds", but what "Art" folder it means is hard to determine. The mod itself doesn't contain a coastblend.dds, searches through my game directory only pull up a few scattered ones from completely different mods and one in the Warlords graphics, and I don't know where else it would be getting it from.
Any help would be greatly appreciated.
I had to get rid of the coastline a long time ago in order to prevent sandy beaches from appearing between the normal and the (darker) hellish version of water tiles. Most commentators in this thread said that the missing shoreline was far less jarring that the extra shorelines between water tiles.
It has been so long since I edited terrain graphics that I don't recall what files I had to change or how I did it.
Hello i was wondering if there was any way to extract the maps from one of the scenarios (example: Return of Winter) and use it to play standard non-scenario games
The scenario files are easily found in the C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Magister Modmod for FfH2\PrivateMaps folder.
The game options including the characters _WB_ are those which ScenarioFunctions.py uses to identify what special python code to run for a specific scenario.
(Note that I repurposed GAMEOPTION_WB_EXTRA for removing the Children of The One religion. It has no ScenarioFunctions.py effects. In base FfH2, it causes the scenario screen to pop up as soon as the game starts, but that was too buggy for me to want to keep.)
Deleting Option=GAMEOPTION_WB_AGAINST_THE_GREY (of the equivalent for other scenario files) should make it play in the mod like a normal game.
Deleting the TXT_KEY after Description= should remove the custom intro text.
Deleting the Mods\Magister Modmod for FfH2 after ModPath= should make the scenario able to be loaded with other mods, or vanilla BtS, assuming no units, buildings, promotions, bonuses, improvements, etc., are present in the scenario that do not exist in that other mod. If you are trying to use a map without MagisterModmod, you may need to search for anything causing errors and delete those lines.
Implementing the Thrones sounds like a great idea. I'm eager to see any further implementations or additions to the modmod.
Also, has anyone ever encountered a bug where unit sizes are... off? All features (ai unique features, improvements etc) are about 50% larger than usual (verified without the mod) and units behave strangely. They all look much like Os-Gabella's model, in that they're essentially larger versions of themselves, and always solo (as the Hero promotion). A very strange bug, and one i have only experienced with this modmod - both on a linux installment and now recently.
Additionally, the bug appears to only affect custom games i make, not scenaris, even more puzzling. Adding an image of an example.
That is a result of the Adventure Mode Game Option being activated. It is a hidden option used for a couple of Kael's scenarios. The option could get stuck in the On position from playing another mod. You might need to reload some other mod and turn all the options off. You could also edit the main game's ini file to delete the options it tried to remember from game to game.
If you were in a custom scenario, you would just delete the line Option=GAMEOPTION_ADVENTURE_MODE