I just tried to install this, and am receiving this
View attachment 485524
I get that whether I run the install or extract from the archive. The mod is in the "correct" folder:
View attachment 485525
Am trying to see if I can find the entry, but any advice appreciated!
I'm not really sure what is happening. The first thing I notice it odd is that it says "Mods\ods\..." instead of just "Mods\.." I have no idea where the ods came from.
Is it doing that even if you manually place it in the Mods folder?
Magister, I really enjoy using your mod for single player games. My one issue is the +50% cost to settler per one existing mechanic. I find this very annoying in most games, especially as the marginal benefit of a settler generally reduces as more are built, encourages odd min-maxing behavior (building until one finishes then pausing till it settles), and makes it hard for a large civ to expand in many directions.
Preferably there would be one set cost, but if it must change (presumably because hammers are more available later in the game, and you want the first few to be cheaper), I have some suggestions:
- Increase per cities in your civilization, to a flat maximum.
- Increase per total population, to a flat maximum.
- Increase in each era (preferably with reduced bumps, so as not to prompt artificial behavior)
If you're not interested in doing this, would you be able to point me to the code so I can adjust it myself?
The code to remove the price increment is right near the top of CIV4UnitClassInfos.xml, where you would have to change the 100 to a 0.
Code:
<UnitClassInfo>
<Type>UNITCLASS_SETTLER</Type>
<Description>TXT_KEY_UNIT_SETTLER</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iInstanceCostModifier>100</iInstanceCostModifier>
<DefaultUnit>UNIT_SETTLER</DefaultUnit>
</UnitClassInfo>
The code for more complex code adjustments would go in CvGameUtils.py under def getUnitCostMod(self, argsList)
At one point I did have it set up so that each city and each settler equally increased the settler's cost. I forget why I changed it, but think it may have had something to do with the AI understanding the xml-based unit cost increments better. I think I'll test out some python code again though.
Code:
def getUnitCostMod(self, argsList):
iPlayer, iUnit = argsList
iCostMod = -1 # Any value > 0 will be used
pPlayer = gc.getPlayer(iPlayer)
if iUnit == gc.getInfoTypeForString('UNIT_SETTLER'):
iCostMod = 100
iCostMod += 10*pPlayer.getNumCities()*pPlayer.getAveragePopulation()
iCostMod += 25*pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_SETTLER'))
return iCostMod
I'm also thinking about playing around with letting ordinary Settlers cast the Add to Population spell, the same as Infernal Manes (except not adding the Demonic Citizens building if the settler's race is not demon.)
As a separate issue, is there a way to change BUG so that cities start with "Avoid Unhappy Population" unchecked? It's really annoying unchecking this, and very, very rare for me to prefer this behavior to normal growth mechanics.
Thanks.
That is more a question for Tholal, as I have not touched the BUG code.
Great work, I am amazed you are still working on this in 2018. I was about to install the latest version, but the installer can't find the location of my FfH2 installation. Does anyone know which registry key it checks? Furthermore, if I was to use the zip file, do I have to do anything other than extracting the content to .../Mods/ ?
It should automatically find the Mods folder, but might have issues if your main installation is the Steam version or something.
If you are manually extracting the archive, it must be copied over a properly renamed version of the original Fall from Heaven 2 (patch 0) in order to work.
I forget whether you might need to change any security settings in order to give yourself or the installer permission to change the mods folder within the Program Files (x86) folder.
The installer code is this:
I figured I'd experiment with the Revolutions option in the latest version, and now something bizarre is happening.
View attachment 485239
Here in the screenshot is a city showing that my Empire stability is "Dangerously Unstable: (Worsening)" despite listing five good factors and no bad factors! What should I do about this?
I have Theocracy government and the Runes of Kilmorph holy city. My other civics are Nationhood, Arete, Foreign Trade, No Membership.
Strangely, every individual city is at Safe.
I don't really understand all the details of the Revolutions system Tholal included in MNAI. I use python to set a city's revolution index to zero if it has Unyielding Order, which should make it impossible to have a revolution there. I think that occasionally instability can rise fast enough for other reasons to trigger a small revolt before the risk is removed though.
Do you know why sometimes workers surrender, and sometimes they fight to the death?
A unit with zero combat strength (more specifically zero defensive combat strength, but holy/unholy/death/fire/cold/lightning/psychic strength is not divided like that) cannot fight or defend itself, and so surrenders. Workers have zero base combat strength. They can however have their combat strength increased by certain promotions, most commonly +1 Holy damage from the "Blessed" promotion granted by the Confessor's spell or the Chancel of the Guardians building.