MarnokMod - (Explorable lairs)

Excellent! What I am planning is, let people download this file then put in settings.py:

Code:
# set this to 1 if you have downloaded and installed Sureshot's Dragons modmodmod
# (not included in my modmod by default, as the files are quite large) 
# http://forums.civfanatics.com/downloads.php?do=file&id=9602
sureshotDragons = 0
So, I'll put the stats in my XML files, but the dragons won't appear unless the user sets the variable to 1, to say they have downloaded and installed the file. Users will have to be told not to install the XML. Just means a quick check in the scripts before spawning.

I can incorporate other modmodmods in this way as time goes on.
i dont recommend trying to allow for modmodmods, since as soon as update any of the files involved the files i made, for instance, would merely revert those files back to your previous version, trying to keep up to date for the main mod is a pain, just imagine trying to keep up to date for a modmod heh
if you dont plan include them in your main download i wouldnt bother with adding a setting for them because theyll be quickly out of date heh
 
i dont recommend trying to allow for modmodmods, since as soon as update any of the files involved the files i made, for instance, would merely revert those files back to your previous version, trying to keep up to date for the main mod is a pain, just imagine trying to keep up to date for a modmod heh
if you dont plan include them in your main download i wouldnt bother with adding a setting for them because theyll be quickly out of date heh
Sure, it's only the graphics part I'm planning to keep seperate(assests/art/units/dragons), because it affects download size, and not everyone will want to download all the extra. The data parts are going in to the main modmod ready to use. It will make sense when I release a version with this in it.


At the moment I am testing the first water-based stuff - need more water based improvement graphics! sunked ships and sunken cities, coral reefs? dunno. Something damp.
 
ah, if download size is the problem (i wasnt considering that at all in what i made.. was just trying to make an assortment of dragons heh), theres a simple solution that cuts out any new graphics and only loses 2 of the dragons. the setup i did was incredibly wasteful for size to tell the truth lol, one sec

i could include the other 2 for about 2 megs as well.. but for now get rid of them (from both the unitinfos and the artdefinesunit) and replace the bolded part of the remaining dragons art_def's in artdefinesunit with:
<UnitArtInfo>
<Type>ART_DEF_UNIT_BLUE_DRAGON</Type>
<Button>Art/Interface/Buttons/Units/Drifa.dds</Button>
<fScale>0.40</fScale>
<fInterfaceScale>0.35</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Heroes/Drifa/dragon.nif</NIF>
<KFM>Art/Units/Heroes/Drifa/dragon.kfm</KFM>

<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/horseshadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Center</ShadowAttachNode>
<fShadowScale>2</fShadowScale>
</ShadowDef>
<fBattleDistance>1.2</fBattleDistance>
<fRangedDeathTime>0.35</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
<SelectionSound>AS3D_UN_DRAGON_BREATH_IN</SelectionSound>
<ActionSound>AS3D_UN_DRAGON_ROAR</ActionSound>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_GOLD_DRAGON</Type>
<Button>Art/Interface/Buttons/Units/Eurabatres.dds</Button>
<fScale>0.40</fScale>
<fInterfaceScale>0.35</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Heroes/Eurabatres/dragon.nif</NIF>
<KFM>Art/Units/Heroes/Eurabatres/dragon.kfm</KFM>

<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/horseshadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Center</ShadowAttachNode>
<fShadowScale>2</fShadowScale>
</ShadowDef>
<fBattleDistance>1.2</fBattleDistance>
<fRangedDeathTime>0.35</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
<SelectionSound>AS3D_UN_DRAGON_BREATH_IN</SelectionSound>
<ActionSound>AS3D_UN_DRAGON_ROAR</ActionSound>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_BLACK_DRAGON</Type>
<Button>Art/Interface/Buttons/Units/Abashi.dds</Button>
<fScale>0.40</fScale>
<fInterfaceScale>0.35</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Heroes/Abashi/dragon.nif</NIF>
<KFM>Art/Units/Heroes/Abashi/dragon.kfm</KFM>

<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/horseshadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Center</ShadowAttachNode>
<fShadowScale>2</fShadowScale>
</ShadowDef>
<fBattleDistance>1.2</fBattleDistance>
<fRangedDeathTime>0.35</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
<SelectionSound>AS3D_UN_DRAGON_BREATH_IN</SelectionSound>
<ActionSound>AS3D_UN_DRAGON_ROAR</ActionSound>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_RED_DRAGON</Type>
<Button>Art/Interface/Buttons/Units/Acheron.dds</Button>
<fScale>0.40</fScale>
<fInterfaceScale>0.35</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Heroes/Acheron/dragon.nif</NIF>
<KFM>Art/Units/Heroes/Acheron/dragon.kfm</KFM>

<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/horseshadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Center</ShadowAttachNode>
<fShadowScale>2</fShadowScale>
</ShadowDef>
<fBattleDistance>1.2</fBattleDistance>
<fRangedDeathTime>0.35</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
<SelectionSound>AS3D_UN_DRAGON_BREATH_IN</SelectionSound>
<ActionSound>AS3D_UN_DRAGON_ROAR</ActionSound>
</UnitArtInfo>
 
OK, that makes sense, I'll make the changes. I'll still put a switch for dragons on/off along with the other switches.
 
Updated Dragon Files
also, i did all i did before together as 1.8MB at that link. if you only count the actual new dragon graphics for the green and silver dragon its only 1.5MB heh. anyways, use whatever fits and whatever helps heh

oh, could you include a version number somewhere so its easier to tell when a new version is out?

edit added:
after looking through the code more i gotta say you did an awesome job, this allows for a lot of fun stuff :D
the civilization specific events in particular allow a lot of fun, im thinkin of letting sheaim be able to free black dragons, illians blue ones, etc. heh
 
Thanks again for delivering that very fun modification of an already superb game.

One Glitch though: In your Mod Spiders (or in FFH2 in general, will put it in the bug-thread in the main-forum as well) generated by the Spider-Mine Event start without HN. :(

And one question: Is the options (very good ideas, highly interested in playing with normal huts for known reasons ;)) already available. If yes: Which file is it?
 
I've merged this with my version (which is based on xienwolf's xml modcomp) and am quite enjoying it--until it crashes. I'd been getting CtDs before including this modmod, but they have become much more common now.

Also, I do not think that villages, lairs, etc, should be quite that common.
 
Thanks again for delivering that very fun modification of an already superb game.

One Glitch though: In your Mod Spiders (or in FFH2 in general, will put it in the bug-thread in the main-forum as well) generated by the Spider-Mine Event start without HN. :(

And one question: Is the options (very good ideas, highly interested in playing with normal huts for known reasons ;)) already available. If yes: Which file is it?

I don't think I changes spiders or the event, I think this must be FfH2.

The settings.py does not get allow basic huts - some of the easier options are in, but that will take a bit of codinh.
 
I've merged this with my version (which is based on xienwolf's xml modcomp) and am quite enjoying it--until it crashes. I'd been getting CtDs before including this modmod, but they have become much more common now.

Also, I do not think that villages, lairs, etc, should be quite that common.

I had a CTD earlier. I don't know what caused it though. I will examine all my functions as I go through, I have a better idea now how crashes can happen by example (I reported an obscure case in vanilla FfH2 where making a pirate cove before having a city, when playing Lanun, will crash - the make cove spell tried to do something to the capital city, and there is no check to make sure there actually is one) So I can put safeguards in and make sure nothing in my modmod is causing more CTD's. Based on reports, I suspect there may be *something*, but it is quite rare - some low probability result which isn't quite perfect.
 
Small thing: When the villagers decide to pick up and move (Settler), shouldn't the village be removed? Or should the message say 'some' of the villagers.
 
Villagers will be more consistant in next release.

CTD:
I've played without random seed, and when I had a crash, it was repeatable, crashing every time I hit end turn - until I went in to worldbuilder to have a look around then hit end turn again, and it didn't happen after that. There's a clue there, but it confused me a bit.
 
Yeah, that's what makes me think it is a rare result from one of the tables. I maybe have a typo in the name of a unit or promotion, like I had for UNIT_HILLGIANT. It will be something small and silly like that. Often the game can carry on, but if I have then told it to apply promos or a name to a unit it couldn't create, that might do it.

As I go through the code I am re-writing to use more functions and do things in a more standardise way, makes it easier to maintain and also makes tracking these odd little bugs easier.
 
Check the Utilities Download section for a program which verifies links. I have heard of them before, and I think they exist for both Python & XML. I believe that the guy who posted a "Challenge for Total Conversion Guru's" had a link to it.
 
First off, great modmod - no more 'click next turn forty times' beginnings. I did get a CTD on my first game, though, and since you seem to be collecting info...
Happened when I tried using a worker to get a village in my cultural borders (in an ancient forest) to join me. As far as I can tell, it was non-repeatable (at the end of a 4-turn autosave cycle, and I gave lots of orders in between)

On an unrelated note, the same game Auric only had one city up until I killed the Earth elemental prowling his lands. He then sent out his 3 (3!) cowering settlers to expand. Can you do some rudimentary AI to encourage warrior stacks in case of boss?
 
I did get a CTD on my first game, though, and since you seem to be collecting info...
Happened when I tried using a worker to get a village in my cultural borders (in an ancient forest) to join me.

I think I just had the same error, in my case with an elven worker in a normal forest, on turn 2 (advanced start)
 
Hi all,

I'll look into the worker bug. I found a mis-type which would have caused a CTD, but not in that area. The worker thing might be the final CTD cause, with any luck.
fix for that will be in the new upload, probably tomorrow (need to run another long test first)

I'll look into AI changes as a next step. Maybe not THE next step as I am halfway through a few steps as it is!
 
Where was the CtD causing typo? I don't feel like going through my whole mod again or starting over with the next version.
 
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