Minor requests and questions thread

First, where can I go in the code/folders to find lists of all those Great People that show up? I can't seem to find the text files that list them.
They are in CIV4GameText_FFH2.xml (in /XML/Text).

Secondly, could you possibly do your own Orbis version of this? I got it from the Ngolme's mod creator and it's rather useful when writing Civlopedia entries. However it doesn't have all the Orbis races that I can find.

http://forums.civfanatics.com/showpost.php?p=7998515&postcount=25
You mean "Orbis civs", right? If yes, then we'd have to add Mechanos, Scions and Mazatl. As you know already, I also have an idea of where the Ngomele are. Maybe starting a new thread could be cool. I think someone can do this instead of Ahwaric, especially if we don't mess with the overall shape of the map; we could just ask vruchten to lend us their map.
 
You mean "Orbis civs", right? If yes, then we'd have to add Mechanos, Scions and Mazatl. As you know already, I also have an idea of where the Ngomele are. Maybe starting a new thread could be cool. I think someone can do this instead of Ahwaric, especially if we don't mess with the overall shape of the map; we could just ask vruchten to lend us their map.

Yes, I agree. Using vruchten's map, I sort of put the Scions on the Rinwell Isle since the flavored start usually puts them on an island away from everyone.

Not that is has to be this way, but previous Civlopedia entries in that thread have the Mechanos fighting the Bannor so they should be somewhere along their border.
 
In order to gain some XP in Python, I just enabled the summoning of any Infernal leader instead of just Hyborem. So the minor Infernal leaders will be used :p I'm going to do the same for Mercurians (as I'll add minor leaders to them). I may release this as a minimodmodmod... just want to know if it's something the other players might want.
 
While I can see Lizardmen being barbarian units, since Orbis has added the Matazl, it doesn't make sense that the Clan would use them. Oh sure I could see it from the "we barbarians need to stick together" but if they were there own race back in the day, they would have their own tongue and culture and even as barbarians would be different from the varied Orcish culture. Why can't the CoE hunter/ranger just be the standard graphic with the human swapped out to some orc graphic?

Another thought, perhaps even for a new Civ, is that FfH is all about duality. So like the LoTR one could see that orcs are the dark reflection of elves. Humans don't need a 'evil twin' since we can be evil on our own. But it does make you think that perhaps there should be a goblin civilization as a dark mirror to the dwarves.

Now I know I got shot down trying to get the Kahdi ported into Orbis, but perhaps if those who like the Archos from FF, perhaps they might be a good match for this hypothetical Goblin civ. I mean spiders live in the mines/underground and for the most part so do Goblins. Sure a lot of the graphics would have to be fiddled with since the Archos are a 'man' race but I'm sure something could be done about it.

Then the 'goblin' units already used by the CoE could easily be switched to be Kobolds or something without even changing the graphics.
 
Also, how is my suggestion about making Supplies buildable going, Ahwaric ;)
 
unlikely to happen, it would have to cost the as much as the most expensive building it can make
 
I wish you could make a reusable unit (300:hammers:) that you could pour production into, and it would take it to new cities, I'm thinking 2:1 ratio? make it easier to program idea, has 10 cargo, 1 movement, holds "Construction Supplies" cost 40:hammers:, pop it for 20:hammers:
 
Which would be perfectly fine... Make it even more expensive, even. The point is more to transfer hammers from a well-developed city to a new one.

Especially on island cities that are there to capture a resource like a unique feature or mana node.

As I've commented, it is too bad there isn't a way to semi-permanently send a unit (maybe you have to have a farmer unit and a warehouse) from the town with excess food to the town you want and then assign a :food: unit there.
 
I compiled a quick list of new tags. I used the Orbis editor to do it. I think I missed tags that are in files not covered by the editor: FeatureInfos, HandicapInfos, ReligionInfos, TerrainInfos, TraitInfos. I also haven't compiled anything related to python or SDK. I'll fumble across the python files to see what I can get from it :)
Spoiler :
GLOBAL DEFINES
RANGE_COMBAT_DAMAGE: Damage from ranged combat
RANGE_COMBAT_XP_PERCENTAGE: XP from ranged combat
PROMOTION_INVISIBLE_SHROUD: Nox Noctis promotion
MISCAST_PROMOTION: Promotion granted to units after miscast​

Leaders Attributes
Image: Sets image used for defeat popup
DefeatQuote: Sets text used for defeat popup​

Civilizations Attributes
FeatureHealthPercentChanges: allows the possibility to modify health provided by features
ImprovementYieldChanges: allows the possibility to modify the yields of a specific improvement
TerrainYieldChanges: allows the possibility to modify the yields of a specific terrain type​

Buildings Attributes
PowerYieldModifiers: allows to modify food, production and trade if the city has power (exclusively used by Mechanos IIRC)​

Promotion Attributes
Invisible: not sure what this one does
SeeInvisible: again, not sure
iDamageOnRemove: damage done to the unit if the promotion is removed
iChanceMiscast: sets the chance a unit has to miscast a spell
bIgnoreTerrainCosts: allows the unit to ignore terrain costs
bMoveImpassable: allows the unit to move through impassable terrain
bNoDefenseBonus: sets if the unit don't receive defense bonus from tiles?
bAllowDefenseBonus: sets if the unit receive defense bonus
TempUnitCombat: modify the UNIT_COMBAT of the unit
This three are tied to the Mounted/Unmounted promotions
iExtraSupport: sets how much maintenance the unit costs
bFreeUnit: allows the unit to not cost any maintenance
bIndependant:
iSlaveGenerationChance: sets the chance of generating a slave after combat
iAirCombat:
iAirCombatLimitBoost:
iCombatDmgCapBoost: sets how much damage a unit can do in combat?
iExtraDropRange:
PrereqInBorderEnemy: requires to be in enemy territory
PrereqInBorderNone: requires to be in neutral territory
PrereqInBorderRival: requires to be in another civ territory
PrereqInBorderTeam: requires to be in team territory
PrereqInBorderSelf: requires to be in own territory
PrereqInCity: requires to be in city
PrereqTier: requires the unit to be that tier
PrereqWeaponTier: requires the unit to has that weapon tier
PrereqPermission:
bAutoAcquire: promotion automatically gained upon completion of conditions
bMustMaintain: if conditions aren't met anymore, the promotion is lost
bNoXP: the promotion cannot be acquired by XP
iGoldCost: sets to specify a fee to acquire the promotion
PrereqbAllowNULLUnitCombat:
bEffectProm: make this promotion an Effect
PrereqUnits: specify which unit can benefit from the promotion
PrereqCivics: specify which civic is required for the promotion to be available
PrereqCivilization: specify which civilization is required for the promotion to be available
PrereqTraits: specify which trait is required for the promotion to be available
PrereqReligions: specify which (state?) religion is required for the promotion to be available
PrereqCorporations: specify which corporation is required in the city (?) for the promotion to be available
PrereqBonusORs: specify which alternative bonus is required for the promotion to be available
PrereqFeatures: specify which feature is required on the tile (?) for the promotion to be available
PrereqTerrains: specify which terrain is required on the tile for the promotion to be available
PrereqImprovement: specify which improvement is required on the tile for the promotion to be available
PrereqBuildingANDs: specify which other building is required in the city for the promotion to be available
PrereqBuildingORs: specify which alternative building is required in the city for the promotion to be available
PromotionOverwrites: specify which promotion this one overwrites when acquired
PromotionReplacedBy: specify upon which promotion acquired this one is removed
PromotionDegradesTo: specify to which promotion this one degrades to
PromotionAllows: specify which promotion this one allows the gain of
PromotionExcludes: specify which promotion this one prohibits the gain of​

Units Attributes
Images: used for Great Persons to specify an image
Quotes: used for Great Persons to specify a quote
DenyPromotions: specify which promotion this unit cannot acquire
AllowPromotions: specify which promotion this unit can acquire​
 
One of my frequent complaints is that sea 'barbarians' are way to powerful which really puts a crimp into any sort of water-borne exploration.

It came to me last night, however, that a 'easy' fix to this would be to create a barbarian unit that represents storms. I think they'd come in three forms: squalls, storms and typhoons.

These 'barbarians' would move randomly and could not be destroyed, only avoided. Squalls, being the weakest, would be most common and the dreaded (and STRONG) typhoons would be very infrequent.

The issues I see with this unit is making them immune to attack, make it so the AI doesn't try to attack them anyway. Make them last only for 2-3 turns as well as being able to attack every unit in a stack equally. I mean a storm isn't just going to smash up one galley to pieces and only 'wound' the other two in the stack.

I think this would be a good way to make being on the sea dangerous but at least a bit more avoidable. You can maneuver away from the storm and just hope it doesn't randomly hit you or dissipates before it can.
 
Got a question. How do you know what artwork goes to which Great Person pop-up? I've been wanting to fiddle with them but not sure how. I especially want to see about changing the GP's like Wraith-Lord which is a minor leader for example.

I'm wondering what is the dimensions needed for pop-up art. For that matter, that would be nice for leader art as well.
 
Got a question. How do you know what artwork goes to which Great Person pop-up? I've been wanting to fiddle with them but not sure how. I especially want to see about changing the GP's like Wraith-Lord which is a minor leader for example.
You do this in UnitInfos.xml (or using the Orbis editor, Units tab). For example, you have the Great Merchant unit. Its UniqueName1 is tied to Image1 and Quote1. So you have to figure out which one is Rivanna and edit it. Just looking to the art file name is enough (ie Rivanna is the 13th great commander).

I'm wondering what is the dimensions needed for pop-up art. For that matter, that would be nice for leader art as well.
384x128 for both.
 
Storms: that's a neat idea. I don't know if it's possible to make it so they're unkillable. Maybe the trick could be to make them quite strong, dealing collateral damage up to 100% and up to 50 units and make them create another version on themselves if they die in combat (but not if they fade after, say, five turns). The new version could be the rank just lower.

Would they replaces sea monsters altogether?
 
You do this in UnitInfos.xml (or using the Orbis editor, Units tab). For example, you have the Great Merchant unit. Its UniqueName1 is tied to Image1 and Quote1. So you have to figure out which one is Rivanna and edit it. Just looking to the art file name is enough (ie Rivanna is the 13th great commander).

384x128 for both.

Where can I get this Orbis editor? It sounds like something I need!
 
Storms: that's a neat idea. I don't know if it's possible to make it so they're unkillable. Maybe the trick could be to make them quite strong, dealing collateral damage up to 100% and up to 50 units and make them create another version on themselves if they die in combat (but not if they fade after, say, five turns). The new version could be the rank just lower.

Would they replaces sea monsters altogether?

Well the point isn't to make the squalls strong. Pretty much the idea is a squall is going to have a possible chance to sink a galley, a storm a decent chance and a typhoon will probably sink them. By the time you get up to clipper, a squall will probably only damage the ship, a storm might sink it and a typhoon maybe a 1 in 4 chance.

I don't think they would replace the monsters, just enable their frequency to be turned down a bit.
 
You can find it in the Orbis folder in your Beyond the Sword/mods folder. It's a xlsm file (Excel 2007) though.

Excel 2007?!?!?!? NOOOOOOOOOOOOOOOOOOO!(/Vader voice)

Well I'll see if I can get it to work with Excel 2003 or Open Office
 
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