I have a question regarding mods...
When I discovered that version 2 of FfH had removed the machinist shop, bowyer, and other features in earlier versions, I was a little upset since I was probably one of the few individuals who liked them (machinist shop for the production and bowyers for the additional experience). So... I proceeded to restore them to the game in my own "little" mod.
One problem I had, as you can well imagine, was getting the images back since they are/were stored in the Pak0.FPK file and I don't have a clue how this can be unzipped and then put back together. So...
I took the old Pak0.FPK file and renamed it to "Pak1.FPK" with really no expectation that this would work and provide the desired images. Either it wouldn't work or it would like replace the newest images added to 2.0 which I REALLY like (in which case I would have given up the project as a lost cause!!!).
HOWEVER, much to my surprise this actually WORKED. This brings up the following questions:
1. Have I shot my own foot off? While it works and does not APPEAR to cause any issues, am I taking a big performance hit having FfH parse through two "FPK" files? Or are there other issues of which I'm unaware?
2. How does Civ 4 (or FfH) determine the order of images to use? Chalid, for example, has images in BOTH the "Pak0" and "Pak1" files and yet it IS using the newer images IN ALL CASES of which I'm aware.
3. Is there a tool that I could use to "burst" (or unzip) "PFK" files and then put them back together. There are some images in earlier versions that I would like to add to the "Pak0.PFK" file in those cases where the designers have elected to remove either buildings (bowers, for example) or units (spearmen, pikemen). While I have added many of these back, in some cases I did so by referencing back to the main Civ 4 game.
Thanks to anyone with the technical knowledge in these areas.