Mod-Modders Guide to Fall Further

Add 3 more tags to the list. Again in SpellInfos:

<PrereqNotAttacked> - Requires that the unit hasn't been flagged as HasAttacked yet to be allowed to cast the spell
<bSetHasAttacked> - Marks the unit as having attacked for the turn. Note that if the unit is Blitz they can still attack until their move points are all spent. Also remember that defensive strikes are linked to your HasAttacked field
<bRemoveHasAttacked> - Clears the HasAttacked flag from the unit. This means even if you don't have Blitz you would be able to attack or perform a Defensive Strike between turns. Also note that if a unit is out of movement points it is relatively useless (except for defensive strikes) to gain back the ability to attack

The Prereq one especially, but also the setHasAttacked field to some extent, are quite likely appropriate to place on quite a few spells which are marked bAbility. I created the tags for a specific spell which was proving problematic otherwise, so haven't had time to review all places where it may be appropriate to utilize the new tool
 
I just wanted to say THANKS to the other people that, like me, are checking 10 times a day to see if its out yet.

Thank you for not posting every 10 min asking when 051 will be released. Thank you for letting them work instead of answering our dumb questions.

That said... this forum has been a ghost town these last few days.
 
I just wanted to say THANKS to the other people that, like me, are checking 10 times a day to see if its out yet.

Thank you for not posting every 10 min asking when 051 will be released. Thank you for letting them work instead of answering our dumb questions.

That said... this forum has been a ghost town these last few days.

I'm still here during the day, reading constantly. Not a post gets by me :D

Vehem has been busy with work the past few days, so hasn't had enough time to do stuff. Currently, I think the only thing needing done is packing up all the art into a new .fpk. This version will include all FFH art too, and generally be completely self contained. I'm pretty sure it's 99.95% done

There are a couple more little additions that aren't in the changelog yet, again because vehem has been busy and hasn't updated it. I got told off for talking about seekrit stuff last time though, so I won't say anymore for now.
 
how has the performance been in your testgames, Warkirby? better than 050, worse or equals? I'm playing wild mana now and it is a hell of a lot faster in the endgame compared to FF, which luckily keeps the endgame as enjoyable as it should be. it really seems like the worst enemy of performance is the swarms of AI units moving around the map!
 
Not sure how we are on speed, but stability is beyond anything we have had in a while. I'm planning to look at making the AI better at grouping their units (and keeping them grouped) after I get done with Quals, but I won't be doing much any code after this week except fixing bugs which are easy or vital for the next 2 months or so.
 
what's a Qual? :D anyway, that's great news about stability. probably the most important single issue to the enjoyment of the game. and that's great news about AIs keeping their units grouped, I suspect that's a major cause of slowdown. man, most of yours and Jean's tweaks to the code but Fireaxis to shame :goodjob:
 
Those tweaks to getting the AI to stay grouped are PENDING, not in :) And a Qual is a Comprehensive exam for all of Undergrad + Grad school, 5 hours a day over 2 days, 10 total questions, approximately 50 subjects they can choose from. It's tons of fun. Oh, and if I fail it I have to choose a new career. So no pressure or nothing ;)
 
yep, I know they are pending, still it's great to know that you're thinking about it. no worries, take your time and enjoy the modding, it's not like it's a job or something. we owe you very much, xienwolf ;)
 
Any guess on when the new version will come out? (I'd personally prefer the evening of July 28th, so I wouldn't be distracted by attempts to make a new version of my mod using it as a base until after I'm done with my final exams, but would still have time to work on it before next semester starts on August 17th.)
 
Is there any major differences between phungus' install scripts and the one used by FFH (and FF, FlavourMod, Orbis, etc., I guess)?

I was thinking about making LeadersEnhanced into an installer to avoid installation issues but I now realize that if I do that, I'll need to pack it as a full mod with all .fpk, isn't it?

Phew! Tried with phungus' and I got a 492mb installer... :crazyeye:
 
Is there a way in FF to add Tolerant back to a Leader or even Civilization? So fare I only have done minor changes in the XML FIles with the Notepad.
 
Yes, to add to a leader, use Assets/XML/Civilizations/CIV4LeaderHeadInfos.xml, to add to a Civ, use CIV4CivilizationInfos.xml in the same folder. Can only have 1 trait on a civ though, so you'll probably want to do by leader.
 
You don't need an FPK unless you provide a LOT of artwork. Fall Further used to, and Orbis still does, just copy the parent directory under a new name, then install the files you have changed/added over the copy.
Yeah, but how do I do that with an install script?
 
Is there a way in FF to add Tolerant back to a Leader or even Civilization? So fare I only have done minor changes in the XML FIles with the Notepad.

First you might want to copy the Conqueror trait, and name the copy Tolerant, since it doesn't actually exist with that name in FF. Of course, that's only a flavour thing (Tolerant implies things significantly different from Conqueror), so if you don't want to just add Conqueror to them. :lol:
 
I have made a module that allows Sidar units to take promotions at lvl 6 which gives city bonuses to the city they are stationed in to mimic a Great person so that they don't have to join as specialists. I'm using the <CityBonuses> tag and the tags inside it, but I noticed some useful tags are missing.

First of all, there is no science tag! There is no way to give science using this method, which is crucial to the module, and I think would be useful in the future to anyone. Secondly, The <fGold> tag doesn't give gold in your own cities. Instead, it steals gold from the city and gives it to you, which is fine for theft from other players, but doesn't help give your own cities gold. It would be great if we had both a theft tag, and a normal gold giving one.

I know you're busing squashing bugs from the recent update, but I would appreciate it if you could add a science tag and a normal gold giving tag.
 
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