[MODCOMP] - XML Cleanup & Expansion

I know you said you plan to re-write the spell system at a latter time and so are not taking spell requests, but could you go ahead and take a couple anyway?

I really think that the new <iDelay> tag is just begging for a <iSpellDelayChange> tag for promotions, which (as the name suggests) would make modify the delay on spells. Mostly I'm thinking that these would allow units to cast these spells faster, nut it might also be nice if it could make caster's slower too. I'm not sure whether it should add a delay on spells that normally don't have one or not.

It might be good if specific units could have the same tag (with the same effect) too, instead or relying entirely on promotions.

I'd also like if individual units could have the <PromotionSummonPerk>, instead of needing to add a seperate promotion to certain units just to apply this.



I'd also still like the ability for promotions to change a spell's range. You could just borrow this from Broader Alignments. I'd still like to have the other tags Grey Fox added to Broader Alignments at my request (like pyPerTurn for units, and <PythonPostCombatWon> and <PythonPostCombatLost> for promotions) added too. I just realized though that these are included in Fall further now. I'll probably just use his SDK anyway, since Grey Fox isn't planning to work more on Broaderanymore but Vehem is, and especially since Vehem is adding this modcomp to Fall Further too I guess it isn't important that you add these then.


Unrelated, but I was also just thinking that it would be good if civics (I'm thinking Theocracy) could give free xp specifically to units of certain the state religion, instead of to everyone. It might also be good if buildings could give their free xp or promotions based on the unit's religion too. Giving them based on tier or promotions (including race, letting you move the free dwarven xp from Breweries and free demon xp from Demon's Altars to xml/SDK for slightly faster performance and better documentation) could be good too. On the other hand, this isn't hard to do just using python, so it isn't that important.



Hmm...did I forget to mention that I'd really like <UnitCombatTargets> and <UnitClassTargets> added to promotions? (I'm thinking that giving marsken spells that let then target different types of units would be cool) Also, a similar tag to target specific promotions (in both units and promotions defines) would be very nice.



I was just thinking that allowing multiple damage type for AirCombat would be nice. This tag isn't used at all in normal FfH, but will be used in my modmod to give archers and Dragons ranged attacks, in addition to my bird upgrades. When a land unit has AirCombat (like in the defense mod) it is not subject to being intercepted, so this is a very good representation of ranged units. I'm mostly thinking that the Dragons should fire damage at range, except Drifa who should do cold. It might also be good to let promotions modify the AirCombat values, of multiple damage types. (I'm also thinking that the Flaming Arrows promotion should add ranged fire strength, and a new poison arrows promo should allow ranged poison damage. If and when you do this, you should make sure that it passes on promotions correctly. (Poisoned mostly, but I'd like it changed so that other damage types can give promotions too)

It might also be good to let promotions change the AirCombatLimit. (They can already change range, intercept chance, and evasion chance)



I have a suspicion that the spell system could be tied into AirCombat eventually, to allow for targeted spells (it wouldn't let you target specific units, but targeting tiles would work faster and more elegantly than in vanilla FfH) that the AI can understand . When you get around to revamping the spell system, this may be something to consider.




It might be a good idea to allow units to have/detect multiple types of invisibility, and to also allow promotions to handle invisibility the same way. Some units could have multiple types of invisibility, and so be invisible unless a unit that can see both is nearby. (I was also just thinking of how cool it would be to have undersea monsters with INVISIBLE_SUBMARINE, which could be captured like Brigit, but only by units that can see them. These would be OO units, of course)



I think that Terrains and Improvements should have a <RequireResist> tag like Features do.


I'd also like it if you could set how much resistance a unit must have to enter the tile in the feature/terrain/improvement file instead of having one value (20%) declared in the global defines. For example, you could make flames require 20%, but an upgraded Inferno feature require 50% fire resistance. Also, Ice could require ~15% cold resistance, and the Letum Frigus add another 25% on top of that. Naturally, if a tile's terrain required resistance of one type, its feature of another, and its improvement of yet another, then the units would need all 3 resistances to enter.


I'd also love it if you could set Terrains/Features/Improvements to deal damage to units on them (probably both for staying there and for moving though). Ideally, you could set an amount (maybe range), type, and chance of damage. Maybe also a certain amount of resistance needed to avoid the damage. This way, Flames could injure units moving though them with fire damage, Ice/Tundra with (less) cold damage, Hell Terrains could do a little death or unholy damage, Jungles might poison some units, etc.


If this is added, also make sure that Poisoned (and other promotions that damage types might be made to grant) are granted no mater how the damage if dealt, not just in combat. (This is important for spells too.) It would also probably be better to make tag in the damage defines determining what promotion should be given (and maybe something modifying the chance of getting it. Perhaps the amount of the damage type that has to be done for the effect?), instead of having it semi-hardcoded in the SDK/CIV4GlobalDefinesAlt.xml


It might also be nice if the prerequisite level for entering a tile like the one with the Ring of Carcer were something set for the Improvement/Feature/Terrain, instead of being set in python.


It could also be nice to allow features/improvements to make normally impassible terrain passable. Requiring promotions for passibility on certain terrain/features/improvements could be good to. (I'm mostly thinking of some other people's recommendations for RoK tunnels)

Allowing a python function for terrains/features/improvements impassibility (and for units ability to enter certain tiles) would probably be too hard on the processor, wouldn't it? If an efficent way could be found, this could be quite useful.


Leaders should have a "HatedWonder" tag. This would basically be the same as FavoriteWonder, but with a diplomatic penalty instead of a bonus. It might be appropriate to block these leaders from building these wonders too.


You should be able to have And and OR tech prereqs for build orders.

I can't believe I forgot to request that you should be able to set the chances that a promotion will randomly apply a promotion. Some promotions that I'd like to use this to apply would be game breaking if they are added often.

I'd also like the ability for a promotion to randomly remove another promotion.
 
if you wouldn't mind I would like the Playable and AIplayable tags added to the leaderheadinfos.xml file. Also would like to see the ability to add production/food through the traitinfos file.
 
Not entirely sure how easy the Playable tags would be, haven't looked at any code associated with that as yet. But ought to be fairly simple I imagine.

That was how things were done before BtS, so you could look though old versions if you need help.

However, it would probably be better to wait and deal with this after 0.32b; otherwise, it probably wouldn't be compatible with the code borrowed from Sto's Alignment Options modmod.


(I'll also mention that I updated my last post again. The one that "Buncha Stuff" takes you to.)
 
This mod-comp is pretty interesting and could go well with your Worker Mod: http://forums.civfanatics.com/showthread.php?t=231160

It allows improvements to act as buildings in nearby cities so instead of building lighthouses in a city, you would build it on the coast and it would give the bonus for cities in a certain radius.

The Obsolete Buildings modcomp was actually a spinoff of the Construction Sets modcomp. Sadly I never got around to update Construction Sets from Vanilla to BtS. As far as I can remember there were a lot of changes in BtS interfering with my code for Construction Sets. Hence, no simple merge possible here. Would probably require a fair amount of code rewriting.
 
Merged with 32d. I wasn't sure if I had merged 104, and thought for a little while that I had managed to fix the stupid "action buttons in forests" glitch accidentally in the merge. Couple hours later I finally got the bug to trigger in my mod though. But yeah, no real difference.
 
I seem to be getting too many CtDs without making any changes (well, except for getting rid of the new specialist icons and names) to base my modmod off of this right now.

Also, it is quite annoying that you cannot change the mod name without getting the GFC Error.
 
What modname are you using? I'd imagine not many people are using the same one that I am using myself.

Any ideas when/how you are getting any CtDs? I haven't done a full game test in quite some time, but running the AIAutoPlay recently I was not having any issues pop up personally.

EDIT: Should mention that future versions will be much more stripped down and "JUST" a modcomp (Will provide only the DLL, minimum Required Python changes, Schema Files and trimmed XMLs with no real extras added in). I'm also dropping Johnny Smith's Specialist Stacker since I am quite a ways away from actually using it at all.
 
I think that only the "Copy contents to Main FfH Folder" part really had to be in the default mod folder, or else you just need to have another mod with the default name. FfH Bug also works that way, and since i have both on my computer and wasn't sure if you HUD changes and the BUG changes should be together, or if I'd want those files in my backup version. (I've haven't started trying to merge FFHBUG, UnitStats, Broader Alignments, and your modcomp yet. I'm hoping I can just convince Vehem to include them all in Fall Further, so I can steal his DLL.)

What does the HUD part actually do?

The first errors were on loading, if I didn't include the HUD, have a mod with the default name, etc. I also had one unexplained CtD at the end of the first turn, and the next game a completely unexpected CtD at about turn 60.
 
The "Copy to Main Folder" just contains a new icon to replace the Espionage Button (it is a globe) for the Scenarios Screen. It is completely optional, but I think it is quite the improvement. Use it or not at your choice, doesn't matter too much. Placing it in the FfH folder will make it actually do something, placing it anywhere else and it won't do squat (ie - should pose no problems at all, it just gets ignored). There is almost no chance that any other mod out there changes the particular file which I changed (it only contains the Espionage, Suitcase and some wierd Helmet thing I've never seen in game yet)


I am uploading a new version 1.05 right now, I forgot to include the fix I wrote for Guardsman with the DLL changed Files (first change I have made in CvPlot). This also contains .txt files with every Python of XML (except Schema) which I have included to explain what I have changed in them. All personal work that changed gameplay to show off new features has been removed, so outside of those changes listed in post #2 of this thread, it should play like normal FfH.


Really no clue on your CtDs. I would imagine it might be something from base FfH just as easily as it is from my work. I have an AI autoplay going right now that is on turn 300 with no problems noted. I plan to leave one up all night long to see if it actually reaches turn 1000, and what the world looks like at that point.
 
I had the same problems again, with the new 1.05 plus a few minor xml changes (letting archers have range, adding the Raiders and Scavenger promotion). The game will not load if there is not a mod named "Fall from Heaven 2 032" the mods folder.

I had another CtD too. I wasn't paying attention to the Turn number, but it was after I (Alexis of the Calabim) had founded FoL and Esus and built The Catacomb Liberalus, was researching Priesthood, and just started building the Great Library. I was down to 3 cities because the barbs took the FoL holy city (I started with 4, in an advanced start game), and had fallen a little behind the Falamar/Koun alliance (the only other civs on my continent, or with whom I had contact)

Edit: In my next game (Kandros Fir of the Khazad), I had the CtD again. Again, I wasn't keeping track of the turn number, but it felt like it was around the same time.

Edit2: It happened again in my Capria of the Bannor game. This time I saw it was turn 75, which is probably around the same turn as all the other CtDs. Of course, I had just cheated in this game (no cheating in the other ones) because Valledia had just declared war on me and had a huge stack approaching my empire, blocking off the narrow point of the peninsula where it was located. I had only 3 units: an Axeman, an Acolyte, and a Worker (before cheating, that is. I had lots of priests of the order and empyrean afterwards, and some great prophets and radiant guards afterwards)
 
The game will not load if there is not a mod named "Fall from Heaven 2 032" the mods folder.

This is with all mods. you need to have the folder there so the game knows where to find the resources. I believe you can actually remove everything but the "Fall from Heaven 2 032\Resource" folder and you can remove the resource folder from the new mod location as it will use the resources from the "Fall from Heaven 2 032\Resource" folder
 
Kasdar is correct. Unless you edit the .thm files to reflect the new Mod name, you MUST have the default FfH directory in place and with the default name. This is the reason that Kael doesn't use a "smart installer" which will allow people to easily change the name of the install folder. The mod absolutely requires that it knows the name of the installation in order to utilize a customized Resource folder.

Have you run any unmodded FfH games to see if they crash as well? I have been able to get the game to crash a few times in AIAutoPlay mode, but nothing consistent thus far. I am going to run a few test base FfH games to see if I get the same results with it (between the Forest/Jungle buttons display issue, and Decius not allowing mouseover/clicking of his name in the Leaders section, there are a few bugs of decent impact in the main mod still)
 
This is with all mods. you need to have the folder there so the game knows where to find the resources. I believe you can actually remove everything but the "Fall from Heaven 2 032\Resource" folder and you can remove the resource folder from the new mod location as it will use the resources from the "Fall from Heaven 2 032\Resource" folder

Was it always like that? I know I never had that problem before BtS, and hadn't noticed it since Shadow started either.
 
Yes, it's always been that way. In the past you probably renamed your mod-mods, but still had the basic FfH folder with the standard name in the directory. The only time you get a complication is if you don't have the Fall from Heaven 2 032/Resource folder in your Mods directory.
 
Well, I know I never had those problems before BtS. I just checked 0.23 (I've never actually played this, since I only have the BtS CD at school, but I downloaded it to borrow code/graphics), and at that time there was no Resource folder. I may have always had a mod with the default name since Shadow, and not naming them like that might be why I got so many errors when I renamed my modmods of 0.24 and 0.25


In my last game, where I was testing out the Scavenger trait/promotion (which gives commerces from kills) I had no errors for 217 turns (I got board and quit then)
 
You could always place the resources like I have at "\Beyond the Sword\Ffh032Resource" all you need to do is edit the Civ4.thm file in the resource directory of the mod to reflect the new location. Then you could rename to your hearts content.
 
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