Modders Guide to FfH2

hi, let me go straight to the point: I want to know if the equipment system in FfH2 is really attached to the spell system and, even if it is, do you (Kael, I guess) think it's possible (for me, of course) to turn into something more "stand alone".

I don't want equipments but something like crew in ships which do not act as units, but only as "attachables". I guess I could hack load and unload to add/remove promotions, but I would stay with the physical units which I don't really want to.

if there's a LOT of stuff to do I will think twice because it's not really something I need, it would just be cool to have it in my mod. however if I can spot easily what I need to copy into the SDK I'll do it. any other suggestion is also appreciated :P

thanks
 
Okay. does anyone know why changing both the art defines tags for grass, plains, and desert to their hell equivelent crash the game during the creation of the map?
 
No DLL changes. I still have the original and it's the exact same size.
 
I think that there were some - current dll was compiled today (for my timezone at least). No need if it was the same as before I think.
Changes were probably minor only, but still...
I hope we will get new files soon.

Edit: Definetly was changed. No more Orbi updating for now...
 
bCivilizationPrereq- Only this Civilization can use this spell (ex: only CIVILIZATION_BALSERAPHS can use the Ass to Freak Show spell).

Sorry, I just had to point this out. :lol:
 
CIV4ImprovementInfos.xml
change
<ArtDefineTag>ART_DEF_IMPROVEMENT_ENCLAVE</ArtDefineTag>
to
<ArtDefineTag>ART_DEF_IMPROVEMENT_TOWN</ArtDefineTag>
 
Usually I can figure this stuff out, but how can I get the graphics for the enclave to mimic that of towns?

Oddly i did the same recently, i went for copy past the art folders contents, changed the enclave graphics to those of a village, made villages spawn warriors, and enclavesa different unit so as to get a mix of free units provided from what visually looks the same thing. You can do it via xml which is easier, or change the graphics, as i did, simply copy past ethe image what you wanht into the enclave folder, rename the nif and delete the unused dds files.
 
Yeah I thought xml would be easier too, so I changed the tags like snarko said. It changed the graphics, but it wouldnt change the graphics according to religion like towns and villages do, so I added IMPROVEMENT_ENCLAVE to the code in the CIV4PLOTLSystem file, but it still wont work.

Any suggestions?
 
Quick Question, is there any inherent effect to the 'Damned Souls" terrain feature? If I use that in a scenario, it isn't going to, like, have something happen without me telling it to?

Also: Any way to make a unit with a duration permanent? That is, if I had a 'fledling' summon, that has a duration of 1, and wanted it to be permanent if it gets a kill, is that possible? (Set the duration to 0 maybe?).

Lastly, what triggers when a plot counter reaches 0? I didn't think I saw it in the EventsManager.
 
Quick Question, is there any inherent effect to the 'Damned Souls" terrain feature? If I use that in a scenario, it isn't going to, like, have something happen without me telling it to?

Nothing planned right now, but thats no garuntee that they won't be used later.

Also: Any way to make a unit with a duration permanent? That is, if I had a 'fledling' summon, that has a duration of 1, and wanted it to be permanent if it gets a kill, is that possible? (Set the duration to 0 maybe?).

Yeap, setting a duration to 0 removes the duration entirely.

Lastly, what triggers when a plot counter reaches 0? I didn't think I saw it in the EventsManager.

Nothing special, the plot counter just triggers if their is a terrain change that is supposed to occur at that level (assuming hell terrain is turned on, for your scenario you will probably want to disable the hell terrain and handle all the terrain switches yourself).
 
Ah, yes I see now, I can just get and set the counter, and use it as a reference in other events. That should do. Probably a lot of fun things to be done there, if you really want.

For instance, you could set plot counters to multiples of 101 to count down from certain things, and multiples of 99 for others, since they won't cross except at extremely high values. I don't think I'll have to juice it that much though.

Good fun, good fun.
 
By the way, I've split apart the code for different scenarios:

http://forums.civfanatics.com/showthread.php?t=303320

I hope Kael et al will consider this thread.

Also, while I'm asking for things, could we change the scenario function for 'onUnitKilled' to take the attacking unit as an argument, and not just the unit that was killed? Both are pretty important.
 
Keal, any chance to get updated source soon? I just downloaded FfH 040 third time, just in case it was updated without changing name...

I have updated my modmod already but do not really want to release it without updating core first.
So Please, Please, Please... :)
 
Yeah I thought xml would be easier too, so I changed the tags like snarko said. It changed the graphics, but it wouldnt change the graphics according to religion like towns and villages do, so I added IMPROVEMENT_ENCLAVE to the code in the CIV4PLOTLSystem file, but it still wont work.

Any suggestions?

Thats another set of files you need to change, rather a lot of files as each religion calls up a different set, you woulod need to add another duplicate set of call up for the enclave, each withb its own version for differnet religions, rather lot of work for something of limited use. Are you sure you cant settle for just the standard repalcement for them?.
 
By the way, I've split apart the code for different scenarios:

http://forums.civfanatics.com/showthread.php?t=303320

I hope Kael et al will consider this thread.

Also, while I'm asking for things, could we change the scenario function for 'onUnitKilled' to take the attacking unit as an argument, and not just the unit that was killed? Both are pretty important.

The only time you can pass the unit who attacked is in a combat death. If you are trying to work with ANY death, you are only able to know which player did the dead, if any.
 
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