Modders Guide to FfH2

I see the text keys in FfH's CivilizationInfos, but they're just numbers, not names. (I did find city names contained in a CivilizationInfos file for a different mod, by the way.) I can't find GameText_FfH2 anywhere on my computer.
 
I may have the precise name wrong, it is the ONLY file in Assets/XML/Text. The names were moved there so that they could be translated.

And yes, what is in CivilizationInfos isn't the names, but it is the text key you need to search for in the other file to get TO the names.
 
I had a crash on start, of course it was an art define (in units). Thanks.
 
Hi,

I've been thinking about some changes I'd like to make to the tech tree, kind of a drastic rearrangement of the techs in the first half of the game. It seems like the easiest thing would be to remove/disable all existing techs and start from scratch, but I don't know how FfH will react to that. I'm familiar with XML and I've done a lot of poking around in the game files. Would it be possible to just hide the existing techs so I can at least start laying out what I have in-game?

Thanks

Edit: I figured out how to hide techs with iGridX/iGridY. Regular expressions FTW!
 
Either I was the lucky guy to click on the .dll link just before it was updated(reading CvGameCoreDll040y but pointing to the CvGameCoreDll040x) or the link was not updated ;).
 
I remember hearing that there was a setting in XML that determined at which point the animals would stop spawning on the map. I think it was something like after # of cities / civ, and the value was at 1.2 or something. Does anyone know where to find it in the XML? I kind of want to jack it up more, so I have a chance to get the Grand Menangerie.
 
I may have the precise name wrong, it is the ONLY file in Assets/XML/Text. The names were moved there so that they could be translated.

And yes, what is in CivilizationInfos isn't the names, but it is the text key you need to search for in the other file to get TO the names.

Yup, found it exactly where you said it would be. The filename is CIV4GameText_FFH2.xml. Those text keys gave me exactly what I needed to find the city names.

Thanks a ton. :bowdown:
 
Question about this code...

CvUnitAI.cpp

Code:
	if (isWorldUnitClass((UnitClassTypes)(m_pUnitInfo->getUnitClassType())) || getSpellCasterXP() > 0)
    {
        if (iOdds < 95)
        {
            iOdds = 0;
        }
    }

in int CvUnitAI::AI_attackOdds(const CvPlot* pPlot, bool bPotentialEnemy) const

What group exactly contains world unit class? Heros?
 
Would there be a really easy way to treat the square acheron is on if he is immobile as impassible mountain for the AI? :)
 
Yes, since you mod the DLL now it is trivial.

Create a new Unitinfos tag (or promotion if you prefer, or both) to indicate the blockage

Then modify the plot when the unit moves on it to be flagged as impassable.


This would block your own units as well, so to be more complex, you would create a PUF_ check for CvPlot to find a unit with your new tag, and if found, claim to be impassable. This allows you to skip the impassability if it is a teammate easily.

To make it another step better, you link the field with (or just use without making a new field) Fear effects. Then units who do not suffer fear see the tile as normal as well
 
I have recently toyed with some traits from sanguo mod - i.e. extra production from peaks for khazad.
Everything works fine, except the tolerant trait. I have set the new traits as civilization traits, but when the city is captured by a tolerant leader the extra yields are gone. At the same time any extra promotions from civ traits are applied just fine.
I guess I will have the same problem when using health from features modifiers (i.e. lower flood plains impact on malakim)
Any idea what have I missed?

Edit: I have checked and default civ bonuses for terrain (i.e. Illians on ice) are not applied either. Does it work as designed?
 
The bug would be extra promotions from Civ Traits being applied for a Tolerant capture. Shouldn't carry over at all. Pretty sure that was half of the reason behind moving things like Sinister from a building application to a Trait application.
 
I just tried and sinister trait is applying promotion in unmodded FfH too.
Tried with Einion and build scout in captured svartalfar city.

So, the only things that tolerant should give is the ability to build unique units and buildings, but all other characteristics (except maybe racial promotion) should be lost? :(
I think that allowing city to get extra yields from the original civ would make sense and add both flavour and to gameplay. As well as ability to build improvements in forests when in radius of elven city.
 
Even racial promotion should be lost. Keeping the trait bonuses, yield bonuses and the race would be nice touches (potentially all possible, so long as they are linked through CivilizationInfos), but I know of nothing having been written to deliberately attempt to accomplish that.

I am curious if a non-tolerant Civ capturing a svartalfar city would also gain the promotions.
 
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