Modders Guide to FfH2

I lied sorry,

"ive checked assets/xml/art for it too, (my second to last file is CIV4artdefines_units)"

On the other hand, for other mods and in the bts/assets folder I have found the following:

bts/assets/xml/art/civ4mainmenus.xml file that is second to last in the list... but under ffh2... nothing. Other mods do have it, such as final frontier... but I dont have them for FFH2... Is it right under my nose?

The code that you indicated way above is also found in this bts/assets/xml/art/civ4mainmenus.xml file (as well as the same file in the other mods...) ... but nowhere can i find this file under ffh2 (even ran a search...)

That is to say, I honestly don't have one under FFH2/assets/xml/art although that is where I would expect to find it... curiously I dont have it for FFH age of ice/assets/xml/art either...

about every other mod Ive checked has it. But not FFH2 or FFH age of ice.
 
In theory what would happen if I didnt have it? Wouldnt it just run home to mama and take the main menus from BTS (cant say that other than the background that Ive noticed any difference... and Ive managed changing the background without the file in question...)?

You can have a look and see for yourself. I'm not so sure I have the latest version of FFH2 either...





The other thing I noticed was that it seems to be lacking the civ4gametext_civilopedia xml files...

Yet civilopedia works... Also, FFH age of ice DOES have a civ4gametext_FFH2_civilopedia file, but FFH2 does not.

*Note: After having a closer look, I suspect that all the civilopedia information was all dumped into CIV4GameText_FFH2.xml. Most of the pedia entries seem to be there... Have I hit the nail on the head?
 

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I was wondering where a units ability to join a city is toggled... I don't know most of the files well enough and I haven't come across it yet.

I'd like to have workers be able to join cities as a population point (no limit to the amount that can), but not be able to found cities themselves...

This may very well be the wrong thread, but I am working with FFH2 as a base.
 
*Smacks head*

You know... I thought maybe it might be in there... and so I had opened up civ4spellinfos and ran a quick search for "join"... but lo and behold, there it was right at the very top of the page as "spell_add_to_city".

Right under my nose. Thanks all the same!
 
Yet another question. I have a million ideas and almost half as many problems!

What I'd like is for when a specific unit joins a city, to have it build a specific building (if it doesnt already exist) immediately when it joins the city, in addition to bumping up the population a point.

By the same token, when a specific type of settler unit founds a city, I'd like to have it build a specific building as well.

For example, when an orc settler makes a city, it automatically creates an orc pit. When an orc worker joins a conquered, originally non-orc city, it bumps up the population one and automatically creates an orc pit. Or when a human worker loyal to an elf-lord joins that elf-lord's elf-city, it bumps up the population one and creates some specific human-specific building.

Now I know that the Khazad had their dwarven vaults automatically in every city, but that isnt exactly what I need. That would be fine for mono-racial empires, but I'm running into issues with multi-racial empires (such as the valar, with teleri, noldor, and vanyar subjects) and I need a work-around. This still doesnt answer the question of conscription, but one step at a time.


For my multi-racial empire fix, if you want to know exactly what it is that I'm trying to do so that you can maybe think of a better solution, here's the problem in detail:
Let's say you're race is fighting to the death, you ought to be able to draft a bunch of peasants (or arm your existing peasants) and just arm them to the teeth. That's simple enough to write. The only limits to your effective manpower is population, and the stock of weapons in your armoury (or gold).
Where the problem is occuring is ensuring that the teleri settler (either with the teleri race promotion or a teleri-specific settler, either works for me) founds a city that builds only teleri peasants, and the vanyar settler builds cities that builds only vanyar peasants (all owned by the same Civ).
The other advantage is lets say your teleri city is about to be conquered... you can evacuate most of the population, and resettle them in the vanyar city, and it just makes sene for said vanyar city to be able to draft both vanyar or teleri peasants (especially if it is mostly teleri).

If the building fix can work... what am I looking at having to alter? Can you point me in the right direction?


Furthermore, is it possible for a building to give your civilization negative gold, AND a specific foreign civilization positive gold of the same amount?
 
Perhaps the earlier specialist question wasn't clear.

Spoiler :

What I'm attempting to do is this:

Resources
*
*
*

specialists
@

@

@

@ @


What seems to happen in game is this:

Resources
*
*
*
* @

@

@

@

@

In words, the specialists stack up in a column and overlap with the resources, instead of forming two columns and staying separate.)



I'm looking through the main interface file, and have a vague idea of what might need to be changed to do this. It is a very confusing file to figure out, though, so I'm curious if someone else knows what sorts of things were changed in the FfH file vs. the normal dciv file, andf what sorts of adjustments might be needed.
 
I actually had the same problem not too long ago, in RifE. Search for the following line:

screen.addPanel( "BonusPane0",

Should bring you to a block of ~12 lines, in groups of 4, for BonusPane0, BonusPane1, and BonusPane2. For all three, you want to modify the 'yResolution - NUM' part of addPanel and addScrollPanel lines.

In my case, I added 40 to the number being subtracted; So 560 and 576, rather than 520 and 536. Shrunk the height enough to have two new specialist be selectable, though for the first specialist only the top half of the button had been covered.
 
What I'd like is for when a specific unit joins a city, to have it build a specific building (if it doesnt already exist) immediately when it joins the city, in addition to bumping up the population a point.

Best suggestion I'd have for this is to look at spells like "create orc cage", or "dancing bear", and than use the appropriate spell properties (or python code, if those spells use python.)

By the same token, when a specific type of settler unit founds a city, I'd like to have it build a specific building as well.

For example, when an orc settler makes a city, it automatically creates an orc pit. When an orc worker joins a conquered, originally non-orc city, it bumps up the population one and automatically creates an orc pit. Or when a human worker loyal to an elf-lord joins that elf-lord's elf-city, it bumps up the population one and creates some specific human-specific building.

You might be able to do this using the EventManager.py file. There's a section "on city found" that does things like give infernals their free buildings, and you may be able to write up some code where if the founding settler had an orc promotion, than the city would have certain buildings. (I'm not actually sure exactly what code I'd use, though, if it were possible.)

For the workers additions, those could probably be done using some python code in the join spells. (Something like "if settler has promotion "orc", give city "orc pit", repeated for all the racial promotions. I'm also not sure if the exact code in this case, but am far more sure that this is possible to do.)


For my multi-racial empire fix, if you want to know exactly what it is that I'm trying to do so that you can maybe think of a better solution, here's the problem in detail:
Let's say you're race is fighting to the death, you ought to be able to draft a bunch of peasants (or arm your existing peasants) and just arm them to the teeth. That's simple enough to write. The only limits to your effective manpower is population, and the stock of weapons in your armoury (or gold).
Where the problem is occuring is ensuring that the teleri settler (either with the teleri race promotion or a teleri-specific settler, either works for me) founds a city that builds only teleri peasants, and the vanyar settler builds cities that builds only vanyar peasants (all owned by the same Civ).
The other advantage is lets say your teleri city is about to be conquered... you can evacuate most of the population, and resettle them in the vanyar city, and it just makes sene for said vanyar city to be able to draft both vanyar or teleri peasants (especially if it is mostly teleri).

If the building fix can work... what am I looking at having to alter? Can you point me in the right direction?

Perhaps use spells rather than the draft mechanic, that would require a certain building, would reduce the city population, and produce the desired peasant. You would need a token unit to start the process, of course, and (unless the "hasCasted", or some other attribute, allows the spell to not shut down other spells) would have to design the units to not need spells immediately after being drafted.

It also might be possible to adjust how to draft mechanic works, so that drafted units would have a chance to be certain types of units based on buildings in the city, though again I am not sure if this is actually possible, and how you'd go about it if it was.
 
Has anyone else noticed this bug?

I've been having some trouble with a building that changes the city radius to 1. The building builds o.k., shows up on the civilopedia, etc., but the game crashes the turn afterwards. Some worldbuilding testing showed that the crash only occurs when the city had expanded to a 2 radius, when worldbuilt in a city that had not culturally expanded, nothing happened.

I know some other mods were experimenting (or have) spells that do this, so was curious if this problem had been seen before.
 
yes, there is a bug in the ffh dll that you need to fix first to use this tag with the value 1.
 
Hello all. I have a quick question: What EXACTLY do I need to put to be able to choose the Mercurians and Infernal from the start menu. I would like to be able to choose all civs in the mod. Thanks in advance! Or alternatively can someone just post the file for DL so I can just add it?
 
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