1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

(Module) Modular Flavor Expanded Civs

Discussion in 'Wildmana Modmod' started by Avahz Darkwood, Dec 12, 2009.

  1. Avahz Darkwood

    Avahz Darkwood Emperor

    Joined:
    Oct 26, 2001
    Messages:
    1,220
    Location:
    Behind You!!!!
    Heh! It Should! I tend to stay away from newly released patches until they are a bit more stable =)
     
  2. Sephi

    Sephi Deity

    Joined:
    Jan 25, 2009
    Messages:
    2,908
    patch 7.52 should be more stable than 7.44. But I know what you mean, I do the same with FFH patches ;)
     
  3. graywarden

    graywarden King

    Joined:
    Dec 6, 2007
    Messages:
    819
    Thats right!!! Its the ole cannon fodder method.

    Testers to the front and CHAAARRGGEEEE!!!!

    Good thing Testers have unlimited restarts..... haha
     
  4. Sephi

    Sephi Deity

    Joined:
    Jan 25, 2009
    Messages:
    2,908
    found a very minor issue. UNIT_FANATIC has FLAVOR_EXPLORE which does not exist (neither FFH nor Wildmana). Can't think of anything flavor is currently used other than the city governours decision for building (only human governour, not AI), so flavor values aren't that important.
     
  5. Avahz Darkwood

    Avahz Darkwood Emperor

    Joined:
    Oct 26, 2001
    Messages:
    1,220
    Location:
    Behind You!!!!
    :lol: That did sound bad didn't it :) OK let me rephrase it a bit. I tend to wait for a patch to be more stable until I release any updates, that dont mean I still wont play them personally... :p
     
  6. graywarden

    graywarden King

    Joined:
    Dec 6, 2007
    Messages:
    819
    Ahhhh yes so it is true what the wise hoppers say..........

    The devil is in the details..... sometimes intended but not documented..... :devil:

    haha

    "As it is spoken, let it be written"

    ummm that would be close but probably one of my hand grenade-horseshoe quotes, close but no cigar...... :smoke:
     
  7. Avahz Darkwood

    Avahz Darkwood Emperor

    Joined:
    Oct 26, 2001
    Messages:
    1,220
    Location:
    Behind You!!!!

    Humm I dont remember were I got that from... Its not in base Civ either... Go figure maybe some ghost code, when I was doing some more in-dept coding... (before I figured I didn't have enough time to learn/fool with dll editing...) Thanks I will purge that later and make it culture or gold...
     
  8. Avahz Darkwood

    Avahz Darkwood Emperor

    Joined:
    Oct 26, 2001
    Messages:
    1,220
    Location:
    Behind You!!!!
    Oh and it does work in the latest patch. Generally the way this mod is set up (modular), it should always work in new updates. That is as long as no major things have been changed. Such things as dll changes that effect the way the scheme files work (such as a command taken out, changed, etc), or folder rearrangements. This is very rare (IE when Wild Mana implemented true modular loading).
     
  9. Sephi

    Sephi Deity

    Joined:
    Jan 25, 2009
    Messages:
    2,908
    indeed, XML only modules almost always need no update. That's one big advantage of them.
     
  10. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,942
    Location:
    Seyda Neen, Vvardenfell
    just thought that not only Mazatl, but also Illians could get fanatics and dragon shrines. the Mazatl are lizards, with a wyvern hero, so related to dragons. Illians have a dragon just like kurios and sheaim ;)
     
  11. Avahz Darkwood

    Avahz Darkwood Emperor

    Joined:
    Oct 26, 2001
    Messages:
    1,220
    Location:
    Behind You!!!!
    Yea I considered the Illians, but I just dont see Auric letting them survive long enough, I have seen him as more of an agnostic militant.
    (Mazatl will come eventually, but I want it a bit different. I actually hope Sephi adds some KotD stuff in his mod. Seeing that the Mazatl are not in the main FFH mod, I am kinda waiting for further hints from Sephi. He did ask for ideas in another thread).
     
  12. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,942
    Location:
    Seyda Neen, Vvardenfell
    it would be great to see the Wyrmfisher added to the kurios so they can get sea resources without need to settle on the coast. although I prefer RiFe's version, available at KOTE + Fishing. it should be unable to leave cultural borders, so that it can't be used as an uber scout.
     
  13. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    I like the Wyrmfisher too. ;)
     
  14. Avahz Darkwood

    Avahz Darkwood Emperor

    Joined:
    Oct 26, 2001
    Messages:
    1,220
    Location:
    Behind You!!!!
    No need to settle on the coast, but it does take awhile to get the ability to use your sea resources as the Kurios in this mini mod.

     
  15. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Yeah, my version comes in with KotE and Fishing. :p

    And does NOT replace the standard workboat... Can still get that early on, if you are willing to nerf a city for it.
     

Share This Page