(Module) Modular Flavor Expanded Civs

Thank [to xp]Gekko... I tried to figure out what the issue was, but can not seem to hit the right note. I think it may be something in base Wild Mana not reading the file right. The unit, building, etc info is exactly the same in base FFH and it works there. If you will notice in the xml that there is only one fanatic unit and it requires the Dragon Shrine. The Dragon Shrine is the building class and the temple replaces it for the Kurios. So :) it is a valid building type... Maybe Sephi can shed some light on it... I will go beg him in the bugs thread...

About the Mazatl - never played them, I will have to give them a try and see how they feel (and get a better understanding of there lore)

The Mazatl have Coatlann (Which should a Quetzlcoatl, not a wyvern, and will be next version of RifE though I don't know about Wild Mana), so there's a small flavor there; They're basically Maya, with the Cualli as Aztec.
 
Thank [to xp]Gekko... I tried to figure out what the issue was, but can not seem to hit the right note. I think it may be something in base Wild Mana not reading the file right. The unit, building, etc info is exactly the same in base FFH and it works there. If you will notice in the xml that there is only one fanatic unit and it requires the Dragon Shrine. The Dragon Shrine is the building class and the temple replaces it for the Kurios. So :) it is a valid building type... Maybe Sephi can shed some light on it... I will go beg him in the bugs thread...

About the Mazatl - never played them, I will have to give them a try and see how they feel (and get a better understanding of there lore)

I guess you need to add an entry in the kuriotates civilizationinfos to specifiy that a building replaces the default building of the dragon shrine buildingclass.
 
The thing is though is that it works fine in Vanilla FFH and has worked in Wild Mana up to the last patch. Unless you made some changes that would require that... If that is so, I may have to go back and do something else so that it stays modular. That would be fine, but if you can think of any changes you may have made that would be a big help ;)


Edit: I mean it worked in version 7.3 not last patch...
 
I loaded your module and could build fanatics as kuriotates (without any changes to civinfos). It does not work for you Avahz?
 
it doesn't show up in the pedia because there is no entry in the civilizationinfos (which is a good reason why such entry should be added). But you can build the unit just fine. Do you have a savegame where you could not build the fanatic? Maybe that helps Avahz.
 
Ah!!! thanks sephi sorry about taking your time away from your mod :/ and dont worry about it [to_xp]Gekko I reckon thats the price to pay for keeping it modular. I haven't figured out a way to edit the civilizationinfos, keeping it modular, and not having to update it each patch. I will add a note to the pedia text noting this issue under the strategy section, that way it will be documented somewere...

Edit: Did a little more digging and oddly enough it shows that it is buildable for both version in the pedia in Vanilla FFH, but not Wild Mana. I have seen other pedia issues in both versions though, so I didn't focus too much on it... (It is not a big deal so i wouldn't want Sephi wasting time looking into it, I will just add my note as stated above)
 
you can make changes to civilizationinfos modular. normalmodules\ffhplus\civs and you have many examples :D
 
Ah!!! thanks sephi sorry about taking your time away from your mod :/ and dont worry about it [to_xp]Gekko I reckon thats the price to pay for keeping it modular. I haven't figured out a way to edit the civilizationinfos, keeping it modular, and not having to update it each patch. I will add a note to the pedia text noting this issue under the strategy section, that way it will be documented somewere...

Using the WoC modular system, which FF, RifE, and Wild Mana all have, you don't need to list the entire civ entry; Just have the name (Kuriotates), and then have one entry in the UB section for your building; Nothing else is needed.

Don't have a convenient example for civs (Though I'm sure you could find one in the WM modules, as Sephi uses it far more), but here's an example of how to give a unit a new promotion:

Code:
<UnitInfo>		<!-- Great Commander - Bannor Captain -->
	<Type>UNIT_COMMANDER_BANNOR_CAPTAIN</Type>
	<FreePromotions>
		<FreePromotion>
			<PromotionType>PROMOTION_CAPTAIN</PromotionType>
			<bFreePromotion>1</bFreePromotion>
		</FreePromotion>
	</FreePromotions>
</UnitInfo>
 
Thanks Valkrionn & Sephi!!!!! I ass-u-me-d it was the same as Vanilla FFH (humm maybe we need a modders guild to the "WoC modular system" :) or is there one I am not aware of? Its going to take some time but I will tinker with it and see what kind of damage I can do :)


(time to stop playing sick and go to work)
 
Hello,
I tried to install the WildMana variant of this mod as described (copy the modular flavor folder to the modules folder and edit the ffh wild mana.ini file with ModularLoading set to 1 but as soon as I start the game I get the following error message:
Tag: PROMOTION_CURSED_WEAPONS_MELEE in Info class was incorrect
Current XML file:
modules\normalmodules\equipment\weapon\weapon_civ4promotioninfos.xml
followed by
Index is -1 inside function
Current XML file:
modules\normalmodules\equipment\weapon\weapon_civ4promotioninfos.xml

As soon as I set ModularLoading back to 0 the error disappears. The game seems to start normally even after the error but I still wonder what this is and if it could cause trouble.
 
Faradhras,

I would recommend you delete your WildMana folder from the Mods folder.
Go to the download thread on this forum
Download the FULL VERSION
then the latest Patch
both links are available from the first entry in the thread.

Wildmana is too complicated to piecemeal.
the downloads are self extracting all you have to do is say yes.
 
As soon as I set ModularLoading back to 0 the error disappears. The game seems to start normally even after the error but I still wonder what this is and if it could cause trouble.

you need to keep modularLoading at 0 (modules are always loaded in Wildmana)
 
Thanks guys ;)

This is noted in the instructions, but I do know how info gets losts when bombarded by loads of texts and words ;), see highlighted section of the quote.

Installation: The Fall from Heaven /version #/ .ini file needs to have ModularLoading = 0 changed
to ModularLoading = 1.
Place the "Modular Flavor" folder directory in your FFH2 folder in Assets/Modules. If you have no
other modular-mods you'll have to make the "Modules" folder.
The mod is unlikely to be broken by any patch that doesn't alter a relevant scheme file and should
be widely compatible and has to be done each time Kael releases a new patch. (this is already done in the Wildmana modmod)
 
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