BenjaminEmbarec
Warlord
- Joined
- Apr 8, 2009
- Messages
- 161
Annoying.
In the starting options, there is 'ADVENTURE MODE', what is it?
New to the mod here. Are the Ais in your mod able to spring/sanctify tiles?
<Message about bad install removed>
In the starting options, there is 'ADVENTURE MODE', what is it?
AFAIK that's hidden option used when you play RPG-like scenario ... ((it's used in scenario where you play as amurite wizard))
Look like a nice mod, might try it out... also did you know that the picture you used for cult of nikito is a warhammer fantasy picture?
Many texts are not translated for example description of world spells (Undeath Dominion, etc.). That's really hard to appreciate the result then.
You're welcome. I added 3 more translations of my own, if you want to plug them, but there are a lot of missing translations, and when you are new to the game it is a bit hard to understand. World spells really need one sentence (we don't ask you to be verbose, just give the effect). Also I never managed to understand what Agathile roads can do (no translation either).
<TEXT>
<Tag>TXT_KEY_UNIT_CYRO</Tag>
<English>Cryomancer</English>
<French>Cryomancer</French>
<German>Cryomancer</German>
<Italian>Cryomancer</Italian>
<Spanish>Cryomancer</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_EQUIPMENT_ARKITAN_WINGS</Tag>
<English>Arkitan Wings</English>
<French>Arkitan Wings</French>
<German>Arkitan Wings</German>
<Italian>Arkitan Wings</Italian>
<Spanish>Arkitan Wings</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_EQUIPMENT_BOW_OF_CHIRON</Tag>
<English>Bow of Chiron</English>
<French>Bow of Chiron</French>
<German>Bow of Chiron</German>
<Italian>Bow of Chiron</Italian>
<Spanish>Bow of Chiron</Spanish>
</TEXT>
Side note, Agathile roads show a magenta color near the city tile (graphic glitch).
I also modded your fort/fortress graphics from golems to Heart of Stone graphic. This is a personal preference sure, but I prefer to see a shield sprite on my fortress than various kind of golems, less confusing![]()
About fort etc. I noticed 2 glitches:
a) you can arm forts which are not in your cultural border
b) you can by selecting several units create several forts units at once
Is it on purpose that the cost is paid when the effect is triggered? You can go in the red because of that. I think it would be better, if feasible, to pay the cost when the button is clicked and add a condition of available money.
There is also a typo on coluseum, it is Colosseum
oops forgot, if you can reinstate the 'gift units' function, that would be awesome to help your vassals![]()
By the way, while Hinterlands is a great concept, it could definitely use some tweaking. I was a bit puzzled during my first attempts at Rise of Darkness when none of my units could move at the beginning - I'd spawned at a desert. I also noticed that barbarians were immobile in the wildlands as well.
I suppose giving all starting units and barbarians the wildlander promotion would be a step towards fixing these annoying problems.
Hi cyther! I'm finally trying out your modmod in a full game! What a surprise, huh?
First thoughts: the installation. Not quite good. I have to copy the FFH2 folder myself and the installer doesn't install in the proper directory by itself. May I suggest you to make it so your installer automatically copy the needed files (aka all FFH2) and detects the install path of Civ4? Or is there a reason why it isn't already like this? I can help you with that, if you want. It's not really hard
I'm going to play, now!
Edit: And a desktop shortcut! Need one! NOW!![]()
You're welcome
I began a game, at last. I had to reinstall FFH... Anyway, I played a bit but encountered a CtD. I will investigate that later. For now, feelings: wildlands are great! Very good feeling of exploration with dangerous lands you can't enter. Some questions though:
1) Why so many names for this feature? Hinterlands, Wildlands and another one in the DLL (Knowlows? I don't remember... A word I never saw before!).
2) How does the game determine if a desert tile should be a trackless one?
I liked the Sign being displayed at the bottom-right corner and having new effects, like that of Camulos which raised the AC surprisingly high at the start of the game![]()
I saw a Soul something spawn out of Bradeline's Well. Frightening
I really like the interface upgrade, especially the new civ entry screen in the pedia and the production popup. Very likely to be imported to my mod.
I tried the Arkitan (I hope I got it right) civilization. Being not far in the game, I can't say much. I like the idea of a winged civilization though
I'm sure someone already told you this but it's a bit weird to see minor leaders' pictures being used for other leaders than... themselves.
Anyway, it looks very cool. One thing I don't like it's that it's running on the base FFH "engine". Worse than that is that it has the base tech tree too. I can't go away from Orbis' tech tree for a long time![]()
Okay. Maybe a bit extreme but I'm thinking you should make it so it's three out of four desert plots. When playing on, say, a PerfectWorld2 map, I would to be unable to fully cross a large desert. And, since it changes to a normal tile after some time, it's not that hard.It is completely random, the game will choose one out of every two desert plots and make it a trackless desert. The plots also will be made back into normal desert with time (10-99 turns)
I remember some signs not giving an event popup and not seeming to do anything.I had to lower the strength of that Sign and Sirona's they caused the AC to bounce up and down 25 points.
Every epic lair has a guardian that is spawned when a player walks on their plot. They can walk around but only a few tiles from their lair. They are all easily rushable if you are prepared to take them on. The only exception is Barbatos, that psycho takes over entire continents if he appears in his Necromancer form. The dude acts like a giant Mokka's cauldron.
Yeah, I know. I wanted to import it too but I failed with the main python file that was horrible to merge. I think I'll try again using your mod ratherThe Interface was made by Grexfox back in FfH .32 I just imported it into my mod.
One thing is that in FFH, Hunting is damn hard to tech and I don't see why. Lorewise, I guess that Hunting would be one of the main technics learned during the AoI. So it seems pretty dumb to have it take 50 turns to tech.Yeah, I really should get some new art for the minor leaders. The Orbis tech tree is very interesting, I might try and import some things from it when I put in the Mechanos.