Snarko's Options mod

sweet, sorry for asking again, just keep being surprised that it can be done lol

can't wait to go around making huge alliances, will be a fun challenge.
and once i remove the team gp threshold increase teaming up will be fun heh.

Please excuse my ignorance, but what is "the team gp threshhold increase"?

Is that one of the functions/equations that causes civs to turn down your offer of Perm Alliance due to respective power levels? When Them + You = Tougher than Everyone Else.

I still can't figure out a way around that one...could this modmod be altered to tweak that setting, or remove that check entirely so that Permanent Alliances could be formed just based on how well regarded you are by the target Civ?
 
Please excuse my ignorance, but what is "the team gp threshhold increase"?

No its the annoying Increase of the Great People Points threshold. When a team member gets a great person EVERYONE in the teams Threshold increase a bit. Not as much as if you would have gotten one, but a bit.

For example, on quick, you normally get a great person at 67, and when you get one the threshold increase to 167 I think. But if a team member gets a GP before you get to 67, the threshold increases to 100 for you.
 
Animal frenzy. It makes animals attack ANYONE. Including other animals/barbarians. So far I haven't figured out how to get them to attack barbarians, but they will attack other (barbarian) animals and barbarians will attack them. I don't know how much I will use this option but I like it just because it exist :D

Won't this result in a bunch of high level elephants running around? (from wolves and lions bouncing off them) I know they can't attack the barbarians and animals themselves, but nothing in the wilderness is going to be able to kill them easily.
 
Won't this result in a bunch of high level elephants running around? (from wolves and lions bouncing off them) I know they can't attack the barbarians and animals themselves, but nothing in the wilderness is going to be able to kill them easily.

That may certainly happend. I haven't actually played with the option on beyond making sure it works.


Something I should mention is that I never fixed the animals can't attack barbarians part. I've decided not to because by the time barbarians show up you'd have a bunch of strong and promoted animals ready to kill them off. Unless playing with few animals chances are most early barbarian units would die before reaching anyone.
 
So far, I really love this mod. Being able to control these things are really nice. I haven't tried Animal Frenzy yet, but it sounds really nice. Just one word of advice for others: 4 Mana per player is much more than it sounds like!
 
Seems good so far. How easy is it to mod this mod? Could we just move the excel file and export to make all the xml changes, or would that cause errors?


p.s.,in my current game (observing through world builder) I have found that elephants are the most common animal, followed by spiders. The lions are also doing fine (perhaps because attacking orc spearmen often wind up guarding their dens), but I don't see a single wolf.
 
Seems good so far. How easy is it to mod this mod? Could we just move the excel file and export to make all the xml changes, or would that cause errors?

Changing the XML files will work just fine. The editor works too.
Modding the modoptions is more difficult. You can make some basic changes in CIV4ModOptionInfos.xml but not what the modoptions actually do. That's in the SDK and/or python. You need to modify the SDK if you want add or remove modoptions. Resource options is all in the python files.


I doubt this would work in MP. For some reason MP won't work for me (says it can't create socket or something) so I haven't been able to test it. If someone want to we can try, perhaps I can join games. It would only be for testing though, not playing.


vale said:
Any chance to include an option to disable goody huts? That is one thing I really miss when changing over from warlords to FFH II.
I'll add it to the list. If I make it it will replace one of the obsolete gameoptions since the modoptions screen comes after the map is already generated.
 
[*]Making culture defense a multiplier to building defense.
Cool!

[*]Decimal experience (for example 12.29 instead of 12)
Sweet!

[*]Animal frenzy. Makes all barbarians, including animals, attack barbarian animals.
Very cool.

[*]Scale barbarian heroes. Increases/lowers the strength of the barbarian heroes by difficulty level.
Nice!

All of this looks pretty awesome. I can't wait to try it out.
 
I like this mod a lot, after trying it. Does it work with RoM?
 
This sounds really cool, I think I'll have to stop my break from FfH and try this out.
 
I like this mod a lot, after trying it. Does it work with RoM?

Some files are changed by both this mod and RoM. If you want to use both you'll have to copy the changes one mod makes into the files of the other.
Files used by both:
FFHSpells.py
CvVictoryScreen.py
CvWorldBuilderScreen.py
CvScreensInterface.py
CvScreensEnums.py
CvMainInterface.py
CvEventManager.py
and CustomFunctions.py
 
Snarko,

Great idea. The game really needs this. My wishes:

I think AI difficulty (bonuses) should be increased in progressive eras. By midgame I am winning and from there it is a cakewalk. But if I start deity the game is too lopsided upfront. If you could add to your mod the ability to modify this it would be too excellent. Just need a slider that increases the slope of a theoretical line so that in progressive eras we can give the AI greater bonuses so that the game is reasonable in the early stages and gets tougher over time, making the whole game challenging and exciting. I think I am refering to "iAIPerEraModifier". I would like to see the number grow in successive eras instead of being flat. The Deity value is -5, just starting a game with -6 to see...

Also, I would like to see starting options for initial units. I run emperor but give myself a hunter and a worker so can compete with the AI free initial units. The hunter is a blast up front because he eventually gets to capture animals and I use them as early defenders. Everyone should get a hunter (and a worker) in FFH IMO. This would tie nicely into your animal frenzy options, and gives players a chance to take down a spider.

I think everyone should have agriculture as a starting tech plus one free choice.

You could add more "Flavor" ("Starting Unit Flavor Option") by giving a free great person to philosophicals, a general to Aggressives, A disciple unit to spirituals, an adept to arcane, etc. Then could increase animals and barbs which equals much more fun in beginning and really increases ability to level up early units for later use.

Thanks for your efforts.
 
Some files are changed by both this mod and RoM. If you want to use both you'll have to copy the changes one mod makes into the files of the other.
Files used by both:
FFHSpells.py
CvVictoryScreen.py
CvWorldBuilderScreen.py
CvScreensInterface.py
CvScreensEnums.py
CvMainInterface.py
CvEventManager.py
and CustomFunctions.py

The only files changed by RoM are:
FFHSpells.py
CvEventManager.py
CustomFunctions.py
The rest is a copy of the standard FfH files.
Furthermore SnarkoMod seems to change something about giving experience to units. So those changes would also need to used in some new RoM code.

Btw Snarko, since you know how to work with SDK, a question... do you know how to track down the cause of CtDs caused by the DLL?
 
If you could make it all happen before the game's launched, it'd probably work.
 
I must be doing something wrong. This is my first shot at a modmod, so I'd appreciate some help.

I have installed FfH 2.022H which works fine. I have installed Snarko's modmod to the Mods folder (where the FfH mod is). I tried to load Snarko's after having loaded FfH, but I got a lot of XML errors. So I tried to load Snarko's by itself and still got a lot of XML errors. Both times I had use Task Manager to kill the game.
 
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