Snarko's Options mod

The most likely reason it's not working is because Civ 4 isn't set up to run mods of mods. You have 2 options to address this: either overwrite the files of the main mod with the mod mod (mod squared?), or create a copy of the FfH2 folder in the main mods directory and overwrite those. You can't run the mod mod by itself as it needs all the files from the main mod to function. Hope that helps.
 
firstly, i love all the options. more used it just for mana to learn how to play an adept correctly. :)
secondly. ive never been able to see the "animal resources" since installing fall from heaven. after i installed the options, they all showed up..? any insight on this welcomed surprise....
 
any chance you could make a partial mod of this that doesnt give options, but instead has some of the features?

like a mod that allows 18civ alliances, has the cultural defense as multiplier, and AI demands from AI, without any options.

the reason i ask is my test of multiplayer did not go well, but id love to use several of the features in multiplayer, like the ones mentioned.
 
Maniac said:
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?
Logs and/or asserts? Both require changes in the SDK. A debugger might work but I've never used one.


Jono said:
If you could make it all happen before the game's launched, it'd probably work.
I don't know any way to do it inbetween starting civ 4 and starting a game, so it would have to be before civ 4 is even started. Which is an option if I can't figure out a better way.


I haven't worked on this mod for a while because windows crashed. Had to do a full reinstall. I'm going to reformat the harddrive while I'm at it, after backing up a few files (like this mod ;)). It might take a few days to get everything back the way I like it.
 
Could you add an option to modify the AI requirements for permanent alliances? Having a high limit on the number you can have isn't very effective if no one will agree.
 
Once I got the installation right, everything worked fine. For the animals, I would like a setting that yields a more balanced mix. With lairs and pack spawning, there are way too many wolves. Yet there may only be a handful gorillas/tigers/panthers in the whole world. Spiders and Elephants are cool, but should be more scarce than the others.
 
Could you add an option to modify the AI requirements for permanent alliances? Having a high limit on the number you can have isn't very effective if no one will agree.

Amen to that! It's one of my most frequent complaints in an otherwise stellar mod.....anything you can do to modify/open up/remove power limits to Perm Alliances would be sweet....for everyone. I'd love to hit a game where the whole world allied against me over time and I had to take on the lot by the end of the game....:)
 
Changes since the last version:
  • Updated to work with FfH2 032l
  • Removed:
    • Removed the animal frenzy option
    • Removed the culture defense modifier option.
  • Added:
    • Added a barbarian animal civ option
    • Added a barbarian demon civ option
    • Added a religion spread by alignment option
  • Changed:
    • All options, save booleans and permanent alliances, have been changed into percentages.
    • Improved the random option (see below)
    • You can enter a custom value without first selecting custom value. The game will automaticly select an appropriate option.
    • Changed the AI diplo demands option to a new AI diplo option, with many improvements:
      • The AI will not make any demands unless their power is more than 4/3 of yours. This is because the AI will never accept such demands. Requests for help (pleased or friendly) are not affected by this rule.
      • The AI won't make demands if they're at war (not including things like civics/religion/you joining them in war)
      • The AI is more likely to make demands the more powerful they are compared to you. The same applies to giving you things and the opposite to asking you for help.
      • The AI will not ask you to join a war if you are already at war
      • The AI will no longer decide who to ally based on how long they've had defensive pact/shared war. Instead they decide based on the strength of the other civ and their attitude towards it. This scale with the permanent alliance option. If you get "we just don't like you enough" but they do like you try increasing your power (or attitude even more).


I have reworked how random selection work. Before it would pick a random option of those that existed. Now you can specify what values are acceptable. You can separe values with ; or use - if you want a range. For example 5;10-15 will select a number out of (5,10,11,12,13,14).


The demon civ option includes undead. The Infernals start at peace with this civ if it's in the game or the normal barbarians if it's not. Currently it is possible to bribe the Infernals into declaring war on this civ, I'm not sure if it's a good idea to keep this or not. The only game I tried it they asked for a very low amount (135 gold) to do it.
The new barbarian civs start at peace with the real barbarians. This has no effect for the animals as they are HN.


For the religion spread option it was neccessary to reduce the spread chance for missionaries, so I halved it. This is because the chance to spread into a city with no religions was around 100% and couldn't be increased. When spreading a religion with missionaries you will now see the chance that the religion will spread (even with the option off).

Spread chances using a missionary with the option set to 100 to a city with no religion:
Code:
		Good		Neutral		Evil		Average
Order		80%		40%		30%		50%
RoK/Emp		55%		55%		40%		50%
FoL		50%		50%		50%		50%
OO/CoE		40%		55%		55%		50%
Veil		30%		40%		80%		50%
That's what it's supposed to be, I realized when making this table that the changes weren't large enough for being the maximum and increased them. I have not tested that the percentages are correct.




Known problems:
Barbatos is a normal barb (I think?) because he's created before you get to select modoptions.



You can get it from the download database.
 
Welcome back! I'm glad to have an old favorite back again. Any idea if it works with any of the other modmods?
 
Not if they modify the SDK and problably not if they modify python. Only one XML file has been modified and it's a schema, so those modmods it should work fine with.

I don't play any modmods (except my own) so I don't know which it will work with and which it won't.
 
wow indeed. It has been so long I wasn't expecting to ever see this modmod again. This is a welcome surprise. I'd missed your old modmod, and was also really wanting to introduce some things added in this one (like the seperate barbarian civs). I'm going to have to try this very soon.


I may have to steal this for my modmod. (Or maybe I could convince Xienwolf/Vehem to add it to their modcomp/Fall Further so I have less work to do.) Is it stable enough to merge into other modmods yet? I probably won't have decent internet from tomorrow until the 17th, so if it isn't I should probably wait and use it in my 0.33 version.
 
As far as I know it's stable but I haven't done a lot of testing. Might be better to wait and see if there's any bugs I've missed.
 
I tried using the Installer and I get a bunch of python errors on startup...

So I reinstalled FFH2, Patch L, and then the options mod. Still get the python errors :-(

The final one is "Failed to load CvEventInterface" or something similar.
 
Did you keep the "Copy Original FFH2 folder" checkbox checked? The installer is pretty primitive right now, I used [NWO]_Valis' installer with only minimal modification. That checkbox has to be checked unless you manually copy the contents of the FfH2OptionsMod 0.2b directory into the FfH2 directory.
 
Did you keep the "Copy Original FFH2 folder" checkbox checked? The installer is pretty primitive right now, I used [NWO]_Valis' installer with only minimal modification. That checkbox has to be checked unless you manually copy the contents of the FfH2OptionsMod 0.2b directory into the FfH2 directory.

Yes, I left it checked. I'll try pulling the files and doing a manual copy.
 
Sorry, I had missed one of the most important files, the options screen!

I've reuploaded a fixed version. I've also made some changes in an attempt to make it MP friendly but I have not been able to test it in MP yet. If anyone has time between 10 am and 1 pm GMT (any day) drop by on IRC and help me test it ;)

Edit: now it has the wrong DLL file... I'll reupload it with the right version and spend some time thinking of a better system so I stop making mistakes like this :p
 
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