Snarko's Options mod

Another file I forgot to include :blush:
Uploaded a fixed zip.

I've automated the process of making the installer so that once I remember a file I won't miss it again.


I've also found a problem. Even if you play with demon/animal civs off they will appear to be on in the settings screen. They are off, it's only a display problem.
 
  • Permanent alliance max member (up to 34!)
  • Improved AI diplomacy. The AI will make demands/request for help etc to other AIs, not just the human. For all the changes see the forum thread.

wow. simply wow. these 2 are a must-have imho. are you planning to release a similar mod for bts maybe? cuz this looks too good to be ffh only, it wouldn't be fair :P
 
As I almost only play this mod I'm not interested in making a BtS version. It shouldn't be too hard if anyone is interested, save the demon civ option (when was the last time you saw a demon or undead in BtS? :D)
 
problem is, I'd do it myself, but I have ZERO python or SDK skills whatsoever. if it's XML changes only though, I think I could do it... is it XML only? Me hopes so :D

and if it is XML only and you can tell me which files you editted, I'd be most grateful ;)
 
It's xml, python and SDK. Very little of it is xml.
 
Getting a bunch of python errors in onUnitBuilt, CyUnit.changeExperience is expecting a different number of arguments than is being passed to it.
 
Fixed it by changing this section and adding False, False, False to the call.
Code:
		#Snarko mod
		if pPlayer.isHuman() == False:
			unit.changeExperience(CyGame().getGameTurn() / 15, -1, False, False, False)
			if isWorldUnitClass(unit.getUnitClassType()) == False:
				if isNationalUnitClass(unit.getUnitClassType()) == False:
					for i in range(CyGame().getGameTurn() / (25 * gc.getGameSpeedInfo(CyGame().getGameSpeedType()).getTrainPercent() / 100)):
						newUnit = pPlayer.initUnit(unit.getUnitType(), city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
						newUnit.changeExperience(CyGame().getGameTurn() / 15, -1, False, False, False)
 
That part isn't supposed to be in the mod... I have no idea how it got included :(
 
In a lot of different threads, I've commented on how often diplomacy is the weakest part of Civ, especially when the old 1994 Alpha Centauri seemed to have a better diplomacy engine.

What I'd really like to see, if it's possible, is an option where you at war with one Civ in conjunction with a non-vassal state. You are doing well and your enemy sues for peace. In regular Civ, you cannot demand that your enemy, as a condition for peace also make peace with your ally. You might want peace, especially if your war weariness is bad, but you can't because all peace will do is free up your enemy to concentrate on your ally. I mean why let an enemy Civ destroy a smaller Civ and thus becoming a worst long term threat?

I would think this is especially important when an ally asks you for help, but you can't do it at that time, but you go to war later on you own after you're ready.

Plus, is there any way to tweak the AI diplomacy engine so Civ's with like three cities, no iron or bronze don't act like they've got Genghis Khan's Horde backing them up and demand stuff from you when you have Macemen & Knights? I mean I get really pissed off when these small Civ's demand things and then the graphic slaps me when I refuse! I mean, pissing off larger, more powerful civilizations is historically sort of stupid thing to do. If anything, you'd think the smaller Civ's would at least grovel in the, "What could we do for you to obtain X?"
 
Weak civs won't demand things from powerful ones, that's already added. (They may still ask for help, ask you to convert religion etc.)

Good idea on asking that they end war with other civs too. You can already do that if you're at peace so the code exist. I was not aware you couldn't if you are at war with the civ.
 
Good idea on asking that they end war with other civs too. You can already do that if you're at peace so the code exist. I was not aware you couldn't if you are at war with the civ.

Well that option was one of my favorite things about Alpha Centauri's diplomacy; it allowed for nuances that come up when two Civ's who don't have any sort of alliance or defensive pact are at war with the same person. Right now, after success in war, you can only demand tribute or capitulation and I'd rather have the options of at least saying, "Okay, play nice!"
 
You should look into including some of Dom Pedro II's Conqueror's Delight modcomp as options in yours. I'd especially like to see unit trading through diplomacy and the creation of puppet states as options.



This thread should have been moved to the Modmods, Scenarios, and Maps sub-forum a long time ago.
 
You should look into including some of Dom Pedro II's Conqueror's Delight modcomp as options in yours. I'd especially like to see unit trading through diplomacy and the creation of puppet states as options.



This thread should have been moved to the Modmods, Scenarios, and Maps sub-forum a long time ago.

agreed. it definitely deserves more attention :D
 
It would be great if Snarko's Options mod, or certain aspects of it could be part of main-FFH as the Marnok lair-mod now is. I find the optional raised permanent alliance limit and improved AI diplomacy as must haves, well they were when I used the last avaliable version with FFH 32i.
One thing I wonder about is that I've noticed you can bribe a civ to declare war on another, yet you can't offer to declare war on civ A in exchange for receiving resource X. It would be great to have that area improved since it's biased completely against the human player and it's illogical how an AI civ can be paid to declare war on your enemy, while you can't offer to declare war on their enemy in exchange for wealth/techs/etc.

Any plans on updating for .34 Snarko?
 
I had never read about this mod before. Some of the stuff here sounds fantastic. It's always bothered me how the AI's all buddy up, and never make demands of each other.

Whats worse is when you ask a "friend" for help with a war, they say "We have too much on our hands right now" but the same civ will ask you for help with THEIR war and you take a penalty for refusing.... Where is my "I have too much on my hands!" answer..??

This mod sounds like a good fix to the annoyances of Civ4 diplomacy.
 
I had never read about this mod before. Some of the stuff here sounds fantastic. It's always bothered me how the AI's all buddy up, and never make demands of each other.

Whats worse is when you ask a "friend" for help with a war, they say "We have too much on our hands right now" but the same civ will ask you for help with THEIR war and you take a penalty for refusing.... Where is my "I have too much on my hands!" answer..??

This mod sounds like a good fix to the annoyances of Civ4 diplomacy.

I saw a fix for that floating around the FFH forum somewhere although I don't recall where exactly. All it involved was changing a line or two that would prevent the AI from ever asking the human for help if the human is already involved in a war. It was possibly a single boolean changed. An example being: You're at war with the larger half of the world and you're struggling to hold it together, while every few turns two civs keep asking you for help again and again. With that changed, they simply don't ask for war-aid at all if you're in any war. Someone with python experience will probably know what I'm talking about.

This thread still very much needs to be moved to modmods.
 
I haven't seen this thread before... I like the things I have read, and would probably get more attention in the modmods thread.
 
Would it be possible to make this mod an option like the flavour mod?

How can you play two mods at the same time? I copied into FFH folder and that just corrupted my game...
 
Back
Top Bottom