Snarko's Options mod

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

That's because Snarko's options mod hasn't been updated beyond FFH32i (says in the first post), and the latest FFH is 34g and is therefore incompatible.

edit: beaten to it.
 
I'll try to release a new version in the next few days but no promises. I haven't even begun merging it with the latest SDK or tried out my most recent changes.

Given that FfH 2 now have options for modifying difficulty levels during the game and this mod does too (in the next version) there might be some parts that don't merge easily. We'll see.
 
Updated to 0.34h.
For full changelog see the second post in this thread.

One new option added, AIBonusbytime. On a setting of 100 it will give the AI a bonus of 1% every 10 turns, modified where appropriate by gamespeed, to the following areas:
  • AIWorkRateModifier
  • AIGrowthPercent
  • AITrainPercent
  • AIWorldTrainPercent
  • AIConstructPercent
  • AIWorldConstructPercent
  • AICreatePercent
  • AIWorldCreatePercent
  • AICivicUpkeepPercent
  • AIUnitCostPercent
  • AIUnitSupplyPercent
  • AIUnitUpgradePercent
  • AIInflationPercent
  • AIWarWearinessPercent
Because the AI never get a bonus on any difficulty level when producing world unique units/buildings/projects the AI will not with this mod either. Their penalty, if any, will go down.

While I haven't tried it this option should be compatible with FfHs difficulty level options.

I have not tried what happeneds if the AIs bonus reaches 100% so I recommend against using the very high and insane settings for now.
 
OMG!!! I've been waiting for this for a while. thanx a lot snarko! :)

edit: very minor, but the installer claims that this is for FFH patch G ;)

edit2: and the icon for the shortcut ( it's supposed to be Esus.ico AFAIK ) is missing

edit3: any plan to make alliances "breakable" in the future? alliances are awesome but them being permanent is lame, and vassalization is definitely not the same as an alliance :D see this post http://forums.civfanatics.com/showpost.php?p=7376689&postcount=53 for details.

and thanx once again for this masterpiece. ;)
 
Erm... perhaps I'm missing something obvious, but all I get is a thousand XML errors when trying to load it. I'm running patch H, and the only other mod I have installed is Flavour Mod, but I wouldn't think that would cause a problem.

Foul
 
Did you keep the make copy of fall from heaven 2 checkbox checked? This mod only include the files that have changed so it needs all the other files from FfH copied to the directory before installing.

Both the flavour mod and this one changes the DLL, meaning they are not compatible. I don't know if the flavour mod changes XML or python files but if it does it might not work to install this mod over it. If it only changes the DLL then this one will simply overwrite it (in this mods directory).
 
Yes, I did copy the folder over. Still no dice. Perhaps it is an incompatibility with the FlavourMod, as you said.

Foul
 
I intend to release the next version one week from now (friday nov 28th). Might not have time to finish the option I'm working on right now, better seafaring AI, but it should be close enough that it's playable.
 
Some customization options for gamespeed in relation to tech rate would be awesome. This is one variant;http://forums.civfanatics.com/showthread.php?p=6634383#post6634383 but my personal preference would be something less extreme than quick game and Marathon tech...I mean WTH am I supposed to build in my city...

Im thinking something like "Slow Research", effectively drops the research rate one level so that if you pick normal gamespeed you get epic research.
 
Then what do you get on Marathon? :lol:
 
so what the techs get tech cost times 6?
 
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