Warlords and FfH2

Marnid

Chieftain
Joined
Oct 31, 2005
Messages
50
Hello,
is it okay to start a new thread for this, I had some questions but didn't want to post in the FAQ.

Please pardon my modding ignorance,

but I am curious if the new warlords expansion includes a different version of the main un-moddable executable or does it only include SDK, python, and XML changes?

The great general and great wall sound like fun things to play in FfH,
if they are made in python would it be possible to play with them in regular civ4?
 
Apparently the .exe has been modified, since at least one exe-dependant bug (max civilization limit 18) has been fixed in Warlords.

I dunno how hard it would be to implement all the W features in FfH, but it sounds unlikely that they'd be as easy as just copying a couple of files over (how many would buy W if it were that easy?).
 
It would be a major effort to convert to the warlords codebase. We have no plans to do so.

But the good news is its not to hard to steal things we like from warlords and include them in FfH. That won't work for the big things (more than 18 civs per map, or vassel states). But it would be very easy to add the great wall (which isn't going to happen because I dont want anyone able to hide that well from the barbarians) warlords traits, art etc.

There is some warlords art coming in 0.15. Its a whole new set of really cool looking stuff and I know the art team is in the back cutting up soldiers and reattaching arms and heads as they prefer (the art teams work may come out looking pretty, but most of what they so is pretty ghoulish).

There are a few things that I wrote for FfH and then added to warlords so the stealing went both ways. (Im a little worried that people are having problems with the orthus and acheron zooms because I wrote that function for one of the warlords scenerios too).

So if you see something you like in warlords and you think it would be a good fit in FfH let us know. As I said Vassel States and the greater than 18 civ limit probably wont happen, but Im open to about everything else.
 
Kael said:
So if you see something you like in warlords and you think it would be a good fit in FfH let us know. As I said Vassel States and the greater than 18 civ limit probably wont happen, but Im open to about everything else.

Too bad :( . I really hoped for more civs - so that animals and barbarians can finaly be different civs...
 
Kael said:
It would be a major effort to convert to the warlords codebase. We have no plans to do so.

But the good news is its not to hard to steal things we like from warlords and include them in FfH. That won't work for the big things (more than 18 civs per map, or vassel states). But it would be very easy to add the great wall (which isn't going to happen because I dont want anyone able to hide that well from the barbarians) warlords traits, art etc.

There is some warlords art coming in 0.15. Its a whole new set of really cool looking stuff and I know the art team is in the back cutting up soldiers and reattaching arms and heads as they prefer (the art teams work may come out looking pretty, but most of what they so is pretty ghoulish).

There are a few things that I wrote for FfH and then added to warlords so the stealing went both ways. (Im a little worried that people are having problems with the orthus and acheron zooms because I wrote that function for one of the warlords scenerios too).

So if you see something you like in warlords and you think it would be a good fit in FfH let us know. As I said Vassel States and the greater than 18 civ limit probably wont happen, but Im open to about everything else.
Are you part of the real Warlords game creation team???
 
Hi Kael,

I'm sad. I would really enjoy vassel states and more than 18 civs in FfH2. But if that can't be done....
I was waiting Warlords to know if it was possible to add a new barb civ: the Lizardmen.... That's why i'm sad....

The Frog.
 
Bad Player said:
Are you part of the real Warlords game creation team???

Not really. I helped with one of the scenerios they were having problems with. Not that Firaxis needs my help (they have their own guys who are much more talented than I am), but it was the weekend before they went gold and all of the programmers were very busy. One of the scenerio designers, who wasnt a programmer, was having some problems and I helped him get them fixed and add in a few new features.
 
Hian the Frog said:
Hi Kael,

I'm sad. I would really enjoy vassel states and more than 18 civs in FfH2. But if that can't be done....
I was waiting Warlords to know if it was possible to add a new barb civ: the Lizardmen.... That's why i'm sad....

The Frog.

Yeah, me too. If it were something simple I would definitly do it. But at this point I would rather spend the effort adding new stuff to FfH then incorporating vassels and break the 18 civ limit.

Plus I really dont want to strand the people that don't have warlords.
 
Kael,

Kael said:
Yeah, me too. If it were something simple I would definitly do it. But at this point I would rather spend the effort adding new stuff to FfH then incorporating vassels and break the 18 civ limit.
Yes. Logical. But maybie one day....;)
Kael said:
Plus I really dont want to strand the people that don't have warlords.
Yes again. Even if many will buy warlords (i suppose) , they will always have guys who don't buy or use it. And the best mods are those who have the largest access....


I have to wait for next monday to buy Warlords. There is always around one week to wait between USA and France, i don't know why....
I read some posts about warlords and the Gengis Khan scenario. Do you think that the system of "city-settler" developped for this scenario could be used and could be adapted for FfH2 ? For exemple for Hippus or barbs....

The Frog.
 
Hian the Frog said:
I was waiting Warlords to know if it was possible to add a new barb civ: the Lizardmen....
How unexpected ! :D

I'm not sure what's so special with the 18 civs limit that they had to put it somewhere deep in the bin code :confused: you'd think a global var accessible through the SDK would have done well enough. There could be some obscure (weeded ?) memory optimization relying on that number, but my guess is that they just thought 18 would be enough and never bothered making le limit editable (18 is not even a power of 2). Too bad, I would have liked a Lizardmen-based civ too ;) that's cool enough to win my votes, and it reminds me of a few games I played a long time ago (anyone remembers Ultima Underworld ?).
 
SchpailsMan said:
How unexpected ! :D

I'm not sure what's so special with the 18 civs limit that they had to put it somewhere deep in the bin code :confused: you'd think a global var accessible through the SDK would have done well enough. There could be some obscure (weeded ?) memory optimization relying on that number, but my guess is that they just thought 18 would be enough and never bothered making le limit editable (18 is not even a power of 2). Too bad, I would have liked a Lizardmen-based civ too ;) that's cool enough to win my votes, and it reminds me of a few games I played a long time ago (anyone remembers Ultima Underworld ?).

Guess you missed the 24 civ Earth map floating around.

Great Generals are amazingly fun and I hope the concept can be included in FFH somehow. Much better than how Great Commanders work now. Dealing with yet another annoying Great Person which is based on a percentage isn't really fun.
 
The 24-civ Earth map for Warlords that's floating around, you mean?

One noticeable advantage to a Warlords version of the mod would be that we don't have to have 2 civ discs knocking around, 1 for FfH and 1 for Warlords. Stupid copy protection doing little besides irritating customers...
 
Sisonpyh said:
Guess you missed the 24 civ Earth map floating around.

Great Generals are amazingly fun and I hope the concept can be included in FFH somehow. Much better than how Great Commanders work now. Dealing with yet another annoying Great Person which is based on a percentage isn't really fun.

If you've counted correctly, we actually have the same amount of GPs in FfH.
 
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