View Full Version : Battlefield Illuria: Classic Warlords FFH
Starship Apr 29, 2006, 07:57 PM Battlefield Illuria 1.2r
A scenario for Fall From Heaven 1.00f, based on the classic turn based strategy game Warlords.
1.2r a few final tweaks here and there make this a pretty well balanced and entertaining play. Have fun!
*Please note that on page 6 strategyonly has posted a map only version of this scenario for download, round of applause, and it should be compatible with FfH2! I will be redressing this scenario shortly, but will be working on new maps for a little while. Have fun, and a big thank you to strategyonly.
Introduction
Welcome to the land of Illuria.
These are dark times. Long ago the greatest war Illuria has ever known raged without check, and in the end, the High King was cast down with fire and brimstone. The destruction of his lands was so thorough, so complete, that not a living soul within a hundred miles was left to bear witness. Some say that hell itself rose up to swallow the High King, but none living no for sure.
It is almost a full generation since the apocalypse broke the world, and a new spring is coming to this land of isolated duchies and fiefdoms. The old ways are done, a new day is dawning.
The Cult of the Emperor, the House of the One god for over two millenia, has waned until it is almost no more. The priest's pleas for assistance have fallen on deaf ears for too long, and only a handful of faithful remain in all the realm. The peoples of Illuria are returning to their ancient faiths of old, outlawed by the High Kings in ages past, but some have heard the whispers of new Gods that have come from beyond to claim the lost souls of the faithless.
The strongest Barons, Lords, and High Houses of the age that came before are cobbling together their resources, and have slowly begun to claw their way into this new age, amassing power and influence. There is only one thought in the minds of such ambitious creatures. Who will be the next? Which faction will have the might to climb over their rivals, and be proclaimed High King?
So the time has come, and a new age is at hand. Take control of one of the eight emerging powers, and begin your quest to claim the High Throne of Illuria for your people. It is time to bring the sword and flame to your enemies for king and country. It is a time of Warlords.
__________________________________________________ __________________________________________________ ________________
Factions
Ke-nan (the Horse Peoples) A proud human people of the open plain noted for their mastery of horse, the arcane arts, and their wide independent streak. Their herds produce the finest horses in all of Illuria. At the time of the breaking they took in the last survivors of the Emperor's BattleMage Legion, near the wilderness of Froikh. This act of kindness almost single handedly preserved the accumulated arcane knowledge of the age before, as the Imperial Wizard Academy was destroyed along with everything else in the horrors of those black days. The spread of this mystical knowledge, and the mastery of the equine has made this faction a force to be reckoned with. They are sworn enemies of Nekron's host of Bane, and their nefarious twisting of life and the mana flow.
Ironfist (the Khazarak Dwarves) The foremost of the hardy Dwarven peoples, the first peoples of Illuria, and skilled in the ways of metal and earth. Led by fearless Clanleader Ironfist the Khazarak dwarves dream of a united dwarven hegemony that spans the Iron mountains of central Illuria. Their ancestral home. The dwarven people labor with love and thrive in their stratified Guild society. The weapons, tools, armor, and jewelry of Khazarak are surpassed by no others. Dwarves have a superior constitution, make formiddable enemies, and have been known to march for days at a time without stopping to rest. They are sworn enemies to the twisted Dark Elves of the Selentine coast who raid their lands enslaving their peoples, the worst of abonimations in Dwarvish culture.
Meandor (the Selentine Dark Elves) Those who came from the sea. The remnants of an elven fleet blown by sea and storm to the Dark Woods of the North. When contact with the Elven court was finally reestablished many years later, something was not right with the children of the forest. The elves of the North had filed their teeth, their eyes were completely black, they smelled of sea salt no matter how many times they washed, and their hair no longer grew. Some say they are mad, twisted, engage in canibalism, and that their heart words chitter with insanity. They are sworn enemies of the squat earth peoples whom they enslave to toil in their mines, deep in the dark heart of the Blackwood.
Empress Julia (the Elvallie Heartland Elves) Steeped in a rich culture song, dance, art, and music, the Heartland elves are surely the fairest of Illuria's inhabitants. The beauty of elvish women is said to have driven men mad. Elves are infamous for the arrogance and aloufness towards others of lesser races. Empress Julia is the last surviving link to the line of the High King, though by distant relation only. The heartland elves are the sworn enemies of the Storm Horde tribes who ever encroach on Elven lands cutting and burning the ancient forest for timber and firewood with their expanding population. Through botched negotiation the elves are also being denied the goods and trade that the sea brings. This is an insult that the Elves cannot accept as the very ports they inhabit were built by the Elves in the pre Imperial era.
Azktor (the the Orc tribes of Kor) Nasty brutish uncivilized mongrels who live for making war, and only respect the strength of an axe arm. The Orc tribes of Kor are but the strongest of many Orc tribes that inhabit the Eastern hinterlands. Azktor is the brother of Orthus. Azktor the eldest and strongest took his place as Warchief by defeating his father in single combat, and the younger Orthus seeing his brother's prowess knew he could not defeat him. Orthus left the tribe with a few close followers, and set off to conquer his own lands. Orcs are noted for their smell, their green skin, and their foul tempers. Orcs are the most dominant of the, "lesser," races, and are known to ally or subjugate tribes of hill giants, minotaurs, gnolls, and wolf riding goblins. Orcs of Kor are the sworn enemies of the Order of the Syrian Knight Brotherhood, who come to their lands and burn their villages, and spit those that they call heathen.
Anon (the Syrian Knight Brotherhood) The last vestige of the Imperial Army and the Imperial faith. Yet the voice that answers the prayers from the High House of the One God is not as it was. Following the apocalyptic events a generation earlier the One God chose a small boy, the son of the High King's last surviving General to here his words. The boy's name was Anon, and he would be raised by his father's lieutenants as the General died just a few years after the apocalyptic events that brought down the High King. Some say suicide, from the shame of not dying for the Emperor as he had sworn to do. Others say plague. When his father passed Anon was raised in the military tradition by his father's lieutenants, and was groomed for leadership. Many years later he would rise to guide the legionary remnant, and proclaim that he had heard the new voice of the One God. Thus the last vestiges of the imperial legion was transformed into the Syrian Knight Brotherhood. Some call them fanatics, they call them blasphemers. No longer is the one god the voice of benevolence, and he no longer answers the calls from priests of old. The One God has been transformed through the fire of the apocalypse, and transfers fury and righteous fervor to the militant followers of the Brotherhood. The Syrian Knight Brotherhood is the sworn enemy of the Orcs of Kor whom they must remove to bring the light of God's word and civilization into the darkness of Eastern hinterlands.
Vulgon (the Minotaur Storm Horde tribes) The beast peoples, orcs, minotaurs, gnolls, goblins, and hill giants have long been pressed into service from indigenous local tribes, or imported from the Eastern hinterlands, for labor in the imperial navy. However, during the events that culminated in the apocalypse the oppressed rose up to defy their masters. The beast peoples through off their shackles, and through the officers overboard after being inspired by Vulgon One Eye. Vulgon had the audacity to break his shackles, take control of a Queen of the Line, sail right into Storm Harbor, burn the fleet, and take the city. He leads the motley crew even still, as minotaurs have been known to live several hundred years. The coastal cities were sacked, the imperials driven out, and have since become refuge to a wide variety of peoples and outlaws. This faction is most noted for their piracy, and old imperial galleys still sail the coasts of Illuria looting, burning, plundering, and pillaging. The Minotaur Storm Horde is the sworn enemy of the Elvallie Heartland Elves who are currently seeking to retake their ancient ports, and cleanse the coast of the lesser races.
Nekron (Lord Bane's Legion of the Damned) Nekron was once known by another name, Lord Bane. He was High King's Lord General, and was a powerful mage. Whatever he once was, he is now a terrible and powerful lich, and goes by the name Nekron. Some say it was his betrayal that led to the apocalypse, and that he was cursed by the One God. Others say that he made a bargain with a Demon Lord rather than die, because he so coveted his own life. Whatever the case Nekron leads an army of the dead that still wears the torn, burnt, and tattered colors of the old Imperial Army. Little else is known about the horrors that brew in the North except that travellers that go in, don't come back. Nekron Lord Bane's Legion of the Damned is the sworn enemy of Kenan and the horsepeoples who it is said harbor the secret to the magic that would undo the Black lord.
__________________________________________________ __________________________________________________ ________________
A special thanks to the FFH team for making a great mod, and also to Kael who helped me clean this beast up.
__________________________________________________ __________________________________________________ ________________
The download:
126705
Install to:
My Computer/ Drive C / Documents & Settings / Owner / My Documents / My Games/ Sid Meirer's Civilzation 4 / Saves / World Builder
At least that's where I have it, and it works just fine.
This scenario is compatible with FFH 1.00f, and needs to be this version. If you play with an older version you might miss the no settlers setting, and Orthus may appear randomly.
__________________________________________________ __________________________________________________ _________________
Note: AI starts at NOBLE, I recommend playing at Prince or Monarch, you will get a much better game.
__________________________________________________ __________________________________________________ _________________
All feedback is very welcome, and I hope you enjoy. This was a labor of love for me as this is a spin on the first turnbased strategy game I ever played when I was just a wee boy.
Starship
Starship Apr 29, 2006, 07:58 PM What's new with Battlefield Illuria: Classic Warlords FFH....
It's now 1.2r!
A final touching here and there make this scenario a lot of fun.
The elephants have been removed, and replaced with longbowman. I couldn't get them to just stay in their castle.
The elven mages have been given Woodsman II.
I downgraded a few more castles here and there.
A big thank you to everyone who has left feedback. It has helped immensely in creating what I hope is a pretty polished and well balanced scenario. It started pretty rough, but has cleaned up pretty well. This will probably be my last release for ffh 1.0 series, as 2.0 is on the horizon. Very exciting. I am looking forward to an awesome ffh 2.0 release for this scenario sometime in the coming months, and hope everyone that has chipped in to help a great 1.0 will help the next time around.
________________________________
PLEASE HELP ME MAKE THIS BETTER BY PLAYING AND LEAVING FEEDBACK. I used to ghost too.
I am commited to make the best Classic Warlords scenario possible, and will stop at nothing to make you call in sick to work.
Things that will make this a better Scenario.....
True hero units.
Bridge tile upgrades - Boats under, Units over, at least three tiles in length.
Swamp terrain tiles - Ugly and movement sucking
Quest sites more along the lines of the ones in the original Warlords game.
Units: First Dragons, Then Orcs and Minotaurs, then every other fantasy unit you can dream of.
The Warlords XP
& of course FFH 2.0 when it's all smoothed out.
Starship Apr 29, 2006, 07:59 PM Some screenshots....
125934
A look at starting positions.
125935
The citadels of Fire and Ice.
125936
The blasted imperial wastes.
Gileyal Apr 30, 2006, 07:40 AM Hope I didn't land on a reserved spot. Looks interesting. I will play and update.
Just curious - did you also fiddle around with the relationships of the parties? i.e. will the enemies automatically hate each other?
Thanks! Nice work.
woodelf Apr 30, 2006, 07:42 AM Nice. I hope to see a lot of scenarios coming out for this awesome mod.
Gileyal, I doubt you took a reserved spot since it was 12 hours later. ;)
MacV Apr 30, 2006, 09:56 AM Fantastic work. Just started playing my second game with Ironfist, the first one ended badly with werewolves ramaging the map. Great fun:goodjob:
Landmonitor Apr 30, 2006, 11:24 AM Oh man! I'm so glad someone finally did this! We had a whole bunch of games on the Amiga I'd never played and a friend and I would randomly choose one once in awhile. We found Warlords at around 8:00 pm and played it until it was time to go to the lake at 9:00 am the next day... that was the first time I ever stayed up the entire night for a video game. I'm giving this a shot tonight for sure.
Landmonitor Apr 30, 2006, 11:25 AM How big is the map? Illuria was pretty big...
Starship Apr 30, 2006, 12:20 PM Mac V - I'm glad you like the game. Even though the scenario is designed on the Prince level it is very challenging. I would venture to say that the dwarves have the hardest start as well being smack in the middle of everything. Originally they got wiped off the map almost every time, so I toned down some of the more nasty barbs, wwolves being the number one problem. Then I decided I liked the wwolves too much so I beefed up the dwarves while only moderately toning down the werewolves. Let me know if they (ww's) are too obscene. I can take them down another peg or so if necessary.
Woodelf - Thanks. I hope you enjoy it. After this one is all tweaked just right I'm going to do an advanced war scenario. Think WW2 for FFH.
Gileyal - Thanks. I'm looking forward to your feedback. Yes the sworn enemy of each faction is at a starting - 100 modifier. Though you don't start at war, they do hate your guts. All other factions start out on a moderate + simply because if you can help them they're willing to listen, it is the dark ages, and friends of any kind are welcome.
Landmonitor - Yep. It was a great game, and the one that made me love TBS games. I hope I was able to do it justice. The original game didn't have much of a story line so I just developed a simple one. A few other notable differences....No swamp tiles - I'm really hoping someone might do one eventually....No bridges - Civ4 really needs a tile add on for this. Land units over, sea units over. I'm not going to go into how to do it or make it work, but something like this is needed. As a result I've created a lock channel system that hopefully increases both warfare and diplomacy.
Landmonitor - This scenario uses the large map default. I tried standard first, and then huge, but after trying those standard was just right. Kidding aside, Illuria is still pretty big, and still very much has that epic feel.
* One other note. I really want to find a way to disable settler production. If anyone knows how...please let me know.
Starship
Stellan_87 Apr 30, 2006, 06:19 PM Well nice map
But the Barbarians!! i can handle them but the Ai can't it was, me and the elves and two other left!! And the game had barely started. So you probably need to decrease Ai difficulity level ... or make them stronger.
Starship Apr 30, 2006, 09:22 PM Stellan 87 - Thanks for the feedback. That is actually a pretty great irregularity. Did it just happen in the one game? I play tested through turn 200at least 25 times, and I've never seen that many civs go down. I'll tweak it some, and release a new version tomorrow. Give it a shot and let me know what you think.
Starship
Shqype Apr 30, 2006, 11:42 PM Hmmm... where'd you get the name Illuria? It's kind of misleading :p
babakahmadi May 01, 2006, 12:28 AM I think I may be missing something here; when I load the scenario, I get the standard civs as options, and then I start with a warior and a settler -- I have the latest patch installed -- what gives please?
Starship May 01, 2006, 12:29 AM Hey Shqype - It's actually the name of the realm from the original Warlords game. I guess I'm stuck between a rock and a hard place. It was suggested that Classic Warlords FFH was too misleading b/c of the forth coming expansion pack, so....that's why I chose Battlefield Illuria. I'm actually not too picky about the name, as long it's followed by : Classic Warlords FFH.
In fact I'm open to for suggestions for the name.
To one and all please submit suggestions for final naming. One condition, play the scenario and let me know what you think.
Starship May 01, 2006, 12:48 AM I've just finished another rebalance and tweaking session. I'll be releasing the update tomorrow.
As it stands....
Ravenous werewolves of the world have been reduced from 5 to 2. I still want the possibility of an overrun by horrible flesh eating monsters, but I don't want it to happen often. I think you will still find that the barbs (actually in this mod independent city states for the most part, with small in the field armies) are still challenging, but not dominant. As is intended.
Also the faction starting lists have been cranked up another notch.
Kenan - 2 archers, 2 mages, 2 horsemen, 2 mercenaries, worker
Ironfist - 6 dwarven warriors, 1 stone warden, 1 stone golem, 1 scout
Meandor - 6 elven warriors, 2 lunatics, 1 worker
Empress Julia - 6 elven warriors, 1 ranger w/ hawk, 1 priest of leaves, 1 worker
Azktor - 1 hill giant, 6 axemen, 4 wolves, 1 worker
Anon - 4 archers, 2 horsemen, 1 crusader, 1 paramander, 1 worker
Vulgon - 2 hill giants, 5 axemen, 1 scout, 1 galley, 1 worker
Nekron - 6 skeletons, 2 diseased corpses, 1 scout, 1 worker
In short the barbs have been taken down about 1 peg in difficulty and players have been put up one peg.
Starship May 01, 2006, 12:54 AM babakahmadi - You need to load the Fall From Heaven Mod first. To do so: select advanced from the initial launch screen / then load a mod/ then Fall From Heaven....then the game will restart (should have the FFH civ screen and music)....then single player/ play scenario....etc...
If you don't have Fall From Heaven or FFH 1.00 c, or d....just go to the mod section and download from there.
Hope you enjoy it.
Starship
babakahmadi May 01, 2006, 09:22 AM babakahmadi - You need to load the Fall From Heaven Mod first. To do so: select advanced from the initial launch screen / then load a mod/ then Fall From Heaven....then the game will restart (should have the FFH civ screen and music)....then single player/ play scenario....etc...
If you don't have Fall From Heaven or FFH 1.00 c, or d....just go to the mod section and download from there.
Hope you enjoy it.
Starship
Tanx much! It works fine now.
Good Sauce May 01, 2006, 02:03 PM Havent played it at all yet, but i did take some time last night to look it over in worldbuilder. looks very interesting. i've been working on my own scenario for FFH and i hope i can get it to function as well as yours seems to.
i especially like what you've done with choke points, although im not certain the AI will understand their importance... oh well. will start a game as soon as you put out your update.
Landmonitor May 01, 2006, 10:24 PM First off: Thank you for changing the werewolves. I played three (!) times as Elvallie and they decimated me around turn 50 twice and around turn 90 once. I actually managed to trick a greater werewolf into taking a city (I'm so clever!) to allow the Ranger to attack and I killed the Greater werewolf! Three turns later another one showed up at my capital...
Second: The name. I think "Battlefield Illuria" is great. I just finished finals and bought battlefield 2 to celebrate, which was a little stupid since I forgot how much Civ IV rules! Oh well, its going to be a long time until my next batch of finals!
Consider this a vote for "Battlefield Illuria"
Also, is it just me (I've only played Elvallie and no one else), or is the map quite a bit different?... I seem to remember a long north-to-south river near the Elvallie capital and more separation between the Giants/Elves/Sirians. Also, I hope you kept that lonely island to the Northwest and the Citadels of fire and ice (I'll find out!).
Finally, I found a town and a fortress lying around, but they weren't goodie huts, which would have been appropriate for a Warlords mod. Anyway, enough talk! I work tomorrow and I must play now.
Kael May 02, 2006, 03:37 AM This is fantastic. I added a link in the first post of the Fall from Heaven thread to this one so that people can find and play this.
Thanks for doing this Starship!
Gileyal May 02, 2006, 01:24 PM took a break from my first game. I'm very close to a domination victory. I have time disabled...
I'm playing Ke-Nan and was able to befriend Meandor very quickly due to the fact that the barbarians and the neighbouring dwarves were on the verge of killing him. I helped him out and he's been a great ally.
It took tons of time to beat the barbarians. Really tough crowd. Excellent work. The only thing is - I think there are twelve civs in the game? In mine, the barbs overpowered most of the other civs, with only 6 surviving. In fact, I never even got to meet some of the civs - they went down so fast.
This in itself isn't a bad thing. Its realistic that in such a situation not all civs would survive.
Overall - excellent map and game.
Starship May 02, 2006, 09:54 PM Gileyal - I'm glad you like it. There are actually only eight factions. 6 isn't so bad with the level I had it cranked up too. Giv'em Hell! Then download and play 1.0 with Heroes, as Warlords is intended. The barbarians have taken a step down in the world, but not across the board.
Be careful with those heroes. They're not the only baddies out there, don't'cha know.
Kael- Thank you very much. If it weren't for technically proficient people such as yourself, I wouldn't be nearly as into Civ. Keep on rock'n.
Seriously try 1.0. It will help take you away from your own mod. It's loads of fun. I was playtesting with my wife and brother for what seemed like a couple of hours, and next thing it's like three. Whew! Tough Tuesday.
Ok 1.0 is officially out. Check it out, and get ready to lose some sleep.
Up next will be two new difficulty levels:
Barb light - no wanderers, and
Hold the Line Men! - Don't tense up now baby, the barbs are com'n for ya.
Starship May 02, 2006, 11:50 PM Land Monitor -
First - Sorry, I actually didn't get the new version up till a little while ago. So the game you played just went down a ww light path.
2nd - One vote for Battlefield Illuria. I'll be doing the possible rename when ffh2 starts to get the kinks out.
Regarding the notes - Not a big fan of goody huts, you really think they should be in? Maybe a placeholder for later stuff, and quest sites? I am however eagerly anticipating the incorporation of a quest system that should come out for ffh2. Regarding the map. The huge map just felt too big, and the large felt just a little too small. So I erred towards a quicker developing game. I may try a huge map next version. Also, I'm currently trying to find the original game for city names, and so I can truly recreate the map properly. In the mean time I forgot the Citadels of Fire and Ice, which castles do they most closely correspond to, and I'll switch the names. Thanks for the feedback.
Starship
Landmonitor May 03, 2006, 01:09 AM Haven't played enough to really see the world to find where the citadels would be. They were east of the dwarves and south of the Horse Lords.
ABout the goody huts, that's a good point; in Warlords they were more about giving you items than anything really, and that doesn't really work in Civ. I downloaded the game Tuesday night (Saskatchewan time); if its light on werewolves, that's fine. I like barbarians but those greater werewolves were really too much.
I took the elves again - I really wanted to play a game with them first - and this time I headed East instead of West and South. I just saved for the night with the Sirians going for the Northern most of those "3 cities" - nice touch from the original map - and Barbarian King appeared to my West!! I can't wait to take him down and get that axe!
Anyway, great work. I'll let you know how the game goes (Civ games always take me at least two weeks so it'll be ongoing).
Gileyal May 03, 2006, 02:07 AM Just downloaded the update. Will start the game soon.
I'm curious - are you editing with the worldbuilder or using an external tool? You got me in the mood for creating my own scenario (missing my days as Dungeon Master...)
Sisonpyh May 03, 2006, 03:57 AM I'm playing the Undead civ. Does their starting area feel a bit overpowered at all? Barbs haven't been a problem (I"m playing the original version) and resources are abundant. I was able to overrun all the barbarians fairly early do to disease corpse and the fact I could churn out a Hero unit quite quickly.
Why does an Undead Civ have so many wines? Seems odd.
Anyways, these are just nitpicks. Otherwise awesome map, I'm enjoying it thus far.
Starship May 03, 2006, 08:38 AM Land Monitor - If you get a chance to crank up that amiga again, if you can, try to make some notes for me if you could. Good luck with the elves. I really like their starting units. They just weren't as much fun without the heroic characters. I've been thinking...I still don't like goody huts, but I will go ahead and sprinkle some more things about, especially if I can edit what's in them. Once we can get quest sites I will definitely need to go to a huge map to incorporate them, but there is one problem. I've spoken to Kael, and I'm not sure how to dis able settlers. (ie he doesn't know how...) A huge map would turn the first phase of the game into a settler race instead of heroic barbarian stomping. There are currently 2 Orthus's in the scenario. One is preplaced in the Eastern (Northern on with the current map orientation) hinterlands, and the other is random at turn 100. Kael, in the next patch for FFH, is making it so if you preplace him he won't randomly generate.
Good luck with the elves and have fun!
Gileyal - Yep just the world builder, some in notepad, some in the actual world builder. I'm definitely looking forward to playing! Lord knows I'm tired of seeing my own map :)
Sisonyph - Lord Bane does in fact have the easiest/best starting position. It is not uncommon for him to grab his, "starting stake," with ease. Lord Bane's (Nekron) real challenge, and his best defense, is his remoteness in relation to other civs. Not to mention that you basically have a near unbeatable emperor demon storming around on your southern badlands border. Bane also has about a 50/50 of meeting the one werewolf in the North. Finally, having the most advanced religion, it will take a long time for Bane's Ashen Veil religion to culminate. Lord Bane, the Syrian Knights, the Elves, and the Dwarves all get pretty early heroes, so I don't think Rosier is that overpowered. (Especially with the new heroic starting armies in 1.0)
That said, I'm going to be doing a little tweaking to 1.0 today. Nothing major, but I should have a 1.1 update by the end of the day. I will toss in a diseased corpse or two to make it a little more challenging for Bane. Give the new update a shot, and let me know what you think.
Starship May 03, 2006, 08:52 AM Sisonyph - All of the resources have been regionalized. Wine is a little strange for Lord Bane granted, but not for the imperial heartland that the area once was. It is also a common misconception that the undead are all, well, undead. So their will be plenty of people to drink it, and enough to export to your allies.
Gileyal May 03, 2006, 02:50 PM Had a good time with 1.0. Definitely not as hard as the first map you made. This time I plaed Anon.
I noticed you have some issues that you were looking for solutions - I have some possible solutions:
1. hero names - I noticed the heroes don't have names. I'm guessing this is because the map editor won't save these names. What you can do, it create the map, save it as a saved game (and not a map), and then edit from there - (i.e. the map of the saved game). Don't save the map, save the game (from the game screen, not world map screen). I found that it saves the names of the heroes that I changed. Hope this makes sense - if not, let me know and I'll make it clearer.
As far as disabling settlers - I think its not possible at the moment. The way I worked around it - set the game at "one city challenge" and put in the cities you want. It means of course that razed cities will not be rebuilt and that no new cities will be added to the map. But its a partial solution.
Back to your scenario - I'm enjoying it. Tomorow is a work day for me but I'll be back at it in the weekend and try playing one of hte other civs. Obviously, the additions expected in 2.0 will crank it up to be even better. Can't wait.
kendric May 03, 2006, 03:58 PM I don't think that will work because in one city challenge mode you cannot take over cities. They just get raized. Can you extend a mod. So basically you have ffh+warlords mod which is the same as FFH with just a unit missing(settler)
Starship May 04, 2006, 02:32 AM Gileyal - Thanks for the recommendation on the naming of units. I'm working that into 1.1. I'm going to just stay with the slightly smaller map (large), so factions have only limited places to settle. I think this is the best solution for now. Besides a little settling isn't a bad thing altogeter. In my mind it's sort of an update of the original Warlords.
Thank you to everyone who has posted feedback.
1.1 has become a major overhaul, and is going to take a few days.
On the board are....
Citadels of Fire and Ice
A complete overhaul of the minor factions, and barbarians. (Much tougher cities, very few but powerful wanderers. and a redistribution of animals)
Linking the Elvallie river to the main channel.
Tailoring the map here and there, for planned settling, and opened up some strategic locks a little.
City renaming.
Adding goody huts, more towers, and more forts.
Named Heroic characters in game.
If anyone has anymore suggestions, please try to get them in by Friday, as I am hoping to get 1.1 out by Saturday.
Kael May 04, 2006, 03:19 AM Ive added two features for Battlefield illuria in the next FfH patch which will be released this weekend. A gameoption that allows settlers to be disabled and a block that keeps Orthus from being spawned if he already exists.
Starship you may want to for this before releasing the next version of your mod and you will need to make a minor change to set the option that disables the settlers. It will be coming out Saurday.
PapaMonkey May 04, 2006, 06:51 AM I downloaded and played (some of this) this last night - very fun! I played as Lord Iron Fist of the dwarves. Thanks for your efforts! Two questions though:
1) Are you supposed to start with any techs? I received Runes of K a few turns in, but started with no other techs.
2) My hero capped out at 100/101 XP. I know that they are not supposed to get free XP after 100, but I thought they should still be able to earn XP through battle. Is this right?
Thanks again,
Brian
Starship May 04, 2006, 09:14 AM Kael - You are my hero, and Orthus thanks you mightily. There were rumors that an impostor was travelling Illuria using his name. I'll pm you about toggling the settlers off. Truly extraordinary!
Papa Monkey - I'm glad that you like it, and just wait this mod/scenario is going to get even better. With all the great people around here adding new stuff all the time....skies the limit.
Your Questions.
1. The religious factions. Khazarak Dwarves, Selentine Dark Elves, Lord Bane's Undead legions, Elvallie Heartland Elves, and the Sirian Knight Brotherhood....They all only start with the religion founding techs. In the Dwarves case ruins of Kilmorph. The unaligned - the Horse Lords, the Storm Horde, and the Orcs of Kor....all start with two appropriate starting techs.
It's my way of striving for balance. The religious factions really get the better end of the stick as far as tech cost goes, but they have are handicapped by a slower start.
In addition the Orcs Storm Horde, and Dwarves (Heart of the Mountain) all start with heroic giants/golems, which can't gain xp, but do start the game fully loaded.
2. I'm pretty sure that xp stops at 101, period. I'm not 100% on that, but I'm pretty sure. So...if you want snazzy upgrades for your heroes you'll have to postpone taking the promotion, until you have the tech. This is a Civ 4 issue, but I'll see if I can snoop around to find out if it's moddable.
Thanks for the feedback Brian,
Scott
Kael May 04, 2006, 09:17 AM Hmm.. xp shouldnt stop at 100. But the hero promotion will stop at that point and you won't be able to get xp for barbarians or animals after 100 xp either (tuneable in GlobalDefinesAlt.xml). You should still get xp for killing units from other (non-barbarian) civs.
Leif May 04, 2006, 10:32 AM I'm downloading this as soon as I get home, could you post a screenshot of the map and leaderheads?
PapaMonkey May 04, 2006, 11:15 AM Kael - you hit it. I was only attacking Barbarians, I have not gone so far as to attack another Civ.
But tonight I will be taking on Vulgon, the weakest of my opponents. My civ has taken enough barbarian cities now and has stablized its economy, so it is time to begin removing oponents!
Thanks again for a great mod and an excellent scenario!
Kael May 05, 2006, 02:46 PM Starship,
Fall from Heaven 1.00f is up. That includes the fix for the imposter Orthus and the new gameoption to disable settlers. To use it include the following bolded section in the scenerio:
Version=11
BeginGame
Era=ERA_ANCIENT
Speed=GAMESPEED_EPIC
Calendar=CALENDAR_DEFAULT
Option=GAMEOPTION_NO_CITY_RAZING
Option=GAMEOPTION_NO_SETTLERS
Victory=VICTORY_TIME
Victory=VICTORY_CONQUEST
Victory=VICTORY_DOMINATION
Victory=VICTORY_CULTURAL
Victory=VICTORY_RELIGIOUS
GameTurn=1
MaxTurns=1320
MaxCityElimination=0
TargetScore=0
StartYear=0
Description=
ModPath=
EndGame
kendric May 05, 2006, 02:50 PM my friend and i played some multi player. It seems to me that dwarves have it too good. there monitary advantage ties into the all cities pre built on the map. Where as other races have money issues if they expand too fast, as dwarf not only did i get my religon money, temple money, i also had 2 gold mines on my main city and more elsewhere. I was able to run around grabbing tons of cities without getting into economic trouble. perhaps removing the 2 gold spots in the main city would help. also my rival, dark elves never declared war. Not sure if you can do anything? Set always war might work but the war weariness would get to be an issue.
Also 3 side notes. Minotaurs didnt seem to have a hero. There start location seemed somewhat poor, and they have no religon. They did get 4 nice guys, but none were heroes. 2) is this some custom version of warlords? The map isnt the same as warlords 1. 3) The ai is at a big disadvantage because heroes make taking over barbarian cities trivial. Acutally i used my stone giant as dwarves. I could just kill one guy a turn. I realize your trying to give the impression of heroes from warlords being strong, but don't forget that in warlords, a hero by himself could die often if he attacked alone. In this i can safely kill city after city with 99% odds. This really hampers the AI because he won't preserve his heroes like a human will. And so his will die, and he gets slowed down and has to throw a lot more at cities. Perhaps making the starting units a bit weakaer so you have some chance to lose them on city attacks. Maybe less bonuses or something.
Anyway, great map, lots of fun. Keep up the good work.
Starship May 05, 2006, 11:26 PM Hello
I'm hard at work on 1.1, and it will be out tomorrow. A big thankyou to Kael for righting in the Orthus script, and pegging down the no settlers issue. I noticed the Sengoku Jidai scenario is using this as well. Kudos b/c this option will really help the AI. Especially in this scenario when it should be prioritizing battle. This will help keep it from getting distracted, and I think it will be a better scenario for it.
Kendric. Thank you for the feedback.
Duly noted on the dwarves. Their individual team resource is gold, as you might guess. I guess too much. I'll sqap out two of them for stone and copper, and make sure they come from the capitals radius.
This of course isn't the original warlords. Not the game, or the exact map. It is however in the spirit of warlords. A sort of, what if the makers of that game had Kael's engine. I don't have a way to reference the original map, tile for tile, so it's actually from my memory, which isn't too horrible. If you do have access to the copy of the paper map that came w/ the game, or the actual game, please pm me. Also if you can see an obvious glaring error, or would like to see a change...please share. I'll be continuously updating and refining this mod through the release of fhf 2.0, and the warlords xp.
I'm working on the barbarian issue. In 1.1 the cities are tiered in value and have a correlating defense force. Cities will be much more difficult to take, forcing the ai to preserve early heroes, pose a larger challenge to human played heroes, allow for more exploration (I'm also adding goody huts to distract the ai and humans early on), and be more fun. 1.0 was really the first draft, of what is to come, and I think you'll find 1.1 even better. Try it out and let me know what you think.
Starship May 05, 2006, 11:33 PM Kendric
Regarding the minotaur faction. I really wanted them to have giant heroes, but after testing I realized they can't gain xp....so I tried to go ahead and hero them out xp wise. I was actually thinking of a work around. One heroic giant, one veteran giant, one ax hero...That way they get one heroic unit. I'll put that in 1.1. Also Vulgon the giant starts with command a powerful tool if used properly, which no other character can get period, or till much later in the game. Also I kind of intended them to be sort of brutal. No religion, culture blasted by the hated elves, they have two choices, flee to the sea, or crush the elves.
FatTurtle May 06, 2006, 04:16 AM Currently playing the first version (d/l a week ago), and enjoying it, great map with a great feel to it. Makes me want to get the original game just to see if it lives up to the expectations :)
Anyway, question: I am currently striving for a religious victory with Anon, and I have sent acolytes to the other civs and converted a whole bunch of cities. I am having some problems with the undead though, I have converted 3 of his cities, in which there were no other religion already present. However, one of his bigger cities has the ashen viel, and when I try to spread the order my acolyte dissapperar, I get a message that "The Order has been spreak to XX", and then nothing else, no icon on the city, no LOS, nothing. I tried with another acolyte and same result. Is that a bug, or is it on purpouse that I can't convert a city with the "opposite" religion? If it is a feature it's really cool, as I can spread the order to for example the dark elves without problem, but naturally the undead won't be too keen to adopt this.
I haven't done any more extensive testing (on any other cities with ashen veil) as I had to work today, but will try when I get home.
Again, thanks for an excellent scenario!
Landmonitor May 06, 2006, 10:18 AM Starship,
I'm playing the second release and its very good. However, as someone else pointed out, it was very easy to expand quickly, particularly with a Ranger as a hero. However, I literally dropped to 0% science from doing this and had to judiciously micromanage and build as many cottages as possibly to get out of this sink.
Another thing, Immaculate (another forum member) and I were talking in real life about this scenario, and he pointed out that if you have access to silver, perhaps you should get a bonus against werewolves. I think this could manifest itself in a "silver weapons" upgrade that is only available with say bronze working and the silver resource. I don't think it should provide a minus against non-werewovles, since it is presumable that they would have normal weapons as well. Just a thought.
Also, good huts/Warlords ruins/towns/towers: You could perhaps make "huts" investigatable only by units with "hero" promotions and they could give:
gold
maps
"Orthus' Axe" style weapon/armour upgrades
allies (interesting but not too powerful types, and not workers)
experience (this one might be a bit of a turkey, the one you're disappointed with)
nothing
That would be in the spirit of the original warlords and althoguh I'm not too familiar with the editor, from what others have done, these don't seem like a stretch.
Also, the majority of these huts should be guarded by "rooted" monsters.
Finally, I know we had Warlords III on CD, which may still be around. If I can find it, I'll send you screens of the map and city names, but I can't make any promises as to when. I'm not sure where that CD could be (there are two possibilities, one next door to me, and the other in a different city!)
Enjoy the weekend!
kendric May 06, 2006, 10:50 AM Thanks for the response starship. Btw elves also get command on their priest of the leaves hero. I can look for the game for you, as far as glaring errors, if it was intended to be similar to the heroes 1 map, the undead(who are lord bane if I understand correctly) should be in the north east corner, the orcs south of him, sirans in the south middle/southeast, elves south middle, storm giants south west, dwarves dead center, horselords juse northeast of them and selentiens in the northwest. Ill post anything i can dig up on the map.
As to that other guys comment on silver, there is no silver. Mithril replaced silver.
kendric May 06, 2006, 10:55 AM Here is the map. You can see colored squres on some cities, those are their starting places. I will try to find you something better.
Yellow=storm giants,
Green=elves
red=orcs
orange\brown=dwarves
black=lord bane
blue=selentines(blends in with the ocean in the northwest, its the one directly southwest of the island in the northwest corner)
white=sirians
light blue=horselords
kendric May 06, 2006, 11:16 AM Here is the map of warlords 1 that is included in warlords 3. I can't really send you that as a)its a whole cd and b)they prob wouldn't approve of that here. But if you can find it, under scenarios, misc is the warlords 1 map. I can get you pics of specific spots if you need. Let me know.
kendric May 06, 2006, 11:26 AM Btw I can't get the no settlers thing to work. I downloaded 1.00f, and I added the line to your world builder file that kael shows but I can still build settlers. If anyone knows what I might have done wrong let me know.
Kael May 06, 2006, 11:59 AM Btw I can't get the no settlers thing to work. I downloaded 1.00f, and I added the line to your world builder file that kael shows but I can still build settlers. If anyone knows what I might have done wrong let me know.
Sorry, patch f was missing a file. Redownload and reinstall it and you should be all set.
kendric May 06, 2006, 12:24 PM great. Works now. Thanks
kendric May 06, 2006, 12:43 PM Oh btw starship, I noticed you had forest in the water near elves. This gives the water production. Was this on purpose?
Starship May 06, 2006, 01:11 PM Hi Guys,
Kendric, You are the man. Good find, my friend. One note, for the map I created the orientation is scewed. If you take the whole map, my map, and turn it to the right it matches the basics of the map you provided.
I like the silver idea. I like the idea of alloys as well. If you have copper, and tin available = Bronze warriors, and so forth as well. These kinds of changes are beyond my capacity at the moment however. Kael is doing some amazing things with ffh 2.0, so those amazing things are the direction this scenario is headed. Quests, new units, etc...
On the balance issue. Yeah 1.0 swung the other way on difficulty. I have spent all week rebalancing, and putting in a tier system for the cities.
Major cities - 5 resources, castle & wall, 2 str 6 defenders, 1 animal, 2 str 3 attackers
Avg cities - 3 resources, walls, 1 str 6 def 1 str 3 def, 1 animal
small cities - 2 resources, 1 str 6 def, 1 animal
This tiering system has really cleaned up the mechanics of the spread, and balance. I've also pretty much gotten the ai to not death rush his heroes so that they survive, and become the heroes they should be.
I've made a host of changes for 1.1....
Lots of goodie huts (guarded as appropriate), towers, and forts. I've found these are really more for multi player. If I set the unit ai to explore they will run off and die... So the AI does get goody huts, but only b/c of culture expansion. Also the AI really doesn't know what to do with castles, towers, and choke points. It can't be helped. It's just a matter of the scenario being slightly better for multiplayer.
A lot of map tweaks...
opened alot of strategic locks for multiple points of entry. The feel is much more flowing...
Lord Bane's start strength has been curtailed, as he is surrounded by undead, not diseasable human units, among other things.
The dwarven gold has been both replaced for production resources, and moved toward more conflict prone areas.
Elvallie river connected by locks to the channel
Citadels of Fire and Ice incorporated...very fun
Added one city near Elf/Storm Lord border, added city on lake near dwarves.
elven command taken away
both elven factions gain a mage, and lose a vet elf warrior.
all rival factions start with contact, and are at war...you will immediately asked to side in most cases by involved parties....but the ai actually does a good job here in trying to expand before fighting the rival
Werewolves have a home, they are guarding cities...open pandora's box? They are also on isolated islands w/goody huts, and in some impassable places they can't get out of, tread at your leisure.
...and a lot of lesser tweaks like taking out unused resources, in case you play it with settlers. You could settle there, but it's not going to be worth a whole lot.
All the above is done. I just want to play test it a couple of times with no settlers, for last minute alignments. 1.1 will be out this afternoon.
Thanks for all the feedback, and suggestions. And that beautiful map. And god knows I love Kael, the man with the strings.
Starship
Starship May 06, 2006, 01:19 PM Ok. I need some help. I am sad. I know. Does anyone know how to take a screen shot? I would like to put a few up.
One other thing. It's a no go with the names for 1.1....I cannot do it, I do not have the power. Seriously I've tried everything. Saving in everyway imaginable. The only way I found, which isn't really a way....Hotseat game...all human...change the names...save the game for each player on the same game....then open the worldbuilder on the last player..., but it won't let you open the world builder as far as I can see.
So, long live creativity. Please name your heroes whatever your heart desires. I've found it's kind of fun, and helps build an RPG value anyway. Eventually I'll find someone who can make models, and/or make my own, create the unit in XML, and be done with it. It's the only way to do it right.
Also Kendric, nope I didn't notice the production. I just liked the pretty tree lines it made. I'll try to clear all waters of forest. for 1.1 as well.
kendric May 06, 2006, 02:28 PM For screenshots its just printscreen and then look in
C:\Documents and Settings\Administrator\My Documents\My Games\Sid Meier's Civilization 4\ScreenShots
Starship May 06, 2006, 05:08 PM 1.1 is released! Including all the changes noted above. It's the best balanced yet, and is a lot of fun. Let me know what you think.
Starship May 06, 2006, 08:19 PM Fat Turtle. I'm glad you are enjoying it, and any feedback you have is great.
To your question. As far as I know AV and TO are diametrically opposed, and cannot coexist. So trying to spread TO into Bane's heartland will be pointless. From following Kael's thread I think it is possible to inquisition one out, and then spread your religion in. Not 100% on that. I've never actually tried for a religious victory. I'm curious to see if you can do it with all the religions starting at once. With the unaligned, and a determined strategy...it could happen, but should be difficult.
LM. You know what your idea had me thinking. I would really like to create or be part of a werewolf scenario. Maybe like three civs, one human, and two rival werewolf packs. The humans can win by either killing both the werewolf pack leaders (aka Baron halfmoon types), or reaching a certain level of tech. The wolves win by reaching a certain number of werewolves on the board, or wiping out the humans totally. I was imagining really cool hunter units, and a sort of Black Forest kind of thing. That's what your silver idea made me think of. All pointless till I get a little better with the tools that are out there though.
I like the idea with restricted goodie hut searching, and would love magic items similar to Orthus's. I think some of that is coming though, so I'm gonna sit tight for 2.0. One thing I can work on is finding a way to assign what's in the goody huts. I would prefer them to be beneficial if you have to fight to get them.
You know I would like to see a generic hero unit though, that has the ability to access all known promotions. That would smooth a few things out. The giant and golem experience issue for one, and some units won't respond with promotions even with them preassigned. (I found that out the hard way.) Thankfully the giants can accept all promotions, but just don't gain experience.
Landmonitor May 06, 2006, 10:44 PM Starship,
The restricted goodie hut searching would be cool, because that was really one of the main roles of heroes in Warlords (to me, it was too much of a risk to attack well-defended cities with them before they had weapons)... also magic items to improve heroes would be awesome. Its too bad they can't move these items around. I'm not convinced you need to assign items. First off that would mean you'd know where they'd be the second time, and second, in Warlords sometimes you killed dragons for nothing. I think it should stay random, personally.
Why can't giants gain experience?! That seems really weird to me, maybe that's something you can unflag, unless that can't be done without modified FFH itself as opposed to the scenario, I don't know.
Also, the werewolves scenario sounds cool. I barely have time to play and can't make any promises, but if you want to move on that, I'd be interested in working with map making or something. In such a scenario I think putting choke points (mountain passes probably) would be essential for the humans. Also put silver mines in contested areas (maybe areas with a strong barbarian presence, maybe undead for atmosphere). Would the werewolves be a barbarian kingdom, or would you actually be able to enter diplomacy?... there's a lot that could be done there.
Anyway, I'll DL the 1.1 game as soon as I'm done this elves game. Its just getting good and I don't want to restart right now. Perhaps there will be an even more tweaked version by the time I finish.
kendric May 07, 2006, 03:36 PM Some more comments and a question
Sirians seem to need a bit of help. Not too much since they get valin, but they don't get immediate access to a special unit like everybody else. On top of that they are scrunched in pretty tight with elf and to the north is werewolves and lots of giants.
Dwarves still appear to be "easy mode" with their religon economy on hard difficulties which have high upkeep(2 hardest). Maybe they need to have their golem downgraded to make it harder to expand or something.
I haven't played undead much but at first glance they also seem to be too strong since they get the diseased corpses and an extra hero out of the box.
Another thing I noticed is that the rival enemy, the -100 one, usually asks for peace fairly soon into the game.
There is a lake with forest in it next to the syrian 2nd town.
And then my question is do you still need the warlords 1 map town names?
(Edit)I was gonna get them for you but warlords 3 crashes after about 15 seconds of being up.. Sucky.
(Edit2) I found this. What a find. http://www.heeter.net/warlords/scenarios/Illuria-Original-Map.jpg
Starship May 07, 2006, 05:14 PM Hi Kendric,
Thanks for the screenshot tip. I posted some on the first page.
I'll be tweaking here and there over the next week or so.
Dwarves - You may be right. They're hard to peg down. I will consider downgrading the stone golem into a super defender only, and maybe replacing with a slayer if that isn't enough to slow them down. I've also been considering switching gold and stone map wide. That would make stone a dwarf thing, and gold an intersection resource....
Sirians - They playtest well, and I am hesitant to change them up much since they do well, and are intended to be scrunched up. What do you think of one mercenary instead of two horsemen?
Undead are more difficult than they appear. I assure you. The only thing that saves them sometimes is the immoral wizard Bane. It can take them a long time to get out of their hole. Try them out a couple of times, and let me know any specifics you think might need to be nailed down.
I'll clear up the forest/lake issue.
Thanks again for the map. I like my map for now, but I will be going to a huge map that is a little more accurate to the original when/if we get quest sites.
I will also be using the info you provided to rename the cities in the next update.
Diplomacy. I don't want to set always war. I am ok with them suing for peace quickly...at least the history is there to hopefully set up the next war. Faction rivals, in playtesting, do in fact seem to go after each other with regularity. I've even seen the elves and giants stay at war early on till dominance is decided.
Bheleu21 May 09, 2006, 11:08 AM HI Ppl
We tested the map in Multiplayer (new and old one).
The new one got a bit unbalanced. The main problem are the very strong beginning Units. As the AI is thumb like a nut, you just have to kill his 2-3 beginning "heros" and after that he is absolutly helpless. We dominated the World with 2 or 3 heros Units ...:lol:
On the other hand, if someone looses his 2 beginning hero Units, he is absolutly chancles to ever get a city (warrior/drown/elvenarcher against x-bow and longbowman).
So our conclusion is, if you take care on your beginning Units it is ultra easy to destroy 3-5 Civis with 2 UNits. If you loose them, you wont get more than 2 Citys at all.
Suggestion, downgrade barbarian Defenders to Archers and the beginning Herounits to Something with Str3-4 (with all the Boni they will becomme Strong enough!)
So, even if you loose your heros, you have a chance to get Axeman and are not out of game / you wont dominate the world with 2 Units.
Best regards :king:
Bheleu
/we played at Prince level
Starship May 09, 2006, 01:25 PM Hi Bheleu - Thanks for the very useful feedback. I am close to a release of a new update in the next day or so, and I will incorporate your suggestions.
So far I've renamed all cities per the map supplied by Kendric. Some were difficult to read, and my map is slightly different, but the names are there.
I've downgraded the dwarves another notch, and switched their resource to stone, and all world gold to where stone was.
I've cleaned up the Sirian water/tree issue.
I've also given the Sirians a settler, the only settler in the game, to help them a little. Also provided a good location, but that's up to the player.
The last thing left is a rebalance along the lines that Bheleu suggested.
I'm also considering taking away the starting war for elves and giants bc it seems that one dominates too early leaving a power void. The juggernaut that comes out is too powerful too early.
Looking forward to 2.0, which I think will really make this scenario something special.
Starship May 10, 2006, 12:57 AM What's new with Battlefield Illuria: Classic Warlords FFH....
It's now 1.2!
Alot has gone into 1.2 to make this by far the best release.
First off all cities, with a few exceptions, are guarded by 2 str 3 defenders.
Second, all players starting armies and heroes have been significantly reduced in power or eliminated.
Yes there are a lot of wandering nasties, but they are all set to animal excepting a few raiders, and the emperor demon has been removed. (After playtesting Bane, he was just too much.)
The Sirian river trees have been removed.
All cities have been renamed as closely as possible to the original map names.
Sirians have been given the one and only settler in the game, and three choices resource wise on where to put him.
The Dwarven lake city has been demolished. I realized when I was naming the cities that there was about one too many in the North, so this was the one to go, better strategic separation.
A big thank you to the FFH team, and to everyone who has left feedback. It has helped immensely in creating what I hope is a pretty polished and well balanced scenario. It started pretty rough, but has cleaned up pretty well. This will probably be my last release for ffh 1.0 series, as 2.0 is on the horizon. Very exciting. I am looking forward to an awesome ffh 2.0 release for this scenario sometime in the coming months, and hope everyone that has chipped in to help a great 1.0 will help the next time around.
Chalid May 10, 2006, 03:37 AM A big thank you to the FFH team, and to everyone who has left feedback. It has helped immensely in creating what I hope is a pretty polished and well balanced scenario. It started pretty rough, but has cleaned up pretty well. This will probably be my last release for ffh 1.0 series, as 2.0 is on the horizon. Very exciting. I am looking forward to an awesome ffh 2.0 release for this scenario sometime in the coming months, and hope everyone that has chipped in to help a great 1.0 will help the next time around.
I would advise to stick to FfH 1.0 for at least some month as you will not be able to play a game of FfH2 for more than few hundred turns yet. :(
The other thing is the development speed. As soon as you have a new scenario out there will be new features that completely destroy your precious balance. Keep in mind that we, for example, have not even begun to rework the tech tree and a really big list of things is still missing.
So i think you will have a lot of time, till a really enjoyable version of FfH - Light is available.
Starship May 10, 2006, 09:13 AM Hi Chalid,
I won't be releasing for 2.0, until sometime around "Ice." Which I am to understand is probably 2-4 mos away. In the meantime I think I am going to work on my modding skills a bit, actually play a few games of Civ4 (it seems like a while), and maybe work on another scenario...which I haven't decided on yet. Thanks for the reply.
Battlefield Illuria 2.0 will be a complete rework from the ground up on a huge map, and with all the great things that you guys are doing with FFH...I am really looking forward to it.
Frozen-Vomit May 10, 2006, 10:03 AM Your getting out updates faster than i can actually finish one game :)
Kael May 10, 2006, 03:20 PM Hi Chalid,
I won't be releasing for 2.0, until sometime around "Ice." Which I am to understand is probably 2-4 mos away.
There is no ETA on "Ice" (let alone "Fire" or "Shadow").
Starship May 10, 2006, 04:04 PM Hi Kael,
Like I said originally, in the coming months. Sorry for the misinterpretation, no actual eta or date was meant to be implied.
Bheleu21 May 10, 2006, 04:55 PM Hi Starship.
First of all, with the downgrading of the starting units, we had a very interesting game today!
My Hero died relatively early in the game. It was no real big deal because I immediately researched Axeman and had so a good Chance to grab some cities.
Impressions:
Barbarian/Enemy cities are not that easy to take. Mainly because of walls, guarded by archers. This makes it not that easy to capture many cities fast. Thus giving the AI a good chance to grab some cities to.
-> Very interesting to play, far more challenging (interesting) than before! :)
Especially war was far more interesting, because the walled cities where a match for the heroes. So there was no “walkthrough” through the enemy and opponent heroes posed a real threat.
So I made peace with my enemy to get the key strategic positions (very good placed, Map is very interesting with this tactical element!) and then re-launched war.
For us the AI-level was set to easy. If we remember right AIs are normally at noble level, there the get more production/science and are so more of a match (we played at monarch level).
(The lesser the AI level, the stronger the AI is in the game (settler = strongest / Deity = weakest))
Perhaps one thing, Bane is able to build his hero with his starting religion, so he has a good chance to get soon a STR7 Hero. (perhaps increasing the prod.cost for him could solve the problem)
Overall a VERY good map, and now challenging and very interesting, especially in multiplayer modus.
Good work Starship!! :D
Best regards
Bheleu
Starship May 11, 2006, 09:25 AM Hi Bheleu21,
Yep. Your suggestions really helped out, and I think we really have a much more playable scenario.
When I playtested myself....at least 6 or 7 times to turn 150...I saw a slow but pretty even spread rate, and low mortality among the player civs...just what I was looking for.
The AI should be set by default to prince, one above the average noble, but can be set any way you like of course.
Bane doesn't start with any unit that has the hero promotion, just the three skeletons w/immortal (they each get one free death) So I don't mind him picking up Rosier. The Sirians, Elves, and Dwarves also get early heroes. Play them a few times, and if it really is too much....I will see if I can bump up Rosier's initial cost.
Thanks
Starship
Broken Hawk May 11, 2006, 03:27 PM Excellent scenario for FfH. What a way to ruin my productivity.
Starship May 11, 2006, 04:23 PM Broken Hawk - Glad you are enjoying it. Let me know how it goes, and if you have any suggestions.
Bheleu21 - I playtested Bane to turn 300, and I've decided they need a little retouching. As you suggested. I think I will take away the immortal promotions, and put diseased corpses in two more cities. Even with Rosier expansion will be difficult into the desert area, and at the choke points. I also think the dwarven soldiers need a slight bump up, they keep underperforming. I'll give their starting warriors a +20% strength.
Bheleu21 May 11, 2006, 07:02 PM We didnt had a chance to test the dwarfs till now.
(mainly because the temples are far to powerfull with +3 Gold, so its a bit booring to play them)
I tested Orks today.
I found the city in the eastern corner, defended by the warelephants. Any special reason why this city is guarded by two Str 14 Units?
Behind this city is the only iron supply I saw for the Orks, so this city is quite vital for the orks.
(I fought them down with a lot of axemans. I guess the AI will never get them down and so never get the iron = maceman (but only a guess))
Overall, orks got no religion (so no one-time-money-boost for the temple) but got a very good starting unit (axeman with 3 times city attack are quite formidable). Mining (marketplaces) at the beginning is useful to, especially at emperor level.
Are the pirate galleys consciously set? The only thing they do is killing the workboats (I hate them for that ^^)
Anyway, I think the orcs are quite nice and interesting to play. And once more, the strategic defence possibilities give the player a chance to stand against a far stronger opponent. I like that :)
As soon as we test it more, we will give you any feedback we have.
Overall the Map develops very interesting (good) :)
Starship May 11, 2006, 10:47 PM Hi Bheleu21,
I tweaked the scenario a bit, and there is a new 1.2 link. I kept the name the same b/c it's not really a new version. It is a new link though, with tweaks here and there....a few extra road blocks for Bane and others, an extra promotion here and there for those that seem to need it...also AI level was raised to Noble (noble?...reverse thing has me confused...It should be slightly more difficult in general now. Hopefully.)
I like the galleys being annoying, it forces the AI to build a navy, and maybe even move troops.
Orks...thanks for the feedback. Yes they are lowly creatures, but they do get a good choice of religions. (Bane, Order, Leaves, maybe even Kilmorph) I also like the corner elephants being tough. It's the only place on the map to get ivory. Also there are four opportune locations for orks to pick up iron....near the wastes, at the river interlock, just N of the Elf/Sirian start, also citadels of fire & Ice there should be some, and the elephant city...all should have accessible iron...their best bet is the river interlock or the wastes for iron. I actually tried to make it pretty accessible for them.
Chalid May 12, 2006, 02:37 AM Noble is more easy than Prince... Its not reverse.. someone missunderstood something there.
The only thing that could make Noble harder is that the Barbariens get stronger too (on Prince) so they might beat the AIs - and therfore making the game easier.
Bheleu21 May 12, 2006, 04:25 AM Noble is more easy than Prince... Its not reverse.. someone missunderstood something there.
The only thing that could make Noble harder is that the barbarians get stronger too (on Prince) so they might beat the AIs - and therefore making the game easier.
Noble is more easy for a player than prince level.
If an AI is set to prince, emperor, and higher, he gets the same production, research penalties every player gets. If you want strong AIs, put them at settler level and you will be flooded by his armies ^^
Lets say, the higher the AI level is set, the weaker he is :lol:
Starship May 12, 2006, 01:20 PM Ok. I think you are both right.
AI settler-noble-deity....easiest to hardest for that AI player...so the easier the handicap for the AI player...the stronger the opponent he is b/c of an easier handicap, and thus a more formidable human opponent.
By that rationale...I will bump the AI one down from noble, and suggest the player should set the difficulty to at least Prince.
Starship May 14, 2006, 12:32 PM Hello
I posted a new link to Battlefield Illuria 1.2r. It's a few final retweaks. I've had some time this past week to actually play a few games through, and I made a couple of changes for general balance. Enjoy.
Note: AI starts at NOBLE, I recommend playing at Prince or Monarch, you will get a much better game.
Landmonitor May 16, 2006, 01:03 AM I just played through most of a 1.2 game with the Grey Dwarves, and its really good. This is one deadly map. I can't wait to give it a shot multi player; my choice will be made based on my friend's pick... I hope its Sirians vs. Bane.
It is a lot better without the "hero" tier 2 unit, since after about 10 turns you can get city attack 3 on your "hero" and then he can take cities no problem, but it slows the initial expansion a little.
Starship May 16, 2006, 11:55 AM I'm playing a game with the dwarves as well...what's crazy is that rushing the city attack never crossed my mind. I take my dwarves and rush the surrounding hill tiles of the opposing city, take out any animals for easy xp, and eventually the ai will decide to attack. Once the slip is made, I sacrifice a warrior, and take the city with the hero. I'm more of a builder/counter attacker. The dwarves are my favorite.
Also...use 1.2r for your Sirian/Bane game...The corner elephants have been removed b/c they rampaged the Sirians a couple of times. (Even on city defense ai setting?)
I think it will be a while before ffh2 is stable enough to do big scenarios, but it should be something. Lets face it. I'm a sales guy, and don't know anything about modding. I think scenarios are something that anyone can do, and I think this scenario with ffh 2.0 is going to be crazy. Dragons raiding navies will be back. I have a lot of hope for the Griggori hero, that can follow all upgrade paths...a few new faces on him for the other races and we have a perfect starting hero. I'm going to try to learn some basic things first...how to maybe make the diseased corpses a little more expensive/ maybe the early heroes as well...maybe make some swamp tiles...Looking forward to it though.
Let me know how the Sirians v Bane goes. The one concern I have about this scenario is that Bane and the Sirians come up pretty good. Early heros, diseased corpses and what not...They playtest well for the AI, but at a human level they're very advantageous...I think you will find concerted defense in the mid game, but a viable road for the Sirians and Bane is early explosive power.
Landmonitor May 17, 2006, 11:32 PM I'll make sure to use 1.2r for that game. However, with the same guy we are in the 1700's of a game of Vanilla Civ IV, so that will probably go two more weeks. I've told him a lot about this one and we're looking forward to it, but we have a finish-the-current-game-first policy. Also, he's never played the industrial revolution era before, so this is all new to him anyway.
Also, if Bane and Sirians are pretty strong, that's fine, since the AI civs are just there to give us something to do while we work towards getting ready to kill each other!
Anyway, that's enough for now, time to stop talking about playing civ and actually play some civ!
SilverKnight May 18, 2006, 02:20 PM You ROCK!!! :D Will try soon, very soon! :thumbsup:
SilverKnight
sidamos May 20, 2006, 12:48 PM pleeeeeeeeese do a version for FFH II, pleeeeeeeeeeeese
since your mod came out, i havent stopped playing it, and a "normal", random map now looks boring to me....
:rolleyes:
Bheleu21 May 20, 2006, 01:50 PM I 100% agree !
I dont care if I know a map by heart, but random maps are such a ..... booring.... :mad:
We all hope you convert ffh 2 for your map. Just starting points with the possibility to build settlers would be great. For your work we all promise to test your future maps as long as you wish :D
Best regards, looking forward for your comming maps!
Bheleu
Starship May 22, 2006, 10:31 AM I will be doing several scenarios for FfHII....My general plan is to update Battlefield Illuria when the Fire release has the bugs out, but the culmination won't come until much later.
In the meantime...I have been thinking of building a few maps for future scenarios, and I guess I could just slap the starting points on them for you guys.
Also I will be going to a huge map for this scenario in the near future, that's going to take a lot of work. It will be worth it though with some of the new things that are coming.
sidamos May 22, 2006, 11:02 AM even if only the starting positions where implemented for now, it would be very much apreciated!
I tried doing it on my own, replacing the existing leaders and civs, but then the game would hang while loading at 25%... wierd... :hmm:
And you can be sure that your next version of Warlords will be very eagerly awaited by Bheleu and me!!
......jeez, sometimes i wonder what went wrong in my life; here i am 32 years old and waiting impatiently for a new civ map.... :eek: :lol:
regards,
sid
Landmonitor May 22, 2006, 11:57 AM For the Huge Map are you going to orient it N/S like in Warlords? Also, I think the Rivers that separate the Elves/Giants/Sirians from the Orcs/Bane and the Elves/Giants/Sirians from Dwarves/Horselords/Selentines should be freshwater channels, while the N/S river west of Elvallie should be a Civ "river" like usual. That's another thing, there's a general lack of rivers in the Warlords Illuria map... althoguh with all the resources thrown around this probably won't matter too much.
Also, I think substituting desert for swamp works both in funcitonality (except for it not slowing down units enough) and for looks. Maybe there'll be swamps in the expansion... isn't that what they did with Civ III?
Starship May 22, 2006, 01:12 PM Hi LM,
Yes I definitely would like the N/S orientation to be correct if possible. I would also like some of the current rivers on the map to be true rivers. This is a slight problem though b/c ships can't travel rivers. This is more of a problem with the main N/S river that separates Bane & the Orcs, so that will probably stay. The elven river will be going to a true river though, and I will try to incorporate a few more....I'm going to try to be as true to the map in Kendric's post as I can get...but make it better w/ the things Civ 4 offers.
Also, I can't wait for swamps. Deserts are a decent substitution but they aren't great. I actually thought about putting all forest there, but it doesn't look good. I'm not counting on swamps being in the XP. I'm going to try to make one, or have someone make the tile. Then I'm going to beg Kael to put it in.
Here's the deal. I don't want to make a mod...I want to use Kael's engine primarily...It's better than anything that I can do...Some of the suggestions you had originally would have required me to change Kael's mod, making a quasi different mod, and that would just be annoying...I'm hoping with FfHII editor it will be easy to make some of the units a little more expensive....Valin, Rosier, diseased corpses...Which is one of my nitpicks about the current version...
PurpleTurtle May 24, 2006, 01:26 AM I have no idea if this matters a whit, but you do realize basically all of the names of your characters come directly from the Age of Wonders series?
Landmonitor May 24, 2006, 08:17 PM Starship,
Yeah, I agree that not fiddling with the actual mechanics of FFH is a good idea. This is also finished in my opinion, and doesn't need to be tweaked more. Its really cool how the area between Selentines and Bane is still kind of a barren area. You captured that feeling well!
Now I'm going to go play this game.
fallador May 25, 2006, 04:34 AM Wow, this is a great map you've made. I thought you might be interested in what happened in one of my last games. First a fully upgraded Orthus randomly appeared next to Dhar-Kossis at around turn 130 when i was playing as the dwarves. Also, I think that if its possible you should disable barbarian cities spawning since I just had one appear in a really useless spot and it can't be razed
Starship May 25, 2006, 11:46 AM Purple Turtle - I think the fantasy civ pack by Harbaal for FfH1 used the AOW graphics and names for leaders. Loved that game by the way, it was basically next gen Warlords. I just used what Kael had in his mod, and tried to bring a little flavor w/ the first post.
LM - Thanks for the compliment, and I feel the same way. This version plays really well, and it was really b/c of feedback from people such as yourself that I was able to get it to a polished level quickly.
Thanks Fallador, I hope you have some fun with it. Orthus can be nasty that's for sure. It's crazy that he made it up that far to Dhar Khosis...Maybe a duplicate is still spawning? I never considered the barbarian city spawning issue...I'll need to consider how to fix that. In the mean time, go ahead and allow city razing...that's the way it was in the original anyway. Just go to play custom scenario under single player, and click off the city razing check.
I think in the future I'll have two versions. Starting points only w/settling option, and then one like the current version.
fallador May 26, 2006, 02:45 AM I'm pretty sure Orthus didn't move to Dhar-Khosis since I had the city north of it and could see quite far too the east. Also, no barbarian cities were anywhere close to that are, they were only in the top-right and bottom-left corner. And it couldn't have spawned there since it was fully promoted. Oh, and I'm not sure if it was a one off but in my latest game the dwarves were really weak, they only had 3 cities the whole game.
surferjmb7 May 27, 2006, 07:49 PM i hardly ever play scenarios but now i have not played anything else for 2 weeks ( i'm disabled with a lot of time to play)AWESOME!!!! tthanks!!
Starship May 30, 2006, 01:59 PM surferjmb7 - I'm really glad that you like it, and with every thing going into FfHII....Well it's only going to get better.
This scenario is my pet project, I love to play it endlessly, and it will always come first. I can't wait till FfHII gets the kinks out...for this scenario, and b/c I have lots of great ideas for other scenarios as well.
strategyonly Jun 11, 2006, 02:58 PM i tried to edit some of your ideas using Civ4MapGenerator and here is what it said?
Could not convert 'GAMEOPTION_NO_SETTLERS' into a Civ4EditorModel.Wbs.Civ4Info
Exception
at Civ4EditorModel.Wbs.Persist.LineItemContainerAdapt er`1.Load(Civ4PersistenceLoadContext loadContext, IConcept concept)
at Civ4EditorModel.Wbs.Persist.Civ4Persistence`1.Load (PersistenceLoadContext persistenceContext, C concept)
at Civ4EditorModel.Persist.EmbeddedConceptAdapter`1.L oad(Civ4PersistenceLoadContext loadContext, IConcept concept)
at Civ4EditorModel.Wbs.Persist.Civ4Persistence`1.Load (PersistenceLoadContext persistenceContext, C concept)
at Civ4EditorModel.Wbs.Persist.Civ4Persistence`1.Load (Stream stream, C concept, PersistenceTypeConverter converter, ProgressHost progressHost)
at Civ4EditorModel.Wbs.Persist.Civ4Persistence`1.Load (String file, C concept, PersistenceTypeConverter converter, ProgressHost progressHost)
at Civ4MapGenerator.Wbs.WorldBuilderSave.Load(String file, ProgressHost progressHost)
at Civ4MapGenerator.LoadScreen.DoLoad(Object param)
at Civ4MapGenerator.TaskScreen.RunThread(Object host)
If any of this makes any sense???
Starship Jun 12, 2006, 11:12 AM strategeyonly - That tag was done by Kael and the FfH team...I imagine you would have to find a way to take the no setter option into vanilla. Then it would be an option for all games created with the world builder. That's my guess. I'm not much of a programmer. For a more accurate answer PM one of the FfH guys, or post in the FfH forum. I hope that helps.
Broken Hawk Jun 12, 2006, 11:41 AM Hi Starship,
I want to compliment you on an excellent scenario.
One thing that makes it special is the map. I must say it is the best one I have ever played on. No exaggeration, I've been playing since Civ I came out. What sets it apart in my mind are the navigable rivers, the mountain surrounded enclaves and the placement of resources.
On a side note, I hope Kael & company come back and clean up a few things in FfH 1 to make the experience even more enjoyable. For example, you can build roads on ocean tiles, some of the music doesn't match the leaders on their popup screens and some of the event messages in the upper left hand corner of the screen don't match the theme of FfH. Oh well, maybe I'm too much of a perfectionist. Maybe I should "try" to do it myself.
Have fun,
Broken Hawk
Broken Hawk Jun 12, 2006, 11:45 AM i hardly ever play scenarios but now i have not played anything else for 2 weeks ( i'm disabled with a lot of time to play)AWESOME!!!! tthanks!!
I'm disabled, ventilator dependent quadriplegia, and DON'T have a lot of time to play. I'm jealous.:lol:
Starship Jun 12, 2006, 09:30 PM Thank you for your compliment Broken Hawk. I hope you enjoy it. I really enjoyed putting it together, and it's the closest I've ever come to "modding." I'm looking forward to making some more maps, a new version of this scenario ffhII, and a few other FfH scenarios. I'd especially love a werewolf scenario, and a kind of WWII late FfH II scenario (maybe with a converted Euro map even.) I've also always wanted to do an Assyrian/Egyptian invasion scenario for TAM, and a host of other fantasy scenarios. My trouble is that I am currently very short on freetime in large amounts, and that some of these mods develop so quickly that making scenarios has to wait for stability. My next two projects are to convert my original map into starting points only with settlers for FfHII, and also to make a new generic fantasy map. The only thing that I know for sure I can carry from mod change to mod change is the map. So that's what I'm gonna work on over the next 30-60 days. When I get them out let me know what you think. I'm going to try to incorporate some of the ideas that I used on this map as far as terrain placement, and regionalized resources.
strategyonly Jun 13, 2006, 01:16 AM I wanted to be the first one on here today (my Birthday), and say this is a great Map, keep up the good work.
Starship Jun 13, 2006, 03:55 PM Happy Bday!! :)
strategyonly Jun 13, 2006, 04:41 PM Hope you dont mind but i got the Classic Warlords Map to work with FfH2, like i said work no changes to it have been made, just thought i'd let you know?:D
Starship Jun 13, 2006, 05:24 PM No. That's awesome! Please go ahead and post it here, or in the FfH forum, or both...Thank you. It was going to take me awhile to do that bc I wanted to build another map first.
strategyonly Jun 13, 2006, 06:52 PM No. That's awesome! Please go ahead and post it here, or in the FfH forum, or both...Thank you. It was going to take me awhile to do that bc I wanted to build another map first.
NEED people to check this out and see if it works OK with FfH2, thx.:confused:
Redid the names of people also. Good to use with CUSTOM SCENARIO and at least 9 to 12 units. This way you pick the people who you want to play against. Have a nice time.
Starship Jun 14, 2006, 08:38 AM Excellent! I will be giving it a go this afternoon. I made a note at the top of the first page directing people to your download. Did you erase the cities, and/or just go with starting units? Just curious. Thanks again.
strategyonly Jun 14, 2006, 09:42 AM Some cases, but the new mod (FfH2) overrides anything there and like i said above its better to play whom you want and whom against in the CUSTOM SCENARIO area.
I still have not found a good map editor?? The BMP to WBS is to confusing for me. And the Atlas one will not let you open an already premade one.
I am just a starter.
EDIT Is there anyone at all using this??
sypher_aka Jul 01, 2006, 08:38 PM Some cases, but the new mod (FfH2) overrides anything there and like i said above its better to play whom you want and whom against in the CUSTOM SCENARIO area.
I still have not found a good map editor?? The BMP to WBS is to confusing for me. And the Atlas one will not let you open an already premade one.
I am just a starter.
EDIT Is there anyone at all using this??
Got the map to open in FFH2 had to change the mods path in note pad for it to work with the current version ( was set to V.12 ).
The starting locations are messed up and the barb citys have all been razed but i can fix that in world builder easy enough by comparing the original map version with this current one. I think you can fix the starting positions in note pad as well by comparing the two ... just alot of cut and paste and renaming the civs ... depends if you want the map as a free for all or a team vs team ... think free for all would be better right now whoam knows any ways
but yeah it works, thanks for putting the time in :goodjob:
strategyonly Jul 02, 2006, 03:19 AM Completely redoing it as i type here, thx for the comments. anyone else??? put a request in and i will see if i can do it (maybe / maybe not, LOL).
Also check these out, thx.
http://forums.civfanatics.com/showthread.php?t=174861
strategyonly Jul 02, 2006, 02:29 PM I believe i have corrected some things here and i have changed it around completely, I have TWO non-playable units also, one "good" and one "evil." You will not see that in anyother scenario's. Its in thread # 3.
http://forums.civfanatics.com/showthread.php?p=4182718#post4182718
Landmonitor Jul 03, 2006, 01:40 PM I've shifted back to playing normal Civ IV (I really missed the industrial age), but when this is cleared up and tweaked for FFH2, I'll be sure to give it another shot.
strategyonly Jul 06, 2006, 04:23 PM I just made a complete remake of this map for ANYONE to use, with ANY mod.
No placing of units on it, no extra resources then what was there to begin with, just what you want and whom you want to play against. It is a CLEAN install of the original map with nothing there but you against them.:cool:
Like i said ANY mod can use it.
http://forums.civfanatics.com/showthread.php?t=174861
|
|