View Full Version : Svartalfar Mod


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Sureshot
Nov 16, 2006, 04:25 PM
First two posts are edited with some frequency.
Fall from Heaven 2 0.23c Fire Phase Modmod:
Surefire Modmod 0.23c1 (http://forums.civfanatics.com/downloads.php?do=file&id=9476) (most recent version for 0.23c Fire phase; contains Svartalfar as a playable civilization with unique graphics for their units)


Fall from Heaven 2 0.16J Light Phase:

Sureshot Complete ModMod 1.46J (http://forums.civfanatics.com/uploads/82959/AssetsSCMM1.46J.rar) (just unzip this file into the FFH mod folder, for best results use with patch J)
Translation for French versions (thanks to Keldan!)
Fixed for Spanish/German/Italian (not translated, but proper english names for units)

This mod includes the following main features:
Svartalfar Unit set 1.1J (http://forums.civfanatics.com/uploads/82959/AssetsDEO1.1J.rar) (click for Dark Elf Only Mod 1.1J without any of the other parts for those who only want the new dark elf units, made for patch J)
Calabim Recon Unit set
Terraforming/Terrain set
General & Balance set
Tech Tree Reworking set 1.1J (http://forums.civfanatics.com/uploads/82959/AssetsTechTreeOnly1.1J.rar) (click for the tech tree only set)
If you want a set by itself let me know and I'll try to accomodate.


Svartalfar Unit Set

Unique Units for (visual and stats):
Warrior, Axeman, Maceman, Immortal, Berserker
Scout, Hunter, Ranger, Beastmaster, Assassin, Shadow
Horse Archer, Knight
Adept, Mage, Archmage, Conjurer, Summoner, Lich
Settler, Worker
Prophet
Extra Hero at Fanaticism

Hunters moved to Tracking, generally units have -25% city defense over normal, -50% city strength for recon units, units have +1 first strike and elf promotion. Workers are like Ljosalfar workers but called Elven Slaves and can be upgraded to Elven Horsemen (and SNAITM). Prophet UU are invisible.

Palace Change
Mana's switched to Death, Fire, Nature

Faeryl's traits changed to Arcane/Raiders since Hidden does nothing currently.


Calabim Recon Unit set

Unique Units for (visual and stats):
Scout, Hunter, Ranger, Beastmaster, Assassin, Shadow

From Hunter onward the Calabim units have Vampirism, but require Governors Manors to be built (so Code of Laws tech as well), and hunters are moved back to Tracking. Assassins upped to 5 strength. Names gotten from this Vampire Types webpage (http://lizabets-vault.com/vamptypes.html).

Palace Change
Earth Mana switched to Death


Terraforming/Terrain set

Unique Units added (can be completely automated to terraform land):
Springer (requires mage guild, water mana, and Knowledge of Ether tech)
-can build Spring improvement, which turns deserts into plains (including on oasis and floodplains)
Scorcher (requires mage guild, fire mana, and Knowledge of Ether tech)
-can build Scorch improvement, which turns tundra into plains and ice into desert
Vitalizer (requires grove, nature mana, and Commune with Nature tech)
-can build Vitalize improvement, which turns plains into grassland forests

Spell Changes
Bloom
-Can be used on top of improvements, destroys improvements
Tsunami
-lowers terrain in stages: Peaks to Hills Tundra, Hills to Flatlands, Flatlands to Water; doesn't work on cities until city is destroyed, reduces city population by 2 until city is destroyed
Raise Earth (new Earth 3 sorcery spell)
-same as Tsunami but reverse: Ocean to Flatlands Desert, Flatlands to Hills, Hills to Peaks; reduces city population by 1 until city is destroyed
Freeze spell (Water 2 spell)
-Turns deserts/plains into snow/tundra (respectively)
Mineralize spell (Earth 2 spell)
-Turns grasslands into plains

Terrain Changes
Oasis gets +10% defense modifier, can be built on
Floodplains get -20% def, costs 2 movement
Tundra gets +10% defense modifier, costs 2 movement
Ice gets +25% defense modifer, costs 3 movement


General & Balance set

Improvements

Fort changes
Fort improves Sentry towers for +1 happiness and some yields
+100% defense and can be built on forests.

Plantation (buildable on grasslands)
+2 commerce
chance to find bananas, dye, sugar
Orc plantations can be built on jungles, as can Orc mines

Quarries (buildable on hills and deserts)
+1 production
+1 commerce
-1 food
chance to find marble and stone

Orc/Doviello cottages buildable on jungles/tundra (respectively)
stage 1 gives:
+1 food
stage 2 gives:
+1 food, +1 production
stage 3 gives:
+1 food, +2 production, +1 commerce
stage 4 gives:
+2 food, +2 production, +1 commerce

Lanun Coastal Cottages
gains and growth are same as normal cottages, but these are made by workboats (which are consumed in the process)

Fishing boats can be built on any coastal squares for +1 commerce and chance to find sea resourcees

Pastures can be built on any grassland/plains with 1 production and 1 food (i.e. plains flatlands and grassland hills)
+1 food, -1 production, chance to find animals

Camps can be built on tundra flatlands for +1 commerce, chance to find deer and furs

Barrows & Ruins give some gold when destroyed. City Ruins turn into Barrows if worked.

Promotions

Orc promotion gives double movement and +10% def/att in jungles
Dwarf promotion gives double movement and +15% def on hills

Snowman 1 (available with Crafting)
+50/30% def on tundra/snow, double movement on tundra
Snowman 2 (available with Iron Working)
+50/70% def on tundra/snow, double movement on snow
Sandman 1 (available with Horseback Riding)
+40/50/50% def/att on desert/floodplains/oasis, double movement on floodplains/oasis
Sandman 2 (available with Domesticate Camels)
+60/50/50% def/att on desert/floodplains/oasis, double movement on desert

random chance of religious promotions to units built in a city with said religions
religious promos acting like loyalty and disloyalty based on state religion, and allowing conversion to those more faithful
Runes promo gives +15% hills defense
Leaves promo gives +10% att/def in forests/ancient forests
Order promo gives +15% vs demons
Ashen promo gives +15% city attack
Octo promo gives +10% att/def in jungles

Arcane units can get Empower promotions instead of Combat promotions, which are the same except in that empower only grants +10% strength per promotion and no healing benefits.

Barbarians

Lich King - 6 strength, summoner with death sphere 2 barbarian hero, released with the Liches Tomb wonder.

Raider King - 4 strength, fast movement barbarian horseman hero (hidden nationality with 100% conversion if beaten), released with the Great Zoo wonder.

Typhoid Mary - 6 strength barbarian unit with summon Plague Skelette ability, released with the Twisted Laboratory wonder.

Shadowwolf - 21 strength animal classed barbarian hero with the Shadow Jump ability, which it uses to teleport out of cultural borders if its ever trapped in such (when killed it gives its killer a Shadow pelt which grants that unit +1 strength and the Shadow Jump ability), released via a project called The Great Hunt.

All werewolves (including the Baron) are hidden nationality, giving ravenous werewolves 10% conversion rate (to make it more likely to spread across civs and barbs)

Buildings

Liches Tomb wonder (available with Necromancy)
provides 2 death mana, +1 Prophet point

Twisted Laboratory wonder (available with Alchemy)
+25% science rate, +1 unheathiness, +2 great Sage point, Gunpowder

Great Zoo wonder (available with Horseback riding)
provides Horse, Deer, and Ivory, +1 great merchant point

The Great Hunt project (available with Stirrups)
releases the Shadowwolf

Units

Rith - shapeshifting hero, can initially shapeshift into a wolf, as he gains Combat promotions he can shift into better animals.

Mercurian (Unique Unit for Mercurians that replaces Warrior)
2 strength, 1 move, free promotion Demon Slaying, can upgrade to order disciples

Avenger (Unique Unit for Mercurians that replaces Axeman)
4 strength, 1 move, free promotion Demon Slaying, can upgrade to crusaders

Basium gained Demon Slaying 1 & 2

Hippus and Svartalfar Horse Archers can demount to Longbowmen and vice versa. Switching must take place in a city that has the ability to create the unit the unit is switching to.

Hippus Warriors can upgrade to Raiders, Hippus Archers can upgrade to Brigands.

Bard (requires Drama)
3 National Units
3 strength, 2 moves
Channeling (disciple unit, so gains xp slowly)
Spirit I

Civilizations

Svartalfar, Mercurians, Infernal and Illians are all made playable by humans.

Python fixes

Fixes for immortal multiples, extra axes, and werewolf non-spawning


Tech Tree Reworking set (with the help of Chandrasekhar)

All techs from Stirrups onward having tech cost changed, but each requiring another tech (though making armoured cavalry require metal casting instead of mithril).
All hunters requiring Tracking, all recon having -50% city strength.
General tech tree reworking to make it neater and tighter and sectioned.
Best to just check it out, it explains itself better than I can.


Button art was grabbed and formatted mostly from Deviant Art and various game wallpaper sources.
Base models are from seZereth's and AlazkanAssassin's female models.

Sureshot
Nov 16, 2006, 04:26 PM
Image of most of the units:
http://img208.imageshack.us/img208/4882/civ4screenshot0015gw6.jpg (http://img208.imageshack.us/img208/4882/civ4screenshot0015gw6.jpg)

Things I've got ready for next version (...):

...

Things I'm still working on (...):

...

Things I'm Considering Adding:

Spells

spell extensions working on terraforming spells
River and Floodplain spells
OO priest spell Mutation-like turning forests into jungles
Adding several spells around so that each level of each sphere potentially adds multiple new spells
Adding level 1 divine spells

Promotions

Flatland Offense (mounted only)
+40% att on flatlands

Barbarians

Roaming Kraken - several barbarian kraken being added around the world when the OO holy city wonder is created

Planar weakening - several barbarian demons being added around the world when the Ashen Veil holy city wonder is created

Units

A national warrior hero that anyone can get if they win a risky battle, but once 1 at a time.

A building thats created in a city if a barb hero is in it, or a Bard unit, which adds +4 culture and +3 Great Bard points.

More units with the (de)mount ability
Making a new Horseman type available with stirrups for the svartalfar who can mount(on horse resources or cities with stables)/demount, changing back and forth from pikeman to horseman
2 or 3 sets of national units that way as well.

New female combat type, first one available with Drama
main features are that they gain xp like arcane units, but can't learn new spells
Minstrel (requires Monarchy?)
3 National units
5 strength
Channeling
Spirit I (or whatever lets one cast courage)
not sure what else

Skald (requires Arcane Lore?)
3 National Units
9 Strength
Channeling
Spirit I (or whatever lets one cast courage)
not sure what other spells yet


If anyone has any ideas of things to add to this let me know.

Civkid1991
Nov 16, 2006, 04:48 PM
cool :goodjob: i'll add it to the mini-mod page

Khai
Nov 16, 2006, 10:40 PM
I'm excited to try this, thanks for sharing your work.

Keldan
Nov 17, 2006, 01:22 AM
Scorcher (requires mage guild, fire mana, and Knowledge of Ether tech)
-can build Scorch improvement, which turns tundra into plains and ice into desert
Ice => Desert directly ? Or is there a mistake ?

The terraformation spells and the new improvements smell good. I try this.

Sureshot
Nov 17, 2006, 02:00 AM
ya, ice directly to desert.. i had 4 reasons for that, 1) there are such thing as cold deserts, and i take ice to be like such, though i could be way off, 2) i wanted to avoid a ice/tundra terrain mix from turning completely into all plains from just scorchers, 3) i didnt want ice to just be two scorchs away from plains, instead its a scorch and a spring, and 4) ive made ice 2 movement cost, so deserts fit well instead of plains, since deserts are also 2 movement cost.

Jono
Nov 17, 2006, 06:10 AM
Ummm... Death? Consider the negative diplomacy modifier there? (I'm pretty sure this is why none of the civs currently start with it).
Some other comments would be as to why the hell are you changing aspects which have no relation with the Svatalfar (I am all for those changes really, but not everyone is).

Khai
Nov 17, 2006, 11:51 AM
Seeing as this is her mod...Can't change anything she wants? Its a good chance to play around with something different also.

Keldan
Nov 17, 2006, 12:02 PM
Entropy give a negative modifier to diplomacy too, but there is just Infernal Palace which give this resource.
And I think, but I'm not sure, Chaos Mana give a malus too, with some civilizations, and a lot of palace give it.


The point 3 for explanations about scorch effect seems the best one :)

But there's something about the OO priest spell : it's really cool to transform forest to jungle, but how create jungle, to do something like the FoL priest and create jungle empire ? (execpt by leaving forest or jungle grows)

And I have a question about the Lanun coastal cottage : it said to be build on "coastal squares", but is it a land tile near coast tile, or a coast tile ? If it is the second case, how to build it ? With workboat ?

Sureshot
Nov 17, 2006, 01:23 PM
all those havent been implemented, just things im thinking about, but:

Lanun coastals, i got the idea from playing around with cottages, if you place one with the worldbuilder on a coastal tile (water tile next to land) it places little cottages on the land part beside the water, quite cute looking

creating jungles would be nice, but maybe just a mundane (non magic) goblin worker ability could create them, and the spell could change forests to jungles.


about the negative diplomacy modifier, i haven't found it too big a deal so far, and ive played quite a few games.

about the extra things some might not want, all of this was just for playing with a friend of mine and i decided to post it all since its fairly solid right now, but generally i tried to put all the changes i made at the front and modulized of the XML files, both for easy transfer across new patches and so people could grab parts of my mod they wanted with more ease. also, most of what ive done is additions or atleast addition in functionality (bloom now has added functionality) and left other civs the way they are (for instance, only calabim and svartalfar have their hunters moved to tracking, all others are still in hunting).

Good Sauce
Nov 17, 2006, 03:04 PM
I'm very much so in favor of the improvement changes you're considering, most of those are things I thought of doing myself if I knew how/had the patience.
They might be a bit unbalanced though, but that's perfectly fine for an add-on mod. A lack of balance can add alot of fun sometimes.

Sureshot
Nov 17, 2006, 03:12 PM
ya, thats why i moved hunters back to tracking only for the civs i or my friend were playing, to make for more challenge (no more instant hunter rush for early game dominance).

the only thing there im not sure i can do easily are the promotion things, because ive never touched the promotion files. but the improvements should be quite simple (most annoying part would be making a doviello worker and doing all its formations).

Kael
Nov 17, 2006, 04:34 PM
Awesome stuff, I added a link to this thread in the main FfH2 thread. Thanks for doing this Sureshot!

Sureshot
Nov 17, 2006, 04:42 PM
Glad to do it :p

Maniac
Nov 17, 2006, 05:12 PM
Can you post pics of the new unit art? :D

Sureshot
Nov 17, 2006, 05:15 PM
first image, ill try to do better heh

http://img206.imageshack.us/img206/8196/civ4screenshot0013tq2.jpg (http://img206.imageshack.us/img206/8196/civ4screenshot0013tq2.jpg)

http://img208.imageshack.us/img208/4882/civ4screenshot0015gw6.jpg (http://img208.imageshack.us/img208/4882/civ4screenshot0015gw6.jpg)

Keldan
Nov 18, 2006, 03:52 AM
Just a detail :
Svartalfar units have +1 first strike chance. But you changed Faeryl Viconia traits "hidden" by "raider", and raider give "commando" promotion, then give +1 first strike chance. So in fact units haven't 0-1 first strike but 1-2 first strike.

Point 2 : Svartalfar workers are called "elven slave". It's a bad idea, because the "elven slave" unit already exists, and this is not the same one.

And there are a lot of problems with adepts : I can't build the Catacomb Libralus wonder, I can't build adept, and scorchers can't scorch plains. Or maybe I misunderstood something...
I will check some details to check these problems.

EDIT : Ok, I think I was tired yesterday... I didn't see the svartalfar adept, and didn't see that Catacomb was already built... sorry :D But my scorcher really do nothing...

steel.stiletto
Nov 18, 2006, 08:53 AM
Your scorcher isn't suppossed to be able to change a plains. The only things that a scorcher can work is ice and tundra. These units aren't meant to be offensive, just to improve land, with the final step being a grass/land forest from a vitalizer. Thus, what more could a scorcher do to improve a grassland?

Keldan
Nov 18, 2006, 02:41 PM
I thought they can transform grasslands to plains, I misunderstood what I read :D Anyway, they do well their job with snow and tundra.
But the springer is useless if the spell "spring" is still avaible, because the spell is faster and don't destroy improvement. Maybe you should change this spell to a "freeze" spell, something changing plains to tundra, or tundra to snow (some reverse effect of the "scortch" spell).

And Svartalfars learn me one thing : now I understand what is the advantage to have 1-2 first strikes :) Their hero are cool, powerful and varied, a nice pawn between Rosier and Mardero.

I don't know if this coming from FfH or your mod (or maybe Civ) but they is some problems in civilopedia : sometimes units or heroes pages are empty, there is just the name and the icon.

EDIT : I played with v1.0. I download v1.1 and will see if civopedia problems still here.

Sureshot
Nov 18, 2006, 03:14 PM
ya, scorchers, springers, and vitalizers can only do beneficial things, and the reason springers are better than the spell is 1 reason alone: they can be automated.

when you only have a few deserts in your city yields, they're not too useful, but when theres a lot of deserts around it can become very tedious to use the spring spell on them all, thats when i tend to build springers, because then i just click "Automate" and then don't have to worry about it.

another thing about those terraformers, i made it so using these three would turn any type of land progressively towards grassland forests, i didnt want to make any of them work backwards in that scheme, or else they might get stuck in loops where one turns A into B, and another one turns B into A. im thinking i'll use spells for degrading land (hopefully larger area spell effects as well, currently its usually not worth using scorch or the fallout spell because of the tedium of doing so many tiles).

changing the spell could work, though id rather just add functionality to the spell, or make new spells.

as of yet i haven't done the scorch spell affecting grasslands or tundra/ice.

seZereth
Nov 18, 2006, 03:18 PM
great work sureshot! sorry that i didnt help you with the units. i actually would have created some more units, but i thought it would be better to wait with that until the svartalfar are fleshed out in shadow, so i can design some stuff that fits the context. And seeing the effect of a svartalfar "army" on your screenshot, i am really looking forward to get my hands on the design work ;) .... unfortunately "fire" is next :P but your stuff is great, so waiting wont be hard :)

Sureshot
Nov 18, 2006, 03:25 PM
thanks :p i couldnt wait for shadow to play the svartalfar heh, and it was fun to work on this

onedreamer
Nov 20, 2006, 06:07 AM
Well since I like Svartalfar I'm surely gonna try this mod. Some things I would like to comment even before though:

- Why changing Svartalfar's mana from Chaos to Death ? I didn't find anything in their background justifying this choice.
- Why an extra hero ?
- Wouldn't it be better Aggressive trait + free first strike ?

About Calabim:

- I'd also change their Law mana, seeing at how that is much better suited for Good civs (for example Law Bringer). I'd give Calabim: Death, Body and Spirit.

About Terraforming:

I think terraforming is one of the features of FFH that makes the human player much overpowered compared to the AI, especially when you play a map such as Highlands, which IMHO is the best for this mod. The reason is simply that the AI doesn't do terraforming, does the introduction of this automated units help with this ? If so, then I'd list this as their best feature ;)

Sureshot
Nov 20, 2006, 06:21 AM
I seem to recall Svartalfar being typed as assassins and necromancers, so thats why I gave them death mana (the reason they or no other civ starts with death is said to be the negative diplomacy modifiers, but i haven't found those to be game breaking).

The AI should be able to use the terraforming (you can automate your own workers and they do the job perfectly) but I've yet to see the AI's use them, so there might be AI code that would have to be tampered with to get it to work.

The reason for the extra hero was because I didn't realize they had a hero until recently, and I wanted a female hero for them.

I chose Raiders because it's my preference over Aggressive, and for the time being its a placeholder trait.

As for the Calabim and Law, there are such things are Lawful Evil and I've heard it debated before so I felt it fit better than Earth (Body was definately staying because Haste just suits vampires so well).

daladinn
Nov 20, 2006, 06:39 AM
ok , have yet to play this but i thought i should put in my 2 copper...

1 - i play calabim ALOT and i love most of what ya did , however i have to ask ... is giving the hunter vamparism a bit much? before the vampire was T3 and a maceman UU. now your allowing vamparism at a T2 unit. just seems scarey to me even if it requires a tech thats basically needed anyway for food and gold.

2 - you completely obsoleted teh original vampires. given a choice i would take assasins and shadows in a heartbeat over the basic vamp.

3 - thank you for the death mana , makes soo much mroe sense then earth. personally i dont think i ever cast an earth spell whne playing calabim. and as for law mana ... i cant think of how much it would change the game if calabim lost the unyeilding order spell... its what allows them to function in late game.

thanks for the good work ...

onedreamer
Nov 20, 2006, 06:40 AM
Well, Svartalfar in FFH have their own background (you can check Wiki or the thread Design: Civilizations), and I don't see assassins and necromancers in it. Their starting mana are Enchantment, Nature and Mind (not Chaos as I wrongly recalled). The first 2 make perfectly sense, I would only eventually change the third to Chaos but not to Death (I don't think the negative modifier can be a reason not to include Death as starting mana).

About Calabim, yeah there's Lawful Evil, but mana in FFH isn't exactly a trait, what I meant is that Law has mostly useless spells for Calabim, the only really good one for them is Unyielding Order.


PS: btw Sureshot, is it possible to have only the Svartalfar mod without all the rest ?

Sureshot
Nov 20, 2006, 07:04 AM
theyre compartmentalized but it would involve removing things from several areas, i might try that later

about manas, they're fairly easy to change (just edit the BuildingsInfos xml file and search for svartalfar and you'll find it quickly enough), the ones offered make sense to me and play out well.

onedreamer
Nov 20, 2006, 07:15 AM
yes I changed Svartalfar's mana back to original and removed the Tremor and Tsunami changes and that's all :D
Thanks for your work I was really looking forward to new graphics for this civ. !

Sureshot
Nov 20, 2006, 07:28 AM
ok , have yet to play this but i thought i should put in my 2 copper...

1 - i play calabim ALOT and i love most of what ya did , however i have to ask ... is giving the hunter vamparism a bit much? before the vampire was T3 and a maceman UU. now your allowing vamparism at a T2 unit. just seems scarey to me even if it requires a tech thats basically needed anyway for food and gold.

2 - you completely obsoleted teh original vampires. given a choice i would take assasins and shadows in a heartbeat over the basic vamp.

3 - thank you for the death mana , makes soo much mroe sense then earth. personally i dont think i ever cast an earth spell whne playing calabim. and as for law mana ... i cant think of how much it would change the game if calabim lost the unyeilding order spell... its what allows them to function in late game.

thanks for the good work ...
ya, though i must say i found the original vampires fairly obsolete before, since going for losha and then brujahs seemed a better course.

i actually wanted vampirism earlier, because most games i just never made it to feudalism before i was bored. having to get code of laws and tracking for a tier 2 unit is quite a long time tho, especially if you compare it to normal hunters (basically about 4.3 times the beaker cost, making them a 3rd tier unit practically, think its about the cost of just getting assassins). but about early vampirism, its not as powerful early on, when your cities are only size 10 youre only getting about 6xp a pop, not like in the late game when youd normally get vampirism and already have size 30 cities giving you 26xp a pop.

i considered moving vampires to iron working, because feudalism just takes forever.

daladinn
Nov 20, 2006, 07:56 AM
lets try this perspective with calabim ...

having hunters with vampirism now totally opens the door for going leaves (previously i avoided religion due to opportunity costs). now having gotten leaves and your base archers to protect you , you can pick up code of laws and the ever popular aristocracy (i could not live without it anyway). now i can move toward getting my hunters then gaurdian of nature.

what this allows me to do is give vampirism to my heros that i get as well as having larger cities due to GoN. almost obsoletes needing archmages/liches for unyeilding order.

Sureshot
Nov 20, 2006, 08:39 AM
i actually prefer to stay agriculture over GoN with calabim as leaves, so you can get population faster (GoN may raise the happycap, but the population comes slower when you do reach it, and agriculture with the ancient forest extra food means you can grow fairly big even with unhappiness, then you just eat the unhappy people)

lots of xp seems good, but you start running out of good promotions after 82xp i find, so it tends not to be too great for heroes (they need to be level 6 just to get vampirism, so all you're really doing is fast tracking them from 26xp to 82xp, which they wouldve gotten anyways, and then after that its filler).

where vampirism really shines is in casters, since they gain xp automatically, so you can farm out a bunch to get them to level 6, then get them all the promotions they need for spells once they're vampires.

but about your other points, archer of leaves aren't worth it, too expensive, and you can do much better by rushing for hunters with a normal civ and then rushing your enemies with them. taking the long route to calabim hunters (which also have -50% city strength on attacking and defending) won't win you the game unless you wouldve won without them.

daladinn
Nov 20, 2006, 09:13 AM
do you tend to do warfare to pick up the city raider promos? typically i am looking at combat 1-5 , move +1 , city raider 1-3 , shock 1-2 , and then if i need the archer and calvary i get them. then woodsman has served me well also.

i was viewing archer of leaves as a stop over honestly. up until now i was running agricultrure and aristocracy as core calabim civics. often i would try and get a forge built so i could make a great engineer and OO and pop the tower in my biggest food city. but alot of that is long run aproaches which i had to do as calabim. also a big thing for me was the council (nothing like losha as a hidden unit)

overall , i guess i just have to play with the new setup , hehe

onedreamer
Nov 23, 2006, 09:44 AM
btw, Svartalfar Scout has got only 1 movement point, is this intended ?

Sureshot
Nov 23, 2006, 11:45 AM
yep, figured with the double movement in forest and extra first strike that they didnt really need the extra movement

Dark Russell
Nov 23, 2006, 12:18 PM
Tell that to my scout that just got eaten by a bear... :)

MrUnderhill
Nov 23, 2006, 04:56 PM
Well, IIRC, Ljosalfar scouts keep the 2:move: and they're still Elven.
Does that mean you're going to nerf them as well, Sureshot?

Sureshot
Nov 24, 2006, 04:23 AM
i tried to only affect the civs i changed, so its unlikely ill change elven scouts or move other civs hunters to tracking like i did with the vamps and dark elves. though i would say its more balanced that way for both those things.

Maniac
Nov 24, 2006, 07:14 AM
Are any other of the new added unique units different from the standard version (except of course first strike and Elf promotion)?

Sureshot
Nov 24, 2006, 08:54 AM
yes, other than the ones i said already, i made horse archers for dark elves 6 strength (mentioned that previously but not in this thread), banshees (lich for dark elves) have 7 strength, and dark elf assassin starts with the forest stealth promotion.

Chandrasekhar
Nov 27, 2006, 06:29 PM
Giving dark elf assassins the forest stealth promotion is a nice touch. I hope they get that in the main mod.

Sureshot
Nov 27, 2006, 07:09 PM
ya, figured itd be a nice trainer for their path to shadows

Civkid1991
Nov 28, 2006, 07:46 AM
Springer (requires mage guild, water mana, and Knowledge of Ether tech)
-can build Spring improvement, which turns deserts into plains (including on oasis and floodplains)

What if the improvement is destroyed? does it revert to a desert? (sorry haven't had the time to download and play it yet... but just browsing for now)

Sureshot
Nov 28, 2006, 08:53 AM
no, they dont actually build improvements, just goes through the motions of it

Civkid1991
Nov 28, 2006, 01:52 PM
no, they dont actually build improvements, just goes through the motions of it

Oh so like a spell?... maybe you should change the name of it on the first post then

Chandrasekhar
Nov 28, 2006, 01:53 PM
The important thing is that it can be automated, yes?

Sureshot
Nov 28, 2006, 02:01 PM
it works like an improvement in every way, except it destroys the improvement as soon as its finished and changes the terrain, it does exactly as described.

it can be automated, because it works like improvements and workers understand how to apply it.

InfinityV
Nov 28, 2006, 04:21 PM
sureshot, do you know whether it would work on multi?

Sureshot
Nov 28, 2006, 04:35 PM
ive only played it in multiplayer, and yes, it works perfectly fine

Bad Player
Nov 28, 2006, 06:46 PM
i tried to only affect the civs i changed, so its unlikely ill change elven scouts or move other civs hunters to tracking like i did with the vamps and dark elves. though i would say its more balanced that way for both those things.
This might be a stupid question :undecide: but does that make it faster for Calabim to get their vamps out?

Sureshot
Nov 28, 2006, 07:19 PM
no slower, since tracking comes after hunting and costs twice as much, also theirs require code of laws as well.

steel.stiletto
Nov 29, 2006, 11:17 AM
Sureshot, you said that the terrain changers can be automated, and I've tried it, but every time I do, I just find my scorchers and springers hanging around in my cities, doing nothing. It's probably a bug, but I've had to just queue up a lot of actions for them instead (Shift-right-click, shift-click improve, repeat).

MrManNo1
Nov 29, 2006, 11:23 AM
Out of curiousity...

You said that the new workers build improvements. Do these improvements destroy any existing improvements, or do they just go over top of them?

Sureshot
Nov 29, 2006, 11:30 AM
they destroy them, excepting roads

i figure its a trade off for being automated and working on all feature types


steel, they only do tiles that yield for a city, so only in the fat squares that are at most 2 tiles away from the city
also, if you have "leave old improvements" checked in options, then they wont do their stuff on tiles that have improvements

Locust-71
Nov 30, 2006, 05:35 PM
HI. I have Ffh II patch h and your "Svartalfar mod" installed.
But now Ffh II patch i is released. What will happen then?
Will patch i destroy your mod?

Sureshot
Nov 30, 2006, 06:15 PM
likely, would have to install my mod after, though im not sure if that would cause problems. i made it for patch F

Jarlaxle135
Dec 01, 2006, 04:54 AM
Love this little mod of yours sureshot. Just one thing I noticed when playing recently. It seems that my elven slaves are able to upgrade to TI horsemen. Is that supposed to happen?

Sureshot
Dec 01, 2006, 12:32 PM
yep, i played around with upgrade paths a little for svartalfar because of the male units. instead of their scouts being able to upgrade to horsemen&hunters, i made them able to upgrade to hunters&archers (and thats part of the reason i gave scouts 1 movement actually, so that upgrading to archers wouldnt lessen its movement) so theyd stay the same gender.

workers took the place as the first tier horseman, since slaves are male, and the pre-existing svartalfar horseman was male and less white skinned, looking like a light elf almost. they can then upgrade up the horseline, or they can upgrade to pikemen (which are also male). the horseline later gets mixed gender, with 1 male and 2 females, when they reach horsearchers, to make sense of which i made archers upgradeable to horsearchers.

so ya, supposed to happen, to preserve gender across upgrades.

Eternal Requiem
Dec 02, 2006, 06:30 PM
Very Interesting mod, but here is a question? has Kael or any of the other people who made the orginal mod thought about adding these updates or changes to the orginal Fall from heaven mod? or even combine this mod with the Rise of Mania mod? I mean these both if Combine would work out really well, cause I got both mods and I can only place one type set of files In place of the other in order to play with what is set with each mod... but enough about me ranting of a suggestion lol anyways good job on this and I just wanted to ask that question;)

Maniac
Dec 02, 2006, 08:04 PM
(If it's ok with Sureshot of course) I'll take over the new graphics in Rise of Mania. Once I stop being lazy that is.

Kael
Dec 02, 2006, 08:17 PM
Very Interesting mod, but here is a question? has Kael or any of the other people who made the orginal mod thought about adding these updates or changes to the orginal Fall from heaven mod? or even combine this mod with the Rise of Mania mod? I mean these both if Combine would work out really well, cause I got both mods and I can only place one type set of files In place of the other in order to play with what is set with each mod... but enough about me ranting of a suggestion lol anyways good job on this and I just wanted to ask that question;)

There won't be a new version of FfH soon (outside of possibly patches). But before we release our next version the team and I are going to play the heck out these community mods and will incorporate the things we like. I have no problem stealing anything that makes the mod better. :D

So yes, I love that people are making FfH mods and I want to give them time to polish and try things out so we can get lots of good stuff for FfH.

MrUnderhill
Dec 02, 2006, 11:54 PM
(If it's ok with Sureshot of course) I'll take over the new graphics in Rise of Mania. Once I stop being lazy that is.

Way ahead of you, Maniac. :)

I've already got the XML and Python files merged and aside from a few things (build options for the Elven Slave, specifically), it all seems to work fine. With Sureshot's permission, I can post the patched files tomorrow once the last few bugs are worked out.

Eternal Requiem
Dec 03, 2006, 04:32 AM
:eek: wow... who would have thought my post would spur such a response! hehe it all sounds good to me cause we all win in the long run don't we!? :D

Maniac
Dec 03, 2006, 07:05 AM
I've already got the XML and Python files merged and aside from a few things (build options for the Elven Slave, specifically), it all seems to work fine. With Sureshot's permission, I can post the patched files tomorrow once the last few bugs are worked out.

Thanks for the offer, but did you just copy and paste the relevant unit stats, or did you adapt them all to the changes in RoM? RoM changes some upgrade paths and unit AIs, doesn't reduce city strength for recon units, and other small stuff like that, meaning that instead of trying to figure out which Sureshot stats don't fit with RoM, it would be easier for me to just make a copy of the standard RoM unit and then adapt them to the Svartalfar.

MrUnderhill
Dec 03, 2006, 10:31 AM
The new units are the same as the normal mod, but the old ones still have their RoM stats, and I figure it's good to have a working template instead of starting from scratch.

Thankfully, all the new units are on top of the XML file (rather than sorted alphabetically like how most units are), so it should be easy to fix them for RoM, if need be.

Sureshot
Dec 03, 2006, 02:20 PM
ya, extract away, i specifically made all the changes at the top of files for easy extraction.

the most time consuming parts to extract/merge are the civlizationinfos and formationinfos files, because for those it wasnt possible to place at the top.

lostkitten13
Dec 03, 2006, 08:59 PM
I like the idea of having the lanun coastals, though I guess I have to stick with worldbuilder, it'll be great to be able to build them legitamitly. Anyway awesome awesome work sureshot. :)

grumpylad
Dec 07, 2006, 11:23 AM
Really enjoying this modette! the art work is superb esp the button art

Sureshot
Dec 07, 2006, 12:35 PM
thanks :p

will prolly do an update with a few of the things im considering (barb heroes and lanun coastal cottages first, then maybe some of the other stuff) once im done my current game

i got most of the button art off of deviant art, lots of good art there

Maniac
Dec 07, 2006, 12:50 PM
May I ask though, what am I supposed to see in the Flurry, Hunter and Marksman buttons?

Sureshot
Dec 07, 2006, 01:05 PM
heh, sometimes its hard to tell, they should all be various pictures of dark elves with bows for flurry (a roaming elf) and marksmen (facing forward leaning against a tree in ambush), and for the hunter its an elf walking in woods

can be hard to see for some, admittedly, but thats always been the case for many buttons ive found, im just glad some of them are really clear.

Maniac
Dec 08, 2006, 05:40 PM
I've used the Svartalfar unit but not all the buttons for them. Reason is some aren't very clear, and others are in black and white, which isn't done with any other buttons. I have some ideas and suggestions though.

How about using some Ljosalfar buttons with black-haired elves for the Svartalfar instead? This would mean the settler, scout, conjurer and summoner. Finding replacement buttons with white/green/blond/brown/red-haired elves is much easier.

Also, some stuff I found googling:

http://www.daveallsop.co.uk/colour/Dark%20Elf.jpg
Perhaps for the Svartalfar Swordsman.

Arcane units:
link1 (http://phaere-tail.tripod.com/imagelib/sitebuilder/misc/show_image.html?linkedwidth=300&linkpath=http://phaere-tail.tripod.com/sitebuildercontent/sitebuilderpictures/.pond/elfandwolfl.jpg.w300h450.jpg&target=_self&title=Arwesime)
link2 (http://phaere-tail.tripod.com/imagelib/sitebuilder/misc/show_image.html?linkedwidth=actual&linkpath=http://phaere-tail.tripod.com/sitebuildercontent/sitebuilderpictures/greyelfdruidf_phaere.jpg&target=_self&title=Grey%20elf%20druid)

http://www.gucomics.com/mythic/e3assets/4cr/Trailer/WAR_DarkElf.jpg
Obviously she doesn't comply with Kael's dresscode, but her face could be used.

Just another black-haired elf:
link (http://ic1.deviantart.com/fs10/i/2006/093/0/5/Wood_Elf_by_AutumnsGoddess.jpg)

Ljosalfar arcane:
http://www.gucomics.com/mythic/e3assets/4cr/Trailer/WAR_HighElf.jpg

Sureshot
Dec 09, 2006, 04:31 AM
when you shrink pictures down they tend to become unobvious, all the original pictures were quite good

about the black and white, i did that on purpose, those are actually some of my favourites because they're easy to discern (and i did it globally across tier 1 units), and their simplicity expounds their early appearance.

the ones im least happy about are some of the higher quality pictures like marksmen, flurry, knight, and horsearcher because shrunk down theyre hard to work out. but it was hard to find good pictures for them (finding specific pictures like a dark elf on a horse, or finding a sneaking archer, were quite difficult). i havent been too worried because theres already many pictures like that ingame, so many i have no idea about heh. vanilla civ gets around this mostly by making things cartoonish, i did that for the middletier units, but thought id follow the trend of cryptic pictures for the endline buttons. so it follows a nice pattern of black&white for low, cartoonish for mid, and cryptic complex for high.

i will relook at things once i make some more units, but the current setup works out for me.

Lev Davidovich
Dec 14, 2006, 05:18 AM
Thank you for this mod - I use it exclusively now.

Just a quick query - sorry if it was already mentioned elsewhere and I missed it - who is the artist that you used for the picture of Faeryl Viconia? I just loved the pic (its very Bergkvistesque of whom I have several canvas prints on my walls) and would love the peruse the artist's other work....

By the way maybe you can use some of this artwork for later developments...
http://yerin.conclaveofarts.com/gallery.htm
http://phaere-tail.tripod.com/index.html
http://pelovish.com/ronin/more.html





Thanks
Mark
Moscow, Russia

cvlowe
Dec 14, 2006, 11:30 AM
I was thinking about trying this mod out in my next game, but I see there is work on combining with RoM. Sweet! Any progress on that? Downloads for us non-programmers?

Sureshot
Dec 14, 2006, 11:38 AM
not sure whats been done there, Maniac grabbed pieces of this mod i believe.

im going to release a new version once ive completed adding a few new things.

Sureshot
Dec 14, 2006, 11:39 AM
Thank you for this mod - I use it exclusively now.

Just a quick query - sorry if it was already mentioned elsewhere and I missed it - who is the artist that you used for the picture of Faeryl Viconia? I just loved the pic (its very Bergkvistesque of whom I have several canvas prints on my walls) and would love the peruse the artist's other work....

By the way maybe you can use some of this artwork for later developments...
http://yerin.conclaveofarts.com/gallery.htm
http://phaere-tail.tripod.com/index.html
http://pelovish.com/ronin/more.html





Thanks
Mark
Moscow, Russia
ill def check those out, as for Faeryl, Kael linked the artists website somewhere, but i cant remember where.

Kael
Dec 18, 2006, 02:46 PM
It was in the main FfH thread. It was from a pair of artists that made http://www.chainandjane.com. Unfortunatly it looks like that website no longer exists (fortunatly I have all of their beautiful art on my hard drive :D ). The picture of Faeryl is the only one I use in the mod, and I modified the pic to give her elven ears (the original pic is human).

But the artists had a lot of beautiful art, a lot of which was a bit to graphic for FfH, and most had some sexual undertones. Faeryl's picture, which is titled "restrictions" for the chains that are binding her, does as well but I thought that was fitting for the winter queen.

jimkirk
Dec 18, 2006, 10:19 PM
is it compatible to version .16i?

Sureshot
Dec 18, 2006, 10:25 PM
it was made for 0.16f, tho apparently it worked for higher versions as well.

ive got some new additions im going to apply when 0.16j comes out

JanusTalaiini
Dec 19, 2006, 01:22 AM
First of all, I love what you've done with this mod. The dark elves are great, and I very much appreciate the ability to grow mountains with tremor... walling off my kingdom from most forces is tasty.

One interesting thing I have noticed pertains to the dark elf hero. I captured her using an inquisitor's command ability, and due to her immortal trait, not only was I granted the unit, but she was also reborn in the Dark elf capital, effectively cloning the unit. After I carved the dark elves back to just their capital city, I was basically able to "farm" her with inquisitors, creating an army of captured, immortal heroes. While this made my "evil overlord" side cackle with glee, there's got to be -something- a tad overpowered about having an army of strength 11ish immortal heroes. :lol:

cvlowe
Dec 19, 2006, 04:54 AM
Something's wrong... Well probably just something I did wrong but I get this:

1 Assets.rar: File "Assets\art\interface\Buttons\Units\darkelfadept.dd s" header broken
2 Assets.rar: Unknown method in Assets\art\interface\Buttons\Units\darkelfadept.dd s
3 Assets.rar: File "Assets\art\interface\Buttons\Units\darkelfarcher.d ds" header broken
4 Assets.rar: Unknown method in Assets\art\interface\Buttons\Units\darkelfarcher.d ds
...
1337 Assets.rar: File "Assets\xml\units" header broken
1338 Assets.rar: File "Assets\xml" header broken
1339 Assets.rar: File "Assets" header broken

OK the list was HUGE so I cut out the middle.

Anybody have any suggestions? I already downloaded twice with the same results.

Sureshot
Dec 19, 2006, 07:26 AM
when do you get that message? ive never heard of such a thing heh


about the conversion of the hero, ill see about fixing that for patch j

cvlowe
Dec 19, 2006, 07:34 AM
when do you get that message? ive never heard of such a thing heh


Sorry I wasn't clear... When I download the file and try to extract it with winrar, I get this box full of those messages. Fortunately it had a copy to clipboard option until I saw 1300 lines!!! But all it ended up extracting was empty folders.

Sureshot
Dec 19, 2006, 07:35 AM
maybe a corrupt download?

cvlowe
Dec 19, 2006, 07:41 AM
I downloaded it twice- though not a guarantee, it wouldn't seem likely. But I'm at work now so I d\l on my work PC and copied it to my zip drive. I only have Winzip here though. I'll have to wait till I get home to see if it works.

Sureshot
Dec 19, 2006, 09:19 AM
i used winrar to compress it

cvlowe
Dec 20, 2006, 09:03 AM
While at work, I downloaded winrar, and the mod, copied them to my flash drive, went to the old PC in the corner, installed winrar and extracted the file just fine. Went home and tried extracting the file on my flash drive again but got the same error- so its something with winrar on my pc. No biggie- at least I got it! Unfortunately in the meantime- the night before yesterday I had started a vanilla FfH Keelyn game... Balseraph is definitely my favorite civ... I wish I knew how to do the graphics and programming to work on some new units for them!!

Sureshot
Dec 20, 2006, 12:09 PM
maybe you need a newer version of winrar at home? or maybe winzip is the default file decompression at home?

Sureshot
Dec 23, 2006, 05:55 PM
i added a dark elf only mod that only has the svartalfar set, made specifically for patch i. its linked in the first post

cvlowe
Dec 25, 2006, 03:03 AM
Finally tried this mod! Love the art and characters!

Played standard map, standard # AIs. Pangea? (one continent), prince, Fayel.

Got lucky techs on a couple goodie huts and was able to research FoL relatively quickly. It started spreading and before you know it, almost every city on the map was leaves. Bam turn 404- Religion victory... Well, that was definitely the fastest win I ever had. I was kind of mad because I wanted to see the rest of the units and didn't want to start over. So I just kept playing!

cvlowe
Dec 27, 2006, 06:23 PM
Finished playing, Awesome artwork!

Baby dragons should be capturable with the animal handling skill :) Went ahead and worldbuilder-added one just to see since I had already won! Nice unit, but not very strong- should not be overpowering if you can catch.

Hidden nationality immortals- Wow never tried that trick before, run around enemy lands killing for experience without caring if it dies :) Had over 300 when I called it quits.

Tsunami'd a mountain, nice effect, wish I had thought about those earlier in the game, could have made my own land- now going to play again with islands- then build bridges to the enemies :)

Sureshot
Dec 27, 2006, 06:45 PM
howd you get hidden nationality immortals? or was that through council of esus?

cvlowe
Dec 27, 2006, 06:48 PM
howd you get hidden nationality immortals? or was that through council of esus?

I built that immortal hero at the council of esus. I don't know if it would work on promoting hn units to immortal... Will have to try and find out

Sureshot
Dec 27, 2006, 07:12 PM
ah oki, all is as it should be... now i need to make it all compliant with patch J and then finish adding everything heh

Sureshot
Dec 27, 2006, 08:36 PM
finished the Dark Elf Only mod for patch J and linked it in the first post and here:
Svartalfar Complete Unit Set 1.1J (http://forums.civfanatics.com/uploads/82959/AssetsDEO1.1J.rar)

it has only the Dark Elf civ features, i added loshas sound set to them so they sound like women heh, also readded their hero and the proper python code for the hero and so that lichdom makes their casters into banshees instead of liches (missed that last dark elf only mod time)

Sureshot
Dec 29, 2006, 07:55 AM
oki, i've completed a ton of stuff, including a very finely structured tech tree, if i do say so myself lol. chand helped me early on and he and morganknight playtested it with me as well

also added a ton of stuff, too much to remention, so check the first post for whats in the new modmod, and the second post for things that might come at a later time.

first link in the first post has the download, but here's the link to the download as well:
Sureshot Complete ModMod 1.2J (http://forums.civfanatics.com/uploads/82959/AssetsSCMM1.2J.rar)

Foro
Dec 29, 2006, 09:11 AM
i have a problem with your mod. The darkelfs look good, new sounds are there but ervery single unit is named "dark elf warrior" wether it is a settler, scout or something else. The name dark elf warrior also shows up when you select in single player the dark elfs, something like this: dark elf warrior (conjurer), dark elf warrior (scout).....( when you look at what special units you have, under the description of what types of mana you have)



Could you please help me?

Sureshot
Dec 29, 2006, 09:18 AM
are you playing in a language other than french or english?

Sureshot
Dec 29, 2006, 09:48 AM
well im guessing that you are, so here's a fix (i thought i did this a while ago heh)

Fix for Spanish/German/Italian (http://forums.civfanatics.com/uploads/82959/AssetsMULTILANGFIX.rar) (Will not make them translated, but will put proper english names in Spanish/German/Italian versions)

jimkirk
Dec 29, 2006, 02:36 PM
when i try to extrack the .rar file using winrar one of the files come up corrupt looks like a calabim assasin

jimkirk
Dec 29, 2006, 02:37 PM
! C:\downloads\AssetsSCMM1.2J.rar: CRC failed in Assets\art\units\Civs\calabim\assassin\explorer_fx .nif. The file is corrupt
! C:\downloads\AssetsSCMM1.2J.rar: Unexpected end of archive

Sureshot
Dec 29, 2006, 03:40 PM
hmm, i used winrar3.51 for it, which version are you using?

ive played several games of it with others whove downloaded it fine

perhaps redownload if its corrupt? if thats not the problem then im guessing its winrar versions, or else the problem is out of my scope heh

Chandrasekhar
Dec 29, 2006, 05:10 PM
Wow, I can see that you've expanded quite a bit on what we've done. A few pointers for your consideration:


Scrap the writing requirement on Summoning and Sorcery, and instead use Mathematics;
.
I was thinking over the archery line, and I think the techs could be renamed (allowing us to logically link them up better). Something that has to do with tension-loaded strings would do fine for Archery, and Composites would be a fine replacement for Bowyers (though it should keep the "bowyer" building name);
.
Do you plan to add an extra requirement to each of the religion specific techs? If so, I'd suggest Optics for Mind Stapling, Animal Handling for Hidden Paths, Smelting for Arete, Fanatacism for Unquestioning Obedience, and Arcane Lore for Corruption of Spirit;
.
You might want to consider moving rangers back to Feral Bond. It'll leave Animal Handling sort of vacant, but we can do something about that;
.
Try making Smelting lead to both Iron Working and Metal Casting. Then, make both Iron Working and Metal Casting be required for Mithril Working. The fact that Metal Casting reveals mithril should make it a viable tech to take before Iron Working, for some. Also, you may want to average the two techs' costs to reflect their similar position on the tree;


That's all for now. Agree? Disagree?

Chandrasekhar
Dec 29, 2006, 05:38 PM
More ramblings, along with some specific requests:

We ought to do something about Drama. Try linking it to education. I don't like piling anything more on that tech, but I get the feeling you wouldn't appreciate linking it to writing. Also, we ought to consider adding another tech after it.
.
Note that both of the non-religious techs that stem from Mysticism now require Education. Not sure if you want to do anything about that right now.
.
I just realized what you did with Trade. Smart move. Only complaint is that it puts chariots and horse archers on the same tech. It would be nice if we could correct this.
.
I'd suggest making Warfare a requirement for Smelting.
.
Sanitation ought to have another requirement, but I can't for the life of me decide what. On a side note, we probably should do something with the public baths building.
.
I think linking Optics to Tracking would be a good idea.
.
Seems like Currency ought to be linked to Trade.
.
Linking Construction to Mathematics would also be good.
.
Priesthood- link it to Writing?


Edit: also, now that Poisons and Deception are the same tech, you might want to have Deception require Tracking. No idea why that escaped my notice until now. Did you intend to link it to Tracking instead of Drama?

Sureshot
Dec 30, 2006, 12:22 AM
ah, finally, was waiting for you to wake up lol

was hoping to get your ideas earlier, but ill be making a newer version not too long from now too since i got more things i want to add.

alot of what you wrote is things i was thinking about but wanted another opinion, lets chat over hamachi to iron out the details ;)

Sureshot
Dec 30, 2006, 12:54 AM
Wow, I can see that you've expanded quite a bit on what we've done. A few pointers for your consideration:


Scrap the writing requirement on Summoning and Sorcery, and instead use Mathematics;
.
I was thinking over the archery line, and I think the techs could be renamed (allowing us to logically link them up better). Something that has to do with tension-loaded strings would do fine for Archery, and Composites would be a fine replacement for Bowyers (though it should keep the "bowyer" building name);
.
Do you plan to add an extra requirement to each of the religion specific techs? If so, I'd suggest Optics for Mind Stapling, Animal Handling for Hidden Paths, Smelting for Arete, Fanatacism for Unquestioning Obedience, and Arcane Lore for Corruption of Spirit;
.
You might want to consider moving rangers back to Feral Bond. It'll leave Animal Handling sort of vacant, but we can do something about that;
.
Try making Smelting lead to both Iron Working and Metal Casting. Then, make both Iron Working and Metal Casting be required for Mithril Working. The fact that Metal Casting reveals mithril should make it a viable tech to take before Iron Working, for some. Also, you may want to average the two techs' costs to reflect their similar position on the tree;


That's all for now. Agree? Disagree?
1 & 2 could work
3 sounds perfect
not sure about 4
about 5, im almost considering compacting smelting/iron working/metal casting into 2 techs and making both the units available with the same tech so one doesnt outshine the other and situation then dictates the choice, though if i could make some space up there it might be worth making them two choices at the same level

Sureshot
Dec 30, 2006, 01:05 AM
More ramblings, along with some specific requests:

We ought to do something about Drama. Try linking it to education. I don't like piling anything more on that tech, but I get the feeling you wouldn't appreciate linking it to writing. Also, we ought to consider adding another tech after it.
.
Note that both of the non-religious techs that stem from Mysticism now require Education. Not sure if you want to do anything about that right now.
.
I just realized what you did with Trade. Smart move. Only complaint is that it puts chariots and horse archers on the same tech. It would be nice if we could correct this.
.
I'd suggest making Warfare a requirement for Smelting.
.
Sanitation ought to have another requirement, but I can't for the life of me decide what. On a side note, we probably should do something with the public baths building.
.
I think linking Optics to Tracking would be a good idea.
.
Seems like Currency ought to be linked to Trade.
.
Linking Construction to Mathematics would also be good.
.
Priesthood- link it to Writing?


Edit: also, now that Poisons and Deception are the same tech, you might want to have Deception require Tracking. No idea why that escaped my notice until now. Did you intend to link it to Tracking instead of Drama?

1 drama already does require education heh
2 could make knowledge of ether require calendar on the basis that you'll need calendar for archmages (reagents)
3 i thought this was a problem at first, then i figured the need for construction for chariots and archery for horsearchers made it an interesting tech
4 how about warfare for iron working instead? smelting isnt too impressive on its own, and would be nice to be able to research something off of bronze without needing other far techs
5 for santitation, how about calendar (usually plantations are why one wants sanitation so good synergy)? previously only 1 tech used it, so adding it to KotE and sanitation would make it a better tech
6 good idea, would technically add the cartography tech as a requirement and mapmaking should be involved in such
7 not sure about linking currency and trade, theyre both on the same level atm, maybe a mining requirement on currency?
8 construction as a req for math might be heavy handed, maybe masonry instead?
9 priesthood used to have education as a req, but i removed it since philosophy now has it, writing could work on it now tho

about deception requiring tracking, i had it that way originally, but removed it since it seemed a hefty req, but i may readd it after seeing such early assassins heh

jimkirk
Dec 30, 2006, 01:08 AM
just downloaded the latests evrsion of winrar 3.62 going to try to d/l mod again

Sureshot
Dec 30, 2006, 01:19 AM
This will fix the assassins spawning from ruins early on (http://forums.civfanatics.com/uploads/82959/AssetsRUINSFIX.rar)

i linked it in the first post as well, the problem was that there was a python check to see if everyone had poisons yet, which is signalled Yes if the tech doesnt exist, which it no longer does since deception deceptioned it and then ate it.

Sureshot
Dec 30, 2006, 01:20 AM
just downloaded the latests evrsion of winrar 3.62 going to try to d/l mod again

goodluck :p

Foro
Dec 30, 2006, 02:19 AM
Thank you Sureshot:)

Sureshot
Dec 30, 2006, 02:26 AM
no problem, i had done it before, but i forgot that i replaced it with a file from keldan which didnt have the changes i had made, but had french translations (which i should have then updated with my changes, but i forgot heh)

if you or anyone else can translate all the things for your language in that GameText file, ill be sure to include it as i did for the french translations.

Foro
Dec 30, 2006, 02:45 AM
that would mean to translate the whole mod into german....i like the english version more because some things sound silly in german

example: there is conjurer and summoner you could both translate the words with the german word "Beschwörer" there is another option to translate conjurer because conjure means "herbeizaubern" conjurer could be "Herbeizauberer" but this sounds REALLY stupid in for my german speech feeling. I dont think i would be a good translater in this things;)

Sepuku
Dec 30, 2006, 07:52 PM
hey i just tried this mod on chands computer and thanks for making basium a playable leader ^_^. ive been waiting for kael to do that since i 1st started playing ffh...so thanks ss

Sureshot
Dec 31, 2006, 12:16 AM
ya welcome, i may give him demonslaying 1 and 2 as well, so that hes a match for hyborem right off

Sureshot
Dec 31, 2006, 07:09 AM
Uploaded a new version, has a new Shapeshifting hero available with Tracking, Lanun Coastal cottages, more techtree revision based on chands ideas, and some changes to improvements to aid the general trend of being built on new terrain types for small gains and the chance to find resources, also allows dwarven warriors to upgrade to soldiers of kilmorph (who can upgrade to axemen) and elven warriors to upgrade to archer of leaves, other changes fixes i cant think of atm heh, download link is on the first post and here:
Sureshot Complete Modmod 1.31J (http://forums.civfanatics.com/uploads/82959/AssetsSCMM1.31J.rar)

Chandrasekhar
Dec 31, 2006, 08:37 PM
Nice work, Sureshot. I've not yet gotten to playing the newest version, but after taking a brief look at the next part of the tech tree:

I'd scrap the Animal Husbandry requirement on Animal Handling, and make it require Horseback Riding- I see no problem with putting rangers ahead of other tier-3 units, but adding 200 more beakers to it couldn't hurt.
.
The Education requriement for Medicine might as well not be there- how about making it require Optics instead? Hey, that's the way it is in vanilla Civ...
.
I suppose I'd make Astronomy require Trade- after all trading over oceans is one of the most powerful uses for the Astronomy tech.
.
I'd make longbowmen require Military Strategy instead of Bronze Working- I'd also remove the metal requirement on them (so players without resources can build good city defenders, if nothing else).
.
On that note, I'd make Engineering require Smelting, and make crossbowmen unbuildable without either iron or mithril.
.
I'd remove the Bronze Working requirement on Alchemy, and make it Sanitation instead.
.
I'd remove the Bronze Working requirement on Fanatacism, too, if only to let some Civs get their special hero without it, but it's really not hurting anything.

Chandrasekhar
Dec 31, 2006, 08:59 PM
Ah, playing as the Calabim, I noticed that you made a mistake with their scout replacement. It costs as much as a hunter (60:hammers:), and only gets a 75% bonus against animals. Probably not intended.

grumpylad
Dec 31, 2006, 10:28 PM
Shapeshifting hero is real fun :)

Chandrasekhar
Dec 31, 2006, 10:58 PM
Sureshot, I'm pretty sure this is a problem with your mod-
http://img236.imageshack.us/img236/3922/civ4screenshot0005yj3.th.jpg (http://img236.imageshack.us/my.php?image=civ4screenshot0005yj3.jpg)
Check those fishing boats- they let Basium research each tech in one turn. I don't think these are a problem with fishing boats in general, else I would have seen it earlier, but maybe you can find the source.

Sureshot
Jan 01, 2007, 05:33 AM
Sureshot, I'm pretty sure this is a problem with your mod-
http://img236.imageshack.us/img236/3922/civ4screenshot0005yj3.th.jpg (http://img236.imageshack.us/my.php?image=civ4screenshot0005yj3.jpg)
Check those fishing boats- they let Basium research each tech in one turn. I don't think these are a problem with fishing boats in general, else I would have seen it earlier, but maybe you can find the source.

doh, put the chance to find clams in the commerce yield instead, easy fix heh

Sureshot
Jan 01, 2007, 05:34 AM
Ah, playing as the Calabim, I noticed that you made a mistake with their scout replacement. It costs as much as a hunter (60:hammers:), and only gets a 75% bonus against animals. Probably not intended.

ah right, i actually noticed something to that effect before but thought i switched everything required, i'll fix the production amount too.

Sureshot
Jan 01, 2007, 06:04 AM
Nice work, Sureshot. I've not yet gotten to playing the newest version, but after taking a brief look at the next part of the tech tree:

I'd scrap the Animal Husbandry requirement on Animal Handling, and make it require Horseback Riding- I see no problem with putting rangers ahead of other tier-3 units, but adding 200 more beakers to it couldn't hurt.
.
The Education requriement for Medicine might as well not be there- how about making it require Optics instead? Hey, that's the way it is in vanilla Civ...
.
I suppose I'd make Astronomy require Trade- after all trading over oceans is one of the most powerful uses for the Astronomy tech.
.
I'd make longbowmen require Military Strategy instead of Bronze Working- I'd also remove the metal requirement on them (so players without resources can build good city defenders, if nothing else).
.
On that note, I'd make Engineering require Smelting, and make crossbowmen unbuildable without either iron or mithril.
.
I'd remove the Bronze Working requirement on Alchemy, and make it Sanitation instead.
.
I'd remove the Bronze Working requirement on Fanatacism, too, if only to let some Civs get their special hero without it, but it's really not hurting anything.


1 seems a bit heavy handed, it means you need to be able to make horsemen to make the next in line for rangers, not sure i wanna do that
2 not sure, this seems heavy handed.. id go for sailing req on medicine since thats lighter, but that doesnt seem like it makes sense, any other good options? writing or code of laws?
3 good idea on astronomy requiring trade
4 i like the idea of remoing the copper requirement, but im worried about how the metals are justified for the national units after longbowmen, kinda iffy on this one
5 "unbuildable without either iron or mithril" <- youre tryin to confuse me! lol. not sure about this one, if you have smelting already, why bother building crossbowmen? like, if i have the choice between building a unit or its weaker counter-unit, i know which i go for.
6 this seems counter-intuitive to me, alchemy and sanitation seems like opposite techs, whats your reasoning on this?
7 basically my reasons for this are because the units require copper here, and its bad for players and AIs alike when they think they'll be able to build units in a tech that they actually won't be able to build. and bronzeworking is somewhat cheap compared to this tech, so it seems like a safety option to help new players and the AI

Sureshot
Jan 01, 2007, 07:02 AM
Added the fixes, the tech tree change and a new mercurian UU replacement for warriors (that can upgrade to order disciples as well as normal upgrades) since ive played a few games with people wanting to try basium, the download is linked in the first post and here:
Sureshot Complete Modmod 1.32J (http://forums.civfanatics.com/uploads/82959/AssetsSCMM1.32J.rar)

Sto
Jan 01, 2007, 10:01 AM
Hi ! I like this Mod Comp . I've just taking a look at your code and i found a little thing that can create bugs of makes invalid some values :

Everytimes you change a plot type value you need to recalculate area in FFHSpells.py with :

CyMap().recalculateAreas()

Tcho !

Sureshot
Jan 01, 2007, 10:10 AM
Hi ! I like this Mod Comp . I've just taking a look at your code and i found a little thing that can create bugs of makes invalid some values :

Everytimes you change a plot type value you need to recalculate area in FFHSpells.py with :

CyMap().recalculateAreas()

Tcho !

I'll check that out, will that fix the minimap error thingy? like the minimap usually ends up looking funny after Spring spells and such.



I was playing a game of the last version and trying basium, and just felt like i needed mercurian axemen too, so linked in the first post and here:
Sureshot Complete Modmod 1.33J (http://forums.civfanatics.com/uploads/82959/AssetsSCMM1.33J.rar)

grumpylad
Jan 01, 2007, 12:07 PM
Playing 1.32 (will d/l 1.33 next) just a plea for help

To help idiots like me can we have a return Animal from it's pen, this way I get to keep the new hero when I accidently hit create animal special building

Sto
Jan 01, 2007, 12:12 PM
I'll check that out, will that fix the minimap error thingy? like the minimap usually ends up looking funny after Spring spells and such.

I don't know for what is this made for , But i'm sure with my mapscripting experience that this is important ( i've read that from a Sirian note into a map script ) .

Probably , there is lot of stuff around areas ... path distance , path find , num bonus per area etc ... And i think that everything is not every time recalculated , so that must be important .

Tcho !

Sureshot
Jan 01, 2007, 12:20 PM
coo, i'll fix that next.

about the hero being animal penned, i thought that was pretty funny but hadnt thought about how to stop it.

rather than taking him out of the pen, im prolly just gonna prevent the ability to cage him heh

Sureshot
Jan 01, 2007, 02:38 PM
Sureshot Complete Modmod 1.34J (http://forums.civfanatics.com/uploads/82959/AssetsSCMM1.34J.rar)
new version to fix avenger image problem for people with shaders (i don't so didnt notice the problem in my tests heh)

Chandrasekhar
Jan 01, 2007, 04:16 PM
1 seems a bit heavy handed, it means you need to be able to make horsemen to make the next in line for rangers, not sure i wanna do that
I see where you're coming from. I suppose the Animal Husbandry requirement just doesn't add much to the tech tree. By the time you get tier-3 units, you're probably going to be able to build pastures.
2 not sure, this seems heavy handed.. id go for sailing req on medicine since thats lighter, but that doesnt seem like it makes sense, any other good options? writing or code of laws?
I wouldn't call it heavy handed. The problem with using Writing or Code of Laws is that they're already both hub techs with a lot of good features on them. Anyway, you need microscopes to do a lot of medicine, or at least some sight-enhancing tools.
3 good idea on astronomy requiring trade
Glad to see that this got in.
4 i like the idea of remoing the copper requirement, but im worried about how the metals are justified for the national units after longbowmen, kinda iffy on this one
Well, national units are national units. This isn't a big issue.
5 "unbuildable without either iron or mithril" <- youre tryin to confuse me! lol. not sure about this one, if you have smelting already, why bother building crossbowmen? like, if i have the choice between building a unit or its weaker counter-unit, i know which i go for.
Heh, got to love those double negatives. Anyway, Smelting isn't Iron Working. In fact, Smelting is cheap compared to Iron Working. There have been plenty of times that I've gotten Smelting first and left Iron Working until later, just because I wanted to get some iron. And I definitely wouldn't call Crossbowmen weak. They have an effective strength of 9 against the maceman's 7. They can really turn the tide of a battle.
6 this seems counter-intuitive to me, alchemy and sanitation seems like opposite techs, whats your reasoning on this?
Alchemy is a very precise sort of procedure, as I see it. A pinch of that, a spoonfull of this, absolutely none of this, set to a very exact tempurature for a very specific amount of time; otherwise, you can't get what you're aiming for. A sterile environment seems to be a logical requirement for complex alchemy.
7 basically my reasons for this are because the units require copper here, and its bad for players and AIs alike when they think they'll be able to build units in a tech that they actually won't be able to build. and bronzeworking is somewhat cheap compared to this tech, so it seems like a safety option to help new players and the AI
Yeah, I agree with you. I was just pointing something out.

Sto
Jan 02, 2007, 06:47 PM
I've made a little test for the "setPlotType()" part with :

print " Test Plot Area : "
map = CyMap()
iW = map.getGridWidth()
iH = map.getGridHeight()
for i in range(iW*iH):
pPlot=map.plotByIndex(i)
if not pPlot.isWater():
print pPlot.area().getID()
pPlot.setBonusType(-1)
pPlot.setImprovementType(-1)
pPlot.setFeatureType(-1, -1)
pPlot.setPlotType(PlotTypes.PLOT_OCEAN, True, True)
print pPlot.area().getID()
map.recalculateAreas()
print pPlot.area().getID()
break


And that result :

Test Plot Area :

24577

16384

106496


So i think that map.recalculateAreas() is everytime needed after a setPlotType() .

Tcho !

lorgen
Jan 08, 2007, 03:55 PM
Here`s the save that crashes all the time. Play 2 more turns(if you`re lucky...)

Edit: it is too big to upload, I`ll try tomorrow

http://forums.civfanatics.com/uploads/69804/AutoSave_AD-0313.rar

does this work?

Sepuku
Jan 08, 2007, 04:27 PM
"Raider King - 4 strength, fast movement barbarian horseman hero (hidden nationality with 100% conversion if beaten), released with the Great Zoo wonder."

in a game, i made the "great zoo" and the raider king spawned and i beat him and he converted to my civ, then he was beaten by an AI and used against me. when i beat him when he was controled by the AI he didnt convert. is there like a certain number of times he can convert or does the percent go down everytime he converts?

Sureshot
Jan 08, 2007, 04:31 PM
he should convert 100% of the time

except in special circumstances, like if hes killed by hidden nationality units perhaps, im not completely familiar with all the special circumstances

Sureshot
Jan 08, 2007, 06:37 PM
i was thinking of adding the religious promotions to random units built in a city with that religion the way cult promotions are given to random units, but am not sure of what effects to add.

one thought was to make it act like the loyalty promotion if that religion is currently your state religion, and if its not to make the unit capturable if beaten by a unit whos owners state religion is that of the defeated unit.

any ideas of what else i could do with that?

Gamestation
Jan 08, 2007, 07:58 PM
Chance of purging different religions upon capture of a city for all. +20% strength in forests for FoL. Create an imp upon death for AV. Collateral damage for Runes. +1 first strikes for OO. +10% strength against all heathen promoted units for the Order.

On a side note I have another idea for you to play around with.
Making Scorch spell work as Scorch improvement in addition to typical use, and turning grasslands into plains.
Instead of making scorch be capable of downgrading grassland all the way to desert, why not use something different. Another terraformer that requires earth mana and can turn grasslands into plains. A mineralizer which the AI should not build but a player who recently built genesis might want to be able to turn the plains/hill they settled on back into a plains/hill.

Sureshot
Jan 08, 2007, 09:29 PM
good ideas all around

Sureshot
Jan 09, 2007, 11:07 AM
Chance of purging different religions upon capture of a city for all. +20% strength in forests for FoL. Create an imp upon death for AV. Collateral damage for Runes. +1 first strikes for OO. +10% strength against all heathen promoted units for the Order.

On a side note I have another idea for you to play around with.

Instead of making scorch be capable of downgrading grassland all the way to desert, why not use something different. Another terraformer that requires earth mana and can turn grasslands into plains. A mineralizer which the AI should not build but a player who recently built genesis might want to be able to turn the plains/hill they settled on back into a plains/hill.

made an earth 2 spell called mineralize heh

ended up going milder on the religion promos bonuswise, did:
Veil - +15% city attack
Leaves - +10% forest/ancient forest att/def
Runes - +15% hill def
Order - +15% vs demons
Octo - +10% jungle att/def
Cult - +15% vs fire

Sureshot
Jan 09, 2007, 03:36 PM
new version ready, religious promotions, hippus gained new upgrades (warriors to horsemen, archers to horse archers), and svartalfar and hippus horse archers can switch back and forth to longbowmen in cities if the city has the ability to build the unit they wish to switch into. two new spells (freeze and mineralize), new bard unit available with festivals, other random stuff like fixes i cant think of atm heh, linked here and in the first post:
Sureshot Complete Modmod 1.41J (http://forums.civfanatics.com/uploads/82959/AssetsSCMM1.41J.rar)

grumpylad
Jan 09, 2007, 10:20 PM
new version ready, religious promotions, hippus gained new upgrades (warriors to horsemen, archers to horse archers), and svartalfar and hippus horse archers can switch back and forth to longbowmen in cities if the city has the ability to build the unit they wish to switch into. two new spells (freeze and mineralize), new bard unit available with festivals, other random stuff like fixes i cant think of atm heh, linked here and in the first post:
Sureshot Complete Modmod 1.41J (http://forums.civfanatics.com/uploads/82959/AssetsSCMM1.41J.rar)


Looking forward to the update :) The Hippus stuff looks cool

grumpylad
Jan 10, 2007, 02:39 PM
Seems to be a problem with the Bard unit unless it's supposed to be a red/pink tent. No screenshot sorry

Sureshot
Jan 10, 2007, 03:57 PM
Sureshot Complete Modmod 1.42J (http://forums.civfanatics.com/uploads/82959/AssetsSCMM1.42J.rar)
thats updated with the bard images, forgot to add them to the last version heh

Sureshot
Jan 11, 2007, 02:40 PM
Sureshot Complete Modmod 1.43J (http://forums.civfanatics.com/uploads/82959/AssetsSCMM1.43J.rar)
thats updated with the fixes to some misplaced religious promo bonuses heh

grumpylad
Jan 13, 2007, 06:56 AM
You might want to take a look at the Great Hunt creature a beastmaster (hero) was able to defeat and therefore caputure it. Given the high stats I was then able to cause even more havoc than normal.

Overall your modette greatly adds to my enjoyment of FFH2

Sureshot
Jan 13, 2007, 07:02 AM
cool, havent actually had it come in any of our games. its definately powerful to have on your side, tho getting a tier 4 unit to beat a tier 3 unit tech ritual seems alright to me, and the benefit of gaining it is powerful, but an enemy could easily capture it from you via their own beastmasters so it seems stoppable heh

glad you're enjoying it

thomas.berubeg
Jan 13, 2007, 04:08 PM
Bard's head still pink, but aside from that and the fact that the new wonders have no new button, i like this...

Also, is it on purpose that Rith, if he transforms into animals, is stuck on a cycle between two animals? he cannot go back right now to his original shape...

sincerely
thomas.berubeg

Sureshot
Jan 13, 2007, 07:59 PM
ya, didnt want him dying as the AI, and theres no benefit to returning to his original form. the two forms he can change into are always the 2 best he can achieve for strength and movement

thomas.berubeg
Jan 13, 2007, 08:23 PM
Makes sense, sorry

grumpylad
Jan 23, 2007, 11:45 AM
Three things

Any news on the next features? I'd love to see the treant as a buildable unit (I could not get your earlier fix to work :( )

Are you able to get Rith out of his cage yet? (Yes I'm an idiot and yes it happened again)

Finally this modette is well worth playing so I figured a bump was warranted.

Sureshot
Jan 23, 2007, 01:01 PM
hmm, did you try the treant fix with normal 0.16J version? i made it for the regular ffh not my mod

i have a few fixes i intend to do, so i could add that in as well. about rith, theres no nice way of fixing that except to make 6 entirely new units and unit classes (i wouldnt give the new animal forms the ability to be caged), so it would be ugly, i can try gettin one done for you if you like, but i don't think id do it for my main mod just because its pretty heavy for just that fix.

im not working on new stuff at the moment because mainly im learning 3d modelling stuff because i want to make new models.

grumpylad
Jan 23, 2007, 01:16 PM
Yeah maybe thats my problem I added the fix from one of the threads in the dev forum, my problem was the two files were quite a bit smaller than the ones I replaced. It had n't ocurred to me it was purely a vanilla ffh adjustment (excuse the oxymoron).

As for Rith I guess I'll have to be more careful or suffer the consequences.

I 'll look forward to the new models, never a good idea to disturb artists at work.

Thanks for the quick reply

Sureshot
Jan 24, 2007, 06:29 PM
Sureshot Complete Modmod 1.44J (http://forums.civfanatics.com/uploads/82959/AssetsSCMM1.44J.rar)

just some fixes, and added the treant unit, and gave settlers and units their racial promotions

Sureshot
Jan 24, 2007, 07:10 PM
quickfix, will be replaced with full version later (http://forums.civfanatics.com/uploads/82959/AssetsQuickFix.zip)

grumpylad
Jan 24, 2007, 10:48 PM
Many thanks for the update.

I like the idea of the Treant being a seige unit, but I'd suggest adding the vul to fire (similiar to the drowned). I think the max speed of 1 may be a little limiting and prevent the likes of Quickbeam so perhaps 2 should be availible via promotions.

Again many thanks

Sureshot
Jan 25, 2007, 10:02 AM
they get double moves in forests tho, which is alright

vul to fire is a definate good idea, i plan on doing some small changes today maybe, so ill put that in.

Sureshot
Jan 25, 2007, 11:27 AM
Sureshot Complete Modmod 1.45J (http://forums.civfanatics.com/uploads/82959/AssetsSCMM1.45J.rar)
just include the quickfix, and gave walls 50% def, and made treants vulnerable to fire.

Sto
Jan 25, 2007, 11:36 AM
I don't know if it's easy to do , why not give the treant a high vulnerability to fire and immune them when on a river side .

Thanks for your add , tcho !

grumpylad
Jan 25, 2007, 02:03 PM
I don't know if it's easy to do , why not give the treant a high vulnerability to fire and immune them when on a river side .


Not sure that would be a good idea, complicated and does not add hugely to play

SS the designer diary seems to open up some brilliant opportunties for your modette

I like having the Teant as a National unit, prevent the Wooden Horde

grumpylad
Jan 29, 2007, 09:48 PM
Further Query despite having Collateral Damage promotions my treants seem unable to damage other additional units, is something missing? <-note highly technical geek speak ;)

Sureshot
Jan 29, 2007, 10:22 PM
hmm, they should have collateral damage, its not as much as catapult collateral but they should have some

Kael
Jan 30, 2007, 08:19 AM
I like the layout of your tech tree a lot. Very nice (/end borat voice). We may be borrowing some of your design for "Fire" if thats okay with you.

Yoshi2942
Jan 30, 2007, 09:01 AM
Ok, I loaded up your tech tree. I'm gonna try to figure out how to put my tech tree on here as it is quite different from any of the 3 other tech trees I have seen.

Sureshot
Jan 30, 2007, 12:47 PM
I like the layout of your tech tree a lot. Very nice (/end borat voice). We may be borrowing some of your design for "Fire" if thats okay with you.

please do, its a work of art heh (like the arcane and priest branches and how they're symmetric)

most of the early technical changes were suggested by chand, and they really help out the AI, but i spent a decent amount of time moving things around to get it looking pretty and sectioned and enhancing the mounted line.

Sureshot
Jan 30, 2007, 12:50 PM
Ok, I loaded up your tech tree. I'm gonna try to figure out how to put my tech tree on here as it is quite different from any of the 3 other tech trees I have seen.

for the most part its basically the same, except for added AND reqs and a few switched OR reqs, and a lot of moving around. for me atleast it makes it easier to navigate the tree (since i tried to section the tree and keep tier X unit techs together on the same tech tier)

Chandrasekhar
Jan 30, 2007, 01:56 PM
I like the layout of your tech tree a lot. Very nice (/end borat voice). We may be borrowing some of your design for "Fire" if thats okay with you.

Nothing would please me more than to have some of our work in your mod. :worship: :D

eerr
Jan 31, 2007, 02:32 PM
First of all, I love what you've done with this mod. The dark elves are great, and I very much appreciate the ability to grow mountains with tremor... walling off my kingdom from most forces is tasty.

One interesting thing I have noticed pertains to the dark elf hero. I captured her using an inquisitor's command ability, and due to her immortal trait, not only was I granted the unit, but she was also reborn in the Dark elf capital, effectively cloning the unit. After I carved the dark elves back to just their capital city, I was basically able to "farm" her with inquisitors, creating an army of captured, immortal heroes. While this made my "evil overlord" side cackle with glee, there's got to be -something- a tad overpowered about having an army of strength 11ish immortal heroes. :lol:

i predict hero farming will be the next big thing, compared with farming gold using cottages...

Sureshot
Jan 31, 2007, 02:58 PM
i fixed that already heh

eerr
Feb 01, 2007, 01:27 PM
i fixed that already heh

how about any unit that earns 25 or more base xp from a single battle gains the hero promotion(this is very very rare)

grumpylad
Feb 01, 2007, 01:38 PM
how about any unit that earns 25 or more base xp from a single battle gains the hero promotion(this is very very rare)

Not to wholly disagree it is uncommon but I find it happens with the Orthus unit and any other 'Hero' units that are defeated. I cannot remebr if it happens a lot in vanilla FFH2 I only use this modette

Sureshot
Feb 01, 2007, 01:48 PM
one thing i considered doing was if a unit wins a very unlikely battle, and you have no heroes yet, then that unit gains the hero promo. not sure how feasible it is tho.

grumpylad
Feb 01, 2007, 02:00 PM
That would make it a more attacking game early on. You'd have plently of warriors suciding just to try for the award

Sureshot
Feb 01, 2007, 02:05 PM
suiciding, heroics, same thing heh

eerr
Feb 01, 2007, 02:18 PM
suiciding, heroics, same thing heh

the only diffrence between suicide and heroism is whether or not you survive... ;)
live and you will be hailed a hero
die and uh, they will admit your folly

CockyWizard
Feb 02, 2007, 03:51 PM
Hey Sureshot, I noticed a couple of problems with the Adepts being switched to Empower instead of Combat:
1) Empower 4 currently requires Empower 4 (thus impossible to get)
2) Other promotions still require combat, instead of combat or empower. A perfect example is Twincast, which is only attainable by an arcane hero with combat 5, which is currently not possible to get.

I tried just chaning the adepts back to being able to learn combat, since I really don't see why they should be the only ones not to get it, but my adepts still start with Empower I. Do you know what it is that gives that to them free?

I really do like the rest of your mod though, thanks.

Sureshot
Feb 02, 2007, 04:23 PM
having an ancient temple gives them empower 1 i believe.

but also, my most recent version fixes those problems, which version are you using?

thomas.berubeg
Feb 02, 2007, 05:43 PM
I was going around as Hyborem, and razing cities today. in the process of such fun, i saw something strange: some and only someof the farms next to cites i razed turned Ashen Veil (you know, the red and black theme)

oh, i was an Ashen Veil Civ.

Chandrasekhar
Feb 02, 2007, 05:48 PM
I was going around as Hyborem, and razing cities today. in the process of such fun, i saw something strange: some and only someof the farms next to cites i razed turned Ashen Veil (you know, the red and black theme)

oh, i was an Ashen Veil Civ.

It's because the farms surrounding those cities briefly belonged to you, I think. It's only a cosmetic thing anyway.

CockyWizard
Feb 02, 2007, 09:53 PM
Well, I'm playing 1.42, but I would personally prefer to just switch everything back to combat. It really doesn't seem right to me that everything but the adepts would get combat. I mean, why penalize their strength when they already have much lower strength than other national units. I was just wondering how to change the free promotion back to combat, cause right now they are getting Empower I and being able to learn Combat I.

Chandrasekhar
Feb 02, 2007, 10:08 PM
Well, I'm playing 1.42, but I would personally prefer to just switch everything back to combat. It really doesn't seem right to me that everything but the adepts would get combat. I mean, why penalize their strength when they already have much lower strength than other national units. I was just wondering how to change the free promotion back to combat, cause right now they are getting Empower I and being able to learn Combat I.

Well, they're still arguably the best units in the game. The change from combat to empower just makes it so the AI is less likely to use them as shock troops... a change I welcome.

Sureshot
Feb 06, 2007, 03:38 PM
Sureshot Complete Modmod 1.46J (http://forums.civfanatics.com/uploads/82959/AssetsSCMM1.46J.rar) (just small fixes, like the forest growing and some funny stuff, like ice on water can disappear and grow heh, oh and added a workboat with a national limit of 1 that can be built anywhere, so that human players can build fishing boats even in small lakes if they want, but only 1 at a time so AI's don't build them uselessly)

QES
Feb 09, 2007, 07:33 AM
My dear, you give me pause and great thanks that there are nerds such as yourself, Capable and female. Truly we harken a new age.
-Qes

Maniac
Feb 16, 2007, 04:55 PM
A present for you Sureshot: FormationInfos.xml with the Svartalfar units added.

Sureshot
Feb 16, 2007, 05:05 PM
thanks, is that for Fire? haven't planned to do much modding til ive played it out and wait for the last patch of this version heh

Maniac
Feb 17, 2007, 06:28 AM
Yep Fire. It doesn't include all the units you made, but I guess it'll at least save you some work merging the files.

Sureshot
Feb 17, 2007, 07:17 AM
cool thanks, formations is one of the more tedious parts heh

Rando
Feb 20, 2007, 09:37 AM
Hi Sureshot,

One of your fans here. Saw that we are up to Patch d. Any thoughts that you might update the Svartflar mod for Fire? ;) I can't bring myself to play a game with the Svartflar without the new unit art.

Sureshot
Feb 20, 2007, 09:53 AM
im waiting til we got a more solid patch not subject to change, i have worked on it a little, including giving them a darker gray colour to make them different from the sidar's color, and i want to set up 2 mounted lines for them, one using a more melee oriented one with the Nyxkin models, and the other an archery based one using the previous mounted models i used for them.

Rando
Feb 20, 2007, 02:32 PM
Whoo, that sounds great. Something else to look forward to :)

Sureshot
Feb 20, 2007, 06:56 PM
Dark Elf Only mod for Fire Phase 0.20D (http://forums.civfanatics.com/uploads/82959/AssetsDEO2.0D.rar)

just made this up to play with, no where near all i intend to do, but got the basics for dark elves units in this

Sarvoth
Feb 20, 2007, 07:55 PM
Dark Elf Only mod for Fire Phase 0.20D (http://forums.civfanatics.com/uploads/82959/AssetsDEO2.0D.rar)

just made this up to play with, no where near all i intend to do, but got the basics for dark elves units in this

Yay! :-D:crazyeye:

Arwon
Feb 21, 2007, 12:59 AM
'Twould be nice to get those coastal cottages and fisghing boats back...

Goch Ddraig
Feb 21, 2007, 03:30 AM
Hi Sureshot! (At first: Great work, your Elvengraphics are fantastic, and with the editor, they are german, too.) ;)
I was happy to see, that you do it again for patch d, but where are MY Darkelves gone? They aren´t bad at all! I loved them because of this...
So I´m confused. In the original "Fire"-AI, they are well known bad. But in your Mod they are neutral. Why?
Best regard, a fan...

Sureshot
Feb 21, 2007, 08:23 AM
sorry, that was a quick version of the dark elf only mod, so only has them (no improvements or the other stuffs), and i used it for a game last night and made them neutral so i could build the altar lol

i'll be doing a new version today likely to split that off into a custom leaders mod again, so they'll be evil again heh

ill be trying to do the other parts, but all that generally takes longer.. i'm prolly cutting out a lot of stuff i had before since i found some of it to not work well.. anything you liked just mention, like ill get the fishing cottages and such back for sure

Sureshot
Feb 21, 2007, 08:26 AM
Hi Sureshot! (At first: Great work, your Elvengraphics are fantastic, and with the editor, they are german, too.) ;)
I was happy to see, that you do it again for patch d, but where are MY Darkelves gone? They aren´t bad at all! I loved them because of this...
So I´m confused. In the original "Fire"-AI, they are well known bad. But in your Mod they are neutral. Why?
Best regard, a fan...

so ya, neutral so they could build the Altar of the Luonnatar in my game last night, itll be fixed in next version.

about having it in german, do you mean you translated it? if so, feel free to post that and ill include it

Sureshot
Feb 21, 2007, 11:24 AM
Sureshot Fire Modmod 2.01D (http://forums.civfanatics.com/uploads/82959/AssetsSFM2.01D.rar)

fixed some of the earlier problems and integrated a bunch of stuff from the previous full version. lanun coastal cottages can be built via Whaling Boats (which require the Sailing tech).

Goch Ddraig
Feb 21, 2007, 04:57 PM
Thank you for your feedback Sureshot. Now it´s possible to sleep well again. I only have to wait for your next Modversion. ;)
And yes, I translated your unitnames into german. I did this for your 2016j mod, because there was only one german name for all of your units: "Elvenwarrior", or something simular.
So I took the "official" german translation (because of the AI-Svartalfar, everything was already translated, but even not your mod!) and copied your unitcode into. Translated it, to play complete german with my friends.
But it was thought for "homeuse" only, but maybe i´ll post it here...

Goch Ddraig
Feb 21, 2007, 07