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Vehem Feb 22, 2008, 04:06 PM http://grahamcox.co.uk/ffh/fallfurther/FallFurtherBanner.jpg
Fall Further Version 042 for Fall from Heaven 2 033g
The purpose of this Modmod was initially to add additional, distinct civilizations to Fall from Heaven 2, whilst maintaining balance, variety and flavour. Each civilization has a distinct playstyle, some unique artwork, flavourful civilopedia entries and a few tricks up their sleeves. Since Version 030, some interface and other feature additions have also been included. This trend will continue as other modders release mod-components into the community.
Installation
1. Install the Fall from Heaven 2 version and patch as listed above.
2. Install the Fall Further version and patch from the links below.
The mod will install alongside Fall from Heaven 2 - it does not overwrite it. The installer copies the necessary files from the Fall from Heaven 2 installation before installing the modified Fall Further content.
Current Download Thread (http://forums.civfanatics.com/showthread.php?t=292120)
Feature List
7 New Civilizations
Dural Civilization
Artists and students, the Dural are coming to realise that study alone will not sustain them in the wartorn Age of Rebirth. Led by the visionary Dannmos, the Dural seek to return civilization to the world, or at least their corner of it - though the task seems daunting indeed
With access to a number of unique national wonders (the Statues of the Seven Virtues) and the potent Professor unit (a priest replacement who can cast Hope and Inspiration), the Dural can do well on any path within the game. They are somewhat limited in religion (they can adopt religion and build disciples, but Temples and Priests are unavailable to them) as they are more concerned with the achievements of man than the worship of the gods, and are not naturally inclined to war but are quite capable of combat when the need arises. Their Hero - Karrlson - is a champion-level unit who was once a student until he saw first hand the dangers the world faced, at which point he began to study warfare instead. A good, solid choice for any player who enjoys a "builder" playstyle, with plenty of potential.
The Chislev Tribe
Tribal warriors out for revenge, the Chislev were almost wiped out when Jonas marched through their lands on the way to wage war on the Bannor. Previously a peaceful people, the Chislev were forced to fight for survival with their leader Absaroke at the fore. With the immediate danger now passed, the tribe must rebuild what they have lost if they are ever to avenge the fallen.
The Tribe has a number of unique buildings, some of which replace existing early structures (Elder Council and Pagan Shrine) and other, more potent buildings which can only be constructed once a number of others have been built within the empire. The most important of this higher-level buildings is the Council of the Warchief - which provides the effect of a Forbidden palace as well as boosting military production and global city-defence. One of these can in theory be built for every 3 cities, leading to the possibility of many small groups of settlements, each close to a "centre of government" to reduce maintenance. Additionally, the Chislev only civic - "Tribal Law" - acts in a similar manner to City States, but reduces Number of Cities maintenance instead of distance. Finally, when their world spell is cast, the Chislev receive free units in every city containing a Council of the Warchief, as the troops are rallied to seek their revenge. On the downside, the tribe has recently abandoned their homes, and suffers somewhat in the early game - lacking the means to make rapid tech-progress. Once they get established however, their enemies should be wary. A good civ for those who like to build early and war late.
The Archos
The Archos spent the Age of Ice trapped in spider infested caves. Over time they developed mutations and even began to worship the spiders. Shortly before the Age of Rebirth dawned, a formal spider cult emerged worshipping a giant spider they commonly called "Mother". Whilst the cult remains secretive and below ground even now, they hold sway over their barbaric tribe who have returned to the surface, under the command of Daracaat. Daracaat is fierce warrior, none-too-subtle in his approach but wily enough to understand the position the spider cult has put him in. He wishes to build the power of the tribe and conquer those civilizations nearby and uses brute strength and giant spiders to do it.
The Archos are a "barbarian-friendly" civilzation, though they tend to allow their spiders to feed upon any orcs that stray too close. Whilst the civilization has a strong "spider-theme", they cannot build spiders themselves and mostly rely on the brute strength of their warriors, especially in the early game. The spiders are born in the "Nest-City" (Capital) which benefits greatly when it increases in size. At Size 5, Baby Spiders are born periodically, whilst at Size 10 this changes to Giant Spiders. At Size 20, the Giant Spiders become Strong. There is one other important size-level for the Nest - size 15. This is the minimum size required to cast their world-spell, which brings their Hero unit "Mother" into the world. She's a big spider. And fun. 'nuff said. Subtle game-play isn't high on the list of Archos traits - they like to war and have the means to do it. Their Melee line lacks access to some of the weapon upgrades (generally only available to higher level units than normal) but make up for that with poison strength. Their Recon line is especially potent, and leads to the tech required to wake Mother (Feral Bond) and eventually toward the tech required to train Haruspex - the spider priests. These druid replacements trade summoning abilities for the Chaos Sphere, making them a unique blend of druid and attack-caster. The Archos have good potential for early war, and it just gets better once Mother and friends turn up...
Enter the Lizardmen - Cualli and Mazatl Civilizations
The Cualli and Mazatl civilizations are two surviving factions of an ancient race that was all but destroyed in the Age of Ice. Whilst they share a common root, they have developed in dramatically different directions since the dawn of the Age of Rebirth.
The Cualli survived the Age of Ice by making pacts with their dark god. Now bound to his service, they are a selfish and bloodthirsty people. Utilizing slavery and blood sacrifices to build their empire and dark magics combined with natural aggression to conquer their neighbours. Their leader is ruthlessly cunning and cold blooded in his tactics and their high-level units are incredibly potent, combining the power and stealth of the Shadow unit with the spell casting abilities of the Priest line.
The Mazatl on the other hand are an enlightened civilization, burdened with the foresight of the impending Armageddon. Their priests have divined what will happen if none stand to prevent the Infernals and the Sheaim from completing their plans, so they now make preparations to make that stand.
Lust for Knowledge - Kahdi
A new civ with an identity crisis - the Kahdi are ambitious, power hungry and utterly convinced that they're actually "nice guys". Believing that they serve Oghma
in pursuit of knowledge, their path has been twisted by Mammon and they truly covet power instead. Granted a direct link to Oghma's vault through "Vault Gates",
will Kahd eventually discover the truth and if so - with which god will he side?
Where the wind blows - Austrin
The Austrin are born explorers and their units and abilities reflect their wandering ways. Whilst the short term benefits of exploration are obvious, units like the Tracker also allow you to keep your lands safe from barbarians more easily whilst your melee forces are more mobile than those of other civilizations. Eventually they are able to field units such as the Windsword and Pegasus riders.
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New terrain and unique features
Welcome to the Jungle
With the Cualli and Mazatl civilizations comes a new terrain mechanic to help represent their disposition toward jungle climates. It introduces a new terrain type (Wetland), feature (Deep Jungle) and "Improvement" (Swampland). Each of these will develop naturally over time in Lizard-man lands, turning their empire into a lush jungle land. The lizardmen draw some benefits from these terrain types, but they also provide an obstacle to would-be conquerors.
Lore Locations
Seven Pines, Mount Kalshekk, Bradeline's Well and Sirona's Beacon join the list of unique features to be found in Erebus, each with it's own benefits. Some are based on locations found in Fall from Heaven Canon lore, others are based on the FF civilizations.
New flavour for existing civs
Subtle changes to the existing civilizations add new options and flavour to the races. For instance - Lanun ships can now summon a weak boarding party in order to capture enemy vessels at sea if they have the "Buccaneer Crew" promotion, the Sidar gain the "Divided Soul" hunter replacement (able to split itself into separate parts and teleport between locations) and the Elohim have been extensively reworked as a defensive, monastic civilization.
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Features from other modders
Explorable Lairs (original by Marnok)
Marnok has produced an excellent mod-component that means that monster lairs (Barrows, Ruins etc) are no longer so easily defeated. A unit must stand upon
the lair and "Assault the Dungeon". This can be a risky business, with all manner of dangers awaiting the unit and no guarantee of success. However - it can also be
very rewarding - experience, gold, magic items, unique promotions and unimaginable fame all await intrepid adventurers in the darkness. They need only be bold
enough to enter...
When a unit stands upon a tile with a "Lair" improvement, it no longer vanishes. You must use the "Explore Dungeon" ability in order to attempt to destroy the lair.
When you do so, a great many results are possible - but the process occurs automatically and you are informed of what happens during the adventure. The results vary
from valuable to outright deadly. You can improve your chances however with the "Adventurer" promotion - which helps your unit to avoid the worst of what the dungeon
can throw at them.
Broader Alignment (original by Grey Fox)
Evil? You call yourself evil? I'm more evil than you could ever be and I can prove it... Grey Fox produced a very impressive interface allowing a much greater
variety of factors to influence your alignment.
Alignment is no longer purely tied to religion - each leader has an initial alignment score (ranging from very good to very evil) and this can be influenced by religion, civics, units created, buildings built,
event results, cities razed - pretty much anything you can think of. Most influencing factors are commented on in their 'pedia entries or the help text for the option
though some are not immediately obvious (event results and such). Whilst Grey Fox did a *lot* of work on this, I do plan to extend that further in later versions
and to tweak the existing factors to make things a little easier to follow. The coloured bar in the top left of the interface displays your current alignment status.
Worker Promotions (original by Xienwolf)
Feel like a faceless labourer? Tired of working all day with no recognition of your skill? Then you need "Worker Promotions", new from Xienwolf.
Workers gain experience over time, allowing them to acquire promotions. These promotions can influence work rate, experience gain rate, defensive strength,
movement rate and visibility range. Skilled V, Mobility I workers make an excellent workfore - it just takes a little effort and a lot of worker protection to
get there.
Also included in this mod-comp was a number of addiitonal XML tags on promotions - some of which are used to implement other features below.
Diverse Citysets
Rather than using Era/Religion-based city art, Fall Further now uses Civ-specific city art. The buildings in your city will reflect the nature of the civ
you're playing. Orcs live in dirty camps, whilst elves construct elegant homes. This is purely a cosmetic change, but hopefully a worthwhile one. Some of the
religion specific improvements have been altered as well such that they don't stand out against the new city art as much.
Artwork by:
Woodelf, Winddelay and Darque (Dragonia II mod)
GeoModder, asioasioasio, Chamaedrys, C.Roland, Ganart, Sevo, White Rabbit, Woodelf and "the FfH art team" (Ethnic Citystyles Mod)
Vehem (DIY-Balseraph Tents Mod - and a number of other tweaks)
Screenies
Vehem Feb 22, 2008, 04:06 PM Current Version Changelog
Version 042
0. Updated to FfH 033b
1. Major improvements to the list of available promotion prereqs (useful for modders).
2. Bannor Melee and Archery units gain Guardsman automatically - no longer depends on training yard.
3. Bannor Training Yard grants small defense bonus and reduces maintenance by a small amount.
4. Ljosalfar Archers gain Dexterous automatically - no longer depends on archery range.
5. Ljosalfar Archery Ranges grant +3 experience to archery units.
6. Hippus Horsemen gain Horselord automatically - no longer depends on stable.
7. Hippus Stable removed (original reason is gone and no need for a further boost).
8. Svartalfar Recon units gain Sinister automatically - no longer depends on hunting lodge.
9. Svartalfar Hunting Lodge removed (original reason is gone and no need for a further boost).
10. Added "Stalker" promotion - allows unit to automatically gain "Forest Stealth" (become invisible) when in Forests/Ancient Forests.
11. Added "Shrouded Woods" - Requires: Svartalfar, Tracking. Grants the "Stalker" promotion to any recon unit visiting the city.
12. Added "Crow" unit - unique hawk replacement for the Sidar. Increased range and visibility, does not require hunting lodge (Sidar hunters are now Divided Souls - no one to carry them early game)
13. Archers (and unique variants) gain Ranged Attack. Range 1, Strength 2, Cannot reduce enemy below 80% health.
14. Longbows (and unique variants) gain Ranged Attack. Range 1, Strength 3, Cannot reduce enemy below 70% health.
15. Crossbows gain Ranged Attack. Range 1, Strength 5, Cannot reduce enemy below 60% health.
16. Arquebus gains Ranged Attack. Range 1, Strength 5, Cannot reduce enemy below 40% health.
17. Flurry gains Ranged Attack. Range 1, Strength 6, Cannot reduce enemy below 50% health.
18. Marksman gains Ranged Attack. Range 2, Strength 5, Cannot reduce enemy below 60% health.
19. Gilden Silveric gains Ranged Attack (as per Archer).
20. Arthendain gains Ranged Attack (as per Crossbow).
21. Horse Archers gain Ranged Attack. Range 1, Strength 2, Cannot reduce enemy below 85% health.
22. Catapult rebalanced for city attack/defense. Base strength and Ranged strength of 1. +300% when attacking or defending a city (effective strength 4).
23. Trebuchet rebalanced for city attack/defense. Base strength and Ranged strength of 1. +400% when attacking or defending a city (effective strength 5).
24. Cannon rebalanced for city attack/defense. Base strength and Ranged strength of 2. +300% when attacking or defending a city (effective strength 8).
25. Dwarven Cannon rebalanced for city attack/defense. Base strength and Ranged strength of 2. +400% when attacking or defending a city (effective strength 10).
26. Archers defending cities with Palisades or Walls gain "Wall Defender" promotion (1 first strike and +20% city defense).
27. Sect of Flies re-added. Champion UU for Infernals and spawned by Hellfire event. Has Demon, Corpseflies and Stigmata promotions.
28. Planar gate creatures arrive with experience equal to 1/4 of the Armageddon Counter (idea from Magister)
29. Odio's Prison provides Body Mana (idea from Magister)
30. Changed the Worker Mod promotions to use Kael's WorkRateModify tag instead of Xienwolf's WorkRateChange. (no in-game difference)
31. Guardsman promotion grants a bonus of 3% defense for each unit with the promotion in a ciity.
32. Partial techs are now a possible result from goody huts. Full techs are less common at higher difficulties and impossible at the highest levels.
Patch L - Download (http://grahamcox.co.uk/ffh/fallfurther/FF042-PatchL.exe)
1. Corrected prereqs for new spheres (should require Channeling 1-3 correctly now)
2. Machinery Tech no longer requires Bowyers Tech.
3. Crossbowman and Flurry require Bowyers Tech.
4. Added Labor Civic "Industry". Requires Machinery. +1H/+1C for Lumbermill/Watermill. +1F/+1H for Windmill.
5. Summon Frostling spell disabled when caster gains Promotion Ice3.
6. Ice Golem added from Age of Ice. Strength 7, Golem, Cold Resistance, Winterborn. Cannot enter desert.
7. Added Summon Ice Golem spell. Requires promotion Ice3. (strength is less than some other Level 3 Summons as this is effectively an extra spell - an upgrade for Summon Frostling).
8. Added new mana types to Palaces of Kuriotates, Illians, Sheaim and Grigori.
9. Reduced ConstAppearance of grassland/forest Deer.
10. Removed latitude restrictions of pigs (other requirements still apply).
Patch K
1. Corrected issue with removing resource blocks by declaring peace.
2. Basium will no longer steal cities other than the one that built the Mercurian Gate.
Patch J
1. Adepts, Mages etc can now correctly construct Creation, Force, Ice and Dimensional nodes.
2. Icons for new Mana now different from the sphere promotions (helps to tell them apart when building nodes)
3. Gamefont icons updated and tidied up (Xienwolf gets along with that file much better than I do - hates it we do...)
Patch I
1. Fixed issue with delayed spells and SelectionGroup handling.
2. Improved SelectionGroup handling - partially blinded/immobilized groups will split up and continue to attack instead of waiting for all members to be mobile again.
3. Revealing Glow/Shadowy Fringe disabled.
4. Included Erebus-Wrap mapscript (missing from last release)
5. Added Creation Mana.
6. Added Promotions "Creation I - III".
7. Added Growth building (+15% food stored, +1 Health from Corn, Rice, Wheat, Pig, Cow, Sheep)
8. Added Growth spell. Requires Creation I. Creates Growth Building whilst caster remains in city.
9. Added Fertility Spell. Requires Creation II. Swaps Corn/Rice/Wheat resources. Swaps Pig/Cow/Sheep resources.
10. Added Birth Spell. Requires Creation III. +1 Population in city. Cannot raise population about 8.
11. Added Dimensional Mana.
12. Added Promotions "Dimensional I-III".
13. Swapped requirement for Escape from UNIT_CHANTER to PROMOTION_DIMENSIONAL1.
14. Granted Chanter's Dimensional I as a start promotion.
15. Promotion Dimensional 2 grants +3 teleport range.
16. Promotion Dimensional 3 creates Dimensional Gate (1 Airlift per turn).
17. Added Nexus Portal building (1 Airlift per turn)
18. Nexus now grants free Nexus Portals instead of Obsidian Gates.
19. Obsidian gate now allows 3 Airlifts per turn. (5 max airlifts with Nexus and Dimensional Gate - Obsidian Gates remain useful even after The Nexus for large cities).
20. Obsidian gate cost increased from 300 to 500 (Infernals still get them for free).
21. Added Force Mana.
22. Added Promotions "Force I-III"
23. Promotion Force I grants a magic missile ranged attack (AirCombat 2, Range 1, Damage Limit 90%)
24. Added Unstoppable promotion. Grants collateral damage, ignore terrain cost and immunity to first strikes to Melee/Mounted Units. Cannot be bought with experience.
25. Added Determination spell. Requires Force 2 promotion. Grants Unstoppable promotion to Melee/Mounted units in the stack.
26. Added Force Wall building. Prevents units of less than Level 4 from entering the tile.
27. Added Force Wall spell. Requires Force 3 promotion. Creates Force Wall whilst caster remains in city.
28. Added Ice Mana.
29. Added Promotions "Ice I-III".
30. Added Summon Frostling spell. Requires Ice 1 promotion.
31. Added Stasis promotion. -100% Experience gain. 30% chance to wear off per turn. Cannot be bought with experience.
32. Added Stasis Curse spell. Requires Ice 2 promotion. Range 1, effects enemy units. Inflicts the Stasis promotion.
33. Added Frozen Lands spell. Requires Ice 3 promotion. Will degrade land toward Snow/Ice within 3 tiles of caster. No effect on non-enemy land. Will effect unowned, enemy or own land. Effect lasts approximately 10-20 turns.
34. Blood of the Phoenix will now only apply Immortal promotion to units with a UnitCombat (no more Immortal Settlers/GP)
35. AI will now be more likely to build a unit when it gets bored (previously it would build a low priority building or a ritual - especially Dowsing).
36. Tower of Mastery prerequisite towers now need 5 mana types each. Mana types adjusted to match the ones actually on the relevant tech.
37. Fixed an issue with Curse the Land carrying over between games (now *THAT's* powerful...)
38. Added a "No Promotion". Can be taken only if you have a UnitCombat and have taken all other available promotions. Allows the unit to gain a level and heal as normal, but adds no promotion.
39. Curse the Land may only be used 3 times per team (previously 5 times).
40. Curse the Land now costs 1800 hammers (should have cost that anyway, but got changed to 1000 at some point).
41. Warning is given when a player commences a ritual.
42. Curse the Land effect is automatically removed if you are no longer at war with anyone (alternative way out - make peace).
Patch H
1. Guardian of Pristin Pass spawned Gargoyles set to UNITAI_ANIMAL (won't enter borders - prevents games being *very* short if you start near the guardian).
2. Lizardman Berserker animation issue resolved.
3. Player "Feats" are now defined in XML rather than hard-coded in the DLL (very handy for modders).
4. Leaders will now correctly forget the diplomacy boost from promotions.
5. Corlindale granted "Soft Spoken" - provides a diplomatic boost with a civ if close to their cities.
6. Archos start with 1 Baby spider instead of 2.
7. Foxford unique feature and events added (Night of the Werewolf tribute).
8. Added "Light of Lugus" ritual - reveals all units in territory for 3 turns. (benefit for non-founder, repeatable)
9. Added "Chosen of Esus" ritual - grants invisibility to all your units within your borders for 10 turns. (benefit for non-founder, repeatable)
10. Added "Dowsing" ritual - shows location of hidden resources on resource overlay for 3 turns without need for the "Reveals" tech.
11. Added "Curse the Land" - expensive ritual that afflicts all nations you are currently at war with. Each nation loses access to all bonus resources whilst ritual is in effect.
12. Added "Appease Divinity" - cheaper ritual that most be completed 5 times in order to reverse the effects of "Curse the Land" (can be constructed in multiple cities at once).
13. Religion adoption chance for units modified. Units now most likely to adopt state religion, then an equal chance of any other (used to favour the later defined religions)
14. Reagents not revealed until Sorcery.
15. Animals can no longer purchase "Feral" with experience.
16. Harmatt cost increased to 90, also requires Tracking.
17. Prereqs added to promotions for PrereqEvent and PrereqFeat (again - handy for modders).
18. Landmark signs for Unique Features temporarily disabled (very strange behaviour in MP - one sign per human player per feature in random locations - will fix before re-enabling).
19. Eyes and Ears network will now grant religious specific techs (Arete, Mind stapling etc) if you have the correct state religion.
20. Massive overhaul of interface - Artwork by SeZereth, Python by Xienwolf.
21. Removed Great General bar from Military Advisor (not used).
22. Added "Shadowy Fringe" interface effect (active when your units are hidden within your borders).
23. Added "Revealing Glow" interface effect (active when hidden units are auto-revealed within your borders).
24. Flavour-mod updates from Jean-Elcard.
25. "Purge the Unfaithful" ritual can now be used once per team.
26. Psions and Thades are now "Elemental".
27. Lost Lands trade route percentages rebalanced.
28. Lost Lands Villages are -1 Commerce, +1 Food.
29. Lost Lands Towns are -2 Commerce, +1 Food, +1 Hammer.
30. Included "Erebus-Wrap" map script. Standard Erebus script with both X and Y world wraps.
31. Added "Arctic Deer" resource. Terrain preferences as the original deer (Tundra Forest). +2 Food natively (Deer is +1, these are larger). +1 Commerce with camp (Large Antlers highly prized).
32. Deer resource prefers Grassland Forest and appears approximately as rarely as a Horse. Will not appear at higher latitudes.
33. Both Deer resources can be used to produce Fyrdwell, construct camps and provide health in the Hunting Lodge.
34. Dye and Silk resources won't clump so dramatically, but will still be common in certain regions (previously 50% chance of extra resource in each adjacent square, now 5% chance over a 4-square radius)
35. Added "Nomad Camp" improvement. Malakim only. Desert Only. Grants +1 Food/Hammer/Commerce. Cannot be built adjacent to another camp. Allows Incense to be worked at full value (+5 commerce - early access as no need for Calendar).
36. Negative Diplo-Resources (Entropy and Death Mana) now require Necromancy to "CityTrade" - no more negative diplomacy for simply having a road near Bradelines Well.
Patch G
1. Windmill and Watermill prereqs moved to Construction from Engineering.
2. Windmill and Watermill upgrade prereqs moved to Engineering from Machinery.
3. Gifts of Nantosuelta requires Masonry.
4. Maelstrom brought back in line with FfH033 (will affect team/neutral units).
5. Courage no longer effects neutral units.
6. Disappearing interface fixed, still need to work on the speed further (one area of the code is tidier, but it doesn't seem to have made it much faster)
7. Removed RescueAdventurer as an option from lair exploration - had no result for non-Grigori players.
8. Lizard priest (Omorr, Agruonn and Kalshekk) entries fixed.
9. Boost Elohim flavour preference for the beneficial sites - you should be more likely to start next to one of them now.
Patch F
1. Updated to FfH 033 Patch e
2. Fixed Summon Treant
3. Fixed Unyielding Order
4. Fixed Equipment passing for FF Magic Items (thanks Elm)
5. Reworked MainInterface to track current HUD and Religion settings (reduces overhead slightly - not sure if it will have an impact on the speed - feedback welcomed)
Patch E
1. CtD related to unit upgrades for units without a race fixed.
2. Artwork added for Lizardman promotion and Deep Jungle button.
3. Lucian can be upgraded following the Axeman line. Retains his name and the single unit graphics.
4. Elohim pacifist promotion only applies when outside their own borders (should help to handle the barbarians early game).
5. Base combat strength is now capped at a minimum of 0 regardless of promotions. Corlindale returned to 0/0 strength.
6. Monks set to Str 4/5.
7. Abbey no longer buildable by some races that should not be able to.
8. TechPrereq for Abbey reduced from Religious Law to Priesthood.
9. (Hopefully) Resolved issue with upgrades. If there's any further odd behaviour - please let us know.
10. Xienwolf's Adaptive Trait tool tips re-enabled (lost them with 033).
11. Prereq tags for inOwnBorders, inTeammateBorders, inRivalBorders (neutral, non team), inEnemyBorders (at war) and inNoBorders (unowned) added for Promotions.
Patch D
1. Help text for Elohim Pool of Tears fixed. Should be "Gain the Expansive Trait".
2. Fixed racial promotions when upgrading.
3. Allowed the Elohim to build their UB's correctly again (D'oh!)
4. Prevented Malakim from constructing Tumtum
Patch C
1. Missing Text Keys included (FFH2_Gametext now part of the standard release)
2. Decius will update his Broad Alignment when choosing alignment.
3. Assimilation upgrades fixed
4. Sphener and MoM menu screens added as options
5. Decius Gains "Conqueror" trait (rebranded "Tolerant"), but loses Raiders.
6. Added Monastery UB for the Elohim (Replaces Pagan Temple, GPP bonus, +1 Culture, Happiness from Spirit Mana instead of Incense, Allows 1 Sage)
7. Added Archives UB for the Elohim (Replaces Library, requires Monastery, +40% Science, Priest instead of Sage)
8. Added Abbey UB for the Elohim (requires 4 Pagan Temples, Culture bonus, Produces +2GPP (Prophet), 1 Happiness per 20% culture, required for Monks to learn "Purity" and "Focus")
9. Added Minster UB for the Elohim (requires 2 Abbey's, National Wonder, Significant Culture/GPP, 1 Happiness per 10% culture, required for Monks to learn "Enlightenment")
10. Elohim Racial Promotion - Pacifist. -1 Offensive Combat Strength.
11. Monks changed to be Strength 4/5, Move 1.
12. Added "Purity" (requires: Monk, Abbey, Level 4. AutoAcquired. +100% Resistance to Poison Damage, +25% Resistance to Unholy Damage, Immune to Disease/Plague).
13. Added "Focus" (requires: Monk, Abbey, Level 6. AutoAcquired. +1 Spirit Affinity, +25% Resistance to Unholy Damage).
14. Added "Enlightenment" (requires: Monk, Minster, Level 12. AutoAcquired. +1 Spirit Affinity, Immune to Fear, Immune to Magic).
15. Achieving "Enlightenment" grants the Honorific title of "Sohei".
16. Added Bradeline's Well Unique Feature (Entropy Mana Source, +4 Commerce with Corruption of Spirit)
17. If controlled by Sheaim player with Knowledge of the Ether, Bradeline's well has small chance per turn of summoning an Imp or Pit Beast under player's control.
18. If visited by the Elohim, Bradeline's Well can be "repaired". Removes the mana source, reduces AC by 5, prevents Sheaim summoning event.
19. Added Sirona's Beacon Unique Feature (Spirit Mana Source, +2 happy in nearby cities)
20. If visited by the Elohim, Sirona's Beacon grants them the "Spiritual" trait.
21. If visited by the Elohim, Remnants of Patria grants them the "Industrious" trait.
22. If visited by the Elohim, Pool of Tears grants them the "Expansive" trait.
23. If visited by the Elohim, Mirror of Heaven grants +1 Happiness in all Elohim cities.
24. If visited by the Elohim, Odio's Prison will reset their world spell use ("Birthright Regained").
25. Corlindale grants 1 additional vote on the over council. Strength set to 1/0 (becomes 0/0 with Pacifist)
26. Elohim lose the Tolerant trait.
27. Added Silver Circle Wonder (requires Alteration and Currency, +25% Science/Currency, allows construction of Wandering Sages).
28. Added Wandering Sage unit (requires Silver Circle, allows construction of Enchanter's Enclave building, can perform small trade missions).
29. Added Enchanter's Enclave building (can only be constructed by Wandering Sage, +5% commerce bonus for Gold, Gems, Mithril, Reagents, Incense, +1 Happiness with Enchantment Mana).
30. CtD on mouseover of City Maintenance fixed.
Patch B
1. Updated for 033c
2. Artwork for Volcano replaced with HRochland's volcano
3. Mount Kalshekk unique feature added. Volcano which the Mazatl sheltered in during the Age of Ice - appears in Jungle, +2 hammers, +2 hammers with Mining, Provides Earth Mana
4. Standing Stones now grant Nature Mana (switched to prevent duplication of unique Mana sources)
5. Raiders icon altered (no longer looks the same as Bronze Working)
6. Armageddon counter/End Turn button reworked (should look/work better now).
7. Bad reference to python prereq on CommanderSplit removed.
8. Bad reference to python prereq on TreetopDefense removed.
Patch A
1. Summons handling fixed
2. Goody huts will no longer occasionally provide double bonuses
3. Planar Gate experience bonus fixed
4. Sominum and Scenario icons replaced
5. Marksman promotion now requires that the target unit be living to consider it as being the weakest.
6. Puppet Promotion readded. Same effects as Golem, plus CounterTargetWeakest (the mage has complete control of the puppet and will put it in the path of danger).
7. Removed Combat promotion line as an option for Siege units.
8. Added Assault promotion line as an option for Siege units (3 promotions, each granting +100% City Attack)
Screenshots
Vehem Feb 22, 2008, 04:07 PM Installation Instructions
Since 040 an installer has been provided.
1. Install the latest version of Fall from Heaven 2 using the executable.
2. Install the latest patch for Fall from Heaven 2 using the executable.
3. Install Fall Further using the executable. This will copy your FfH2 installation from the default location to a "Fall Further" directory, then update the files as necessary.
Main Fall Further Download Here (http://forums.civfanatics.com/downloads.php?do=file&id=8500)
Notes
The current version of this modmod is for Fall from Heaven 2033 Patch e. I will update as the main mod increases in Patch version.
Previous Versions Changelog
Version 041
1. Resolved an issue with UnitConvert (Warrior->Drown, Archmage->Lich etc)
2. Xienwolf is now working on the DLL (and some other things beside) and has incorporated all of his changes from his ModComp
3. Broader Alignment is now a Game Option
4. Permanent summons are now 1 per caster, linked to that caster.
5. All summons will die at the start of the turn if their summoner is dead/has betrayed the player. (this will be developed further in 042)
6. "Divided Soul" Sidar unit implemented as described in the Shadow Unit Design Contest here (http://forums.civfanatics.com/showthread.php?t=253190)
7. "Sever soul" and "Ethereal Call" spells implemented for the Divided Soul unit (allows the unit to teleport to its "other half")
8. Artwork added for new Magic Items (thanks to Psychic_Llamas for the Mark of Chaos icons)
9. Artwork for Austrin civ button fixed
10. Mod is no longer dependent on the resources in the Fall from Heaven main directory (GFC Primary Theme errors should be gone provided you don't rename \Fall Further 041\)
11. Animals no longer have a time limit. They will spawn all game long (until there's no space to do so) and do not reduce normal barbarian levels.
12. XML in some files is "trimmed" using the method pioneered in Xienwolf's modcomp. Reduces size and makes it easy to see what a promotion etc does. (only relevant to Modders)
13. Dural Statues re-ordered slightly to reflect new spells.
14. All level 1 spells no longer require Channeling I - this is purely for experience gain now.
15. Firebows receive a unit specific spell "Ignite" - similar effect to their original fireball.
16. TXT_KEY_POPUP_DEIRDRA_DEFEATED added - time for some last words.
17. Unique Feature Happiness now works correctly (both in 'pedia and in-game).
18. Valor now grants +100% experience gain rate, but has a 20% chance of wearing off per turn (Archmages should be on the front lines).
19. Harmatt is now UNIT_COMBAT_RECON and has -20% strength when attacking cities (I suspect he may need further toning - let me know)
20. Alignment Meter has been disabled.
21. UnitStats has been incorporated - use the "Trophy" icon in the top right or press "U" to access unit statistics (Thanks Teg Navanis)
22. Under/Over council prereqs have been moved to Way of the Wicked/Way of the Wise - allows all civs to access the councils.
23. Casters belonging to a Summoner Trait leader will gain 50% of the experience of their summons when the summon dies.
Patch D for 041 (http://grahamcox.co.uk/ffh/fallfurther/FF041-PatchD.exe)
1. Added Corpseflies promotion - reduces health in adjacent cities by 0.40 (same as Flood Plains).
2. Diseased Corpses now start with Corpseflies promotion.
3. Added People's Champion promotion - increases happiness in city by 3 when unit is garrisoned.
4. Donal Lugh now starts with People's Champion promotion.
5. Sacrifice the Weak now requires 1.5 food per citizen (increased from 1 - balance experiment)
6. Code added to allow specific Civilizations to have higher/lower/blocked rates of passive religion spread (not used yet - for Malakim and Kahdi).
7. Code added to allow goody huts to provide random amounts of beakers (or remove them) - plan to make "free full techs" much rarer at higher difficulties. (not used yet)
8. Removed all default Civ4, Warlords and Beyond the Sword "Main Menus" (background and music)
9. Implemented Fall from Heaven Menu as an actual menu choice, rather than simply overriding existing files.
10. Added a Fall Further specific main menu - you can switch back to the original using the Options menu.
11. New Graphic for Brigit
12. Elephant upgrades now handled through spell mechanic - works around the level requirement for "No AI Level Requirements".
13. AI more likely to take "Subdue" promotions for recon units (tackles the extra animals and increases the chances to tame elephants or other animals.
14. Instability promotion added (-50% combat strength)
15. Seven Pines world feature added. Moderate yields, enchantment mana, adds Instability promotion to all Angels/Demons within 2 tiles (removed once they move away).
16. FlavourMod incorporated (thanks Jean Elcard).
17. Fixed potential CtD with the Windsword spell "Bladewind".
18. Added "House of the Grey" - Sidar UB Hunting Lodge (req. Mysticism, +1 Happy with Spirit Mana, +1 Health with Shadow Mana. Normal bonuses for Fur/Deer removed).
19. Divided Soul building prereq moved back to "BUILDINGCLASS_HUNTING_LODGE" (which is now the House of the Grey).
20. Added "Buccaneer" unit - Strength 4, WeaponTier 0, Starts with Boarding, Cannot be Built.
21. Added "Buccaneer's Spirit" spell - Castable by any Lanun Naval Unit with promotion "Buccaneer Crew". Summons a Buccaneer unit (1 turn). Removes Buccaneer Crew. (note: If summoned by a HN unit, the Buccaneers are also HN - for Pirates/Black Wind)
22. Re-added Alignment Info displays to MainInterface (classic style, not BUG)
23. Pre-emptive change to "unit model" display in bottom left corner - will be part of FfH033 anyway. Larger unit model, in position for new interface.
24. Summoner units display their summons below the UnitModel in the bottom left corner. Clicking selects the summon.
25. Summoned units display their summoner in a similar location (further right). Clicking selects the summoner.
26. Fix which prevents Council of Esus to be spread before founding (through Undercouncil resolutions).
27. The random result for "Wonder" which creates a "confused Spiderkin" in the main mod now allows the caster to cast "Sever Soul" instead (as with Divided Soul).
28. No longer uses FFHBUG main interface. Now uses an earlier version with some BUG features added (resolves python stability issues by removing the cause)
29. Applied same fix to UnitUpgradeFromCombat as was applied to UnitConvert (Baby spiders automatically growing up should no longer upset PLE).
30. Updated FFHBUG with new mod directory name (Contrib\ModName.py).
Version 040
1. Updated for FfH 032l and BtS 3.17
2. Austrin Civilization added (Air/Tali inspired explorer race)
3. Hell terrain versions of Ocean and Coast added (Blackwater and Blighted Coast)
4. FFHBUG included - many interface upgrades, almost all of which can be deactivated if you wish (CTRL-ALT-O to access the options screen, you can also turn off the "Reminder Message" on that screen)
5. Mazatl Priests reworked slightly - may need a bit of further work later
6. TXT_KEY fixed in Diplo messages
7. Sacrifice now correctly requires either Demon's Altar or Sacrificial Altar (it previously worked so long as you didn't have the Sacrificial Altar. Oops.)
8. Harmatt is suitably Heroic again.
9. TXT_KEY_HINTs moved from the base Civ4 folder into the file that BUG added with the same name (I suspect that was a mistake on their part, but this resolves it temporarily).
10. ModName resolved (CTRL-ALT-O bug)
11. Hippus and Austrin can no longer build Meskwaki
12. Fixed an issue with multiplayer scorelists
13. Fixed the behaviour of unique features (they will incorrectly list large happiness bonuses (+100, +300) until I rework the DLL, but the actual effects are correct (+1, +3) )
Version 033
1. Updated for 032e
2. Some code tidied for easier "ModModModding" (some files had new contents moved to the end of the file rather than integrated with FFH content, some tags made optional/MinOccure=0)
3. Vassal/Religion weights brought back in line with Kael's (I added Vassal requirements after they were discussed on this board, but now Kael has added them too so I've deferred to his)
4. Some player-text colours altered for better clarity (hopefully).
Version 032
1. Updated for 032d
Version 031
1. Updated for 032
2. Natane added (Chislev leader, Daughter of Absaroke)
3. Options added to disable any FF race
4. Khazad made more Neutral (Alignment 25 instead of 150).
5. Religion alignment shifts tweaked.
6. Treasure Vault dungeon event now grants gold correctly
7. Lich dungeon event now spawns Lich correctly (don't worry - he's not as bad as Barbatos...)
8. Lost Lands strategy text added
9. All new magic items can now be picked up/passed around correctly
10. Kitteh no can has a debug message
11. Armageddon counter art added back from old FPK
12. Oghma Kahdi vault creatures correctly get Strong Promotion.
13. Kahdi Gate builds twice as quickly with Spiritual
14. Meditation Hall builds twice as quickly with Spiritual
15. Thade is now a Disciple unit
16. Thade chance per spell sphere increased from 12.5% to 20%
17. Meditation Hall allows a sage
18. Meditation Hall grants 1 happiness with Incense
19. Monument to Avarice builds twice as quickly with Gold resource
20. Min/Max Alignments shifted to -500/+500
21. Numerical Alignment now displayed on score list (and when right clicking alignment meter
22. Armageddon counter now displays the "Raw Counter" and "Counter Limit"
23. Fire-style Armageddon counter readded, displaying the percentage (city screen issue resolved.
24. Religion Alignment shift rebalanced for new scale (Order/Ashen +/- 500, Empyrean/Esus +/- 250, Runes/Overlords +/- 125)
25. Kahdi Phalanx and Immortal enabled (only Champion should be blocked).
26. Kahdi Rider replaced Horse Archer.
27. Hianthrogh and Kahd no longer have gender-identity issues.
28. Kahd can no longer adopt Fellowship of the Leaves.
29. Kahd likes the Great Library now (instead of Prophecy of Ragnarok)
30. Baby spider are ANIMAL_INVISIBLE now, as with Giant spider (and no - Mother can't have it too :p)
31. Kahdi arcane upgrade costs scaled back
32. Mammon-Kahd should now be available if you selected the Mammon path.
33. Gnosling Knowledge gain TextKey fixed.
34. Gnosling Knowledge gain amount reduced (now 2 x opponents level)
35. Kahd cannot build Abashi.
Version 030
1. Explorable Lairs (original by Marnok)
2. Broader Alignment (original by Grey Fox)
3. Worker Promotions (original by Xienwolf)
4. Diverse Citysets
5. Kahdi Civilization
6, Lost Lands moved to Currency
7. Barterhouse replaces Money Changer (available at currency, +50% Trade Route Yield)
8. Mazatl Capital provides +50% trade route yield.
9. Lost Lands no longer provides +1 Commerce with Swamp.
10. Lost Lands now provides +75% Hammer/Food yield to Trade Routes and -25% commerce.
11. Lost Lands provides additional trade routes in every city.
12. Raider promotion added - automatically pillages improvements once when you enter a tile if at war with the owner .
13. Raiders trait now grants Raider Promotion instead of Commando.
14. New magic items added, mostly available through the Dungeon Exploration mechanic.
15. Existing magic items renamed with a {Item} prefix so that all appear together in Civilopedia.
16. Pirate Coves made unpillagable.
17. Growth Rate of Pirate Coves/Ports slowed.
18. Hyborem and Basium granted experience upon spawning
19. Hyborem spawns with an Attack AI rather than City Defense.
20. Hyborem switches to City Defense AI after losing his Immortal Promotion.
21. Teleporting units enabled through Paradrop interface (used by Thades)
22. Recon/Rebase Hawk command icons replaced with pre-Shadow artwork (BtS used an Atlas for the icons, I just put the original FfH art back)
23. No addition food from swamps with Feral Bond.
24. Citybar size increased (Modcomp by asioasioasio here (http://forums.civfanatics.com/showthread.php?t=239221))
25. Some event options related to the new civs added - more to come.
26. Monks start with Guardsman
27. Guardsman available to Defensive civilizations (Homeland is a prereq)
28. Kolsehvahn 'pedia entry linked properly
29. Lizard Blowpipe button art fixed
30. Reported Dural diplo-text corrected (there may well be more - let me know)
31. Mazatl-specific temples can be built correctly again.
32. Further check to prevent Deep Jungles from spawning using certain Mapscripts. Should now be impossible for them to spawn at game start using *any* script.
Version 022 - Updated for 031e (previous patch bundled)
0. Merged with 031e
1. Priests of Omorr now cast Floating Eye, Spirit Guide, Dispel Magic and "Purify" (new spell, combines the effects of Remove Disease and Sanctify, Priests of Omorr only).
2. Lizard units should all be set to "No religion" on creation (resolves Shield of Faith/other religion specific spells on Priests)
3. Lizard cities can no longer build temples of the normal religions.
4. Deep Jungle should not be created by the map script Normalize function at game start.
5. Fixed Prereqs for Spiritual Hammer on Priests of Kalshekk
6. Fixed Scorch behaviour (was previously checking requirements but producing no effect on Wetland/Swamp)
7. Shadow-class units can investigate. Shadow-Priests can no longer Sabotage/Steal Plans.
Version 021 - Updated for FFH2 031
0. Updated for FFH2031d
1. Blowpipe units enabled for Lizard civs
2. Lizard priest unit spells adjusted for new spell system
3. Lost Lands reduced to +0.5 Happy per Jungle
4. Guardian of Nature reduced to +0.5 Happy per Forest/Jungle, +0.75 Happy per Ancient Forest
5. Coatlann now requires Arcane Lore, Theology and Righteouness
6. Shadow Priests (including Misquiztli) now require Malevolent Designs
7. Transmute and Spiritual Hammer re-added as Priest of Kalshekk only unit spells
Version 020 - Mazatl and Cualli Civilizations Added
1. Mazatl - A new race of lizardmen, good alignment, opposed to Armageddon.
2. Cualli - A new race of lizardmen, evil alignment, bloodthirsty servants of Agruonn/Aeron.
3. Diplomacy Text fixes - some updated diplomacy fixes for Archos, Dural and Chislev
Version 012 - Artwork added and balance changes
1. Meskwaki - Tech Prereq moved to Arcane Lore. 2nd Tech Prereq at Warfare.
2. Archos Immortals - Made unique, combat strength partially poison damage, first strikes added for additional limbs.
3. Dural Statues - costs rebalanced to better reflect their usefulness and level.
4. Archos Spiderkin - Get their "Subdue Beasts" back.
5. Chislev Early Game - Ancient chants as a starting tech and the Tribal Council receives it's missing beaker.
6. Dural Statues - Building Artwork by Woodelf and Windelay
7. Archos, Dural and Chislev Palaces - Building Artwork by Woodelf and Windelay
8. Fixed CtD caused by building Archos Chosen.
Version 011 - Updated for 2030k and previous patches bundled
1. Added Chislev Unit Button Art
2. Added Chislev Building Button Art
3. Added "Student" unique units to Dural
Version 010 - Initial Release
DLL Source
Updated for 042h.
Download Changed DLL files here (http://grahamcox.co.uk/ffh/xienwolf/FF%20042%20DLL%20Source.zip)
Vehem Feb 22, 2008, 04:18 PM Credits
Archos Civ
Unit Art - Modified from existing FFH Artwork
Leaderhead - "Thomas Anlauf" (Posted on Elfwood)
Music - Posted previously by Stoik (DiploWar music)
Original Suggestion and Flag - Slvynn
Palace Art - Woodelf and Winddelay
Chislev Civ
Unit Art - bernie14, sepamu92 (From Civfanatics FileDB)
Leaderhead - Kirby Sattler (Website here (http://kirbysattler.sattlerartprint.com/))
Music - White Buffalo by Native Amazonas
Palace Art - Woodelf and Winddelay
Dural Civ
Unit Art - danrell (From Civfanatics FileDB)
Leaderhead - Patron Wizard (Magic: The Gathering)
Music - Posted previously by Stoik (DiploWar music)
Palace Art - Woodelf and Winddelay
Statues of the Seven Virtues Art - Woodelf and Winddelay
Mazatl Civ
Unit Art - From Dragonia Mod (Woodelf, Winddelay and Darque)
Music - Posted previously by Stoik (DiploWar music)
Palace Art - Woodelf and Winddelay
Hero Art and Wyvern Guard - remodeled and reskinned by Winddelay
Cualli Civ
Unit Art - From Dragonia Mod (Woodelf, Winddelay and Darque)
Leaderhead - Saurus Warrior (WHFB - property of Games Workshop)
Music - Posted previously by Stoik (DiploWar music)
Palace Art - Woodelf and Winddelay
Kahdi Civ
Initial civ concept, concept artwork and original lore: Slyvnn
Unit Art - NikNaks, Slyvnn and Varietas Delectat
Music - Ambition (louisfoxfire.com)
Diverse Citysets
Woodelf, Winddelay and Darque (Dragonia II mod)
GeoModder, asioasioasio, Chamaedrys, C.Roland, Ganart, Sevo, White Rabbit, Woodelf and "the FfH art team" (Ethnic Citystyles Mod)
FFHBUG
Ported to FfH by Falc.
BUG mod by "The BUG team"
Component mods by Emperor Fool, SimCutie, Impaler[WrG], TheLopez, AsioAsioAsio, Ruff_hi, Alerum68, eotinb, Dr Elmer Jiggles, Taelis, Cammagno, Sevo and Chinese American
Other
It goes without saying, but this modmod is only possible because of the FFH2 mod itself, which I have spent far too many hours enjoying and for which I am grateful to all members of the Modteam.
Swamp artwork adapted from Marsh terrain by Rhye
Explorable Lairs - original by Marnok
Broader Alignment - original by Grey Fox
Worker Promotions - original by Xienwolf
Seven Pines Artwork - Psychic_Llamas
Main Menu Image - Wojciech ( Voytek ) Nowakowski (http://www.voytek-art.com/digital_paintings.htm) (without permission - will be removed if requested)
Main Menu Soundtrack - Phoenix Chronicles (Draqo) (http://www.newgrounds.com/audio/listen/158823)
Known Issues
None as yet.
DREWid Feb 22, 2008, 04:31 PM oooo ... looks interesting!!!
Vehem Feb 22, 2008, 04:53 PM Over to you
And this is the last post position I'm going to steal. I've spent a fair bit of time testing and tweaking over the last few days, but I know that the true test of any mod (or modmod) is when the rest of the community get their hands on it. Please - post any suggestions, requests, bug reports and shouts of "Yah-boo! UR Mod sux noob!" here. I will say now that some of the civs may require slightly different approaches to what you're used to, so give them a fair chance. On the other hand, I've balanced across the civ (in the same was as the Modteam) rather than on any specific point, so yes - certain abilities may seem strong, but be sure that there isn't a counter-point elsewhere.
Last of all - I hope people actually use and enjoy these civs. They took a couple of weeks to complete and I've grown quite attached to them - I'd love to hear any After-Action-Reports from anyone using them.
Nikis-Knight Feb 22, 2008, 07:11 PM Just in case you don't realize, your evil civ won't be able to utilize their unique druid unless they change alignment (to neutral by adopting runes). Maybe that's fine with you, or maybe you'd rather change it to a unique eidolon or mage.
edit: or use Magister's better suggestion.
MagisterCultuum Feb 22, 2008, 07:17 PM That isn't entirely true; it is possible that one of the differences between the Haruspex and a normal druid is the that they don't have an alignment restriction, or they could even require evil alignment. The Alignment restriction is handled in the individual units xml defines.
(I'm probably removing the alignment restriction from druids in my modmod, giving them 2 spheres, and making them require a minimum level)
xienwolf Feb 22, 2008, 07:29 PM Hope that it is no alignment restriction, otherwise when you do change to Neutral as them you are stuck with no access to normal OR unique druids...
Of course, that means they can get both Eidolons & Druids (or if they go Good they can get both Paladins & Druids, but you can do that anyway with a properly timed alignment shift)
Vehem Feb 23, 2008, 02:56 AM Just in case you don't realize, your evil civ won't be able to utilize their unique druid unless they change alignment (to neutral by adopting runes). Maybe that's fine with you, or maybe you'd rather change it to a unique eidolon or mage.
edit: or use Magister's better suggestion.
Aye - that's covered - no Alignment restrictions on them. As Xienwolf says, it does mean you can pickup Eidolon/Paladins in addition, but the techs for each are high level and sufficiently separated that it'd be a major research investment so it's not easily "exploited".
Ksi Feb 23, 2008, 12:32 PM Very nice Vehem !
Vehem Feb 23, 2008, 01:52 PM Very nice Vehem !
Thanks - have you had chance to play with them yet or are you just looking over the thread?
==
I've just had a 3-way multiplayer game which was going quite nicely, one person in command of each new race. Sadly my Archos got a bit culture-squished in the corner by another human player controlling the Dural, but I did get chance to release Mother and she's always fun to have around. Early-game baby-spider hijinks were also good fun - munching a worker or two and the occasional warrior.
Slvynn Feb 23, 2008, 02:31 PM haha great job , nice to see Archos in action.
gonna try to play full game with archos.
:goodjob:
Jenaelha Feb 23, 2008, 05:33 PM Excellent. It's like an FfH expansion pack. You've done a fantastic job adding some nice variety, seemlessly. I've got a nice game going as Archos with the Luana pinned down, alone on the continent with me. Neat how you've included the spiders in their game given thier background story. BTW, I thought the Archos' story was well written. No squawks yet, I'll keep at it with a few more new civs to try. This'll be my standard mod for a time. Thanks for a new look at FfH. :goodjob:
xienwolf Feb 23, 2008, 06:03 PM Very enjoyable new Civilizations :) (And my modules even work for it. Yipee!).
If I had to complain about anything it would be that you didn't include a new shortcut with unique icon for your own mod (well, and that you didn't post it in the mods forum :P Woodelf can fix that one easy enough).
Much love for the Neutral Civ so far.
Fenboy Feb 24, 2008, 12:21 AM It looks like you put quite a bit of work into this, nice one :)
Psychic_Llamas Feb 24, 2008, 12:35 AM Im in the middle of a game with the Archos, and i have to say that what you have done is brilliant. these are by far one of the more flavourful civs in the game, the back story is great, the world spell is awsome, the unique unit art is nice, and the civilisations benefits and negatives are nicely balanced.
good job! i hope you will be makeing more modmods like this in the future :)
grumpylad Feb 24, 2008, 12:37 AM Hi played the Dural (will try the other two) I had so much fun I've only just realised that I was missing priests and temples. Particularity like their National wonders. Good work
Sarisin Feb 24, 2008, 03:38 AM OK, Vehem, I downloaded the file, unzipped it and placed it as specified in your instructions.
Please forgive my ignorance as I have never run a mod within a mod, so what is the best way to do that?
Are those 3 new civs available to me in my future games by just doing putting the unzipped files in the correct Assets directory? Will they be selected as part of the Random ai civ selection?
Or is there another step I have to do to load your mod after I am in FFH2.
Thanks, I'm looking forward to playing with/against those civs.:)
Psychic_Llamas Feb 24, 2008, 04:59 AM I think the Dural Hero lacks the flavour and character that the other heroes have, to me he just seems like an adventurer with a tiny advantage. is there some way that you could make him more unique? perhaps allow him to make a special tile improvement that, if inside the civs borders, grants the unit on it the courage, loyalty and homeland promotions temporarily? like some war statue that inspires the soldiers. or if not, make it a building like hope.
Vehem Feb 24, 2008, 06:05 AM OK, Vehem, I downloaded the file, unzipped it and placed it as specified in your instructions.
Please forgive my ignorance as I have never run a mod within a mod, so what is the best way to do that?
Are those 3 new civs available to me in my future games by just doing putting the unzipped files in the correct Assets directory? Will they be selected as part of the Random ai civ selection?
Or is there another step I have to do to load your mod after I am in FFH2.
Thanks, I'm looking forward to playing with/against those civs.:)
Once the Assets are in place, they should appear in the list and the AI will select them randomly too, aye. I've tried to integrate them seamlessly to the main mod, simply extra content.
I think the Dural Hero lacks the flavour and character that the other heroes have, to me he just seems like an adventurer with a tiny advantage. is there some way that you could make him more unique? perhaps allow him to make a special tile improvement that, if inside the civs borders, grants the unit on it the courage, loyalty and homeland promotions temporarily? like some war statue that inspires the soldiers. or if not, make it a building like hope.
That was pretty much deliberate, at least the "small advantage" part. I didn't want any one unit of the Dural to drastically outshine the others but Karrlson is a particularly well-practiced warrior for the reasons outlined in his background story. He is basically a champion with an additional Strength, Movement and the Hero promotion - simply an "excellent warrior".
Kol.7 Feb 24, 2008, 07:26 AM Looks good. Does it work with other modmods?
Psychic_Llamas Feb 24, 2008, 07:49 AM That was pretty much deliberate, at least the "small advantage" part. I didn't want any one unit of the Dural to drastically outshine the others but Karrlson is a particularly well-practiced warrior for the reasons outlined in his background story. He is basically a champion with an additional Strength, Movement and the Hero promotion - simply an "excellent warrior".
ok, thats fair enough :) id still like him to have some funky hero mechanic like the others though. but thats just personal preference.;)
Vehem Feb 24, 2008, 08:50 AM Looks good. Does it work with other modmods?
Depends on the Modmod. Apparently it does with Xien's modules, but I imagine it won't blend with Magister's without a little work. Event mods should probably work fine - provided they stick to the normal events XML/Python files as I haven't touched those.
Sarisin Feb 24, 2008, 12:26 PM OK, I've played 250 turns (Epic speed) as Chislev. It is always fun trying a new civ, but so far this has been better with so many new things to see and try.
I only just got my 2nd city, though, as I have been getting pounded early by raging barbs (they came in force on turn 152, a little earlier than I expected).
Here are some of my early impressions:
1. What no starting tech? ;) This hurt me early in the game as most civs start with one. With the Spiritual trait how about starting with Ancient Chants?
2. GP points seem to be hard to come by for this new civ. I know it is early, but I used to enjoy getting that Pagan Temple so I could get Great Prophet pts. Not so with the replacement - btw, when you get Mysticism, the 2 replacements are showing the same picture as the old Elder Council...a little confusing.
3. I love the Totem of the Old Enemy. :) It is great that you brought back the good old Orcish promotion, especially at 20%...and my Hunters and Archers are getting it too! Not, my Adepts, though, but I cannot be greedy. It is helping a lot defending against the barb invasion.
4. The icons on screen are a bit confusing. There is a good unit model for both the Hunter and Archer, but the icon shown for both is the same as for the Warrior. I think even the Horse Archer uses the same icon.
I'm looking forward to getting some of the promised better things now that I have my 3rd city.
So far, and outstanding modmod! Thanks, Vehem.:)
Oh, one more thing...the Chislev hero seems so far away. I often don't even get to Strength of Will in many of my games. Any chance of moving this to Arcane Lore? Thanks.
Vehem Feb 24, 2008, 01:06 PM OK, I've played 250 turns (Epic speed) as Chislev. It is always fun trying a new civ, but so far this has been better with so many new things to see and try.
I only just got my 2nd city, though, as I have been getting pounded early by raging barbs (they came in force on turn 152, a little earlier than I expected).
Here are some of my early impressions:
1. What no starting tech? ;) This hurt me early in the game as most civs start with one. With the Spiritual trait how about starting with Ancient Chants?
2. GP points seem to be hard to come by for this new civ. I know it is early, but I used to enjoy getting that Pagan Temple so I could get Great Prophet pts. Not so with the replacement - btw, when you get Mysticism, the 2 replacements are showing the same picture as the old Elder Council...a little confusing.
3. I love the Totem of the Old Enemy. :) It is great that you brought back the good old Orcish promotion, especially at 20%...and my Hunters and Archers are getting it too! Not, my Adepts, though, but I cannot be greedy. It is helping a lot defending against the barb invasion.
4. The icons on screen are a bit confusing. There is a good unit model for both the Hunter and Archer, but the icon shown for both is the same as for the Warrior. I think even the Horse Archer uses the same icon.
I'm looking forward to getting some of the promised better things now that I have my 3rd city.
So far, and outstanding modmod! Thanks, Vehem.:)
Oh, one more thing...the Chislev hero seems so far away. I often don't even get to Strength of Will in many of my games. Any chance of moving this to Arcane Lore? Thanks.
Thanks for the feedback - I'll see what I can do about the button-artwork tonight.
The lack of tech was a design choice to provide them with a slightly slower start as they can offset maintenance significantly with their later game abilites, plus it fits with the background and the fact they've just lost a lot of their tribe - they're effectively rebuilding from scratch. I do agree however that Ancient Chants would be an appropriate first tech for them (they had it originally, but I removed it as they could get education quite quickly with it). Something I'll seriously consider if other people feel the same way about the lack of tech.
Good point regarding Meskwaki as well - I would like to let him make an appearance in most games and Strength of Will is uniquely expensive. I may move him to Arcane Lore as you suggest and add a second lower level tech-requirement (along a different, useful research-line, possibly Warfare with "The Council of the Warchief")
it-ogo Feb 24, 2008, 01:31 PM I am strongly excited with your modmod, Vehem. I think you found a good balance between novelty and implementability. And I found at least 2 civs (Dural and Chislev) more interesting for builder (which I am) then Sidar (announced in Shadow as builder-oriented). :D Hope you will be enough patient to polish your modmod and update it with each patch. ;)
First few toughts.
1) Being able to found and adopt religion and being unable to spread it is frustrating. I'd like to make Dural able to build first-level disciples without prerequisite of temples. Otherwise Dural are too attached to Counsil of Esus, that is counter-intuitive IMO.
2) I feel that Giant spiders at time of Feral Bond are rather useless. Strength 4 (even 5 with strong), movement 1, no XP and support cost... Collecting spiders is costly. Constant attacking enemies with spiders just provide them XP. I didn't check but as I remember GS can't pillage. I think GS can be useful if they get movement and ability to pillage. But even in this case it means much micromanagement. Anotheir solution is to grant spiders Arcane promo which gives slow xp growth... But that is not enough. Maybe after Feral Bond give hero promo to each generated spider? :) But the best is to make spiders support-free for Archos if it is possible.
MagisterCultuum Feb 24, 2008, 01:45 PM Anotheir solution is to grant spiders Arcane promo which gives slow xp growth... But that is not enough.
Keep in mind that the Arcane Promotion only grants caster xp, so it only gives xp to disciples and arcane units. It would be useless for spiders.
Vehem Feb 24, 2008, 02:08 PM I've just posted a "Patch A" in the third part of the thread (Changelog and Patches (http://forums.civfanatics.com/showpost.php?p=6524211&postcount=3)) for 2030j-010 (these version numbers are getting ridiculous, but the first part is the FFH2 version, the "010" is the Fall Further version)
Included are the unit and building buttons for Chislev. I had meant to complete those initially but got caught up in writing the TXT_KEY's and background and simply forgot them. It's another "Assets" directory install, so just drop it into the mod-folder as you would with a FFH patch.
Vehem Feb 24, 2008, 03:31 PM First few toughts.
1) Being able to found and adopt religion and being unable to spread it is frustrating. I'd like to make Dural able to build first-level disciples without prerequisite of temples. Otherwise Dural are too attached to Counsil of Esus, that is counter-intuitive IMO.
I've had a look into this one - it was pretty much supposed to work the way you suggested.
=====
To explain, there are two important tags relating to buildings. <BuildingClass> and <Type>. The BuildingClass is always BUILDINGCLASS_SOMETHING whilst the building is BUILDING_SOMETHING. In many cases the "SOMETHING" part is the same, but for Unique buildings, it differs. For instance, the Lanun Harbor starts with the following two lines
<BuildingClass>BUILDINGCLASS_HARBOR</BuildingClass>
<Type>BUILDING_HARBOR_LANUN</Type>
The "Type" is BUILDING_HARBOR_LANUN, but this is just a type of Harbor so it belongs to BUILDINGCLASS_HARBOR. In the Lanun CivInfo, BUILDINGCLASS_HARBOR is set to be replaced by this building, instead of the default BUILDING_HARBOR.
Normally, if a Unit relies on a BuildingClass being present, and that BuildingClass is set to "NONE" for the Civ, then that Civ does not require the building as a prerequisite. This is how the Doviello (and to a lesser extent, Archos) have some units that do not require the appropriate buildings.
The Religious units however do not depend upon <PrereqBuildingClass>, but have a <PrereqBuilding> tag. That means that races unable to build that *specific* building cannot build the unit at all.
====
I had assumed they behaved like the first, but they don't. The "fix" would be to switch
<PrereqReligion>RELIGION_FELLOWSHIP_OF_LEAVES</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>BUILDING_TEMPLE_OF_LEAVES</PrereqBuilding>
<PrereqTech>TECH_WAY_OF_THE_FORESTS</PrereqTech>
for
<PrereqReligion>RELIGION_FELLOWSHIP_OF_LEAVES</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_WAY_OF_THE_FORESTS</PrereqTech>
in each Disciple and then add
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>BUILDINGCLASS_TEMPLE_OF_LEAVES</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
further down in the file. I'm not sure at the moment however whether the Grigori (and possibly Illians) rely on this behaviour to block their religion spreading units being built, so I'd need to check that before making it part of this mod - I don't want to break existing civs for the sake of new ones.
Thanks for spotting it - if it turns out that the Grigori don't rely on that, it'll be sorted out in a patch.
EDIT: They do rely on it. I can still get round that by explicitly banning the Grigori from building Disciple units, but I originally hoped not to have to alter any of Kael's civs as part of this mod (the behaviour wouldn't actually change so far as the player can see - but it would alter things "behind the scenes").
it-ogo Feb 24, 2008, 03:52 PM EDIT: They do rely on it. I can still get round that by explicitly banning the Grigori from building Disciple units, but I originally hoped not to have to alter any of Kael's civs as part of this mod (the behaviour wouldn't actually change so far as the player can see - but it would alter things "behind the scenes").
Hmm... I think there is a way to replace for Durals all 1lvl disciples by UUs with no building prereqs or replace temples by void UBs.
MagisterCultuum Feb 24, 2008, 03:58 PM You could add a python block not allowing Agnostic civs to build temples.
Vehem Feb 24, 2008, 03:59 PM Hmm... I think there is a way to replace for Durals all 1lvl disciples by UUs with no building prereqs or replace temples by void UBs.
That's the way Temples are currently blocked. The Unique disciples is an option. I was looking for a "neater" one but that might end up being the way I do it in preference to altering the Grigori.
A simple switch to "Student of the Leaves", "Student of Kilmorph" would be fairly painless - would there be any difference between a "Disciple" and a "Student" other than the name and Temple-reliance?
EDIT
You could add a python block not allowing Agnostic civs to build temples.
This is another solid option - but if I recall "CannotBuild" means that the building is "Greyed out" rather than absent, which may be irritating for Grigori players - will check that.
Also - it would probably be "Build Disciples" rather than "Build Temples" - I'd keep the old XML block on temples for them.
EDIT AGAIN: It doesn't grey out - so that would work. I'm still leaning toward the "Student" idea, but I'd like an extra feature for them to justify the unique units, rather than just as a method to get around the building prereqs. I'll ponder this some more
Vehem Feb 24, 2008, 05:00 PM I've just posted a Patch B to sort out the Dural-disciples.
The Dural now have additional unique units to replace each of the Disciple units. These do not rely on the Temple building and have a basic Strength of 2 rather than 3. Each also has an additional, minor ability related to the religion they have studied.
Student of the Order - Students of the Order know the importance of defence (+1 Defensive Strength)
Student of the Veil - The teachings of the Veil lead to anger and aggression (+1 Offensive Strength)
Student of Kilmorph - Kilmorph teaches to build high your walls and protect your gold (Can Hurry buildings. 10 Hammers + 1 Hammer per city pop)
Student of Empyrean - The Empyrean advocates the application of wisdom in all matters (Can produce Research. 10 Beakers + 1 per city pop)
Student of the Overlords - Studying the Messages of the Overlords will surely lead to madness (3/1 Att/Def strengths, Crazed)
Student of the Leaves - The Fellowship are as one with the woodland (Starts with Woodsman 2)
The "minor abilities" are supposed to be exactly that - minor. Some (Overlords) are arguably even a negative ability. They do add flavour however to units who have dedicated their lives to better understand the religions of Erebus.
xienwolf Feb 24, 2008, 05:53 PM Well, since they are big on learning, they would be big on sharing ideas. So maybe you can find a way to make it so that simply connection via traderoutes automatically spreads religions for them? That way it won't take long for a Dural city to acquire any religion that has been founded anywhere in the known world. Then the player wouldn't NEED to spread the religions personally.
Psychic_Llamas Feb 24, 2008, 07:07 PM and it would encourage free religion for them, which is what i picture the Dural having.
it-ogo Feb 24, 2008, 07:21 PM My first idea about students was to give them level1 spells of corresponding mana (which is given by altar of religion). And allow them to upgrade to Professor. But it was too trivial... The patch B student differences surely only for flavor, no practical use.
Still I disagree that Order is defencive religion and doubt many others minor abilities. :)
BTW students can learn even CoE. :)
What is not so good is most of statues don't worth their hammers. Courage and Loyality are worst as one adept can do the job much better. As palace grants this mana the statues provide something which is not a problem even without them. The best statue of cause is the Statue of Glory and I am not sure all others worth building.
What to do:
1) Make the price of statues very low. 10 hammers.
2) Take out obelisks from Dural. Make all statues available at Ancient Chants, give them +2 culture only in addition to unique effect and a price of obelisk. (Also nice to allow only one statue per city but it is not necessary.)
3) Give a big prize when all statues are built. (Though I think it is not possible with xml only if statues are in different cities.)
Professors are nice by themselves but again they repeat effects accessable through palace mana. Also pity that they have no future - no upgrade path.
Candidus Feb 24, 2008, 08:25 PM Haven't played yet, but I had a thought.
Couldn't you summon two Mother's with the Birthright Regained ritual?
Vehem Feb 24, 2008, 08:49 PM Haven't played yet, but I had a thought.
Couldn't you summon two Mother's with the Birthright Regained ritual?
Aye - it's actually commented on in her 'pedia strategy entry too. You can't have a second Mother in play whilst the first is still alive however - I added a check to disallow that.
She can in-fact be released twice (using the Birthright Regained ritual),the tales of her first death were obviously greatly exaggerated (she was just pining for the Fjords). Only one instance of Mother can exist at a time however.
frenzyslave Feb 24, 2008, 10:45 PM First up, hey excellent modmod... :goodjob:
Um... dont build the prophecy of ragnarok in ur capital if youre the Archos, unless you want to bring about armageddon... :crazyeye: haha. Whoops.
My favourite however of the three would have to be the Chislev... :) Havent played the Dural yet.
Slvynn Feb 25, 2008, 01:36 AM /already played some, awesome awesome job. Archos seem balanced too however spiders are weak except mother :) BUT
insane power recon line with harsupex that you can have in addition to eidolons.
Also, seem Archos are FoL only. They greatly benefit from FoL religion (capital size, Dark Wealds, Same tech line for religion heroes. ), while other religions being less preferable than FoL for them. This also cool from RP point of wiev, making them dark, wild preservers of nature, and original nature law - stronger survives.
Sarisin Feb 25, 2008, 03:02 AM I've just posted a Patch B to sort out the Dural-disciples.
OK, I downloaded and installed patch 'b.'
It didn't affect the Chislev button problem - it's still there.
Are your patches cumulative like the ones for FFH2, or should I have loaded BOTH 'a' and 'b'?
Anyway, I see patch 'k' for FFH2 has been released and that it breaks saved games. Drat, I have a really fun game going with these Chislev guys and I hate to give it up.:(
Psychic_Llamas Feb 25, 2008, 04:03 AM i DID build the prophesy in my archos capital and none of the spiders got the prophesy mark promo, so no armageddon :p (which is a good thing ;))
Vehem Feb 25, 2008, 04:46 AM OK, I downloaded and installed patch 'b.'
It didn't affect the Chislev button problem - it's still there.
Are your patches cumulative like the ones for FFH2, or should I have loaded BOTH 'a' and 'b'?
Anyway, I see patch 'k' for FFH2 has been released and that it breaks saved games. Drat, I have a really fun game going with these Chislev guys and I hate to give it up.:(
Hmm - patch B does contain the patch A changes. I'd try reinstalling the patch first, making sure that what you have includes the XML\Art\Civ4ArtDefines_Unit.xml - this is the one that I think must be missing if you can't see the buttons still. If the other files were absent, you'd be getting pink-buttons.
Be sure that you allow it to overwrite existing files when you unpack - if it doesn't ask you to allow it, the files aren't going to the right place for some reason.
As for the Patch k breaking save games - finish the game you're on, by the time it's done I should have updated to Patch k anyway :)
Vehem Feb 25, 2008, 04:57 AM /already played some, awesome awesome job. Archos seem balanced too however spiders are weak except mother :) BUT
insane power recon line with harsupex that you can have in addition to eidolons.
Also, seem Archos are FoL only. They greatly benefit from FoL religion (capital size, Dark Wealds, Same tech line for religion heroes. ), while other religions being less preferable than FoL for them. This also cool from RP point of wiev, making them dark, wild preservers of nature, and original nature law - stronger survives.
Good stuff - seems they're working largely as intended. The spiders are largely a flavour addition, though they can be very useful at times, especially if you get an early giant-spider. The number you can feasibly get is closely linked to the size of the capital (as well as the spawn rate) so with a Size 20 Nest, you're looking at about 10 strong spiders, spawning quite quickly, before we count the bonuses for Dark Wealds and other cities.
Still - they are supposed to rely on the tribesmen first and foremost. The only boost I've really considered so far for the spiders is a Barnaxus type effect with Mother - the stronger she becomes, the stronger her offspring.
Fellowship of Leaves also sounds about right - it really does help them to grow the nest-size if they adopt Guardian of Nature. For a Neutral religion, Fellowship has always seemed to be favoured by the "good" side - this would be the dark side.
They also make fairly decent Veilites (huge nest possible with Sacrifice the Weak) and Order can also do them some good (Social Order and garrisoning to deal with unhappiness) though they're probably less appropriate. I've used Octopus Overlords quite successfully - again for the nest-size. Kilmorph and Empyrean seem to be of limited use to them however.
woodelf Feb 25, 2008, 05:40 AM I'm going to move this to the player made content subforum. Nice work Vehem.
woodelf Feb 25, 2008, 05:47 AM Do you need any unique building graphics done? I have some spare time at the moment.
Vehem Feb 25, 2008, 06:19 AM I'm going to move this to the player made content subforum. Nice work Vehem.
Thanks
Do you need any unique building graphics done? I have some spare time at the moment.
Actually, I could really use some unique art for the Dural Statues - they're currently all represented by the Shrine of Sirona and it'd be really nice to give them a more flavourful look.
Basically, there are 7 statues in total, named for 7 "virtues" that the Dural hold in high regard.
Loyalty, Valor, Courage, Hope, Inspiration, Purity and Glory - roughly in that order of "importance" and in-game strength (Loyalty is an early one, Glory is the most potent).
Each is a work of art in its own right, but reflects the virtue that it represents and instills that in the people of its city. In game terms it may add a promotion [Loyalty, Valor, Courage, Purity - Magic Resist, Glory - Free Promotion] or boost some aspect of the city [Statue of Inspiration and Statue of Hope are permanent versions of the spell-buildings, with double normal effect]
With that in mind, I'm completely open to how they would look in-game and I'd really appreciate anything you can come up with. Hopefully the statues would be of use to other mods as well - I can see a lot of "reuse" value to them.
woodelf Feb 25, 2008, 06:24 AM Well, I can do one of two things. First I could rip off some statues from Gods of Old and make them fit a theme or I could brainstorm some symbols and put them on pedestals. I like the second idea better, but I need to find a some representative pics to get me going. I'll let you know how it goes.
Vehem Feb 25, 2008, 06:41 AM Well, I can do one of two things. First I could rip off some statues from Gods of Old and make them fit a theme or I could brainstorm some symbols and put them on pedestals. I like the second idea better, but I need to find a some representative pics to get me going. I'll let you know how it goes.
Thanks. I'd never actually looked at the "Gods of Old" mod in all the time I've had it (my playing since BtS has been pretty much Age of Ice, Final Frontier and then Shadow, with a brief flirtation with the normal epic-game). If I'd spotted those when I was making the statues, I would probably have nicked them straight off. I must admit I'm intrigued by your second idea too though.
I've also just had a trawl through the buildings I've added and the only other ones that I can see that could desperately use artwork are the Palaces. The Chislev one is the generic option, "Mother's Nest" is distinctly un-nestlike and the Dural are squatting in the Kuriotate palace for the moment. As most of the default civs have some really quite impressive palaces, it'd be nice to have something special for the "new guys".
To be honest though - if there's something in the mod that is reusing existing art and you think you can improve on it - I'll gladly use it.
woodelf Feb 25, 2008, 06:48 AM Thanks. I'd never actually looked at the "Gods of Old" mod in all the time I've had it (my playing since BtS has been pretty much Age of Ice, Final Frontier and then Shadow, with a brief flirtation with the normal epic-game). If I'd spotted those when I was making the statues, I would probably have nicked them straight off. I must admit I'm intrigued by your second idea too though.
I'm currently looking at Tibetan symbolism as a potential choice. There are 8 of those and I can make 7 of them possible fit into your Virtues. Link here (http://www.usd.edu/smm/Tibet/TibetanAuspiciousSymbols.html) if you want to look at the page I'm checking.
I've also just had a trawl through the buildings I've added and the only other ones that I can see that could desperately use artwork are the Palaces. The Chislev one is the generic option, "Mother's Nest" is distinctly un-nestlike and the Dural are squatting in the Kuriotate palace for the moment. As most of the default civs have some really quite impressive palaces, it'd be nice to have something special for the "new guys".
To be honest though - if there's something in the mod that is reusing existing art and you think you can improve on it - I'll gladly use it.
Either post here some rough ideas for the palaces or send me a PM. I haven't played your modmod yet so don't have a feel for these new guys. ;)
Vehem Feb 25, 2008, 07:23 AM I'm currently looking at Tibetan symbolism as a potential choice. There are 8 of those and I can make 7 of them possible fit into your Virtues. Link here (http://www.usd.edu/smm/Tibet/TibetanAuspiciousSymbols.html) if you want to look at the page I'm checking.
Look interesting and definitely more "artistic" than the Gods of Old statues.
Either post here some rough ideas for the palaces or send me a PM. I haven't played your modmod yet so don't have a feel for these new guys. ;)
Ah - k
Archos Palace - the Archos live on the surface and appear at first glance to be a typical barbarian (human) tribe, but the real "Power behind the throne" comes from below the village. The palace building is named "Mother's Nest" and houses the Haruspex and Mother's brood. The majority of it is underground, with possibly some ornamental/temple style decoration around it's entrance on the surface. I'd originally tried to adapt the "Hobbit holes" to make an entry-point to the caves, but couldn't really make it fit. The "symbolism" for the spider cult is reflected in their flag (can be seen here (http://forums.civfanatics.com/attachment.php?attachmentid=169812&d=1203717757)) if that would help for the decoration.
Chislev - Generally based on Native Americans in appearance - more Sioux/Iroquois than Aztec/Inca. I've used the "Teepee" and "Wigwam" buildings from the repository for their other unique buildings, but the Palace is currently the generic one. Ideally it'd be a ring of tents around a campfire and small totems I think.
Dural - Monument builders. They like their buildings to be artistically impressive so the Palace would be no exception. The style of their current stand-in (Kuriotate Palace) suits them quite well, though possibly with the addition of statues/a fountain out the front to emphasize that aspect.
woodelf Feb 25, 2008, 08:12 AM What do you want these statues made of? Rock, marble, some sort of metal? Pedestal the same, different?
Vehem Feb 25, 2008, 08:22 AM What do you want these statues made of? Rock, marble, some sort of metal? Pedestal the same, different?
Marble/Bronze sounds about right - maybe marble pedestal and bronze symbols?
Vehem Feb 25, 2008, 08:55 AM I've just updated for Patch K and bundled the existing patches (Chislev Buttons and Students) into the main download.
To update;
(1) Patch to FFH2030k (using Kael's patch).
(2) Redownload this mod using the link in the intro-posts and apply as before.
Note: I've used GIT (http://en.wikipedia.org/wiki/Git_(software)) to update this semi-automatically. I've done a brief check of it in-game and it all looks fine, but haven't tested everything as thoroughly as I normally do - I'm relying on GIT to do its job properly. If you notice anything amiss - let me know and I'll try to sort it out manually.
Sarisin Feb 25, 2008, 11:52 AM Wow, that was fast!:)
I'm downloading both patches now and will abandon the Chislev game.
I played just over 500 turns and was well ahead on pts. However, I got boxed in on all sides by expanding ai civs and, unless, I declare war (and there are plenty of defensive pacts), I will be stuck with five cities. Also, it is one of those strange games where the AC hasn't moved much - it is only at 6!
I enjoyed playing the Chislev, but, of course didn't get any heroes with Strength of Will far away and didn't quite make Feral Bond (I had FOL).
One thing I thought about...I was going to build the Mercurian Gate, but the color of the Chislev was the same as the Mercurians, I think. That might have been confusing, but I know there is a limit on civ colors.
I don't know what happened with your button patch. I loaded just like the original patch, and still had the button for every unit given as the Warrior button.
I'm not sure if I will try the Chislev again next game, or one of your other civs. Thanks again for making the mod even more interesting and fun!
Vehem Feb 25, 2008, 02:03 PM One thing I thought about...I was going to build the Mercurian Gate, but the color of the Chislev was the same as the Mercurians, I think. That might have been confusing, but I know there is a limit on civ colors.
The Chislev are actually a pale-yellow and the Mercurians are nearly white - if you see the two borders adjacent you should be able to tell the difference quite easily (unless you've got low contrast/high brightness settings). Either way - their buttons are now part of the main download for 011, so you should definitely see them this time once you've patched up.
woodelf Feb 25, 2008, 04:51 PM Let me know what you think of this texture. It's the Conch Shell which represents Valor.
http://forums.civfanatics.com/uploads/32561/Valor0000.JPG
It's obviously too big in this fscale and I need to throw a shadow on it before uploading it.
Sarisin Feb 25, 2008, 10:02 PM The Chislev are actually a pale-yellow and the Mercurians are nearly white - if you see the two borders adjacent you should be able to tell the difference quite easily (unless you've got low contrast/high brightness settings). Either way - their buttons are now part of the main download for 011, so you should definitely see them this time once you've patched up.
It probably has more to do with my inability to distinguish colors that are similar than the colors you have chosen for the civs.:) A bit of color blindness.
Anyway, I'm not sure what happened, but I downloaded and installed patch 'k' of FFH2 - no problem there. Then, I tried to download and install your patch, and... nothing.
Things are really screwed up now. I bought and installed The Complete Civilization IV package that includes Civ4, Warlords, and BtS - no need for any patches to those. However, they are installed in a created '2K' directory that really messes things up when I do my FFH2 patching and installing. Now it seems I have Mod and Assets folders allover the place. I even tried uninstalling .30 and starting again from scratch, but whenever I try to load your 011 patch, it always creates a new Assets folder no matter where I try to install (from the ZIP) even if there is already an Assets folder there.
I'll keep trying, but it is very frustrating trying to get these patch installations right now. :sad:
Sorry for the rant.
xienwolf Feb 25, 2008, 11:34 PM Just install it on your desktop, then copy everything from the Assets folder into the Assets folder of FfH, see if that works for you
Sarisin Feb 26, 2008, 03:44 AM That seemed to work. Thanks!:)
It is a pain to have to change the target directory each time for the patches, etc. as the 2K Games directory is added by the Complete Civ IV.
I should have set it up differently when I did the original installation.
Thanks again.
Vehem Feb 26, 2008, 05:15 AM Just install it on your desktop, then copy everything from the Assets folder into the Assets folder of FfH, see if that works for you
Aye - that's normally the best way if things are looking messy.
Which "Zip-program" are you using? If it's just "Compressed Folders" (Windows' built in), I'd suggest getting something else. I tend to use WinRAR for everything (it does most archive-formats - ZIP, RAR, TAR, BZ2 etc) and the layout is actually really useful for things like looking at Patches - you can move around the directory structure *inside* the archive, then drag and drop the "Assets" folder where you want it.
woodelf Feb 26, 2008, 05:35 AM Any chance you'd want to add a 4th civ to this add-on pack? Maybe a lizzie civ? :D
Vehem Feb 26, 2008, 08:17 AM Any chance you'd want to add a 4th civ to this add-on pack? Maybe a lizzie civ? :D
Aye - once I've made sure these work ok, I'm planning on opening a thread to discuss what comes next.
The main keypoints;
Who are the civ? (background, motivations)
What do they look like? (unit art, building art - does it already exist or can it be made easily?)
How are they different to the others? (in terms of offering a unique play experience)
I'd probably implement another 3 races as one update at once (rule of 3 and all that - plus it's easier to work on several at once as you catch earlier mistakes as you work on the second/third race)
woodelf Feb 26, 2008, 08:25 AM That's terrific. There's a thread about lizzies already in the main FfH area. As for art...they have a cityset in Dragonia II by winddelay and myself, they have units by winddelay, and I can make UBs as necessary.
Vehem Feb 26, 2008, 09:34 AM That's terrific. There's a thread about lizzies already in the main FfH area. As for art...they have a cityset in Dragonia II by winddelay and myself,
Good stuff :)
When I get to it could you erm... *cough* show me what to do with the Citysets and L-System for them *cough* :mischief: . I originally looked at adding the tribal cityset for the Chislev but chickened out after looking at how LSystem worked.
DharmaMcLaren Feb 26, 2008, 09:49 AM If you're interested, you could salvage my Villalfar civ - I've all but given up on them due to my inferior knowledge of Python and also school.
Who are the civ? (background, motivations)
A nation of elves who are an offshoot of the Ljosalfar, who were separated from the bulk of their people during the Age of Ice. They survived by losing their civilisation and becoming wild (Villalfar means "wild elves") and ferociously defending the few forest areas that survived the Age of Ice. They befriended and developed strong bonds with the animals who were also trying to scrape a living off the snowbound forests, and after the Age of Ice they vowed that their purpose would be to defend nature, avoiding war at all costs to protect and nurture their forests.
What do they look like? (unit art, building art - does it already exist or can it be made easily?)
They can just use all the current elven models, or if anyone can be bothered, the current elven moddels with black and brown hair and more feral-looking clothing. Also, a city set that replaced the houses with trees would be appropriate for them.
How are they different to the others? (in terms of offering a unique play experience)
They rely heavily on animals for combat, since their normal units can only defend. As such, there are a lot of animal related elements - totems replace cages at the carnival, which (well, with the right Python) give boosts to all units of their type; they get a unique beastmaster who can summon animals; their scout UU is a panther; etc. They can only capture enemy cities using their beastmaster, as animal units can't capture cities.
Edit: I have a ton of .txt files with the XML I've used in them. So there's quite a bit of work done already and they were very much playable in the version I released, if a little underpowered. So all that's left is to implement a few new features - I also have a .txt file detailing those.
woodelf Feb 26, 2008, 09:51 AM I would think the lizzies might be easier than other civs since I would set them to their own non-religion and make the lizzie set work as the other religious city sets work in FfH2 right now. I think the plan was for them to not form a religion.
Dragonia II right now uses specific city set art for races and not religions so that would be a good place to look for info. I'm not sure if they switch when a religion is founded ala FfH though which could be an issue here. The orc set there would be a nice addition for the Chislev if you were going to use Tribal beforehand.
Even though I've never done LSystem XML work I'm sure it can be done. Have no fear!
Vehem Feb 26, 2008, 10:27 AM They rely heavily on animals for combat, since their normal units can only defend. As such, there are a lot of animal related elements - totems replace cages at the carnival, which (well, with the right Python) give boosts to all units of their type; they get a unique beastmaster who can summon animals; their scout UU is a panther; etc. They can only capture enemy cities using their beastmaster, as animal units can't capture cities.
It'd certainly be an interesting one to look at - though I'd probably temper the hard-restriction on "Defend Only" by reducing their base strength, allowing them to attack but giving them substantial defensive bonuses, especially in Forests/Jungles. It should maintain the flavour of play without restricting them quite so much.
At this stage I'm just playing with a few ideas in my head (and I've probably got at least more one version of the first three civs with a few "rebalance" changes in before I start on the next ones - Meskwaki's tech and the Statue hammer costs mostly) but this would be an option I'd look at.
xienwolf Feb 26, 2008, 10:39 AM Ideas for other Civilizations (which would probably need massive artwork developed sadly):
Takasic: A race which in appearance would be likened to a ringworm almost. Long, flat bodies, with 6 arms. Not 4 legs and 2 arms like a Centaur, but a full on 6 arms, and no conventional legs. Due to massively non-humanoid body structure they tend not to care "which end is up." This is due to the fact that they are a subterral race. Not subterranean, which implies caves, but a subterral, they actually live within the earth, much like an earthworm, who travels through the earth but does not leave a tunnel system in it's wake.
This race would be newly emergent into the world of Erebus having been developed in the ground far below the permafrost during the Age of Ice, and only just now has the land softened enough that they can make their way to the surface. Being as they have 6 hands (with 2 opposable digits, basically a thumb on each side of the hand), they are master craftsmen, surpassing even the dwarves in quality and durability of goods, and surpassing even the elves in beauty and form (due to hightened manual dexterity).
Mechanics wise I would suppose the following:
Do not build roads, but all units treat all tiles as if they had roads on them (not sure if you can easily force traderoutes to exist without roads though).
Suffer major penalties for crossing rivers, to include use of all movement points to do so.
No sailing/seafaring techs at all. Can never work sea tiles nor cross the water. This may of course cause major issues for gameplay, but is perfect flavor-wise. So maybe still allow them the most basic of cargo ships just so they can actually survive an island-heavy map.
Cledarn: A Floral Race, the Treants are to them what the Apes are to us. Due to photosynthesis requirements, they absorb light in a 360 degree field, due to sentience they can process this as information as well as food. Hence they have incredibly hightened senses.
While Fauna breed and reproduce in fairly linear fashion, Flora are not quite so limited:
They can send out shoots underground, a process much like growing an extra limb, which happens to be a couple cities away from the rest of you. If the underground connection is severed (willfully or otherwise) then so is the mental connection, thus resulting in a split which causes for the 1 entity to now be 2 entities, though each shares similar memories up until the point of the split, and will likely continue to grow in parallel as they still WERE the same person.
Reproduction can also be done through clippings, in which case once the clipping has developed sufficiently it does start as a completely new entity into the world, it must experience life from a blank slate and figure things out as a newborn, though it possesses the advantages of the physiology of what it was clipped from. The advantage to a clipping however is that it need not value the placement of its roots and solidify itself to a single location, but it is also better than seeding because it can be custom selected as the best portions of a once great, but now fading, elder Cledarn.
And of course there is the standard cycle of seeding, which will result in a very similar reproduction to that of Fauna.
Mechanics wise I suppose the following:
As most of the minds are connected, communication and exchange of ideas is vastly improved. Hence so is tehcnological development.
Cities cannot build much of anything. Units are spawned automatically every few turns and can be developed from a baseline set by the city.
Buildings are all created by settling a unit into the city (putting down roots), various promotions are required to be capable of creating various buildings, as well as the appropriate Technology. Each building can enable faster generation of new Cledarn, or a more Robust version when they are created
Units must upgrade from the baseline units that spawn, but can also downgrade into multiple units of a lower tier which will share current promotions, but start at 0 XP
Sar: An Avian race. The Sar value freedom and beauty above all else. As a race they are incredibly claustrophobic, needing to know that they have the freedom to soar away at any moment. Their wings are able to wrap around their torso when they are forced to be landbound, thus leaving them essentially with only 2 limbs at the time. Their claws are zygodactyl (2 forward, 2 backward) plus an additional pair of much larger claws extending from mid-calf. The hip joints are rotary joints and there are 4 double-bend joints (knees, but able to bend in either direction) along the legs, thus allowing them to utilize their legs effectively for manipulation of tools, but making them almost useless for mobility.
Mechanics I suppose:
All units have Flying promotion from the start.
Workers are absolutely horrible for workrate. Again I would say that roads ought not be needed for trade-routes to be established, as the Sar themselves wouldn't ever use them. But I suppose other races would still require them, so could be required still pretty easily (same goes for Takasic above)
Massive withdrawal chances on all units
Voviel: A 3 legged Aquatic Race. Each leg is bell-shaped when standing, but "unrolls" like a tongue when walking (slithering like a slug more aptly stated). Additionally there is a second set of "limbs" protruding from the armpit which control a flap of skin spanning from torso to fore-arm, primarily utilized for swimming.
The race is quad-gendered, XY chromosomal (Male) fertilize the eggs, YX chromosomals (Female) generate the eggs, while the YY chromosomals (Etir) bear the egg to conception, then the XX chromosomal (Masri) carry infants to maturity in a marsupial fashion. Due to the more involved gestation process birthrates are very slow, but family structures are incredibly tight-knit.
Mechanics I suppose
All units possess water-walking promotion and have vastly enhanced movement rates in the ocean
Cities suffer a penalty if not coastal or irrigated
Units cost more to produce, but all of them gain XP over time (stretching on this one, can't think of how to reflect the family structure)
Slvynn Feb 26, 2008, 12:27 PM Arashan
Feline race similar to Khajit from Elder Scrolls world (Morrorwind/ Oblivion)
Rest imagine by yourselves (after job too tired :) )
Vehem Feb 26, 2008, 01:23 PM @Xienwolf - wow. Some really good races for world-building there and the societies/physiologies seem well thought out. I must admit, I hadn't really considered moving away from the existing Erebus races so drastically though it does hold a certain appeal. I'll have to think about that and as you said - the artwork would be a major factor, as would the Unit-types - I'm not sure Subterral or Avian races would necessarily have axemen, phalanxs, hunters, catapults etc.
That being said - they definitely meet the "being different" requirement :D
MagisterCultuum Feb 26, 2008, 01:38 PM A little too different, imho.
Personally I'd rather stick to civs that are known to have been present in Erebus/Kael's campaigns to maintain the unity of the mod. I'm not limiting it to those that are in the game now, as I'm sure there were some other civs in the campaigns that could be included if we ignored the patron god/sphere theme. Some minor civs and multiple barbarian states could be good. Of course, if this were for scenarios it would be great to include extinct civs like the Aquatic Aifons, Thraxians, and the factions in the Patrian civil war, or new civs formed by the remnants of the current civs once Hyborem has brought the Age of Rebirth to an end.
Of course, since I'm unlikely to download this modmod anyway, feel free to include as many crazy civs as you want.
BeefontheBone Feb 26, 2008, 02:04 PM Looking forward to Spore, much? :)
xienwolf Feb 26, 2008, 02:16 PM Nah, it is actually some of the notes from a book I am working on. I am attempting to write something which is so completely removed from our own reality and understanding that it cannot possibly be called Anthropomorphic and analyzed by English Majors as a reflection upon society.
Of course, physiology is the smallest part of attempting to create something which is NOTHING like us and our world and experiences. So this isn't even really a decent glimmer at the entire work I have done so far (Heck, I don't even mention the fact that they all evolved simultaneously and speak in 3 seperate tones at once)
Seventh Star Feb 26, 2008, 07:25 PM I've been playing the Archos a bunch, and I noticed a few things.
Chosen loose their poison strength when they upgrade, so could we at least have a Immortal UU since you have pretty awesome special art for it? Same for huntsmen-> assassin.
Chosen can't upgrade to Spartaioi (sp?) or Paladins.
Huntsman have 5 defensive strenght. Regular hunters only have 4.
xienwolf Feb 26, 2008, 07:43 PM Another approach to maintain the Poison strength when promoting is to create a promotion which grants it.
Vehem Feb 26, 2008, 08:03 PM I've been playing the Archos a bunch, and I noticed a few things.
Chosen loose their poison strength when they upgrade, so could we at least have a Immortal UU since you have pretty awesome special art for it? Same for huntsmen-> assassin.
Good point regarding the Immortals. Adding a little poison damage and a few first strikes would seem to fit, given the way the model looks. Assassins should have 1 poison damage already if I recall correctly. I decided not to add any more to them as Assassins aren't really a strength of the Archos - they have them, but they're not really any better than anyone else's.
Chosen can't upgrade to Spartaioi (sp?) or Paladins.
Nope - and you can't build the Phalanx/Spartaoi with the Archos either. Their weapons are generally crude and they never really develop the sophistication that this unit represents. Paladins are buildable if you are of Good Alignment I believe, but Chosen cannot upgrade to them as someone so "blessed" by Mother would have a hard time gaining a Paladin's purity of body and spirit (just doesn't seem to fit that a Spider-mutant becomes a Paladin).
Huntsman have 5 defensive strenght. Regular hunters only have 4.
As intended. Quite a few Archos units have a slight defensive emphasis - helps to protect the nest.
Psychic_Llamas Feb 26, 2008, 08:23 PM i had an idea of an avian race before in another thread, what do you think?:
personally i would love to see a civ based around an Bird/humanoid race, lets call them 'Avians' for now.
(Im making all this up on the spot btw )
Avians should be a race of birdlike people who live in great eeires on the tops of mountains. they do not worship the gods and angels as the other races do, and neither do they worship the dragons. instead they worship the Earth itself, each individual piece of it, from every rock, to every tree, and every other living being. above all they worship the sun and acknowledge its gifts to the world.
they strive to develope an understanding of the natural bounds of the earth, and read the signs in nature, particulary those left upon the winds as they carry the knowlege and information from every corner of Erebus to the next, and this knowlege is eternal as wind will never cease to exist, it is a permanent record of the history of the world.
Avian are generally a peaceful race, living above the clouds they rarely meet any other inhabitants of Erebus except when they go down below the cloudscape to examine the world. however, if they are threatened they protect themselves as best they can. they would use their knowlege gained from their studies to persuade the winds of the world to do their bidding, to seek the suns aid, and to use the worlds spirit to defend themselves. they would call together flocks of warrior Avains, armed with javelins, spears, bows and lances, and charge any opponent as well as any blood lusted race.
so
Palace should provide Air, Sun, and Spirit mana.
all their units should have be able to do little recon runs like the hawk, but with shorter distances, they should specialise in long shafted weapons (lances, spears etc, and ranges weapons that can be used from the sky. all units should ignore wall defence bonuses (would a wall stop a bird?) but they should all get sever penalties vs enemy ranged units. they should get bonuses in research, but be agnostic (and instead of getting priests etc, they should get 'scryers' who scry the winds for knowlege and meaning. with divine spells for Air and sun spheres etc.) they could be able to build cities in peaks, but if they do, enemy units can also enter the peaks, and perhaps unable to build cities on flatlands (only on hills and peaks)
anyway, those are my ideas, i doubt they will ammount to anything , but there you have it
Sarisin Feb 27, 2008, 02:42 AM Aye - that's normally the best way if things are looking messy.
Which "Zip-program" are you using? If it's just "Compressed Folders" (Windows' built in), I'd suggest getting someth |