View Full Version : Elohim With Salsa: Modular mod.
Tarquelne Mar 23, 2008, 02:42 PM A mod to make the changes discussed in the Spicing up the Elohim? (http://forums.civfanatics.com/showthread.php?t=268386) thread.
Download here. (http://forums.civfanatics.com/downloads.php?do=file&id=8848)
Updated to v5.
V5:
Updated to FfH2 .40z. Only the Griffon option included.
V4:
Pegasus option, Fall Further compatible civilizationsinfo file, button fixes, Castle renamed "Fortress"
Sohei: new national unit rather than a Paladin UU, Strength 3, +1 Spirit Affinity, +1 move, +20% withdraw (both offensive and defense), 1 first strike, +100% combat within Elohim borders. Requires an Abbey and Righteousness.
New Buildings:
Monastery: Pagan Temple UU. Allows 1 more Priest and doesn't require incense to give +1 happiness. A little more expensive.
Fortress: Requires Engineering and 4 Courthouses. Gives +1 happiness, +10% gold, +15% culture, -10% maint. and +30% defense.
Abbey: Fortress UB. Requires Theology and 4 Monasteries. Gives +1 happiness, +1 health, +10% research, +30% culture, +1 happiness from Incense, +15% defense, allows construction of Sohei.
Monks are -2 strength now rather than -1. Otherwise the same.
EWS is now completely compatible with Holy Warriors and more likely to be compatible with other modmods.
Comments:
The Fortress was added to keep the Abbey (and thus the Sohei) Elohim-only without needing to alter every other civ's entry in CivilizationsInfos.
The Monastery is a significant improvement on the Pagan Temple, and the Abbey - other than 15% of defense - is better than the Fortress. As such they both tilt game "balance" toward the Elohim. I think they're flavorful - perhaps even spicy - but should they be more expensive or nobbled? Same thing goes for the Sohei.
For V1 and 2:
The changes:
Monks are -2 strength, conscriptable (3), have a +1 Spirit Affinity. Their movement was adjusted so as to be unchanged by Spiritual.
Leaders: Both Elohim leaders have Spiritual in addition to their other traits.
New units: Griffon Aspirant, Griffon Knight, Exalted Griffon
OR Pegasus, Pegasus Knight, Exalted Pegasus
Like the Monk, Griffons don't require a building to create.
Griffons:
Required Techs:
Griffon Aspirant: Philosophy
Griffon Knight: Religious Law
Exalted Griffon: Theology
Griffons replace the horse line by default. The mod contains an alternate version that allows you have have both horse-units and Griffons. See the readme.
Griffon Aspirant: Like Griffon but no HN, can explore rival territory, +25% vs. mounted rather than +50, +25% vs. recon, cost 70, upgrades to Griffen Knight, limit 4
Griffon Knight: Like Aspirant but strength 6, 1 FS chance, no explore rival territory, cost 120, upgrades to Exalted Griffen, no limit, starts with Courage
Exalted Griffon: Like Knight but strength 12, 1 FS + 2 chances, cost 180, can't be built, limit 4, starts with both Courage and Fear
Comments:
Monks too strong? The start as strong as unaltered monks and get +1 combat for each Spirit node.
Griffons are supposed to roughly correspond to mounted units. They follow a "spiritual" tech path, though. Griffons are "Mounted" not "Animal." I was tempted to leave them Animal, and thus prey to capture by many Recon units, but decided I'd better not.
I lowered the +50% vs. Mounted to +25% as I thought that made them too powerful a counter to Mounted units. I added the bonus vs. Recon because I thought it made sense and because it's nearly unique.
Griffon Aspirants have either a -50% city attack, or are national units (depending on which option you chose above), to limit their use in multi-continental conquest. You'll still probably need Astronomy to conquer the world. Aspirants very good scouts, though.
I think Griffon Knights are better than Horse Archers, but also think that's OK.
Exalted Griffons aren't as powerful as most national units, but they're relatively cheap and very fast.
The buttons for the G.K., E.G., and Sohei are very rudimentary.
Any tips XML tips greatly appreciated.
xienwolf Mar 23, 2008, 03:25 PM Nice work, I haven't loaded it to play with it myself (no time), but some comments on how you set up the Modules:
It might be a good idea to make the Griffon a replacement for the mounted line. Because otherwise you have to leave every Civilization in the CivilizationInfos file to block them from using the Griffon. That means that this Module won't play very nicely with any other Module that makes changes to the CivilizationInfos file :(
The other approach is to make them require an Elohim Unique Building (Reliquary basically), so that you don't have to restrict other Civilizations from building it directly, because they will simply never meet the conditions to build the new unit.
Also, you shouldn't need the JPG files, just the DDS.
Tarquelne Mar 23, 2008, 03:46 PM It might be a good idea to make the Griffon a replacement for the mounted line.
That's what I think, too. :)
But the original suggestion was for a non-replacement, and the person I made the mod for really liked that. I'll see if the Horseman/H. Archers etc. still get built in addition to Griffons in our games. If not, I'll have the Griffon's replace the mounted line.
Because otherwise you have to leave every Civilization in the CivilizationInfos file to block them from using the Griffon.
Thanks, I worried about that.
Hmm... I'll probably include another version of the Griffon units. If I do people can chose whether they want Griffons as replacements, or in-addition-to the mounted line. I'll see about that after I get more feedback - there's probably other changes to be made.
Also, you shouldn't need the JPG files, just the DDS.
Whoops, forgot about them...
MagisterCultuum Mar 23, 2008, 04:00 PM I'd probably prefer to see griffin riders not as UUs, but as units created the same way as War Elephants, requiring you capture a griffin first. I really don't see what they have to do with the Elohim.
Rex rgis of Ter Mar 23, 2008, 04:06 PM In Roman mythology, Griffons were often depicted as leading the chariot of the Sun. Thus they may make sense for the Malakim.
However, I do like your other changes. Some suggestions I have:
Create a monk UU of the Paladin. (Spirt affinity and spells, good at combat)
Give Elohim archamges the Restore City Spell (They safekeep ancient places, they should be able to restore them)
Allow Elohim priests the ability to summon Griffons. (If you keep them)
(Unimportant) Lots of events for when a Unique Feature is in Elohim lands, and when in the hands of an evil civ
thewyrm Mar 24, 2008, 10:16 AM I like the idea of a replacement for the mounted units myself.
The unique Monk/Paladin idea is awesome!
I really, really wish both Elohim leaders had Spiritual. It just makes so much sense why was it ever removed?
Ekolite Mar 24, 2008, 10:25 AM Hmmm... looks good. Do the griffons have riders or are they just plain griffons? I think I'd prefer the griffons not replace the mounted line but do what ever works best. Love the idea of the UU paladin, definately do that.
Tarquelne Mar 24, 2008, 11:20 AM Updated.
Added a Paladin UU: Sohei ("warrior monk" - appropriate, but not scintillating.)
Martial arts flavor: Faster, has withdraw and first strike, but weaker unless you get 3+ Spirit nodes.
The button is a crudely recolored Samurai button. The model is a reasonably-well recolored "Chinese Pikeman."
Hmmm... looks good. Do the griffons have riders or are they just plain griffons?
Just griffons. I tried to put on riders but they were et'.
julko Mar 26, 2008, 06:24 PM some sugestions, just from top of my head:
1. To make monk(or paladin) even more lucrative unit, monk should get some 1st level spells depending on temples built in in city. Like free courage or loyalty promo for Order Temple and so on.
2. UB Temple Complex - I see elohim as spiritual and religious oriented "nation", so they should be rewarded for nice collection of temples in city. More temples - more bonuses from temple complex. Bonuses should also depend on "temple combo" in city.
As Magister Cultuum previously said, I also really don't get the point of Elohim-Griffon relationship.
Rex rgis of Ter Mar 26, 2008, 06:26 PM You could give the Elohim cathedrals. Basically for every 4 temples of one religion you get a cathedral. The catherdral gives a big boost to the religions aspect (AV=Science, RoK=Gold), as well as a GPP boost.
Psychic_Llamas Mar 26, 2008, 06:45 PM i would preffer it if elohim could build an 'Abbey' building as opposed to a castle, which adds all the castle benefits plus happyness from its state religion and 2 free exp to all disciple units, seems to fit the monk theme.
oh and the cathedral thing is nice.
Tarquelne Mar 27, 2008, 12:43 PM i would preffer it if elohim could build an 'Abbey' building as opposed to a castle
Something like that appeals to me. And is easy - still an important concern. I'll put up a new version sometime soonish and may add a building. A UB that isn't quite as morbid as the other two would be nice.
I'll also be doing something about the monks - the Affinity makes them too strong. Finally, I'll see about making it more compatible with the "Holy Warriors" modmod.
On Griffons:
I don't think there's a particular connection to the Elohim. (Though I supplied a suggestion in the unit text.) Griffons are just mythological creatures that don't have the negative associations of most "monsters". Being mythological automatically gives them a certain amount of interest. Seeming relatively "good" made them better candidates as Elohim units than, say, a giant spider.
MagisterCultuum Mar 27, 2008, 06:06 PM I don't think that affinity makes them too strong, I think that not nerfing their base strength and movement when you give them affinity and the spiritual trait back makes them too strong. if they were movement 1 (plus 1 from spiritual) and strength 2/3 +1 spirit affinity (as I often make them), then they would be just about right.
Tarquelne Mar 27, 2008, 06:52 PM I don't think that affinity makes them too strong,.
I agree in that it's not just the affinity itself. Another point or two off base strength would be a big help.
I was trying to think of other ways to nerf the monk and I'm temped to take their strength very low and give them a promotion like Homeland but with a much greater bonus. But I doubt making such an important UU almost purely defensive would be a good idea. Perhaps a UU Ranger-equivalent...
Psychic_Llamas Mar 28, 2008, 01:43 AM maybe also an elhoim Catacomb replacement for a library, an additional +1 free sage if the city has the state religion
Tarquelne Apr 01, 2008, 08:22 AM Here's what I'm thinking:
Take the monks to 2/3s of base (I think that's just 1 less than they've got now), plus the affinity.
An "Abbey" building. 1 can be built for every 4 temples. The Abbey will have a happiness bonus, a culture bonus, and be required for construction of Sohei.
The Sohei will become a unit of it's own class and not a Paladin variant. That'll make it an extra Elohim-only national unit. I'll probably drop the "Good" requirement. I might make it extra expensive, though I'm more likely to give it an enhanced "Homeland" promotion so it'll be very good inside Elohim borders but poor outside.
Replace the present civ hero with a giant griffon so big it spans 4-tiles and tramples entire enemy cities when it moves.
Thoughts?
Psychic_Llamas Apr 01, 2008, 10:33 AM dont replace the hero, add the griffon as a new one :)
youll need better art if it will be a hero though, the current griffons are so... boring.
Broken Hawk Apr 01, 2008, 10:46 AM I may be a little slow following this thread but have you decided not to use griffins as mounted units? How about Pegasus style horses with wings?
Tarquelne Apr 01, 2008, 11:03 AM I may be a little slow following this thread but have you decided not to use griffins as mounted units? How about Pegasus style horses with wings?
Ah - I can see where it'd be confusing.
The download contains two versions:
The default version has a series of griffon units replace the "Mounted" line of units. Rather than Horseman, Horse Archers and Knights you get Griffon Aspirants, Griffon Knights and Exalted Griffons. Different units, and even different building requirements and techs.
The other version keeps the Mounted line. You can build Horseman etc. AND the griffons. I think this is more realistic - assuming griffons don't have an insatiable appetite for horseflesh. However, it's not fully compatible with any other mod that alters the CivilizationsInfos file, and is somewhat redundant. So for the sake of simplicity the default is griffons rather than horses.
Pegasus:
If you can point me to some suitable graphics it wouldn't be hard at all to make another version. :)
Broken Hawk Apr 01, 2008, 01:33 PM Pegasus by White Rabbit:
http://forums.civfanatics.com/showthread.php?t=164060
Tarquelne Apr 01, 2008, 10:05 PM V3 now up.
Two new buildings, significant changes to the Sohei and pegasuses - I'm going with my browser spell checker right now - have been added as an option.
Check out the updated first post for details and post any feedback down here. I'm especially interested to know if you think the new additions have made the modmod are too advantageous for the Elohim.
Psychic_Llamas Apr 02, 2008, 03:25 AM this mod wont work with Vehem's mod will it?
xienwolf Apr 02, 2008, 08:43 AM You would run into issues where the new units from FF are buildable by everyone not from FF and the new units for the Elohim here are buildable by all the FF civs.
You could just edit your own Civilization Infos to make it viable though.
Psychic_Llamas Apr 02, 2008, 08:47 AM i just tried and civ crashed rigth after i clicked on the desktop shortcut, so it dosnt work :(
Tarquelne Apr 02, 2008, 09:49 AM I'm surprised it crashed like that - I'd expect an XML loading error if anything. Well, I'll want it compatible for myself anyway so I'll see about getting it working and post it.
Psychic_Llamas Apr 02, 2008, 11:31 AM awsome, i look forward to it :D
also, would you be able to add the modifyed great wall graphics to show when the sanctuar world spell has been cast? someone made the graphics and code and everything for it in a DL before, but i cant find it. would be awsome for this :)
edit: here is the link to the great wall sanctuary effect :) http://forums.civfanatics.com/showthread.php?t=264147&highlight=great+wall
Tarquelne Apr 02, 2008, 12:54 PM i just tried and civ crashed rigth after i clicked on the desktop shortcut, so it dosnt work :(
I have good news and bad news.
The good news is: I made a fresh install of FFH2 .31, patched it, installed Fall Further, the Elohim modmod and the game started up fine!
The bad news is: I made a fewsh install of FFH2 .31, patched it, installed Fall Further, the Elohim modmod and the game started up fine!
:(
So: I've no idea why your game is crashing. All I can suggest - short of the usual "Reinstall everything and update all your drivers" stuff - is trying the Elohim modmod's directories one at a time. That might pin-point things better.
Unless you're using the horseandgriffon variant there shouldn't be any conflicts with Fall Further (assuming Fall Further doesn't modify the Elohim). Only the Elohim entry in the civilzationsinfos file is modified.
And, in fact, I've just realized that's a mistake: The Abbey needs not 4 Monastery's, but 4 buildings of BUILDINGCLASS_PAGAN_TEMPLE. Everyone can build that. Which means everyone can build Sohei. Oops.
I'll post an update adding a "Cathedral" building for everyone. The Abbey will be the Elohim version of the Cathedral.
xienwolf Apr 02, 2008, 01:42 PM Ah, so you don't create a new unitclass anymore? Niceness on that. So the only conflict would be that the Elohim would be able to build all the new units that Vehem added to FF then. So put in the exclusions (simple copy/paste from another Civ) and you are covered.
Tarquelne Apr 02, 2008, 02:25 PM So put in the exclusions (simple copy/paste from another Civ) and you are covered.
Thanks! Just included.
Updated the download (see first post.)
I realized religion-specific Cathedrals should get more attention than I'm willing to give them, especially in a mod that's supposed to be focused on the Elohim. So I added the "Fortress" instead, and the Abbey is a "Fortress" variant.
The Fortress is an unexciting but potentially worthwhile building adding 30 defense, 1 happiness, plus small culture and gold boosts.
xienwolf Apr 02, 2008, 04:10 PM With the levels of the other defense buildings available, 30 is pretty darn exciting :)
Psychic_Llamas Apr 02, 2008, 08:22 PM also, would you be able to add the modifyed great wall graphics to show when the sanctuar world spell has been cast? someone made the graphics and code and everything for it in a DL before, but i cant find it. would be awsome for this :)
edit: here is the link to the great wall sanctuary effect :) http://forums.civfanatics.com/showthread.php?t=264147&highlight=great+wall
have you looked into this? i really would like the graphical representation of sanctuary so you know why your troops cant enter elhoim territory.
also, i tried the mod again, got it to start, played a game for a couple of hundred turns, then a CTD. i go to start it up again and it crashes from shortcut again:( ill DL the latest patch...
Tarquelne Apr 02, 2008, 11:40 PM have you looked into this? i really would like the graphical representation of sanctuary so you know why your troops cant enter elhoim territory.
Yep - looks very cool. I want to stick to XML though, and I'm probably done adding to the modmod...
also, i tried the mod again, got it to start, played a game for a couple of hundred turns, then a CTD. i go to start it up again and it crashes from shortcut again:( ill DL the latest patch...
... though not finished maintaining it. Send me any clues. And I'll finally get a chance to play for a decent amount of time in the next couple of days.
BTW: Updated the file. Just improvements to the buttons and renamed the "Castles" to "Fortresses."
Psychic_Llamas Apr 03, 2008, 12:29 AM ok then.
ill ask vehem if he can add it to Fall Further then :) he made it after all :p
tyranny12 Apr 07, 2008, 07:43 PM The readme references a 'fall further.zip' for a compatible file for Fall Further. None was included. Do I read correctly it is no longer necessary?
Tarquelne Apr 07, 2008, 08:53 PM The readme references a 'fall further.zip' for a compatible file for Fall Further. None was included. Do I read correctly it is no longer necessary?
Sorry, no, it's still needed. I forgot to include it in the last version. It's there now, and I've attached it to this message too.
xienwolf Apr 16, 2008, 02:37 PM I haven't checked to ensure it can be done with just a module, but instinct says: Yes. The complication would possibly be requirement of the Feature in the BFC
Look here (http://forums.civfanatics.com/showthread.php?p=6723712#post6723712) at Zechnophobe's idea. it is PERFECT for the Elohim. Just create a National Wonder that is Elohim only for each of the Unique Features possible in the game, with a nice Empire-wide effect, and also eliminating maintenance in that city. This way they can have powerful cities that are spread all over the map, defending each of the Unique Features :)
Tarquelne Apr 17, 2008, 05:02 AM The complication would possibly be requirement of the Feature in the BFC
Ah, "Big Fat Cross"? :)
It is a very good idea, but I don't see out how to do that with a module.
Wyrmhero Apr 17, 2008, 01:14 PM I must say, this modmod is brilliant! I play the Elohim a lot, and so I thought I'd play this. My favourite thing about it is the Sohei. You could have made a simply stronger Paladin, and thus made them attack others with it aggressively. Instead, you take away almost all the strength, and make it a defensive unit that doubles in strength in your area. I loved that. I also like the griffon's ability to scout enemy zones of control. It makes planning an attack so much easier.
Tarquelne Apr 23, 2008, 10:34 AM I must say, this modmod is brilliant!
Thanks! I'm especially happy you are especially happy with the Sohei. :)
General questions:
(Drawn from the FF and worker threads.)
How many think further boosts to the leader's Traits are in order?
An increase in Homeland's combat or withdraw bonus?
Guardsman for monks?
A Guardsman-like promotion made available?
Any changes to Cor. or the world spell?
Personally I think the Elohim have been helped enough. OTOH, outside of some testing I haven't actually gotten to play them yet with the modmod. Wahh!
hbar Apr 24, 2008, 01:41 PM I actually think the 1st griffons (aspirants?) are a bit overpowered diplomatically. Since they are one of the only (the only?) flying units, you can contact your neighbors overseas much faster than anyone else. Of course, this is also an issue with For the Horde, so maybe it can just be viewed as a perk and not OP.
I was having a lot of fun with epic Griffon vs. Pirate battles near the Lanun border.
Exalted Griffon 1, Black Wind 0
sawi_13 Apr 15, 2009, 01:17 AM My favorite module to my favorite Mod (I probably wouldn't be playing CivIV at all if it weren't for FfH2).
Anyway has the Elohim module been updated to work correctly with the latest versions of FfH2 and FF? If yes what version do I need to download?
I tried using the older version (the one for 031) with the new FfH2 040z where it still works but with some errors (error messages about the Gypsy Wagons - I didn't experience any crashes yet, but I didn't get very far in the game, so I don't know what exactly it will mess up) and with FF 050 where it doesn't work.
Valkrionn Apr 15, 2009, 02:12 AM I doubt this modmod would work with FF as it has a different schema, and it might be too old for FfH... Tarquelne DID update some of his modules for FF. Can get them from this thread in the FF forum.
Tarquelne Apr 15, 2009, 07:51 AM Hey, I remember this...
I tried using the older version (the one for 031) with the new FfH2 040z where it still works but with some errors (error messages about the Gypsy Wagons - I didn't experience any crashes yet, but I didn't get very far in the game, so I don't know what exactly it will mess up) and with FF 050 where it doesn't work.
I'd prefer to just do a FF update. But I'll take a look at a FfH update, afterward- might not require much effort.
Re: FF - What EWS features would you want to keep? The FF versions of the Abbey, Monastery, and Monk are arguably just as spicy, if not spicier. Want the EWS versions of those, or just the Paladin UU, Leader Traits, and griffons?
sawi_13 Apr 16, 2009, 02:26 AM Hey, I remember this...
I'd prefer to just do a FF update. But I'll take a look at a FfH update, afterward- might not require much effort.
Re: FF - What EWS features would you want to keep? The FF versions of the Abbey, Monastery, and Monk are arguably just as spicy, if not spicier. Want the EWS versions of those, or just the Paladin UU, Leader Traits, and griffons?
I have to admit that I haven't seen the FF versions of the Abbey and Monastary yet (mostly it is my wife and I playing hot seat games, but the new FF keeps crashing in the multiplayer games - at least the hot seat games - so we are playing FfH now).
If I remember correctly EWS also introduced the Fortress to the other civs? Or am I getting confused here? Anyway I'd say I mostly loved the griffons and the additional leader traits. And if there is no fortress for other civs in the regular game now I wouldn't mind that back...
Tarquelne Apr 16, 2009, 08:46 AM Alright - v5 is on the download page. It's FfH2-only, and only the Griffon option.
EDIT: It loads without error, the 'pedia seems OK and I can start a Elohim game without error. No testing beyond that.
Lone Wolf Apr 17, 2009, 03:40 AM Giving the Elohim the power to redeem Griffons sounds werid, but it's an interesting way to make them more unique...
sawi_13 Apr 23, 2009, 12:31 AM Alright - v5 is on the download page. It's FfH2-only, and only the Griffon option.
EDIT: It loads without error, the 'pedia seems OK and I can start a Elohim game without error. No testing beyond that.
Thanks :) (and now to lengthen it to at least 10 characters, because thanks is too short... LOL)
Well, I don't know what else to say in this situation except to repeat that I had always liked EwS.
Giga-Gigan Apr 23, 2009, 02:58 PM http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=97109&type=card
This might come in handy as button art, its even in Eloheim colors! I've got to say even if you don't like Magic the Gathering it does produce a lot of excellent art.
Imuratep Apr 25, 2009, 12:16 PM Another thing I always considered strange is that the only option with graveyards for Elohim is to plunder them. You can't really protect them as you would expect for a civ that's described as the keepers of holy places. Actually you can do different things with them if they should live longer than the early game, but that never happens.
That's why I think a spell would be cool that had the same effect as plundering it but instead of destroying it it is replaced by a similar improvement that can't be plundered (and this spell also cannot be cast on it). But the other spells you can usually cast on them can still be used (like Resurrection or Sanctify).
|
|