View Full Version : The Werewolf Civ Mod
loocas Mar 30, 2008, 01:02 PM Werewolf Expansion Modmod for FfH 2032e
This began a while ago when I thought it would be fun to cause Duin to be added as a Barbarian unit when someone researched Feral Bond. It was lame; he didn't do anything. Throughout the many solitary hours at my job the idea grew into this.
What This Mod Does
When a player has researched both Feral Bond and Knowledge of the Ether, the Halfmorn civilization joins the game led by Duin. The human player is given the choice to control them if they were the founding player.
If Duin is controlled by a human player, the civ begins with only a Duin unit with Hidden Nationality.
If controlled by the AI, the unit Duin gets promoted to Hero, some extra werewolves, and starts at war with everybody.
Halfmorn Civ Details
"Mankind, in the words of the Baron (who is at his most poetic immediately before a feast), is simply meant to breathe, breed, bleed and believe. If only the denizens of Halfmorn's baroncy could enjoy so many freedoms. Working to feed themselves and reproducing to feed their masters, the citizens have little time for more civilized pursuits. His citizens are hardly suited for a proper infrastructure and provide an even poorer military but the Baron couldn't care less. With his gift he can 'recruit' an army powerful enough to give him whatever his appetite desires."
The melee line is replaced by werewolves, which are unbuildable. Werewolves (except for Ravenous and Blooded ones) have a spell that creates a Ravenous Werewolf by reducing a city's population by 1. This uses the Feast code from Magister's Modmod, meaning you can destroy a city by doing so (which makes for FUN conquest!).
Additions/ChangesADDITIONS
Civilization: Halfmorn
Leader: Duin (Feral, Agnostic)
Trait: Feral (Combat 1, Commando, Extra XP to Beasts, -10% research)
Building: Halfmorn Palace (Free Body, Nature, & Shadow Mana; -10% Military production; -80% War weariness)
Building: Hunting Ground (Saves 20% food; Gives new werewolves Woodsman 1, requires Hunting)
Building: Animal Testing Lab (replaces Alchemy Lab, +4 research, new werewolves receive Stoneskin & Burning Blood, requires Rage)
Spell: Lycanthropize (Creates new werewolf by reducing city population)
Spell: Blood Moon (Halfmorn World Spell, Gives werewolves Fear & Blitz)
Promotion: Mature Werewolf (Allows Lycanthropize, randomly gives Marksman)
CHANGES
All werewolves changed to UNITCOMBAT_BEAST
Duin is unbuildable, has Mature Werewolf promotion, and 25% withdrawal
Ravenous Werewolves has 10% chance of becoming Blooded Werewolf
Greater Werewolf causes collateral damage
Werewolf promotion randomly grants Cannibalize
Chances for all werewolves to create Ravenous Werewolf from combat increased
Download
Is attached. Unzip to the FfH folder (replace "Assets").
Please note that I have set "Require Complete Kills" to be on by default, otherwise Duin dies immediately. If you have set default options yourself in the xml, you will need to redo them after installing.
Changes from Previous Version
5/29/08 v1.3
AI-controlled Duin now gets Hero, some Ravenous Werewolves, and declares war on everybody.
AI has no minimum population limit for casting Lycanthropize, meaning Duin or a Greater Werewolf will devour any city it captures.
Cut things that weren't flavorful enough or served too little purpose: Emma and what existed of her scenario, Moonchild, Council of Matriarchs, New Moon
Chance to create Ravenous Werewolves from combat increased to 85%, 75%, 65%, and 55% for Duin, Greater WW, Blooded WW, and Ravenous WW, respectively.
4/18/08 v1.2
Added WW_Barb module (for use with Duin's Successor) (Allows Barbarian to build werewolves)
Added new textures for Moonchild and Alma units
Changed Matriarch unit to Alma world unit (only available through scenario's events)
AI uses Lycanthropize now
Added Animal Testing Lab (replaces Alchemy Lab, +4 research, +2 Moonchild GPP, new werewolves receive Stoneskin & Burning Blood, requires Rage)
Matriarchs have Magic Resistant
Increased chances to create Ravenous Werewolves from combat by 10% globally
Moved Council of Matriarchs to Knowledge of the Ether
4/10/08 v1.1
Units changed by New Moon retain their promotions
4/10/08 v1.0
Patch e release
And Finally
I hope you enjoy. I am very open to suggestions and help.
loocas Mar 30, 2008, 01:03 PM Bugs
During startup, I get a message saying "info type 1 not found, Current XML file is: xml\Buildings/CIV4BuildingInfos.xml." I have yet to find what it's referring to. It does not upset the game in any way that I've seen.
Hidden Nationality
Keep in mind that you must declare nationality in order to take a city.
loocas Mar 30, 2008, 01:04 PM Fall Further-compatible version.
Small fixes, tweaking, and whatever you ask me to do.
xienwolf Mar 30, 2008, 01:29 PM Yipee! More mid-game Civilizations to play with :) I can't wait to test it out and see what all you have done, but it sure sounds fun.
MagisterCultuum Mar 30, 2008, 01:40 PM This got me thinking of how to deal with werewolves in my modmod. I don't I plan to add a werewolf civ, but I think the spell that feasts on a city and creates ravenous werewolves looks nice. I think I may add it too, but limit it to units with both werewolf and unitcombat_beast, i.e., Duin and Greater Werewolves (who are currently still animals, but won;t be in my modmod)
Oh, my modmod will also include an SDK change that allows HN units to capture/spawn units, but still not be able to take cities. I'll also try to make the HN promotion be passed on to the unit created in such instances.
I'm also thinking that I may make werewolves sometimes pass on lycanthropy when they lose. Sometimes the defeating unit would switch sides, sometimes it would remain loyal to its old civ, but usually it would turn barb. Typically it would change to a ravenous werewolf like usual, but sometimes it may be able to hold on to its old identity and retain all its old abilities while gaining the werewolf promotion and ability to spread the disease.
TheJopa Mar 30, 2008, 01:46 PM Typically it would change to a ravenous werewolf like usual, but sometimes it may be able to hold on to its old identity and retain all its old abilities while gaining the werewolf promotion and ability to spread the disease.
An unit shifting randomly from turn to turn into werewolf and back (or a spell to shift) would be extremely cool.
loocas Mar 30, 2008, 02:10 PM This got me thinking of how to deal with werewolves in my modmod. I don't I plan to add a werewolf civ, but I think the spell that feasts on a city and creates ravenous werewolves looks nice. I think I may add it too, but limit it to units with both werewolf and unitcombat_beast, i.e., Duin and Greater Werewolves (who are currently still animals, but won;t be in my modmod)
This exists for the most part in this mod. I changed all werewolves to beasts and made a Mature Werewolf promotion that the spell relies on. That's just my way of making it so Ravenous Werewolves can't cast the spell.
Psychic_Llamas Mar 30, 2008, 05:55 PM this looks really intersting, im going to keep my eye on it :p
loocas Mar 31, 2008, 04:27 PM I updated, fixing the AI-Duin and adding a new leader, Emma Vargamor. After taking the throne from Duin, she is trying to find a common ground between her kind's need for killing and her remorse for the oppression of her citizens.
Please let me know about the pacing of the Alma events, and whether the AI Duin is causing enough havoc.
MaxAstro Mar 31, 2008, 10:24 PM Awesome! Duin is by far my favorite hero, and this modmod is simply amazing. I love it. Playing as Duin is incredibly fun. My only complaint is that he spawns a little too early... If you rush the techs for him, you get him before any AI has Axemen, and he is totally unstoppable. It got to the point that I was taking a city every other turn or so. Sure, my economy would have crashed eventually... but not before I wiped out basically every civ in the game.
My recommendation would be to have him spawn at Animal Mastery; that's probably a more balanced place: Still rushable, but deep enough into the tech tree that some of the AI will at least be able to slow him down (It's pretty sad when you don't even need Blooded Werewolves because Ravenous Werewolves have 75% chances against all city defenders).
Sure, he'll be waaay behind in tech under human control... But he spawns a virtually free army so fast that he doesn't NEED any tech to be a huge threat.
Somberjay Apr 01, 2008, 07:43 PM I am having a blast with this Mod! I am eager to see it fleshed out a little more. I would have to say that they are extremly powerful at the early going and agree that perhaps moving the trigger to Animal Mastery might help. Great job so far!
loocas Apr 02, 2008, 10:00 AM My recommendation would be to have him spawn at Animal Mastery
perhaps moving the trigger to Animal Mastery might help
It's obvious now that as far as challenge goes, the later the better. How about we go with Feral Bond for now. There's not much difference between FB and AM that late in the game, except for the Beastmasters, and werewolves are now beasts. Or is that still being too nice to Duin?
So, updated, changed trigger to Feral Bond and KotE (for flavor).
CMHistory Apr 08, 2008, 06:47 AM Is there an easy/quick way to integrate your mod into FFH when one already has Fall Further installed, such that they will not conflict with each other and may be used together? I'm not following the changelog very well, so altering the files individually isn't really an option.
xienwolf Apr 08, 2008, 09:03 AM If you use Winmerge you can compare the files for this mod with unmodded FfH to find what is changed/new. Then take all of that and place it into FF in the right places and they should work together fairly well.
Easiest way I can think of.
loocas Apr 10, 2008, 10:57 PM Updated for patch e (thanks Xienwolf for that Winmerge tip!) and smoothed some things out.
Added New Moon Ritual and made some buildings grant promotions to werewolves.
loocas Apr 15, 2008, 09:24 AM An unit shifting randomly from turn to turn into werewolf and back (or a spell to shift) would be extremely cool.
Would they become military units or something else? What would be some advantages of the human form? Avoiding Subdue Beasts comes to mind.
MagisterCultuum Apr 15, 2008, 09:47 AM It could get rather difficult to determine what unit the werewolf would become when it reverts to its human(oid) form. It could require hardcoding, and adding a promotion (or different werewolf unit) tied to every living unit in the game.
You could also try getting rid of the werewolves as distinct units and instead make it a promotion. There could be 2 levels of it, one indicating that the unit simply has/carries lycanthropy, and the other that it is in werewolf form. The werewolf promotion could change the units stats and graphics, but couldn't actually make the werewolves into beasts or animals. The Lycanthropy promotion could allow a spell that gives the unit the real werewolf promotion, or could grant it randomly.
loocas Apr 15, 2008, 06:27 PM I think on a single-unit level that's a lot of work for what may only have aesthetic value. The New Moon ritual I threw in was an easy copy-paste of Nature's Revolt and has some strategic value for either side--it's useful to the werewolves because they're trading the Ravenous WW's -25% city attack for the Axeman's city attack bonus. Also if the enemy has Beastmasters then the werewolves are at a big disadvantage. Others may use it if the werewolves are multiplying too much. I thought that this would be a simple, useful, and still aesthetic way of implementing a human form.
As of right now the new human units are level 1 but keep their old promotions, so they will quickly gain new promotions. One way of explaining that would be that now they are human, they have higher aptitude, which also adds value to the ritual for the werewolves. Or maybe that should be changed. I haven't had a chance to use it in a game yet.
loocas Apr 17, 2008, 11:02 PM I'm working on a scenario right now and I've come to a couple bumps in the road. The scenario features Emma as she and other civilizations rebuild after Duin's rampage. The Halfmorn are on the west coast, Amelanchier in the forest to the south, and Alexis and Flauros are in the eastern plains and mountains. There is a desert in the north and lakes in the center, both inhabited by renegade werewolves.
First, the scenario will include a change that replaces Barbarian warriors with ravenous werewolves. This involves changing two xml files, and I'm wondering the best way to package that. Module? Modpath in the BTSWBsave (not positive that will work for a modmod)? Gameoption? This should be toggle-able so it doesn't affect normal games.
Second... I can't remember what the second was... oh, events. To add some sort of story to the scenario I set up some chains of events that involve an organization of orphans and Emma's daughter. Like I said, they are chains of events and the recent post on the witch events confirmed my suspicion that something is up with those. Does anybody have theories or info on what's messing those up? What I've found is that when an eventtrigger that has a PrereqEvent occurs, it seems to reset the required event, as if it had a ClearEvent (which of course it doesn't). If I loaded a quicksave and set the conditions for an event, it would happen, but no events with the same PrereqEvent would trigger after. Anyway, I think I can rewrite these without PrereqEvents, to an extent.
Anyway, those are the selling points of the scenario. I expect for this mod to ultimately be made of the Duin half, which happens in normal games, and this Emma scenario. Should those be packaged separately? If you have any thoughts, comments, suggestions, warnings, complaints, I'll appreciate it and they will only make this mod better.
loocas Apr 19, 2008, 01:07 AM Updated. I'll add the scenario as soon as I redo some events and test it. I should find time for that this weekend.
Ksi Apr 27, 2008, 01:01 PM Hi, I think my question is similar to the above but installation is giving me some problems. My "assets" folder is over 844 mb. The assest folder given is 25 mb. When I replace it I get a bunch of error messages so I reverted to the other. I'm quite clueless concerning modding but 25 mb for 844? Please help if anyone can.
loocas Apr 27, 2008, 01:24 PM Hi, I think my question is similar to the above but installation is giving me some problems. My "assets" folder is over 844 mb. The assest folder given is 25 mb. When I replace it I get a bunch of error messages so I reverted to the other. I'm quite clueless concerning modding but 25 mb for 844? Please help if anyone can.
Were the error messages in Civ4 or in Windows? That 25mb isn't replacing the entire 844mb, just the files I changed. So you need to replace everything that it asks you to when you copy my Assets folder to your FfH Assets folder.
If you're not crunched for space on your computer, it really helps to make a backup copy of the FfH folder in case you need to go back.
Hope that explains something. Let me know.
Ksi May 02, 2008, 02:19 PM New computer so fine I am fine for space. :)
I am just wondering, if I drag the new "assets" folder into my copied FFH folder and click "replace" will it not overwrite the whole folder? I have XP by the way.
Or will it replace only the files there? The errors came because I 1) Copied the folder 2) switched an assests folder in and took the other out. Anyway I will try replacing them again.
MagisterCultuum May 02, 2008, 03:54 PM It will only replace the files. Files not included in the new assets folder will ramain unchanged.
Ksi May 02, 2008, 04:26 PM I replaced the assests folder of the copy of FFH but it is the normal FFH. I think the shortcut is leading to the normal FFH file.
MagisterCultuum May 02, 2008, 05:08 PM If you copy the mod to a different folder but don't redirect the shortcut, it will always still lead to the original folder (presumably the unaltered mod)
Right click on the shortcut, go to properties, the shortcut tab, and change the folder name after the equal sign in the target
Ksi May 02, 2008, 06:50 PM Thanks again Magister.
loocas May 23, 2008, 09:20 PM There's a lot of extra junk in this mod, and I'd like to purge some things when I update it for .32. Does anybody have any opinions on what should stay and what should go?
One idea I had was to cut the Halfmorn civ itself. It really doesn't add that much; all the mod's goodies are in the units and Duin as a leader. An alternative would be to let Duin spawn as a new leader of the founder's civ. That might make things vary more, as long as there are no bad exploits.
The second leader, Emma, can go. At least until I finish her scenario (got a map, was making events but came across problems, then distractions).
The Moonchild unit mainly serves as a fallback in case all Duin's werewolves are killed, so he can make some more. But if that's the case then that means the Duin unit is dead (he should lose his traits), and so there's really no reason for the Moonchildren. Feedback about the strategy or flavor of these units would be valuable.
Honestly, I haven't had the chance yet to use the promotion-granting buildings, or the ritual, but I like the ideas.
Anyway, just thinking aloud. If you have any thoughts to share... well then, do.
Sureshot May 23, 2008, 11:43 PM my first thoughts about it:
civilization, yes, even if just to give them their own civ name for distinguishing them.. cities and buildings? no..
personally i think itd be cool if they had scorched earth trait so they razed all cities they take, maybe generating extra werewolves.
maybe the baron could act like a supply wagon thingy from the mongol horde scenario.. i.e. generate free wolves randomly.. the only problem then if you run out of gold from unit costs, but you could start them out with like 5000 gold, that would keep them alive for atleast 100 turns even with 55 units, and they can pillage and raze to get more gold
to me they should be more like a plague than a civilization, maybe even auto-war on everyone, and have a really high chance to make more werewolves from combat (even like 90%) but with a fair chance of them going barbarian more often. that way as soon as theyre in, even as AI, theyll spread quickly and spread as barbs as well
edit added:
doing basium a similar way with no cities would be fun too heh, with basium being where the angels spawn
Arctic Circle May 26, 2008, 01:53 AM Hmm, I think there is a way to trigger a script on a units death. Is it possible to have -all- werewolves die when Duin dies?
It would really put more character and importance into Duin himself.
Sureshot May 26, 2008, 01:59 AM id actually suggest a shift towards the opposite.. in civ you can lose a unit on 99.9% odds, meaning duin should be good and useful but not a necessity
loocas May 26, 2008, 12:18 PM Hmm, I think there is a way to trigger a script on a units death. Is it possible to have -all- werewolves die when Duin dies?
It would really put more character and importance into Duin himself.
Personally, I don't like the alpha werewolf/vampire/zombie stuff at all. It's a narrative cop-out to end a cheap story and sends the wrong moral messages about grief and loss. Veto :king:
MagisterCultuum May 26, 2008, 12:58 PM It is certainly possible, but I don't like the idea.
loocas May 26, 2008, 02:17 PM my first thoughts about it:
civilization, yes, even if just to give them their own civ name for distinguishing them.. cities and buildings? no..
personally i think itd be cool if they had scorched earth trait so they razed all cities they take, maybe generating extra werewolves.
maybe the baron could act like a supply wagon thingy from the mongol horde scenario.. i.e. generate free wolves randomly.. the only problem then if you run out of gold from unit costs, but you could start them out with like 5000 gold, that would keep them alive for atleast 100 turns even with 55 units, and they can pillage and raze to get more gold
to me they should be more like a plague than a civilization, maybe even auto-war on everyone, and have a really high chance to make more werewolves from combat (even like 90%) but with a fair chance of them going barbarian more often. that way as soon as theyre in, even as AI, theyll spread quickly and spread as barbs as well
edit added:
doing basium a similar way with no cities would be fun too heh, with basium being where the angels spawn
I think I like the scorched earth idea. I definitely do when Duin's AI. I'm no great modmancer, but I assume it's possible to give new werewolves based on the conquered city's population? I'll see what I can Frankenstein.
The more I think about it now the more I think that you're absolutely right, Sureshot. They come too late to make any empire development worthwhile, and there's not much use to that being in a modmod anyway, unless it's super special. Good suggestions. Thank you.
loocas May 26, 2008, 05:39 PM Here are the changes I'd like to make:
REMOVALS
Emma
Moonchild unit
Halfmorn palace
Hunting Ground
Council of Matriarchs
Animal Testing Lab
New Moon
CHANGES
Feral trait won't have -10% research
Duin unit won't have Hidden Nationality
Mature Werewolf promotion won't grant Marksman
Werewolf promotion won't grant Cannibalize
AI starts with extra werewolves but no settler or peace with barbs
Chance to create RWs from combat increased significantly
AI will have no min population for using Lycanthropize spell (currently 3)
Duin starts at war with everybody
THOUGHTS ON THIS
What does it take to make a city not able to build anything, like settlements? Basically, Duin's cities shouldn't have any use beyond farming people to create more werewolves. When the human player conquers a city, they'll have the choice to raze it for the gold or keep it to farm RWs. I'm wondering what use they will have for gold. Military costs, pretty much, but does it make sense for this kind of empire to have to pay those costs?
Arctic Circle May 26, 2008, 11:45 PM - Create a new building for Duin that gives you -50% less research and -100% gold, but also no maintnance?
- Make all werewolves cost no gold in unit support?
- Make a unique civic for the werewolves?
loocas May 27, 2008, 02:47 PM I'm having some trouble getting Duin to declare war. I figure someone with common sense will know what's going on. Right now I've tried to make Duin at war with everybody when he is created, but perhaps on first contact (http://forums.civfanatics.com/showthread.php?t=169966) would be better. Anyway, this is what I've added:
for iPlayer2 in range(gc.getMAX_PLAYERS()):
eTeam2 = gc.getTeam(iPlayer2)
eHalfmornTeam.declareWar(eTeam2, false)
This gives me this error:
ArgumentError: Python argument types in
CyTeam.declareWar(CyTeam, CyTeam, int)
did not match C++ signature:
declareWar(class CyTeam {lvalue}, int, bool, int)
And this is where my limited modding knowledge comes to an end. I'm gonna go play a bit, and read some more python tutorials before trying again.
Sureshot May 28, 2008, 03:19 AM that error means you put the wrong things in your brackets
heres an example of how declare war function is supposed to be used in bold, and the setup is the stuff before it:
pPlayer = gc.getPlayer(iPlayer)
eTeam = gc.getTeam(gc.getPlayer(gc.getBARBARIAN_PLAYER()). getTeam())
iTeam = pPlayer.getTeam()
if eTeam.isAtWar(iTeam) == False:
if 2 * CyGame().getPlayerScore(iPlayer) >= 3 * CyGame().getPlayerScore(CyGame().getRankPlayer(1)) :
if iGameTurn >= 20:
eTeam.declareWar(iTeam, false, WarPlanTypes.WARPLAN_LIMITED)
thats the event that makes a barbarian traited leader like sheelba have the real barbarians declare war on them when they become too civilized (you can find it by doing a search for declarewar in the CvEventManager), hope that helps heh
Ksi May 28, 2008, 04:22 PM I actually enjoyed the Duin civilization. I built some massive empires after summoning him (as well as having a rather nice late-game of vampires vs. werewolves) and after they captured my cities I just fleed with Duin and started over -- eventually overextending the vampires and causing them to collapse.
Why would you take away the cannabalize/marksman that helps make this so unique? Also even if the citizens are basically used for farming, doesn't mean you can't have buildings to help this does it? It adds a touch of barbaric aristocracy to the werewolves that seems to suit the Baron very nicely. I love the violin music too. =)
My only complaint is it does not seem compatible with fall further. I'm sure a lot more people would appreciate the mod if it somehow merged with the others.
loocas May 28, 2008, 06:41 PM I actually enjoyed the Duin civilization. I built some massive empires after summoning him (as well as having a rather nice late-game of vampires vs. werewolves) and after they captured my cities I just fleed with Duin and started over -- eventually overextending the vampires and causing them to collapse.
That's really cool. Sounds like fun.
Why would you take away the cannabalize/marksman that helps make this so unique? Also even if the citizens are basically used for farming, doesn't mean you can't have buildings to help this does it? It adds a touch of barbaric aristocracy to the werewolves that seems to suit the Baron very nicely. I love the violin music too. =)
Honestly, I'm having a very hard time telling what fits and what's "because I could," as Kael warns against. This has been a real modding crash course for me. I'm glad to hear that you think the buildings and promotions were nice. Perhaps it's best that I gear these recent changes toward the AI-controlled Duin (e.g., always at war), and let the human player have some choices available.
What about the Moonchild units? If I'm guilty of overzealous modding then I think that's my crime. I think it's a feature come more of necessity (what to do when all the Mature Werewolves are dead) and cliche (werewolves+moon, more UUs), than flavor.
My only complaint is it does not seem compatible with fall further. I'm sure a lot more people would appreciate the mod if it somehow merged with the others.
It's certainly mergeable. I'll include an FF-compatible version when I sort this out. I like Fall Further, I just tend to play this other mod, I think it's called Fall Fewer. I haven't gotten bored with the regular civs yet.
loocas May 28, 2008, 10:01 PM that error means you put the wrong things in your brackets
heres an example of how declare war function is supposed to be used in bold, and the setup is the stuff before it:
thats the event that makes a barbarian traited leader like sheelba have the real barbarians declare war on them when they become too civilized (you can find it by doing a search for declarewar in the CvEventManager), hope that helps heh
It worked! I love you! He declared war on everyone! Even himself! Then it spinlocked.
This is the code I have now, which works fine:
for iPlayer2 in range(gc.getMAX_PLAYERS()):
pPlayer2 = gc.getPlayer(iPlayer2)
if pPlayer2.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_HALFMORN'):
return False
eHalfmornTeam.declareWar(iPlayer2, false, WarPlanTypes.WARPLAN_TOTAL)
Ksi May 29, 2008, 11:17 AM The Moon child I had mixed feelings about. Although I will admit I never built enough buildings to have them frequently (most had low pop from wolves and not very much happiness) so I was stuck with the mutations but although it was not my favourite feature it was certainly an interesting mechanic.
No complaints on gearing it towards the AI, I will still certainly play this mod. (Right now I have this for .31 instead of fall further.) However unless the promotions hurt the AI I wouldn't remove them unless you have something in mind to keep the werewolves unique.
Before this mod is was basically one werewolf that creates others which can upgrade twice. Not nearly as interesting as being able to eat cities, gain promotions randomly, cause collateral, etc. If you do take some of this out please try to add some more of flavor to them as I really like the ideas you have for werewolves which is rare for me. =)
Hope the feedback helps, I will look forward to whatever you come up with. =]
loocas May 29, 2008, 10:04 PM Updated for 2032c. See first post for changelog.
Poftâ Bunâ!
loocas Jun 07, 2008, 09:50 PM Updated for FFH 2032e.
Darksaber1 Jul 03, 2008, 07:31 PM He declared war on everyone! Even himself! Then it spinlocked.
:lol::twitch::lol::lol::lol::lol::lol::twitch::lol :
Is it compatably with Fall Further?
DuckAndCower Jul 04, 2008, 01:44 AM Never was, and now it's several versions behind (2032e... we're up to j now). I'd really like to check this one out, but seeing as how the last update was a month ago, I'm not getting my hopes up.
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