Update: (v0.1.23.4)
R i f E version:
Fiexed a python bug with one of the new events. v0.1.23.4 is savegame compatible with v0.1.23.2 and v0.1.23.3.
v0.1.23.4:
Update: (v0.1.23.3)
R i f E version: (v0.1.23.3 is savegame compatible with v0.1.23.2.)
- Fixed a Python Exceptions bug
Update: (v0.1.23.2)
R i f E version: (not savegame compatible!)
Update: (v0.1.23.1)
R i f E version:
Should be compatible with R i f E version 1.22.2 and 1.23.
Edit: Version 1.23 is not savegame compatible with version 1.22.2!
Update:
Added Valkrionn's blizzard quick fix in the main download (first post / R i f E version). (savegame compatible)
Update:
Now the mod is compatible with RifE 1.22.2
(see first post)
Update: (will break save games)
Update for RifE 1.20:
The most important change in this version is maybe the addition of an old system I made a long time ago in my Petra mod component and Flavian Amphitheatre mod component:
-In this version the owner of the Great Circus Improvement will be able to conquer enemy unique buildings. After you conquer/acquire a city with an unique building in it you will get a pop-up and you can decide if you want to keep it or replace it with your default building. Flavor Note: This won't work if you have an own unique building for this building type. (This is a week effect because most of the unique buildings have a low chance to survive after conquest or can't be conquered at all. If you want to change the conquest probability than go in the building xml - I didn't change it)
-In addition to that the owner of the Great Circus can build unique mounted units of all of his vassals. After you built a default mounted unit you will get a pop-up and can choose between your default unit or all of the unique units of the same unit class of your vassals.
-The same system works for unique melee units and the Great Colosseum.
-Also if you own the Great Colosseum you can build unique buildings of your vassals when you build a default building of that building type.
For more info see pictures below:
And here is the rest of the update:
Elohim Unique Improvements bug fixes:
- Fixed a bug with the Elohim Yggdrasil event when only forest and no kelp is available to upgrade (upgrades 2 forests to ancient forest)
- Fixed a bug with the Elohim Yggdrasil event when only kelp and no forest is available to upgrade (upgrades 2 kelp to kelp forest)
Mana Flare adds and fixes:
- Added mana flare event for Creation mana (for more info see post 2)
- Added mana flare event for Dimensional mana (for more info see post 2)
- Added mana flare event for Force mana (for more info see post 2)
- Added mana flare event for Refined mana (for more info see post 2)
- Added/changed Earth/Law/Mind/Spirit mana flare effects: Now all the buildings provided by the mana flare have a certain duration not only one turn. The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck (rand number).
- Added/changed Chaos mana flare effect: Terrain type of the mana plot will change temporary to a random polt: (grass, plains, desert, marsh, tundra, snow, burning sands, broken lands, field of perdition, shallows)
- Added/changed Body mana flare effect: Haste promotion gained by mana flare will have a duration of 4 turns / added Avatars to the immune list / changed chances for promotions (for more info see post 2)
- Added/changed Air mana flare effect: Naval units gain haste promotion with duration of 4 turns if cause of mana flare was an event
- Added new "save" improvements for the Air mana flare. Your unit won't get blown away when standing on them. (Improvements: broken sepulcher, cage, castle, citadel, citadel of light, fort, goblin fort, guardian, ring of carcer, tower, hill gigant steanding, dwarven mine, dwarven settlement, dwarven hall, dwarven fortress, tower of eyes )
- Added "Earth Boosom" effect to Earth mana flares (changes the plot type of the mana plot to hill if the cause of the flare is an event)
- Fixed a bug with the promotion chance function for mana flares (a lot of the chances were 1% higher then postet in the second post)
Imperial Roads adds and fixes:
- Fixed a bug with the "Imperial Roads" spell (now the casting worker will skip the turn and wake up properly after the road is finished)
- Bannor and Kuriotates can build Imperial Roads cheaper than other civilizations ( Bannor = 1/3; Kuriotates = 1/2 )
- Updated mouse over help text for Imperial Road spell
- You don't need stones in the city which you want to connect to your government center. The road is build from your capital to all the other cities anyway.
- Added building sounds when a Imperial Road segment is placed on the map and removed the road spell casting effect and sound.
- Highly increased the performance of the python mouse over help text on the Imperial Roads spell popup. (The path, costs and duration will be calculated only once and not every time you mouse over the button. My bad, sorry.)
- Reworked Imperial Roads code and fixed a bug when you finish a road project but your worker is immobile for some more turns.
- Added a on screen counter for the search for stones event (see picture bottom)
- Added a on screen counter for an Imperial road project (see picture bottom)
Great Colosseum and Great Circus adds and fixes:
- Reworked the bet system and remove a bunch of unnecessary events related to the bet spell events. It's working like before so never mind...
- Increased performance with the Circus and Colosseum spells.
- Added an on screen counter for the Great Circus
- Added an on screen counter for the Great Colosseum
- Added the unique building on city acquired system for the Great Circus
- Added the vassal unique building system for the Great Colosseum
- Added the vassal unique mounted units system for the Great Circus
- Added the vassal unique melee units system for the Great Colosseum
For more info see post2 and post3.
Pictures:
Update:
R i f E version: (not save game compatible)
- Added a new mod component to the Add-On: Elohim Unique Events
(this is for all Elohim players who are disappointed when they arrive at an Unique Feature and don't get a special event or reward)
For more info see first post/side
Update:
R i f E version:
- compatible with R i f E 1.20
- fixed a bug with imperial roads (now you can only use the imperial roads 'spell' after the imperial road event)
- fixed text bugs
- activated the ice mana flare event
- fixed a bug when casting the bet spell or arena battle spell on Great Colosseum and/or Great Circus on unowned plots
Update:
R i f E version:
Fixed a bug with the late modle type of the Imperial Roads.
Download see first post (save game compatible).
Update:
Now it's compatible with Rise from Erebus 1.12 (see first post).
Update:
FF version: (save game compatible)Now also animal units can "fight" in the Great Colosseum just for the entertainment sake. They will always die but provide additional happiness turns depending on the unit lvl. (In my last FF game I had so many bears I didn't know what to do with them so I added this feature.)
FFH2 version:Made it compatible with version 0.41i.
(Also enabled animals to fight in the Great Colosseum.)
Update:
FF version:Changed Improved Roads naming to Imperial Roads and also changed the button art (now it uses the art from Orbis mod).
In addition to that this roads are more usefull as well (increased movement points).
FFH2 version:Made it compatible with version 0.41g.
(Also added the Imperial Roads like in my FF version.)
Update:
Small update: Now it's compatible with FF 051C(3) (see first post).
(No bugfixes or changes)
Update:
Now it's also compatible with Orbis 024b (see first post).
Update:
Now it's also compatible with FF 051a (see first post).
First release for FFH2:
Compatible with FFH 2