A modmod for FFH2 041m
This is my mod for vanilla FFH, with the changes i have done to make the game more enjoyable for me. It is built around changes in python and XML code, mostly since i make al lot of error s when coding and here they are easier to correct immidietlty.
I strive to keep the game feeling close to vanilla. The changes i do is made to to remove those unbalanses that in my mind really makes the game less enjoyable, and to add things that make the game feel more Dark, Medeval and Fantasy. I dispice areaspells, ninja or combo warfare, i will slowly work towards making the mod more based on SoD´s with the strongest built attack meet strongest built defender. Sometimes i will also add small changes just to test them out or to make useless features considerable again.
A thank to all those whos ideas i have borrowed and those that pateintly helped me with my my coding problems. Feel free to borrow anything for your own mods without having to ask if you think you can use it.
At the moment i am working on
- improving in what order the AI chooses complements his initial tier3 units with others or goes fortier 4./finetuning
- how the computer chooses techs on the engeneering and religous line./finetuning and aplying diversity
- At wartime better choose between military and civil produktion. /started
- manipulating the civicchoises by python
- manipulating the combatAI with scipts
- learning the computer to pick up left alone religons
- learning the AI if they fighting a winning/even/losing/desperate war and by that being able to improve the production choises massivly.
- new priestspells, i want the priest to be healers, terraformers and enchanters, not summoners and damagespellcasters.
Any input are appreciated.
http://cid-d00ad5e35c4ec5ff.skydrive.live.com/self.aspx/Offentlig/Red%20Turtle%201m.zip- Complete zipped file
Changes
Art:
AI:
Bulidings
- added two buildings: the Waterworks and the Town Hall
- Elohim has new UB for pagan tample and libarary
- Dorivello has new UB for hunting lodge.
- Dorivello and Sheiam lost abilaty to build a some military buildings not required for any units.
- blasting workshop now adds +1 fire strength to golems instead of fireballs
- changed the gamling house (cost&bonus) and aqueduct (cost)
- added three wonders: the Necropolis, the Ogham Landmark and the League Counsil
- changed the guild of hammers to mimic the Great library but with adding production instead of research. The League Counsil follows the same logic for gold.
- changed catacomb (i dislike free buildinng wonders) and Guild of the Nine to high research/goldyielding wonders.
- Added a new building, Paymasters Office that allows recruitment of 1 Mercenary/City and Turn
- Added Hippis UB Paymasters Office, Mercenary Recruiter, that instead has a 7% chans of spawning a Retired Mercenary each turn.
- all buildings cost multiples of 30 for aestetic reasons.
Units
- Changed the Pyre Zombie, now a strong tier2 unit
that doesnt explode available at Necromancy
- Warriors cannot use Bronze weapons.
- The Dorivello now has slightly stronger UU hanters and rangers
- Added a unitclass (Treeherders) that can build improvements in ancient forests.
- The Chariot Unitclass is removed.
- A new unitcombat class introduced, the Mounted Chargers, with the units Lancer, Knight and Catapracht at respective tiers.
- Only the Melee and Mounted Charger line use metal weapon promotions, units that have lost that abilaty have got higher base strength to compensate.
- Tier 2 units cannot use Mithril weaponry.
- almost all units cost are multiples of 30 for aestetic reasons. (excapt one at 15 and one at 75)
Traits:
- Finacial now give 2gold/city instead of tile increases
- Raiders now give bounty hunter promotion instead of commando
- Arcane now give 2beakers/city
- Defensive now adds 20% within borders, 10% city defense bonus, but no withdrawal.
Civilsations & Leaders:
- Elohim now has some unique buildings instead of tolerant trait
- Doviello got some new unique units, buildings and improvements
- Elves can no longer build all improvements in forests, has got special forest improvements only available to them instead
- Many leader have new favorite civics
World spells:
- Calabim & Illians worldspell have no negative effects for other civs
- Illians have a completely new worldspell
Civilopedia:
Civics:
Techs:
Terrain, Bonuses and improvements:
- Those resourses that might have bin questionable to connect before like Marble, Sugar, Cotton and such, have all gotten better bonuses so that the become worthwhile to connect.
- Camps get an extra food at hunting, and is buildable already at exploring
- Doviello can build Hunting grounds on tundra, ice and instead of camps. Gives more food and resorses then ordinary camps.
- Incense functions at mystisism
- Gatherer improvement added, fast built improvement that add commerse to forests while haveing the starting civic.
- Set of improvements for Elven workers
- Ancient forests adds 2 commerse instead of 1 food
- Normal Buildings can not built in ancient forests
- Set of improvements for ancient forests
This is my mod for vanilla FFH, with the changes i have done to make the game more enjoyable for me. It is built around changes in python and XML code, mostly since i make al lot of error s when coding and here they are easier to correct immidietlty.
I strive to keep the game feeling close to vanilla. The changes i do is made to to remove those unbalanses that in my mind really makes the game less enjoyable, and to add things that make the game feel more Dark, Medeval and Fantasy. I dispice areaspells, ninja or combo warfare, i will slowly work towards making the mod more based on SoD´s with the strongest built attack meet strongest built defender. Sometimes i will also add small changes just to test them out or to make useless features considerable again.
A thank to all those whos ideas i have borrowed and those that pateintly helped me with my my coding problems. Feel free to borrow anything for your own mods without having to ask if you think you can use it.
At the moment i am working on
- improving in what order the AI chooses complements his initial tier3 units with others or goes fortier 4./finetuning
- how the computer chooses techs on the engeneering and religous line./finetuning and aplying diversity
- At wartime better choose between military and civil produktion. /started
- manipulating the civicchoises by python
- manipulating the combatAI with scipts
- learning the computer to pick up left alone religons
- learning the AI if they fighting a winning/even/losing/desperate war and by that being able to improve the production choises massivly.
- new priestspells, i want the priest to be healers, terraformers and enchanters, not summoners and damagespellcasters.
Any input are appreciated.
http://cid-d00ad5e35c4ec5ff.skydrive.live.com/self.aspx/Offentlig/Red%20Turtle%201m.zip- Complete zipped file
Changes
Art:
Spoiler :
Used the excellent art from Citystyle mod and my own limited and awful skills to make art for the added improvements.
AI:
Spoiler :
-has got a little better/more modcustumized start tech choice.
- choose the tier2 tech that gives fastest/best advantge.
- considers all terrains within the border and chooses a techpath that connects new resourses if they are within the borders.
- picks up the most optimal offensive/defensive tier2 tech after having got the basic economy/religion.
- choose the tier3 tech that gives fastest/best advantge and values it higher if it can be researched quickly.
- full techpath for AI choises all the way to future tech
- some more minor techchoice changes
- builds the strongest available tier2 offensive/defensive units.
- rewrite of the AI conquest civspecific military production, to have a decling valuation of building more military units.
- considers the terrain around a city when building, strongly prefering monuments if it can connect new resources.
- considers foreign territoty when chosing production, evaluates cultures building higher if tile and especially resourses in the BFC are within foreign borders.
- activly spreads the state and favorite religions to his cities.
- values foodsaving, happyness and healthadding building according to how close to the health/happyness limit the city is.
- avoids some building choices if having a low production.
- some more minor buildchoice changes.
- choose the tier2 tech that gives fastest/best advantge.
- considers all terrains within the border and chooses a techpath that connects new resourses if they are within the borders.
- picks up the most optimal offensive/defensive tier2 tech after having got the basic economy/religion.
- choose the tier3 tech that gives fastest/best advantge and values it higher if it can be researched quickly.
- full techpath for AI choises all the way to future tech
- some more minor techchoice changes
- builds the strongest available tier2 offensive/defensive units.
- rewrite of the AI conquest civspecific military production, to have a decling valuation of building more military units.
- considers the terrain around a city when building, strongly prefering monuments if it can connect new resources.
- considers foreign territoty when chosing production, evaluates cultures building higher if tile and especially resourses in the BFC are within foreign borders.
- activly spreads the state and favorite religions to his cities.
- values foodsaving, happyness and healthadding building according to how close to the health/happyness limit the city is.
- avoids some building choices if having a low production.
- some more minor buildchoice changes.
Bulidings
Spoiler :
- added two buildings: the Waterworks and the Town Hall
- Elohim has new UB for pagan tample and libarary
- Dorivello has new UB for hunting lodge.
- Dorivello and Sheiam lost abilaty to build a some military buildings not required for any units.
- blasting workshop now adds +1 fire strength to golems instead of fireballs
- changed the gamling house (cost&bonus) and aqueduct (cost)
- added three wonders: the Necropolis, the Ogham Landmark and the League Counsil
- changed the guild of hammers to mimic the Great library but with adding production instead of research. The League Counsil follows the same logic for gold.
- changed catacomb (i dislike free buildinng wonders) and Guild of the Nine to high research/goldyielding wonders.
- Added a new building, Paymasters Office that allows recruitment of 1 Mercenary/City and Turn
- Added Hippis UB Paymasters Office, Mercenary Recruiter, that instead has a 7% chans of spawning a Retired Mercenary each turn.
- all buildings cost multiples of 30 for aestetic reasons.
Units
Spoiler :
- Changed the Pyre Zombie, now a strong tier2 unit
that doesnt explode available at Necromancy
- Warriors cannot use Bronze weapons.
- The Dorivello now has slightly stronger UU hanters and rangers
- Added a unitclass (Treeherders) that can build improvements in ancient forests.
- The Chariot Unitclass is removed.
- A new unitcombat class introduced, the Mounted Chargers, with the units Lancer, Knight and Catapracht at respective tiers.
- Only the Melee and Mounted Charger line use metal weapon promotions, units that have lost that abilaty have got higher base strength to compensate.
- Tier 2 units cannot use Mithril weaponry.
- almost all units cost are multiples of 30 for aestetic reasons. (excapt one at 15 and one at 75)
Traits:
Spoiler :
- Finacial now give 2gold/city instead of tile increases
- Raiders now give bounty hunter promotion instead of commando
- Arcane now give 2beakers/city
- Defensive now adds 20% within borders, 10% city defense bonus, but no withdrawal.
Civilsations & Leaders:
Spoiler :
- Elohim now has some unique buildings instead of tolerant trait
- Doviello got some new unique units, buildings and improvements
- Elves can no longer build all improvements in forests, has got special forest improvements only available to them instead
- Many leader have new favorite civics
World spells:
Spoiler :
- Calabim & Illians worldspell have no negative effects for other civs
- Illians have a completely new worldspell
Civilopedia:
Spoiler :
- Incorporated Denevs excellent mod, and mostly only the name text for my own added features.
Civics:
Spoiler :
- Completely redone, built on that later civic should generally be a little bit, give or take that they might be situational.
Techs:
Spoiler :
-Tech tree somewhat redone
- 3 new techs added, Biology, Crop Rotation and Burghers.
- Tech cost changed to multiples of 40 for aestetic reasons.
- Some minor tech cost changes to alter balance.
- 3 new techs added, Biology, Crop Rotation and Burghers.
- Tech cost changed to multiples of 40 for aestetic reasons.
- Some minor tech cost changes to alter balance.
Terrain, Bonuses and improvements:
Spoiler :
- Those resourses that might have bin questionable to connect before like Marble, Sugar, Cotton and such, have all gotten better bonuses so that the become worthwhile to connect.
- Camps get an extra food at hunting, and is buildable already at exploring
- Doviello can build Hunting grounds on tundra, ice and instead of camps. Gives more food and resorses then ordinary camps.
- Incense functions at mystisism
- Gatherer improvement added, fast built improvement that add commerse to forests while haveing the starting civic.
- Set of improvements for Elven workers
- Ancient forests adds 2 commerse instead of 1 food
- Normal Buildings can not built in ancient forests
- Set of improvements for ancient forests