FfH Vinegar and FfH Acetum Cucumbis

Pickly

Prince
Joined
Jun 5, 2009
Messages
535
FfH Vinegar:

Modmod for base FfH
Download here
This is applied as a patch over base FfH.

This is yet another of many modmods that tweaks the base FfH game somewhat. I'm still in the process of making sure some of these changes are working and testing their balance, but figured I might as well put this out now to see if anyone's interested, and perhaps get some outside feedback on these changes. I also have a number of changes I'd like to make, these are described below.


Current changes from Fall From Heaven

Spoiler :


The SDK and a few other supporting files from Tholal's More Naval AI mod added.

Amurites
Spoiler :


*Govannon's teach spellcasting spell now effects all units, instead of merely teaching only to units on his tile. Govannon only starts with channeling 2, but is accessible at Sorcery rather than Arcane Lore.

This change is to reduce micromanagement, so Govannon no longer has to run around teaching units his spells.

*Amurites get a unique unit, Arcanists, to replace Archmages. these unit get twincast, but are otherwise the same.

This was recommended by this post.

*New Spell: Energy Node. Usable by great sages. Sacrifices the caster, creates a raw mana node.


Council of Esus
Spoiler :


*New building, the Coven of Esus. requires Esus as a state religion, currently provides +2 experience to recon units, +1 trade route, and a merchant slot. Increases crime rate by 20.

The abilities of this building may change in the future. Recon bonuses are meant ot synergize somewhat with the Svartalfar, and thematically fit the religion, trade routes and merchants are meant to represent a black market like effect. I'm hoping to create a building that differentiates somewhat from other religions, but without too much focus on recon units alone.

*New unit: Nightstalker.

Currently has:
4/3 strength +1 poison,
2 movement
Invisible
Sentry
50% withdrawal chance.

Is a recon unit, can upgrade to shadows. Requires Esus as state religion, the deception technology, and the Coven of Esus building to be built. Will leave is the state religion changes.

The current stats were chosen to fill a slightly different role to assasins and rangers. The roles I have in mind are either hidden hit and run attacks, to harass enemy units in a somewhat different way to horse units, or to attack weak enemy units in their territory. If the unit iends up being overpowered (which seems a good possibility), I'll likely limit its numbers of units per civilization to 4-8.

*New spells
All of these spells require the Council of Esus to be a state religion, and are cast by a unit with the Council of Esus as a religion. They have been tested for game mechanics, and appear to work, apart from the spells to remove specific religions. They have not been tested in a full game yet. (I'll probably do this while testing some civilization changes, and playing other civilizations that I have little experience.)

-"Black Market": costs 50 gold, creates a building that provides 5 health, but costs 10 gold per turn. (I'll probably reduce this in the next update. Original logic was from the planetfall mod, that has an antistarvation mechanics that costs 2 money per food needed to keep a base from starving.)
-"Seedy club": costs 50 gold, creates a building that adds 5 happiness but costs 15 gold per turn. (The per turn cost may be reduces as well. It should be high enough that the building won't just be built in every city, but low enough that the gold cost is worth it.)
-"Dark Healing" costs 50 gold, heals a unit completely.
-"Remove Religions" an inquisition like spell. Costs 50 gold, but casts instantly and does not cause any unhappiness. In setting terms, i imagine that while other religions make a big public deal out of removing non-state religions, the Esus leaders simply go "boy, those order priests are giving us trouble", and in a few days the order priests have suffered mysterious fatal accidents.

-"Remove Order", "Remove Ashen Veil", etc.: Cost 25 gold, and remove a specific religion from a city, while leaving the others unaffected.


New eras for Illians and Grigori
Spoiler :


These new eras should add some music diversity to these civilizations to make up for the lack of religious music. The music I've picked comes from the warcraft games and guild wars, but I'm certainly open to adding music ideas that other people would think would work well. (Artistic tastes varying the way they do, I might not agree, but would be happy to adjust the files and prepare specialized music if someone wants some for these eras, and isn't sure how to do this themselves.)


Luchuirp
Spoiler :


*New golem promotion system: Adularia chamber, Pallens engine, Blasting workshop now provide golems with "mode" spells. These spells are used to specialize the golems which provides certain promotions, but removes other promotions associated with other modes. Current modes and promotions:

Blasting mode: The golem can cast fireball
Sentry mode: The golem has guardsman and perfect sight
Fast Mode: The golem has mobility 1

*Drop Hammer

Added a new spell to allow units to drop golden hammers they are carrying (no more sacrificial hammer scouts). AI implications, and needed adjustments, haven't been tested yet. (Hopefully it won't end up in an infinite "drop and pick up" loop, though for next update I'll be looking through how other items are handled.)


Grigori
Spoiler :


*New Spell: Inspire. Usable by great engineers, great sages, great bards, great merchants, and great prophets

Reduces the great person requirements by 1 great person (So, if the current great person requirement is 500 points, and the previous was 300 points, the spell will drop the requirement to 300 points). Also provides a bit less than half this requirement to the city the unit is in.

This is added to take some sting out of building wonders, for instance, and getting sages or engineers when you really want adventurers.


*New Grigori specific great people: Immigrants (expansion oriented), and Master Craftsmen (Fill several "normal" great person roles.)

*Great person changes:

Adventurer:
-Can use "Heroic story" within a city, and inspiration like spell that provides +2 culture and +2 experience to units built within the city. This is to help early cities build some culture, or add culture than religion would normally provide.
-Can upgrade to medics and Luonnotars.

Immigrant:
-Acts as a fast worker (3x faster work rate)
-Can "Join to city", adding 2 population to the city. the spell also provides a "Skilled Administrator" great specialist, who adds +2 health and +2 happiness
-Can "Settle". This creates a new city with 3 population and 25 culture, allowing it to work 2 spaces out immediately. The spell also changes the immigrant into a worker.

Master Craftsman.
-Can Culture bomb and Speed production. These abilities provide 2.5x the effect of bards and engineers, to compensate the the reduced number of craftsmen.
-Can cast the "craftsman shop" spell that provides +2 culture per turn and +2 production to a city. This spell is to help early cities get going more quickly.
-Can be sacrificed to build a "Master Craftsman's workshop", "Artist's Studio", or "Craftsman's Laboratory" in a city. These buildings provides +40% production, +75% culture, and +75% science, respectively.

*New Great Person generating system:

Instead of having buildings provide great person points directly, Grigori specific great people are generated by specialists.

-Storytellers generate adventurer points, and provide +3 culture
-Administrators provide immigrant points, and produce +3 gold
-Craftsmen produce Master craftsman points, and produce +2 materials

-Most buildings (Inns, Taverns, Grigori capital) that provided adventuere points before, now provide specialist slots. The Capital, Grigori Inn, and Grigori Tavern all provide 1 of each specialist slot. Museums provide 1 craftsman slot, Adventurer's guilds provide 1 storyteller slot, and Grigori Tribunals (A courthouse replacement) provide 1 administrator slot.

*Other changes
The Grigori capital provides a free specialist. This is to get great person production started early, as the current capital does, without needed to sacrifice a worker.

The grigori tribunal is a courthouse replacement that provides +1 happiness and an administrator specialist slot. Since the lore forum posts describe force as the magic type representing making and keeping agreements (Or at least, that's how it seems when I read them), the grigori seem the right civilization to get some extra courthouse benefits.


Sidar
Spoiler :


Shades from level 6 units removed. Instead, three different spells are added for high level units:
-Wane level 6: Adds the stealth promotion, and the "shade" racial promotion, at the moment giving extra damage vs. undead and resistance to death damage.
-Wane level 8: (forget the exact name) Adds the invisible promotion.
-Wane leve l10 (incorporeal): Adds the immortal promotion

*New ritual: Wane citizens. 80 production costs, requires Necromancy, the city looses 4 population and produces 2 shades.

*New unit: Shadow guardian. Strength 7, illusion, held, requires necromancy. Only 1 can be in a city at a time.

*New Building: Waned City: Provides 4 free specialists, reduces trade income by 50%, foreign income by 100%, production and commerce by 10%. Requires education.

*Sever soul now available to all recon units.


Malakim
Spoiler :


*Desert changes: Deserts no longer produce an additional +1 trade for the Malakim. Instead, improvements on non-floodplains desert improve yields in a way that mimics +1 production and +1 commerce.

*Desert Improvements: Malakim get a few new desert Improvements, to help make desert terrain competetive with other types of terrain.

-Desert Farm: Uses plantation art. Produces +2 food, +1 hammer, +1 commerce. Requires irrigation, spreads irrigation. Effected by Agrarianism, Aristocracy, and Sanitation as normal farms are.

-Desert Mine: Uses Quarry art. Produces +2 hammer, +1 commerce, +1 commerce if irrigated, +1 hammer with engineering.

-Trade Post: Produces +1 production, +2 commerce. Produces +1 food if irrigated, spreads irrigation. Art 9and the general idea) is taken from RiFE, possibly other mods, bedouin improvements, though the effects are different. Upgrades to Trade Crossroads if worked.

-Trade Crossroads: Produces +1 commerce over trade posts, otherwise same yields. Upgrades to trade settlement.

-Trade Settlement: Produces +1 commerce over trade crossroads, otherwise same yields.

-Oasis: Spell copied from RiFE, though without sacrificing the caster, and with a lower separation requirement from other Oases. Supplies irrigation.

To prevent building these improvements, converting to plains, and getting really high yield terrain (keep in mind that yields of these improvements are now on top of no normal production deserts), the scorch and vitalize spells convert the improvements to types more fitting for wet terrain. Desert mines get eliminated, Desert farms change to normal farms, Trade posts, crossroads, and settlements get changed to cottages, hamlets, and villages, respectively.

*Malakim can now build priest units without needing particular state religions. (This was done through unique units). Temple requirements, and other requirements, are still in place.

*New unit: Ascetics. Disciple units, requires fanaticism, start with 7 strength, can use copper, iron, or mithril weapons. Ascetics get a free "ascetic of (religion)" promotion that changes based on the Malakim state religion. Only 4 are allowed at a time.

-Order: Ascetics gain immunity to fear and capture, gain 100% death and unholy resistance, gain 75% fire resistance.
-Empyrean: Can see invisible, can attack multiple times a turn, gain 15% health back after combat.
-Runes of Kilmorph: Acts as a guardsman, acts as a 20% healing medic, 40% chance to do a 20% defensive strike.
-Fellowship of Leaves: Heals an extra 20% in enemy, neutral, and friendly territory, can use enemy roads, immune ot defensive and first strikes, gets 2 first strikes.
-Octopus Overlords: Causes fear, can walk on water
-Council of Esus: Acts as a marksman promotion
-Ashen Veil: +1 poison damage, +1 unholy damage, +1 death damage, immune to holy damage

*Bazaar: replaces market. Looses the +3 gold, gains +1 trade route, +1 happiness from reagents, incense


Doviello
Spoiler :


*Hunting Pack

This is a new improvement, with five levels, that can be created by animal units. Each level of the building adds an extra 2 food (So, for example, the first level, I forget what its called, provides 2 food, the 4th level produces 8 food, etc.). Levels 1, 3, and 5 add an extra 5% military production as well, levels 2,4,5 add 1 production also. (so level 1 produces +5% military production, level 4 adds 2 hammers, +10% military production).

Hunting pack level 1 may be built by any animal, and an additional animal is needed for level 2, another for 3, etc.

*Brawling Pit

This is a training yard replacement, which costs a lot less than a normal training yard, and provides 2 experience.

*Doviello Camp

Idea taken from Wildmana. The Doviello can build hunting camps without the hunting advance.

* Survivalist Promotion, Tame Animal

The Doviello now automatically get a "survivalist" promotion rather than the winterborn promotion. this survivalist promotion is the same as the winterborn promotion, but also captures animals as well.

Tame animal is a spell that can be used to capture barbarian animals in the same square.

Both of these abilities are added to allow Doviello to get some "seed" animals for hunting packs.

*Unit Spawns

Doviello cities spawn wolvess and melee units. The animal spawn rate is 2% per turn in each city, plus an extra 2% for whichever level of hunting pack improvement is in the city. Melee units spawn at a 2% per turn in each city, plus 4% if a brawling pit is in the city. The melee unit that spawns is a battlemaster if Iron Working has been discovered, a Son of Asena if iron working was not discovered but bronze working is not, and a Beastman otherwise. Wolves spawn with 4 attack if hunting has been discovered, and 6 strength if animal handling was discovered.


Elohim
Spoiler :


*Monk Promotions

Monks now gain additional promotions if the civilization has certain types of mana. These types are the "good" types, plus earth, and all can be gotten from features or from founding "good" religions.

Earth: Monks gain magic resistance.
Enchantment: Monks gain +1 combat strength.
Life: Monks gain an enhanced medic like ability.
Law: defends against marksman units, +1 defense.
Sun: Sees invisible, +1 offense

*New Spell: Sanctify Sepulcher

This changes the broken sepulcher to supply enchantment mana rather than death mana (Both preventing the diplomatic penalty, and providing the monk promotion.)

*Bonuses from unique improvements

Each of these effects are updated every 10 turns.

-Spirit Guardian spawn: Spirit guardians (7 strength, heal instantly after combat, held), will spawn on any unique improvements within Elohim territory if no other units are on the same square.

-Monastery: Requires Writing, 1 can be built for every 3 libraries the Elohim have. On their own, monasteries supply +2 culture and +2 science, and supply additional culture the more improvements the elohim control.

-Hall of Preservation: If a city has a hall of preservation, and the Elohim control particular unique features the city gains bonuses to food, hammers, gold, or science.

In order to "control" a unique improvement for culture and resource purposes, the Elohim must , with decreasing bonuses to production, either have it within their territory, have an open borders agreement with a civilization with the improvement in its territory, or be at peace with the civilization who has the improvement.



Civics
Spoiler :


Agrarianism: effects changed to

+1 food from farms, Desert Farms, Pastures
+1 food, +1 gold from plantations
+1 health in all cities
-15% science
-15% production

Social Order, Consumption, Military State, Mercantilism: copied the Wildmana changes to these civics.

Foreign trade: Changed from +1 to +2 coastal trade routes.



Overlords
Spoiler :


*New Spell: Call of the Overlords (Note: doesn't actually work at the moment, for reasons I am not sure of.). This spell enrages nearby enemy units. Usable by cultists.

This spell was added to give Cultists some use on land. It may be adjusted to have a resist chance.


Spells
Spoiler :


*Bloom

Bloom can now be cast by nature 2 mages. This is a change taken from the MagisterCultuum mod, to help out non fellowship elf civilizations.

*Lichdom

Two extra spells have been added for Life 3 (Everlast) and Body 3 (Ageless) that can convert the caster into a Lich unit. Lich units created by this spell will have different promotions, Everlast Liches are angels, Ageless Liches do not change the caster's racial promotion. (Liches, rather than new units, are used to keep the cap of 4 archmages and 4 archmage like units.)

This change was made to diversify the mana types that allow a civilization to double its archmages. The different promotions are partially to thematically fit with the different magic spheres, and partially so that Life Liches cannot destroy themselves if they use destroy undead.


Fellowship Of Leaves/Forests
Spoiler :


*Forest Preserves

These improvements can be built on Ancient forests, and add +2 commerce and +.5 happiness. They are made available at Hidden Paths, and are meant to give non-elf civilizations following the Fellowship religion something like a watered down elf economy.

*Elves and Guardian of Nature

The two Elven civilizations now get .5 happiness from forests and ancient forests. Guardian of Nature now merely gives .5 happiness from forests, jungles, and ancient forests. Overall, the changes mean that Elves playing a typical cottage FoL forest economy, and other civilizations using Guardian of Nature with preserves aren't effected, but it does provide non FOL Elves some extra benefit, reducing the synergy somewhat.






FfH Acetum Cucumbis

This mod me be found here. It is quite thin at the moment, though is being worked on to include the plans described below and in the other thread.

Spoiler :


Additional Mana and Mana effects
Spoiler :


For spells, I'd probably just look through what other Modmods use, though perhaps with a few adjustments.

For civilizations, my sense of symmetry is best served by giving each new mana to about 2 civilizations. Likely civilizations are:

Ice: Illians already have it, Doviello would likely get it as well.

Force: Grigori would get it (since it's their patron mana type). Not sure of another one, Force may be a Grigori palace only mana.

Creation: Kuriotates patron mana, so they would get it. Luchuirp are the most likely secondary civilization, though Ljosalfar also seem a possibility.

Dimensional: Sheaim definitely. Amurites seem a second possibility, though I could also see Balseraphs.


*Other: To keep my visual sense happy, I'm planning to add another mana type to keep the "mana box" even. At the moment, my most likely plan is to simple use raw mana as a final "mana" type. This would not provide any additional spells, or would provide relatively generic spells, but would enhance the civilization in some other way. It would not be provided by most palaces.

*Mana effects: More effects would be added to mana types currently in the game. My current thoughts are:
-Nature: Improves Burnt forest -->New forest -->forest --> Ancient forest conversion rates, and increases the chance for forests ot randomly grow. (this is an idea I've read somewhere else, though I don't remember where)
-Force: Improves diplomatic relations with everyone
-Creation: Improves farm resource discovery rates, or possibly population growth rates.



White Hand
Spoiler :


For this religion, I'd likely start by copying what's already in other mods. (Though the arrangement of ice and winter spells would be adjusted, and I'd probably remove the ice promotion from Priests of winter.) I'd also likely add some extra heroes, buildings, and/or possibly a stasis civic, though I haven't thought up the exact details yet. Heroes that are added might either be taken from the Illians or just made up.

Current detailed ideas:
*The prerequisite advances for this religion would likely be philosophy (possibly way of the wicked instead) and either elementalism or an Illians only advance given at the start. (to allowIllians to grab the religion quickly.)
*Ice based plot counter. I'll likely look up how the purity counter in some mods works, or otherwise look at the armegeddon code, to create a second such counter based around how cold the world is. Unlike the armegeddon counter this wouldn't actually change the world or spawn units, it would only effect the strength of some Illian or White Hand units, and act as a prerequisite for some units to be built. (I imagine Drifa as becoming a White hand hero, than using this as a prerequisite rather than killing a civilization.)



Creation Religion
Spoiler :


The idea for this religion as to be an opposition religion to the white hand. Where the white hand (from my impressions from several long Magister Cultuum posts), emphasizes keeping things the same and restricting change, and slows down all activity, the opposite religion should be one associated with many changes, new ideas, and more activity and improvement. the religion would be designed to synergize with the Kuriotates, and hopefully for the Luchuirp somewhat as well.

Current ideas:
* Shrine supplies creation mana, and either culture or science (possibly great person point, if I can figure it out and prefer the idea)
* One Archmage hero. After reading the bestiary, this would likely be a pixie, who uses skills from helping artists or inventors for more warlike purposes.
* Also after reading the bestiary (See the Nantosuelta section), an "enchanted weapon" hero. I imagine this as more a physical combat type of hero, though possibly able to use enchantment magic. If I can figure out a way to do so, this hero will have some method for equipping themselves, or at least a mechanic representing units using them as a piece of equipment, as well as fighting on its own.
* Regular priests would have two "enchanted weapon" spells, a bow one, and a melee one. Each of these weapons could fight on their own, with a strength equivalent to a tier 1-tier 2 equivalent unit, or could be added to other units as equipment to improve those unit's strengths. The melee would provide straightforward combat bonuses, the bow would provide first strikes and defensive strikes.
* The religion would likely have a set of 3-5 national wonders, supplying various health and happiness resources, and providing bonuses for other health and happiness resources. (This in particular is something I have in mind to synergize with the Kuriotates.)

I'll probably read the lore forum somewhat to get ideas, but won't worry too much about sticking exactly to it if/when I get around to creating these religions.


spells
Spoiler :


I might rearrange the spells so that particular spheres are more focused for particular areas, rather than the current system which is somewhat random. Exact details are still fuzzy at the moment, though I'd likely have Fire as a collateral damage/stack damage sphere, air as a more AoE oriented sphere, and death staying the same as the summoning sphere it currently is. Some spheres would be oriented towards terraforming in particular directions.


New Civilization
Spoiler :


The ideas for this civilization comes partially from the Austrin, and partially from the Raw mana type being added earlier. I like the idea of each of the 21 main civilizations being based on a particular type of mana, and don't want to break up that symmetry, but also like some of the mechanics I've seen or read about for some of the newer civilizations. If Raw mana is included, however, this in my head allows a new civilization somehow based on it, that could be adapted to use some potentially interesting mechanics.

I'm still relatively vague on how I'll handle this civilization, but overall it will be an adaptable civ. Through some combination of rituals, spells, and civics, it will be able to easily change between several different "modes", providing different sorts of bonus promotions to different types of units, changing its Palace and possibly other buildings to different types, and providing different types of spells and other abilities. In addition, I'd likely allow alignments to be changed without having to switch religions. Exactly what bonuses and promotions get provided is something I haven't thought out yet, though i imagine an "explorer mode" that resembles the Austrin.

The Civilization trait for this civilization would likely act as an Adaptive trait (for the leader, though, not for the civilization), and allow fast civic changes similar to the Spiritual trait. The actual traits of the leader(s) I have not thought up yet.

In backstory terms, I imagine this civilization as a collection of random groups of people that came together in the Age of Ice, vaguely like the Doviello, though not becoming as feral, and getting very pragmatic in order to survive. As the age of ice ended, this group would assemble itself together as a mix of races, faiths, and such. Unlike the Kuriotates or Grigori, however, they would not have any sort of supernatural leader associated with any particular god, and as a result, would not have any particularly strong tendencies as a civilization in any particular direction. Fitting in with the my idea of it as the "Raw Mana" civilization, it would be a civilization that could be pulled in several different directions, with no strong forces to hold it into a particular way of running itself.


Mana and Espionage (if I can figure out DLL stuff well enough.)
Spoiler :


Espionage will probably be mostly the same system as exists in standard Beyond the Sword, and other similar mods. Espionage missions will likely include some anti-stack abilities, in addition to the economic and sabotage missions already used.

Mana: Wildmana and RifE are doing it, so I might do it too. :) Mana (the new commerce resource) will come from mana nodes, possibly buildings acting on mana nodes, and possibly specialists. Mana will likely be used to maintain permanent summons, possibly magical units themselves, mage buildings, and some buffs. It will also be required for terraforming spells, and more powerful (normal" spells. (Though channeling 1 and 2 spells would likely not require extra mana to cast, apart from terraforming and permanent summons.)

Both of these changes will depend on me being able to handle the necessary DLL changes to inmplement them directly, as well as a sense of how to handle AI for the new abilities introduced (If I were to add this, the AI would probably be pretty bad, as I am new at this sort of stuff, but hopefully I could get it somewhat passable.). I'd also want to take another crack at the main interface file, and see about rearranging how specialists are organized, to allow some to be added associated with these new resources.

The civilizations would of course be adjusted to take these new mechanics into account, if they were introduced.

 
Interesting list... And glad to see RifE has inspired some of your changes. :goodjob:

For your proposed good religion.... You may like the Airandamar religion we are adding (with fully written lore, and an interesting concept :goodjob:), though it's not exclusively good. Rather than the religion affect alignment... Alignment affects religion. ;)
 
nice ideas.
for lich : I hope you still maintain the hard cap of 4 lichs, it being angelic/ageless or undead not being differentiated.
 
nice ideas.
for lich : I hope you still maintain the hard cap of 4 lichs, it being angelic/ageless or undead not being differentiated.

Yes, the spells still convert to Liches, rather than creating different types of units. The Liches simply have different racial promotions. (I'll try rewriting the above description to make this clearer.)
 
The files have been updated:

Preserves added
Some Esus spells added (Black Market, Seedy Club, Dark Healing, Remove Religions)
Luchuirp "drop Hammer" spell added

(These changes don't include new Artwork or AI changes at this point, for the most part, though spells and order apart from Black Market, Seedy Club, and Dark Healing have icons that are different from each other.)


I've also attempted to add spells to remove specific religions from the game. At the moment, these don't work, so I'll be adjusting the code for these spells, and will try and have these adjusted for next update.
 
I'm in the process of trying out a/a few Doviello games to see how the regular faction plays. (As well, I'm planning, to try out the new Overlords spell and a couple new life spells), but am at a loss at the moment on the religion specific spells.

At the moment, I have a bunch of spells (Remove Order, Remove Empyrean, Removes runes of Kilmorph, etc.), with code like this:

Code:
def reqRemoveOrder(caster):
	pPlot = caster.plot()
	pCity = pPlot.getPlotCity()
	pPlayer = gc.getPlayer(caster.getOwner())
	if pCity.isHasReligion(gc.getInfoTypeForString('RELIGION_THE_ORDER'), True, True, True):
		return True
	return False
					
def spellRemoveOrder(caster):
	pPlot = caster.plot()
	pCity = pPlot.getPlotCity()
	pPlayer = gc.getPlayer(caster.getOwner())
	pCity.setHasReligion(gc.getInfoTypeForString('RELIGION_THE_ORDER'), False, True, True)

I've tried copying the isHasReligion from the Infernal and Mercurian automatic religion removal, though may have messed up the syntax here.

Also, I'm not quite sure what all the parts of the building removal in the original inquisition function do.

Code:
def spellRemoveReligions(caster):
	pPlot = caster.plot()
	pCity = pPlot.getPlotCity()
	pPlayer = gc.getPlayer(caster.getOwner())
	StateBelief = gc.getPlayer(pCity.getOwner()).getStateReligion()
	for iTarget in range(gc.getNumReligionInfos()):
		if (not StateBelief == iTarget and pCity.isHasReligion(iTarget) and not pCity.isHolyCityByType(iTarget)):
			pCity.setHasReligion(iTarget, False, True, True)
			for i in range(gc.getNumBuildingInfos()):
				if gc.getBuildingInfo(i).getPrereqReligion() == iTarget:
					pCity.setNumRealBuilding(i, 0)

It seems like it collects all the removed religions in a list, than removes any buildings that require those religions (Perhaps I'm reading this wrong, though) I'm not sure at the moment how to adjust this for a single religion, though, any advice on this.



For the Acetum mod, I've come up with some more specific ideas for the new religions, they are in spoilers in the first post.
 
I think it should look like this :

Code:
def spellRemoveOrder(caster):
	pPlot = caster.plot()
	pCity = pPlot.getPlotCity()
	pPlayer = gc.getPlayer(caster.getOwner())
	iOrder = gc.getInfoTypeForString('RELIGION_THE_ORDER')
	pCity.setHasReligion(iOrder, False, True, True)
	for i in range(gc.getNumBuildingInfos()):
		if gc.getBuildingInfo(i).getPrereqReligion() == iOrder:
			pCity.setNumRealBuilding(i, 0)
 
The above code with the python requirement still doesn't allow casting. (Though my requirement is probably just coded wrong)

The code above, with no requirement, can cast, but doesn't actually remove the religion. I'll probably just poke at it some more to try.

After a poor start in a Doviello game, I switched to a grigori game, and have some ideas for what to do with that civilizations. The next big mod update (assuming I don't get the single religion removal worked out), will be the grigori changes.
 
This is a working code for your spell, I tried it successfully.

Code:
def reqRemoveOrder(caster):
	pPlot = caster.plot()
	pCity = pPlot.getPlotCity()
	pPlayer = gc.getPlayer(caster.getOwner())
	iOrder = gc.getInfoTypeForString('RELIGION_THE_ORDER')
	if pCity.isHasReligion(iOrder):
		return True
	return False


def spellRemoveOrder(caster):
	pPlot = caster.plot()
	pCity = pPlot.getPlotCity()
	pPlayer = gc.getPlayer(caster.getOwner())
	iOrder = gc.getInfoTypeForString('RELIGION_THE_ORDER')
	if pCity.isHasReligion(iOrder):
		pCity.setHasReligion(iOrder, False, True, True)
	for i in range(gc.getNumBuildingInfos()):
		if gc.getBuildingInfo(i).getPrereqReligion() == iOrder:
			pCity.setNumRealBuilding(i, 0)

edit : I think the problem with my previous code is lack if pCity.isHasReligion(iOrder): That's all I can think of.
 
The code hasn't worked when I've tried it, so to narrow things down, what does your XML look like? (or did you just use some random test spell to test this.)

Here's the XML if it can make a useful comparison.

Code:
<SpellInfo>
            <Type>SPELL_REMOVE_ORDER</Type>
          <Description>TXT_KEY_SPELL_REMOVE_ORDER</Description>
            <Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
			<ReligionPrereq>RELIGION_COUNCIL_OF_ESUS</ReligionPrereq>
            <StateReligionPrereq>RELIGION_COUNCIL_OF_ESUS</StateReligionPrereq>
            <bAllowAI>1</bAllowAI>
            <bInCityOnly>1</bInCityOnly>
            <bHasCasted>1</bHasCasted>
            <bAbility>1</bAbility>
			<iCost>25</iCost>
			<PyRequirement>reqRemoveOrder(caster)</PyRequirement>
            <PyResult>spellRemoveOrder(caster)</PyResult>
            <Effect>EFFECT_CREATION</Effect>
            <Sound>AS3D_SPELL_INQUISITION</Sound>
            <Button>Art/Interface/Buttons/Religions/Order.dds</Button>
        </SpellInfo>

It's the same as the remove all religions spell, so I can't tell why it wouldn't work.

If this isn't useful, I'll just have to shield my computer from any "make things not work" fields I may be giving off. :) (I'm not doubting that the spell works on yours, it is just strange that it's not working here. though I have run into other issues while adjusting the Grigori, so I may be missing something really dumb, or might have other weird issues going on.)
 
Hmm.. Wouldn't you put PyResult and PyRequirement wrong? In my XML, it's like this :

Code:
        <SpellInfo>
            <Type>SPELL_INQUISITION</Type>
            <Description>TXT_KEY_SPELL_INQUISITION</Description>
            <Civilopedia>TXT_KEY_SPELL_INQUISITION_PEDIA</Civilopedia>
            <Help>TXT_KEY_SPELL_INQUISITION_HELP</Help>
            <PromotionPrereq1>PROMOTION_INQUISITOR</PromotionPrereq1>
            <bAllowAI>1</bAllowAI>
            <iAIWeight>30</iAIWeight>
            <bInCityOnly>1</bInCityOnly>
            <bHasCasted>1</bHasCasted>
            <bAbility>1</bAbility>
            <iDelay>3</iDelay>
[B]            <PyResult>spellInquisition(pCaster)</PyResult>
            <PyRequirement>reqInquisition(pCaster)</PyRequirement>
[/B]            <Effect>EFFECT_ENCHANTED_BLADE</Effect>
            <Sound>AS3D_SPELL_INQUISITION</Sound>
            <Button>Art/Interface/Buttons/Spells/Inquisition.dds</Button>
        </SpellInfo>

It's PyResult first, then PyRequirement.
 
It's PyResult first, then PyRequirement.

:mad::hammer2::wallbash::ar15::badcomp:

(In other words, this was the issue. :) It seems to be working fine now, so thanks for just doing the code.)

Some of the Grigori changes I've been hoping to make, I should have something this weekend, though. (For the 1-2 people who seemed to be interested in this. :) )
 
The incomplete grigori changes file is attached above. there are a couple of spells that I have yet to get working, so the file is separately linked to the last working update file.

Changes in this version:

Spoiler :


Spells

Life 1: A healing spell. (forget the name I gave it). Heals 5% of a unit's health.

Life 2: Name is Unyielding. Provides a cannabalize like promotion to living units in a stack. Setting wise, I imagine this as a combination of some resurrections plus regular healing.

The normal life 1 and 2 spells are pretty specialized, so these spells were added for more general purpose functions. the second one is somewhat based on the lore idea of life as the "persistence/doesn't give up easily" magic sphere, among other reasons.


Esus

Black Market: Only looses 5 gold per turn, instead of 10

Seedy Club: Only looses 10 gold per turn, rather than 15


Grigori

Lots of changes here

*New Grigori specific great people

In addition to adventurers, Grigori can also generate Immigrants, useful for expansion and growth, and Master Craftsmen, which perform many functions of the regular great specialists, plus a few new abilities.

*Adventurer:

-"Heroic Story": spell similar to inspiration that creates a building. This building produces 2 culture per turn, and provides new units with +2 xp. This spell is partially to help grigori cities get some early culture without religions, and partially to help cultural victories in general. The extra experience is mostly for flavor.

*Immigrant:

-Act as a faster worker
-Can Join cities. This adds 2 to the population, and generates a Skilled Administrator. Currently the skilled administrator does nothing, but if I get brave enough to fool around with SDK programming, this will provide +2 health and +2 happiness to its city, neutralizing these effects from the extra citizens.
-Can settle to make a new city. Currently I am having trouble getting this spell to work, but I plan to have it generate a size 3 city, with a starting 25 culture (or a full radius), and generating a worker.

*Master Craftsman

-Can speed production of wonders, and culture bomb. These abilities have about 2.5x the usual effect, to compensate for the "I think" smaller number of these great people that will likely be generated.
-Can be sacrificed for a "Master Craftsman Studio" that currently provides +25% production and +50% culture and science. I may split this building into several different ones with a number of different effects.
-Can create a "craftsman shop" through an inspiration like spell. This shop generates +2 culture and +2 cproduction. Similar to the adventurer spell, it is mainly ot help new cities get going more quickly.

*New Specialists: Rather than generating great person points through buildings, the Grigori must assign specialists. Currently:

-Storytellers produce culture and adventurer points -Administrators produce money and immigrant points
-Craftsmen generate production and Master Craftsman points.

*Regular Great Person reuse: I haven't yet gotten this spell to work either. when it does work, I plan to have the spell be usable by all the standard great people. when used, it would sacrifice the great person, reduce the great person counter by 1, and either provide an extra 100 great person points in a city, provides a variable number of great person points or produce a specialist in the city that produces generic great person points (if possible.)

Even with this spell, there should be some overall cost to generating an unwanted great person, but it should be low enough that building wonders, and perhaps occasional other specialists, will not sting too badly. What I definitely will make sure to avoid are mechanics that allow grigori to generate their special units through normal great people, which for obvious reasons would be quite overpowered.

*Medics get a free inquisitor promotion. This is to provide grigori with religion removal without having to research all the way to Strength of Will.

*Adventurers can now upgrade to medics and Luonnotar. This change is in other mods, and seems sensible for this one as well.

 
Finally got the Grigori spells working. (Thank you again Sephi for suggesting the "check for Python exceptions.) As expected, the problem was the extremely difficult to detect and confusing logic bug of missing a colon. ( :crazyeye: ) (Nope, i don't actually program much.)


The current two grigori spells are in the spoiler:

Spoiler :


Settle: The immigrant builds a city that starts with 3 population and 25 culture (this gives it a second production ring immeditatly), and the immigrant itself is converted into a worker.

Inspire: Can be cast by great merchants, Great sages, Prophets, Bards, and engineers. Reduces the great person requirements by 1 great person, and gives back a bit less than half of the great person points needed. (I wanted it to give half, but it gives less for some reason. The difference isn't enough that I want to spend lots of time on it. Or my mental math is off. :) )



Next up: Sidar and/orMalakim

Spoiler :


Sidar

Waning level 6 units for specialists will likely get taken out. Instead, at levels 6-10, units will get a series of promotions related to stealth, immortality, etc.

Building that reduces the city radius to 1, but provides a bunch of free specialists. It will also provide a "Shadow guardian" type unit, that will have the illusion promotion (for its defensive properties) and a strength of 5-7 or so. (Enough to defeat most units, but not enough that it can't be easily overwhelmed.

As suggested in on of the Orbis threads (I'm not sure which one, though), sidar may get invisible, but weaker, scouts and/or workers

Shades may be generated by a ritual instead of units, though I'm not sure what the conditions on the ritual would be.



Spoiler :


Malakim

Desert terrain increased to +1 production, +1 commerce, perhaps +1 food, +1 commerce. Flood Plains might have their resources decreased to prevent them from being too powerful.

A bunch of extra improvements for desert terrain. These will probably be borrowed from other mods, such as an Oasis, camps, etc. I may create a Malakim specific advance that increases the yield of these improvements, to prevent other civilizations from getting too much of a benefit from conquest.

Malakim may get unique priests that function the same as regular priests, but to not require that state religion to build. this is based on a suggestion from another thread, though again I do not remember the exact thread.

Esus gets left out of the above system. I'll likely make Esus a disallowed religion for the Malakim if the above changes are introduced, since this seems to fit well with the backstory.

 
Sidar changes added. They all work mechanically, though I'm not sure at the moment about overpowered or underpoweredness.

Spoiler :


*Wane no longer produces shades, instead, "waning" spells added for 3 different unit levels.

-level 6: Adds the stealth and Shade promotion, providing extra damage to unead and death resistance. the shade effects are based on an Orbis thread (I think, definitely a thread in one of the big modmod forums.)

-level 8: adds the invisible promotion.

-level 10: adds the immortal promotion.

*Shades can now be produced by a ritual that costs 100 production, decreases the city population by 4, and produces 2 shades.

I wanted to have some method for producing these units, that would have a disadvantage aside from production time, though am not quite sure if this method is sorted out well.

*New building: Waned city. Provides 4 free specialists, reduces trade by 50%, foreign trade by 100%, provides a 20% defense bonus, and reduces commerce and production by 10% each.

Gameplay wise, the building effects are supposed to change the city to a specialist orientation. The trade changes pretty obviously do this, the commerce change seems to mostly do so, as no specialists generate commerce, though I'm not as sure of the production change. Originally, this was supposed to be the city radius 1 building.

*New unit: shadow guardian. 7 strength, illusion, held. Only 1 per city.

Originally this was supposed to be spawned with the waned city building, but was switched to here. This is meant as a defensive unit for the Sidar, that defends well against weaker units, and needs a stronger attack to defeat. The illusion promotion is simply for the defensive properties.


Balance may be somewhat iffy, as I have made some changes to the shade ritual that was somewhat overpowered in an earlier attempt, but this one may still have some issues.




Next up, Malakim most likely.
 
nice changes.
keep going
 
Malakim changes, plus a couple others, added. Also switched to using an NSIS installer, rather than zip files. The file is currently uploaded as a patch, so will need to be installed over a copy of a base FfH folder.

Malakim changes:
Spoiler :


*Desert changes: Deserts no longer provide an extra commerce to the Malakim. Instead, the non-floodplains desert improvements that had been added provide an extra +1 hammer and +1 commerce above what equivalent improvements provide.

This is to reduce the floodplain advantage above normal deserts that the malakim have normally, which does make some logical sense, but doesn't "feel" right (at least to me.) Because the XML doesn't allow (without SDK changes) civilization specific feature yield changes, directly adding yields to deserts makes floodplains rediculously powerful (I did play a game with +1 hammer, +1 commerce deserts were ridiculously productive.)

*Desert Improvements:

-Desert Farm: +1 food, +1 hammer, +1 commerce. Effected as normal farms are by sanitation, agrarianism, aristocracy.

Uses plantation art, which (at least for me) seems to blend into the desert quite well. (Plantations with no resources simply use the tan house and some tan columns)

-Desert Mine: +2 hammers, +1 commerce, +1 commerce when irrigated, +1 hammer with engineering.

Uses the quarry art, which with no resources, is simply the tan crane structure. Again, for me at least, this seems to blend pretty well.

-Trade Post: +1 hammer, +2 commerce, +1 food with irrigation. Upgrades to Trade Crossroads.Trade posts, crossroads, and settlements use the bedouin gathering art from RiFE.

-Trade Crossroads: +1 commerce over equivalent condition trade posts. Upgrades to trade settlements.

-Trade Settlement: +1 commerce over equivalent condition trade crossroads. +1 commerce with taxation.

To prevent terraformers from sticking these higher yield improvements on plains and grassland, the Vitalize and Spring spells have been adjusted to change improvements to more appropriate "wetter" types. Desert Mines disappear, desert Farms change to normal farms, Trade posts, crossroads, and settlements change to cottages, hamlets, and villages.


*Malakim can now build any type of priest, no matter their state religion. This idea is based on a suggestion in a post in another ModMod forum, though I don't remember the exact one. (this is accomplished using unique units, that are exactly like normal priests except with no state religion build requirement.) Other state religion only units act as normal.


*New Ascetic units: Require Fanaticism, strength 7, can use up to mithril weapons, only 4 can be built at a time. Depending on the Malakim state religion, they gain different "Ascetic of (religion)" promotions. (if the state religion is order, ascetics have the "ascetic of Order" promotion and no others, if empyrean, they gain the "Ascetic of empyrean", etc.)

The promotions are designed to be very powerful, though at the moment I'm not sure whether they are too powerful, and how they balance against each other. My idea for these promotions is that they should be different enough from each other that ascetics under different religions feel like different units. The promotions should also have effects that fill a somewhat different role to normal religion units, but still thematically fit within the religion.

Ascetics use hardened blademaster art from Dune Wars, which seems to fit the idea of "Fanatical, highly spiritual, loner desert person".

-Order: Immunity to fear and capture, gain 100% death and unholy resistance, gain 75% fire resistance.

(The resistance to fear and capture "feels" right for a strongly disciplined order follower, while the resistances are to help it fight demonic units and spells, which in game seem to mostly use those particular types of damage. This is one I'm not quite happy with, though at the moment I haven't thought of better ideas for it that still fit the above categories.)

-Empyrean: Can see invisible, can attack multiple times a turn, heals 15% after combat.

(Seeing invisibility is a common theme in empyrean units, so was included with the ascetic. Multiple attacks and healing after combat is based off how the empyrean works in gameplay, where the blinding light units, Chalid, and Crown of command are highly effective against large stacks of units. Multiple attacks and healing with combat fit this role in a somewhat different way, though I don't have a backstory justification at the moment.)

-Kilmorph: Acts as a 20% heal medic, acts as a guardsman, double fortify bonus, has a 40% chance for a 20% damage defensive strike.

(This is a somewhat random collection of abilities, as, at least forme, it's hard to think of more obvious Kilmorph themed military abilities than for other religions. My somewhat vague backstory justification for these abilities is that these ascetics are filling the "responsibility" role, filling their sentry duties well, taking good care of wounded, maintaining camps and defenses well, and otherwise doing thorough work on those basic jobs that need to get done if combat is to go well.)

-Leaves: Heals an extra 20% health in friendly, neutral, and enemy territory, immune to first strikes and defensive strikes, 2 first strikes, can use enemy roads.

(These abilities seemed appropriate for a survivalist oriented mentality, and seem the sorts of abilities an ascetic might learn from predators, especially ambush type predators.)

-Overlords: Causes fear, can walk on water, amphibious bonus.

(Fear is designed to represent the mental manipulation side of the overlords, while being an ability few or no overlords units seem to have. The water abilities are a mix of "feel" and gameplay. In "feel" terms, it fits with the other overlords units, in gameplay terms, it allows Ascetics to stay with overlords units even when they do cross water.)

-Esus: Acts as a marksman.

(For a unit as strong as ascetics, especially with metal, the marksman ability seems a potentialls very powerful one, though I suppose actual marksman units would be even more powerful when they appear. The ascetics also, at this moment, don't have a city penalty as regular assasins and shadows do.)

-Veil: +1 death damage, +1 unholy damage, +1 poison damage, immune to holy damage.

(The three damage bonuses are types that are more effective against living units, which seems to fit the armageddon bringing nature of the Ashen Veil as a whole. the holy damage immunity is designed to help these ascetics against anti-demon units. Overall, I'm also not quite happy with this promotion, though am not sure of better ideas at the moment.)


*Bazaar: Unique building, replaces market. Looses the +3 gold, instead provides +1 trade route, and +1 happiness for incense and reagents.

(This building is a nod to the "skilled traders" idea in other mods for the malakim. The incense and Reagents represent the stereotypical idea of a bazaar as a place to buy lots of exotic goods, and incense and reagents seemed the goods that most fit "exotic". I didn't want too many happiness bonuses for these buildings, so since incense and reagents fit best, they got the bonuses.)


Other changes:
Spoiler :


New Spell: Energy Node: This is an amurite spell that consumes a great sage, and produces a raw mana node on the terrain.

It is added to allow mana poor Amurites to gain some extra sources of mana, in addition to, or other than, founding religions. I figured that the cost is roughly similar (A great person per mana), but founding religions has the advantage of providing all the other shrine benefits and being an immediate source of mana (no need to change the node), while this spell has the advantage of not needing to spread out research paths, providing more potential nodes, and relying on buildings that Amurites seem more likely to focus on anyway.


*Nightstalkers now use Mahdi zealot art (From Dune Wars.)

*Wildmana civic changes have been copied to this mod. (Except for Agrarianism and Foreign trade. Rather than the culture boost Wildmana gives it, Foreign trade now provides an extra coastal route over what normal FfH had.)


Now on to Elohim, possibly Doveillo, possibly some SDK changes. The first post has been updated on some potential changes in future mod work here.
 
two quick thoughts:

maybe it would fit thematically for the ascet of Runes to be able to build a fort (using the RifE commander spell), 3turns, even in ennemy territory. (Instead of the defensive strike)
it won't be as OP as the RifE commander spell as FFH base forts do not grant a fort commander nor culture.

maybe ascept of leaves could get a subdue animal and/or a march promotion (instead of the heal promotions?) (leaves seems way less strong than order, veil, empyrian).

I really like your propositions.
 
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