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/Changes
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
And Finally
I hope you enjoy. I am very open to suggestions and help.
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/Changes
Spoiler :
ADDITIONS
CHANGES
- 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
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
Spoiler :
5/29/08 v1.3
4/18/08 v1.2
4/10/08 v1.1
4/10/08 v1.0
- 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
I hope you enjoy. I am very open to suggestions and help.