digitCruncher
Emperor
- Joined
- Oct 28, 2007
- Messages
- 1,012
Right... I think I have postponed this just about long enough, and I will return to completing the Mod Test right now.
But I have missed *2* updates, and thus my previous game seems surprisingly ... out of date.
So what I will do, is give a link to the OLD mod test ( http://forums.civfanatics.com/showthread.php?t=285892 ), and make a new game. This time with a random civ, and I might possibly release the GOOD person (whose name I forgot ... Mercurians?), and see how powerful the powers of the good side are...
I will miss my manes But the important thing is that this will be the most up to date version of mod test.
I will play 100 turn turn-sets, about once a day (I have study leave ) meaning this will be finished about twice as fast. I will also play on Noble difficulty.
Now, just a quick reminder about the first post in the old mod test version:
Firstly, FFH is much more war-oriented than the regular game of Civ IV. The reason behind this is that, if you don't fight wars, your units would be so weak that they wouldn't be able to put up any resistance against the attacking empire. The promotion system is so biased in the attackers favor, that if you slow down attacking, you are risking alot.
There are three reasons that cause this: Firstly, defencive bonuses are reduced. You know how you get 20% defencive bonuses at 75 culture, and then 40% at 750 culture, etc. etc. etc.? In FFH, the defencive bonuses from cities are halved (to 10/20/30). That said, palisades, walls and walls of stone (along with other defencive buildings, such as Archery Ranges, and bowyers), increase the defence in ADDITION to the culture (I think... I am reasonably sure that is the case, as I can't see how you can get 70% defence easily...)
Next, the experiance gained from combat is increased by a large amount. A standard combat with 90%-ish odds can net you 5-10 EXP. This means that quite quickly, there are lvl 8~10 units running around. Without combat that makes you at a serious disadvantage. Also, Hero units get 1 EXP each turn they are alive (up to a max of 100), Magic units get a slower trickle of EXP, and civs with the Raiders promotion get 1 extra EXP for each battle they fight in, and both barbarians and animals have their max EXP cap raised from 10, to 100 (I think... I haven't fought any barbs with over 100 EXP ), meaning experiance is being thrown around like candy. It explains why 1 wonder seems insane... it gives 10 free EXP to mounted units
Finally... fireballs. These things start of with 2 range, are flying, and can bombard defences REALLY early. The only problem is that they require Mages to use... which take some time to create. But have a few Mages with spell extenstion, and you can be marching (oh yes, March only requires Combat III, but Medic is unavailable to almost every unit) and bombarding the next target constantly.
Spell Extention: Its a promotion, which gives the mobility I promotion to all summoned units (eg. Fireballs, Water elementals etc.), increasing thier speed by 1. Spell Extention II gives the mobility II promotion, increasing thier speed to a total of 2 (so 2 :movement: fireballs become 4 :movement: ones... which can bombard quite a distance away!!)
Next: The tech tree is parallel, which has been discussed before. Read the first post to get an idea.
Next: Naval units can change crews, for free.
* Crew Normally: No effect
* Skeleton Crew: +1 Cargo Capacity, -1
* Longshoremen: +1 :movement:, -1 Cargo Capacity
* Buccaneer Crew: +1 , -1 :movement:
This allows some units, which normally couldn't carry anyone, to crew with the Skeleton Crew, and fit someone in as well!
Mana is an important part of any civilisation. Controlling mana sometimes gives bonuses, changes diplomacy with other civs, and unlocks spells for your adepts, mages and archmages! Most palaces start with 3 sources of mana (except the Hippus, which start off with 2, and horses), and other sources can be found by building wonders (EG. The soul forge provides 1 death mana), and 'mining' it, by building mana nodes above raw mana (which are blue, and pointy. I will show you what I mean later). The raw mana is a resource that doesn't effect the output of the tile, until you harvest it, after which you lose 2 commerce on that tile.
Diplomacy has a new friend: Alignment. Alignment can be either Good, Evil, or Neutral. Alignment is set at the beginning of the game, and then changes when that civ adopts a religion (sometimes). Normally, not having the same alignment gives a -2 relations, while having the same alignment doesn't. Neutral throws a spanner in the works, as SOMETIMES they get hit with the -2 relations, and other times, they don't. But they also don't get the +2 for sharing Neutral with other neutral civs. (Or at least, I haven't seen it yet). As the Armageddon counter increases, the bonuses (and penalties) of not having the same alignment increase.
Armageddon Counter (sp.?, AC from now on) is a feature that effects lots of things. Some events change it, spreading the Ashen Viel religion increases it, building some units change it (generally increasing it), razing cities increases it (and HUGE cities increase it by a HUGE amount!), unless it was an Ashen Viel city in the first place, which reduces it. And it is required for lots of things... some events require a certain AC level to trigger (and others increase / decrease in occurance as the AC increases), some units require a certain AC level to build, and some major events occur at major locations in the AC level (Blight, a big one, which massively increases sickness in an empire, strikes at AC 40. The four horsemen (which preclude the AC) strike at AC 60-70. There are others, but I won the last game with AC 65... so I don't know what happens later. I know at AC 70 some insanely strong units can be built, and at AC 100 something called "Armaggedon" occurs... it doesn't sound so bad
There is a manual out there, including other info as need be, but I will add the armageddon info for those who are too lazy to cause 100 AC themselves
WARNING: This is for 0.32, and I am playing at 0.34. Thus, these effects might not be accurate any more
The Armageddon Effects are:
· AC=10: Warning, but no effect.
· AC=30: Blight: Causes Temporary large Disease Penalties in every city in the world and does 25% Death Based Damage to all Living Units.
· AC=40: Stephanos appears in the world. (The first of the Four Horsemen of the Apocalypse, a powerful demonic flying mounted barbarian Hero. He causes fear,and is immune to magic)
· AC=50: Buboes appears in the world. (The second of the Four Horsemen of the Apocalypse, a powerful demonic flying mounted barbarian Hero. He causes fear, is immune to magic, and can cast Rage)
· AC=60: Yersinia appears in the world.(The Third of the Four Horsemen of the Apocalypse, a powerful demonic flying mounted barbarian Hero. He causes fear, is immune to magic, and spreads the Plague)
· AC=70: Ars Moriendi appears in the world.(The fourth of the Four Horsemen of the Apocalypse, a powerful demonic flying mounted barbarian Hero. He causes fear, is immune to magic, and all units he defeats are turned to barbarian Wraiths)
· AC=80: Hellfire Spawns: This creates the Hellfire improvement on random tiles in the world, and creates a Sect of the Flies (a demonic melee unit) (belonging to the Infernals if they are in the game, and to the barbarian state
otherwise) on these tiles to defend them. More such units (and even stronger demons) will continue to spawn here if the AC remains high enough.
· AC=90: Wrath: The Avatar of Wrath appears in the world. He is a powerful Barbarian Hero that can walk on water and can cast fireball, and units he defeats join the barbarian state. This event has a 60% chance of giving each
unit in the game (except world units, so you won't lose Heroes) the Enraged promotion. This promotion gives them a 5% chance to turn barbarian each turn (note that whenever you disband a unit with a chance to turn
barbarian, it will instantly turn barbarian instead of being deleted).
· AC=100: Apocalypse: kills 60% of the living units in the world, and halves the populations of all cities of leader without the Fallow trait (anyone but Hyborem)
Finally, there are some world improvements... improvements that appear at the start of the game, which give massive bonuses... hopefully we will see some in the game
This game is a big download. I expect it to be finished in ~4 hours. In the meantime, I shall play some OLD FFH
And this time, with the Family computer (read: A computer WITH A GRAPHICS CARD THIS TIME), I shouldn't have any problems. The CPU leaves alot to be desired, so the time between turns is a pain in the butt... but at least it won't crash on me this time.
But I have missed *2* updates, and thus my previous game seems surprisingly ... out of date.
So what I will do, is give a link to the OLD mod test ( http://forums.civfanatics.com/showthread.php?t=285892 ), and make a new game. This time with a random civ, and I might possibly release the GOOD person (whose name I forgot ... Mercurians?), and see how powerful the powers of the good side are...
I will miss my manes But the important thing is that this will be the most up to date version of mod test.
I will play 100 turn turn-sets, about once a day (I have study leave ) meaning this will be finished about twice as fast. I will also play on Noble difficulty.
Now, just a quick reminder about the first post in the old mod test version:
FFH II in 2 minutes ... or maybe a bit more
Firstly, FFH is much more war-oriented than the regular game of Civ IV. The reason behind this is that, if you don't fight wars, your units would be so weak that they wouldn't be able to put up any resistance against the attacking empire. The promotion system is so biased in the attackers favor, that if you slow down attacking, you are risking alot.
There are three reasons that cause this: Firstly, defencive bonuses are reduced. You know how you get 20% defencive bonuses at 75 culture, and then 40% at 750 culture, etc. etc. etc.? In FFH, the defencive bonuses from cities are halved (to 10/20/30). That said, palisades, walls and walls of stone (along with other defencive buildings, such as Archery Ranges, and bowyers), increase the defence in ADDITION to the culture (I think... I am reasonably sure that is the case, as I can't see how you can get 70% defence easily...)
Next, the experiance gained from combat is increased by a large amount. A standard combat with 90%-ish odds can net you 5-10 EXP. This means that quite quickly, there are lvl 8~10 units running around. Without combat that makes you at a serious disadvantage. Also, Hero units get 1 EXP each turn they are alive (up to a max of 100), Magic units get a slower trickle of EXP, and civs with the Raiders promotion get 1 extra EXP for each battle they fight in, and both barbarians and animals have their max EXP cap raised from 10, to 100 (I think... I haven't fought any barbs with over 100 EXP ), meaning experiance is being thrown around like candy. It explains why 1 wonder seems insane... it gives 10 free EXP to mounted units
Finally... fireballs. These things start of with 2 range, are flying, and can bombard defences REALLY early. The only problem is that they require Mages to use... which take some time to create. But have a few Mages with spell extenstion, and you can be marching (oh yes, March only requires Combat III, but Medic is unavailable to almost every unit) and bombarding the next target constantly.
Spell Extention: Its a promotion, which gives the mobility I promotion to all summoned units (eg. Fireballs, Water elementals etc.), increasing thier speed by 1. Spell Extention II gives the mobility II promotion, increasing thier speed to a total of 2 (so 2 :movement: fireballs become 4 :movement: ones... which can bombard quite a distance away!!)
Next: The tech tree is parallel, which has been discussed before. Read the first post to get an idea.
Next: Naval units can change crews, for free.
* Crew Normally: No effect
* Skeleton Crew: +1 Cargo Capacity, -1
* Longshoremen: +1 :movement:, -1 Cargo Capacity
* Buccaneer Crew: +1 , -1 :movement:
This allows some units, which normally couldn't carry anyone, to crew with the Skeleton Crew, and fit someone in as well!
Mana is an important part of any civilisation. Controlling mana sometimes gives bonuses, changes diplomacy with other civs, and unlocks spells for your adepts, mages and archmages! Most palaces start with 3 sources of mana (except the Hippus, which start off with 2, and horses), and other sources can be found by building wonders (EG. The soul forge provides 1 death mana), and 'mining' it, by building mana nodes above raw mana (which are blue, and pointy. I will show you what I mean later). The raw mana is a resource that doesn't effect the output of the tile, until you harvest it, after which you lose 2 commerce on that tile.
Diplomacy has a new friend: Alignment. Alignment can be either Good, Evil, or Neutral. Alignment is set at the beginning of the game, and then changes when that civ adopts a religion (sometimes). Normally, not having the same alignment gives a -2 relations, while having the same alignment doesn't. Neutral throws a spanner in the works, as SOMETIMES they get hit with the -2 relations, and other times, they don't. But they also don't get the +2 for sharing Neutral with other neutral civs. (Or at least, I haven't seen it yet). As the Armageddon counter increases, the bonuses (and penalties) of not having the same alignment increase.
Armageddon Counter (sp.?, AC from now on) is a feature that effects lots of things. Some events change it, spreading the Ashen Viel religion increases it, building some units change it (generally increasing it), razing cities increases it (and HUGE cities increase it by a HUGE amount!), unless it was an Ashen Viel city in the first place, which reduces it. And it is required for lots of things... some events require a certain AC level to trigger (and others increase / decrease in occurance as the AC increases), some units require a certain AC level to build, and some major events occur at major locations in the AC level (Blight, a big one, which massively increases sickness in an empire, strikes at AC 40. The four horsemen (which preclude the AC) strike at AC 60-70. There are others, but I won the last game with AC 65... so I don't know what happens later. I know at AC 70 some insanely strong units can be built, and at AC 100 something called "Armaggedon" occurs... it doesn't sound so bad
There is a manual out there, including other info as need be, but I will add the armageddon info for those who are too lazy to cause 100 AC themselves
Spoiler :
WARNING: This is for 0.32, and I am playing at 0.34. Thus, these effects might not be accurate any more
The Armageddon Effects are:
· AC=10: Warning, but no effect.
· AC=30: Blight: Causes Temporary large Disease Penalties in every city in the world and does 25% Death Based Damage to all Living Units.
· AC=40: Stephanos appears in the world. (The first of the Four Horsemen of the Apocalypse, a powerful demonic flying mounted barbarian Hero. He causes fear,and is immune to magic)
· AC=50: Buboes appears in the world. (The second of the Four Horsemen of the Apocalypse, a powerful demonic flying mounted barbarian Hero. He causes fear, is immune to magic, and can cast Rage)
· AC=60: Yersinia appears in the world.(The Third of the Four Horsemen of the Apocalypse, a powerful demonic flying mounted barbarian Hero. He causes fear, is immune to magic, and spreads the Plague)
· AC=70: Ars Moriendi appears in the world.(The fourth of the Four Horsemen of the Apocalypse, a powerful demonic flying mounted barbarian Hero. He causes fear, is immune to magic, and all units he defeats are turned to barbarian Wraiths)
· AC=80: Hellfire Spawns: This creates the Hellfire improvement on random tiles in the world, and creates a Sect of the Flies (a demonic melee unit) (belonging to the Infernals if they are in the game, and to the barbarian state
otherwise) on these tiles to defend them. More such units (and even stronger demons) will continue to spawn here if the AC remains high enough.
· AC=90: Wrath: The Avatar of Wrath appears in the world. He is a powerful Barbarian Hero that can walk on water and can cast fireball, and units he defeats join the barbarian state. This event has a 60% chance of giving each
unit in the game (except world units, so you won't lose Heroes) the Enraged promotion. This promotion gives them a 5% chance to turn barbarian each turn (note that whenever you disband a unit with a chance to turn
barbarian, it will instantly turn barbarian instead of being deleted).
· AC=100: Apocalypse: kills 60% of the living units in the world, and halves the populations of all cities of leader without the Fallow trait (anyone but Hyborem)
Finally, there are some world improvements... improvements that appear at the start of the game, which give massive bonuses... hopefully we will see some in the game
This game is a big download. I expect it to be finished in ~4 hours. In the meantime, I shall play some OLD FFH
And this time, with the Family computer (read: A computer WITH A GRAPHICS CARD THIS TIME), I shouldn't have any problems. The CPU leaves alot to be desired, so the time between turns is a pain in the butt... but at least it won't crash on me this time.