Tasunke Multiplayer Modmod

Tasunke

Crazy Horse
Joined
Mar 20, 2009
Messages
2,805
Location
the 1800s
Old Version

Spoiler :
Welcome! This is my Multiplayer Tweak-mod, based off of Tholal's Naval AI 1.61

Here's thanks to the rife team and everyone on erebus for their support.

This mod is designed specifically for quick speed, simul turns, multiplayer games ... especially those games that would be considered "Roleplaying games".

Download instructions ... use the link at the bottom, dowload the zip file (will be 656 megabytes), then unzip it to get a folder. Place the folder in your Beyond the Swords Mod folder. Then load up BTS, and load the mod :D

Alternative Download Instructions ... get FFH2 patch O (most recent base), patch it to Naval AI 1.61 http://forums.civfanatics.com/showthread.php?t=357824&page=17, and then download the Assets file (1.39 megabytes) at the bottom of the post and merge it with Naval AI 1.61! :)

For multiplayer purposes, its important that the folder stays named "Tasunke Mod Public" like it is by default. That way, anyone using the mod can play against anyone else!

Also, please don't add any extra maps to privatemaps within Tasunke Mod Public ... because some multiplayer venues can't recognize versions with a different number and type of Privatemaps.
Spoiler :

For reference, default in privatemaps should only be Erebus and FFH Scenarios


Please, try it out in your various multiplaying games, and hopefully you will stop by #erebus on the weekends for some fun Roleplaying games :)

Thus far I have only tested the mod in singleplayer, so I welcome all feedback.

Using this mod in singleplayer, or in slower game-speeds, may lead to certain mechanics being a tad overpowered ... its hard to say.

In any-case, try it out for yourself! :) Test it in singleplayer to learn whats new, and then test it out against friends and foes alike!

http://www.megaupload.com/?d=ATFOCR03 [Tasunke Mod 1.0]

^^ is the big download with everything you need.

Below is a much smaller download ... but you need to merge it with Naval AI 1.61

FFH2 patch O -> Naval AI 1.61 -> unzip below assets file and merge it with 1.61 :)

Rename the folder "Tasunke Mod Public"

Warning! there must be an existing folder labelled "Fall From Heaven 2", in your BTS mods, even if empty. :) (its an odd error, but nonetheless) -> will be fixed in next patch


New Version (1.1)

Now, the initial bug is fixed and its still a relatively small download that you only need to merge with FFH2 patch O! (or the old version, if you downloaded the big one)

until more testing is done, it is uncertain whether those with the Music Pack and those without the Music Pack can connect with each other on Gamespy (default BTS multiplayer) ... although you'd likely still be able to play on Hamachi or Gameranger.

regardless, here is the link to the new download!

http://www.megaupload.com/?d=U20SP4J3

and the link for the music pack

(coming soon)

Changelog
Spoiler :

Crusade- now with 2.5x more demagogues!

Orcs- added a Slasher unit alongside the Ogre, still at Ironworking

Pirate Coves - can now be built in ocean, take a bit longer to mature, and have an extra maturation beyond pirate port!

Dragons - Breath Fire and Roar now more powerful. free blitz and waterwalking.

War Elephants - Strong vs Melee, weak vs recon.

Recon- scouts now get 100% vs animals, hunters get 75% vs animals, rangers still get 50% vs animals. Beastmasters start with Subdue beasts and Subdue animals.

Animal Mastery- no longer requires Ironworking, slightly more expensive tech

Nox Noctis - MUST be esus state religion to build. still built the same way (requires Den of Lies)

Chalid- requires Religious law -and- Fanatacism, reduced to 1 move

Kuriotates- early game bonus lowered, mid-late game bonus increased

Blind- now promotion applied. Elementals and Spirits are immune. there is a Shadow 3 counter-spell. (incidentally, Druid's entangle wasn't changed at all)

Druid's entangle may be unchanged ... but the forces of good an evil got a little boost.

Judecca enters the fray on the side of the Veil, at 300 base hammers, at 70 AC

Elijah joins to but a stop to Judecca, at 500 base hammers, requiring the Order holy city and state religion.

level 8 Priors can now become Patriachs ... powerful leaders of the Order state religion. (currently called Patriachs due to mis-spelling :/) however, only 1 Patriarch can be in play per team.

Sidar, master spies, fading into the mists, are officially 10x sneakier. at level 6 sidar units gain the Shroud ability instead of Wane, removing the invisibility of enemy soldiers. (only castable within borders). If sidar stay of the neutral alignment, they can run the Isolationism civic beginning with Feudalism.

Isolationism-> an extra +1 science to specialists, +100% experience within borders, no foreign trade routes, +20% war weariness, +20% GPP points

Hippus -> Arcane units gain horselord (art to join us in a future patch), @ Horsebackriding a new civic Pastoral, which boosts Pasture yields. As well, level 8 horse archers can upgrade to Hippus Lords at Feudalism. Needs a house of lords though, which requires 3 courthouses and a stables in the city.

Calabim -> Vampires are 6 str +15% vs melee, but with access only to body spells. With Sorcery level 6 vampires can upgrade to Vampire Mages, which start with death 2 and a few other spells ... and who are of the Adept unitcombat. Vampire Mages are the classic 5 strength. All vampires cost 200 hammers, currently. may change with testing. Added the "Soldier" unit at Ironworking, to help fill the garrison, and aid the vampires as their cannon fodder.

Soldier unit is 120 hammers, 5 str, and +20% city defense. (no reason to lower the cost of soldier due to governor's manors)

So now, it costs 26 exp worth of Population to become a mage. All other vampire units (brujahs, etc) start out with death 2.

Also, vampire mages can only upgrade into Archmages or Vampire Lords.

Sheaim -> Os Gabella gains Spiritual trait, Planar Gates are cheaper, and more useful. Sheaim have a UB for Prophecy of Ragnarok ... and it is well worth the hammers. Pyre Zombies are delayed till sorcery, and their blast only takes a unit to 95% damage, not death. However, the Sheaim's mastery of skeletons has vastly increased ... skeletons now cost NOTHING to field into the fight, and cost no war weariness as well.

Death Axe is the Axeman UU for sheaim ... 50% chance of creating a skeleton from their opponent's remains.

Stigmata is now the "race" of sheaim, all sheaim units gain Stigmata promotion. With entropy 1, sheaim arcane units can join the Demon race.

Eaters of Dreams and Liches are both Immortal. (may change with testing, we will see ^_^ )

Amurites-> arcane line is boosted. Adepts can use bronze weapons and may upgrade along any unitcombat. Mages can use Iron weapons, Archmages can use Mithril weapons, start with 6 strength, and starts with Enchantment 3 and Twincast.

Strength of Will -> now teching to SoW on quickspeed is not always a waste! instead of waiting 30 extra turns or so for your best mage to get to level 6, now the very first person that techs to SoW will gain a free level 1 archmage!

Illians -> all Illian units can flip frostlings over to the Illian way of life. Snow now gives +1 commerce along rivers.

Doviello -> can build Doviello Camps and Scrapyards ... from the beginning of the game. Doviello is probably the only true "rush-civ" of FFH, and is still very much in that position. However, now they can take some time to build up a hammer based economy before pushing forth the tides of war ;)

Also, at level 6 and Warfare, Lucian can gain the Hero promotion and Strong promotion. So save that sucker! :D

Magic -> now, no more pre-req requirements. If you have channeling 3, you can buy any tier-3 spell you have the mana for.

Esus -> Added Spy units and State Alchemists

Monks -> built earlier, possible upgrades via "Oaths" which require level and tech

(in future patches, combo spells may provide incentive for buying those other promotions would normally be skipped over ... hopefully we can provide a magic system that is fun and varied! :) )

and much, much more!

ps, if you are merging new version with old version (big folder), you only need resource and xml.

however, if you instead downloaded smaller version, its advised that you simply merge new version with fresh install of FFH2 patch o

Warning! new version (1.1) has a primary control theme error! To fix this, download the Assets.rar below, and merge with the assets file of the mod.
 

Attachments

  • Assets.rar
    1.8 KB · Views: 67
*Sets up a folding chair and parasol, and starts eating some snacks.*

Whee, a front row post for Tasunke's modmod ^.^
 
Thank you! :)
 
mod is released
 
In the new version, there is a small Primary Control Theme error ... I will release a fixing patch shortly :)

Edit: (Patch is released, its the small Assets.rar attached to post1 -> merge with assets file)
 
Cool! I'd suggest you download 1.0 so that you get the music files ;) ... it takes a little while, but worth it I think.
 
Sorry Tas, anw... storm caused power cut for several hours here so i were unable to continue game
 
thats quite alright. We understand.

We ended up finishing that game. Grigori heroes carried the day, in that particular instance.
 
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