Age of Agares: Version 0.1
early beta
Please let me know if it crashes, etc ... should be fine to merely extract the assets folder, and merge it with the assets folder of FFH2 patch O (with or without hotfix)
(can merge with FFH2 patch O, and can merge with Tholal More Naval AI 1.83 or lower)
Credits List:
Firaxis, for making Civ IV and expansions
Kael and the FFH2 team, for making this wonderful mod
Tholal, for making the AI mod which I have included within my mod (and those that made the BTS better AI mod, which is incorporated within Tholal's mod)
credit also goes to Magister Mod, Wildmana, Tweakmod, Fall Further, and Rife ... being modmods that in part inspired me to make my own mod
and a quick mention to my earlier mods, such as Reptile Lovers Mod (never released), and Tasunke Mod.
Changes List:
-> will supply Pyre Zombie hotfix if you don't have it yet
-> Vampires can learn necromancy spells with appropriate mana, but do not start with death 1
->Seraphs start with Fire 2 and can do more collateral than a normal Berserker
-> Lanun food bonus moved from Palace(global) to Harbor UB(local). Still works for lake tiles though (as long as its worked by a city with a harbor)
-> Tsunami, Pillar of Fire, Snowfall, and Raging Seas each have lesser max damage. (no less than 60% tho) ... Pillar and Snowfall are 40-60%
-> Breath Fire, a dragon ability, now does a max of 80% damage, and still summons a Meteor, which can deal massive Collateral
-> Stone Skin removed from Acheron, all dragons start with Blitz and Dragon Skin. Dragon Skin is +2 defense, immune to disease and plague, and +50% poison resist
->Dragon Skin can be gained via mutation (for regular units)
-> Sandalphon is Philosophical/Defensive (thinking about going Phi/Ind tho)
-> Sidar start with Racial "shade", thinking of nerfing it somewhat.
-> Sidar get invisible Scout, all recon gets divided soul spell
-> Doviello Berserker and Sidar Shadow can gain immortality through combat, like Losha (thinking of removing and/or nerfing this to an immortal promo that wears off)
->Pitbeasts boosted somewhat (can gain str like Ira till 8 str)
-> Sheaim planar gates boosted somewhat, from 300 hammers to 200 hammers
-> Planar Gate spawn boosted somewhat, Revelers get -25% city attack and marksman, Mobius Which (starting spells) slightly changed
-> PG continued, Chaos Maurader removed, Pitbeast can spawn with either Carnival or Temple of the Veil (but can't breach imax, just can become more likely to spawn)
->PG cont, Tar Demon moved to "Walls", Balor can be spawned with Demon Altar
->Some minor (and reversible) changes to Civics; maintenance help from Aristocracy is gone, but still low upkeep. Agrarianism gives +1 health with Granary, Pacifism gives +1 health and +1 health from elder council, Military State and Crusade give more free units by percentage, Doviello start with a +50 free units civic, Sidar start with a +100% experience within borders civic, Mercantilism gives +10% gold, +1 specialist per city, and +1 happy with Tax Office, Sacrifice the Weak's penalties moderately offset by Temple of the Veil and Demon Altar, Republic loses its civic anger penalty to others and gains +1 commerce for towns and +10% war weariness
-> lowered the costs of some rituals, namely "the Draw" which is now half off
-> Snow gives river commerce
-> Malakim can build (improvements) in the Desert
-> Doviello treat tundra as plains
-> Doviello get bonus to fighting animals updated
-> Lucian starts with Cannibalize (may well remove)
-> Demons get +20% on hell (instead of +10%) and more fire resistance
-> Infernals get extra yields on hell
-> Breeding Pit gives +10% food yield (may remove/change)
-> Balor and Seraph strengths slightly increased (11/8 and 12/6 respectively) -> as total, with regular and holy/unholy damage combined
-> While Seraphs gained even more collateral, Balor gained +25% vs melee and +25% attack vs Champion unitclass
->concerning the change to demon racial, Balors start out all but immune to fire damage (but with Demon Slaying, Seraphs can reliably kill Balors)
-> Losha lowered from 7 str to 6 str, but gained Marksman
-> Privateer renamed to Pirate
Assets file below
I will say though, that I am mostly interested in your opinion on my Vampire change and my lanun food change. Those are potentially the most permanent changes to this mod, and as such, I feel that they should be done right.
As for other changes, its inevitable that some will not fit into the final incarnation of this mod.
Planned (possible) changes for the future
-> Dragons and Demons can learn cannibalism
-> Aeron's Chosen connected to Marksman instead of "assassin unitcombat" (may be difficult)
-> Lucian can create a Goblin fort with a gold cost
-> change to Sidar in-borders bonus ... 40% total is too high
-> UBs for Sidar
-> other potential changes for Sidar
early beta
Please let me know if it crashes, etc ... should be fine to merely extract the assets folder, and merge it with the assets folder of FFH2 patch O (with or without hotfix)
(can merge with FFH2 patch O, and can merge with Tholal More Naval AI 1.83 or lower)
Credits List:
Firaxis, for making Civ IV and expansions
Kael and the FFH2 team, for making this wonderful mod
Tholal, for making the AI mod which I have included within my mod (and those that made the BTS better AI mod, which is incorporated within Tholal's mod)
credit also goes to Magister Mod, Wildmana, Tweakmod, Fall Further, and Rife ... being modmods that in part inspired me to make my own mod
and a quick mention to my earlier mods, such as Reptile Lovers Mod (never released), and Tasunke Mod.
Changes List:
-> will supply Pyre Zombie hotfix if you don't have it yet
-> Vampires can learn necromancy spells with appropriate mana, but do not start with death 1
->Seraphs start with Fire 2 and can do more collateral than a normal Berserker
-> Lanun food bonus moved from Palace(global) to Harbor UB(local). Still works for lake tiles though (as long as its worked by a city with a harbor)
-> Tsunami, Pillar of Fire, Snowfall, and Raging Seas each have lesser max damage. (no less than 60% tho) ... Pillar and Snowfall are 40-60%
-> Breath Fire, a dragon ability, now does a max of 80% damage, and still summons a Meteor, which can deal massive Collateral
-> Stone Skin removed from Acheron, all dragons start with Blitz and Dragon Skin. Dragon Skin is +2 defense, immune to disease and plague, and +50% poison resist
->Dragon Skin can be gained via mutation (for regular units)
-> Sandalphon is Philosophical/Defensive (thinking about going Phi/Ind tho)
-> Sidar start with Racial "shade", thinking of nerfing it somewhat.
-> Sidar get invisible Scout, all recon gets divided soul spell
-> Doviello Berserker and Sidar Shadow can gain immortality through combat, like Losha (thinking of removing and/or nerfing this to an immortal promo that wears off)
->Pitbeasts boosted somewhat (can gain str like Ira till 8 str)
-> Sheaim planar gates boosted somewhat, from 300 hammers to 200 hammers
-> Planar Gate spawn boosted somewhat, Revelers get -25% city attack and marksman, Mobius Which (starting spells) slightly changed
-> PG continued, Chaos Maurader removed, Pitbeast can spawn with either Carnival or Temple of the Veil (but can't breach imax, just can become more likely to spawn)
->PG cont, Tar Demon moved to "Walls", Balor can be spawned with Demon Altar
->Some minor (and reversible) changes to Civics; maintenance help from Aristocracy is gone, but still low upkeep. Agrarianism gives +1 health with Granary, Pacifism gives +1 health and +1 health from elder council, Military State and Crusade give more free units by percentage, Doviello start with a +50 free units civic, Sidar start with a +100% experience within borders civic, Mercantilism gives +10% gold, +1 specialist per city, and +1 happy with Tax Office, Sacrifice the Weak's penalties moderately offset by Temple of the Veil and Demon Altar, Republic loses its civic anger penalty to others and gains +1 commerce for towns and +10% war weariness
-> lowered the costs of some rituals, namely "the Draw" which is now half off
-> Snow gives river commerce
-> Malakim can build (improvements) in the Desert
-> Doviello treat tundra as plains
-> Doviello get bonus to fighting animals updated
-> Lucian starts with Cannibalize (may well remove)
-> Demons get +20% on hell (instead of +10%) and more fire resistance
-> Infernals get extra yields on hell
-> Breeding Pit gives +10% food yield (may remove/change)
-> Balor and Seraph strengths slightly increased (11/8 and 12/6 respectively) -> as total, with regular and holy/unholy damage combined
-> While Seraphs gained even more collateral, Balor gained +25% vs melee and +25% attack vs Champion unitclass
->concerning the change to demon racial, Balors start out all but immune to fire damage (but with Demon Slaying, Seraphs can reliably kill Balors)
-> Losha lowered from 7 str to 6 str, but gained Marksman
-> Privateer renamed to Pirate
Assets file below
I will say though, that I am mostly interested in your opinion on my Vampire change and my lanun food change. Those are potentially the most permanent changes to this mod, and as such, I feel that they should be done right.
As for other changes, its inevitable that some will not fit into the final incarnation of this mod.
Planned (possible) changes for the future
-> Dragons and Demons can learn cannibalism
-> Aeron's Chosen connected to Marksman instead of "assassin unitcombat" (may be difficult)
-> Lucian can create a Goblin fort with a gold cost
-> change to Sidar in-borders bonus ... 40% total is too high
-> UBs for Sidar
-> other potential changes for Sidar