Age of Agares

Tasunke

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

Attachments

  • Assets.rar
    3.2 MB · Views: 86
New version released! Age of Agares 0.2

removed divide soul from Scout UU (for sidar). Hawk and Hunter both at tracking, camps and Hunting lodge remain at hunting (hunting was split into hunting 'ancient' and tracking 'classical')

et al


Agares 0.2 is the assets file below
 

Attachments

  • Assets.rar
    3.2 MB · Views: 103
Thank you, I will merge with the assets download. Hopefully this will help :)

Edit: It worked ^^
 
I like these changes, especially the Lanun "nerf" and the commerce on Icy tiles. The nerf doesn't really address the Lanun's main bonus with mad mad commerce, but at least they grow a touch slower now. Hannah (I've heard she's banned from competitive multiplayer. This true?) is still insane with financial. Spiritual good replacement? I think it fits here backstory well.
Commerce on icy tiles really helps out the Illians thematically. I want to make there world a winter wonderland, but losing the river commerce hurt a lost on some cities. Flood plains are still a a consideration, but it's much nicer now. Biggest annoyance I have now is the Illians inability to build more priests of winter. They are powerful units early game, but very easy to lose due to random chance as the game progresses. Having them tied to a suitably late religious tech (Preisthood is probably too early) would be nice.
Nice to see some buffs to dragons, not that I've ever managed to build one. Game usually finishes before I can. As long as we're boosting late game scary units, the Mithril Golem and Ulvin's Ascended form don't seem very worth it to me. A lot of that probably has to do with the lack of experience gain and promotion.
Going to go start a Vamp game now. Can't wait to try out assassin Losha.
 
Thank you for the feedback! I love comments, as always.

Feel free to tell me what you think about the Calabim, now that death2 is a little harder to get and Pitbeasts are a more viable alternative, among my other changes.

Such as ... food yield modifier on Breeding pits: too powerful? Just right? No noticeable difference?

Thank you for playing my mod. :)
 
So far, the food yield hasn't seemed too powerful. The breeding pit was always kind of a "meh" building before. Build it in a city early enough and it's a nice food boost, but once the sickness barrier is broken it's only 1 food. Helps with growth, but that doesn't really come into effect unless you're using slavery or until mid/late game when vampires start nomming.
The food yield makes it much more useful and really helps to make up for the loss of early academies thanks to no elder councils. I'm not sure of how the game math works, but will the 10% bonus get used for production when using Conquest?
 
well, during Conquest, I think that the food % bonus is first applied to the food, and then from that number, extra food is applied to production.

Not sure if production modifiers take place before or after the food hammers are added though.

-> Thinking about changing Conquest from +2 exp and -25% WW to +3 exp, what do you think?
 
Eh, Conquest already seems "good enough." It would also remove charismatic leader's little 2 promotion tactic with apprenticeship+Conquest or Titan+Conquest.
By remove I mean "make no longer unique" as anyone could do it. As is, non-charismatics have to Apprenticeship+Conquest+Titan to get the same effect. A suitably heavy investment that makes charismatic that much more useful.
 
hmm, I see your point.
 
Age of Agares: Version 0.1

Planned (possible) changes for the future
-> Aeron's Chosen connected to Marksman instead of "assassin unitcombat" (may be difficult)

I think MC did that, possibly you could have a look at his modmod to see how.
 
I do like "the pack" civic for Doviello. Go hunting!

But subdue animal - at the start too OP.

My idea for Doviello melee line - "tame animal" promotion - you can capture only weaker or equal strenght animals.

Doviello reckon line could get Subdue animal w/o tech requirement.
 
yea, I think i'll leave the bonus to animals, but remove the early animal capture.
 
Had lot's of fun with the Vampires so far. Really like the ability to cast more spells, even though it does have the trade-off of no free skeletons.

Trying out the Sidar now. Noticing a few odd things. Sandalphon is still Industrious/Defensive. I installed your file over Tholal's Naval AI, so perhaps there's some conflict there. My scouts have nothing on them to indicate they are invisible, but they are able to wander through other people's territory so that must be working. However, the divided soul bit can't wander around in enemy territory. The scout can cast it, but it will be unable to move. Just seems rather weird from a gameplay perspective.
Also, my scouts seem to be able to move around without regard for trees or hills. Nothing indicates that as an ability, unless there's something undocumented in the race.
I'm also thinking that, given how useless the councils tend to be, why would a Civ with a special civic in that category ever switch out? Perhaps they're not supposed to want to?
 
They are not really supposed to want to switch out of it. (and its only a defensive exp bonus)

Yet there are some benefits to Under-council (like a potential free sage), and in Single Player there can be diplomatic benefits to joining the Over-council. But yea, any civics I may add to the Membership line is basically a "free" civic that I would place in an extra column if I knew how to make a new column. Such "free" civics, even if in their own collumn, will likely have certain requirements that need to be met. For Isolationism, the requirement is to remain "neutral", which is invalidated while following the Order or Ashen Veil civic. (yet, for this case, the reason was mainly because beeing good or evil would be to "make a choice" which embodies direct interventionism. (but yea, from a mechanic perspecitve, its "basically" a free tech for the civ)

Sandalphon should indeed be Philosophical/Defender instead of Industrious Defender, I'll double check the code.

I'll check but I'm pretty sure the scouts have the ability to ignore terrain cost (I think Ghosts should have this ability as well, but not Rathus or other recon .. but Shadow Dancers might have the ability as well, again I'll have to check).

I'll have to give Severed Souls the ability to explore rival territory, to avoid that perpexity. Honestly I didn't know it would be an issue XD

PS: Glad you are enjoying the Vampires! XD
 
I'm thinking that invisible scouts + divided soul ability is a tad...hax. I had a large continent completely explored and stripped bare of huts by around turn 50. Just having divided soul would probably be enough of a boost as it lets you scout for danger or run away from it.

Are hunters supposed to be made available with tracking? Appears to be an undocumented change. Again, I did install over Naval AI instead of doing a clean install, so any incongruities there could be my fault.
 
Hunters are indeed available at tracking. Thinking of moving Hawks to tracking as well.

I just split the beakers of hunting into hunting and tracking ... and moved tracking to Classical tech instead of ancient. Always thought hunting was a little wierd, too expensive for an Ancient tech, yet giving a T2 unit.

This way, on classic starts, Hunting is still allowed, but Hunters (a T2 unit) still have to be teched. And it is no more expensive.

Also, it makes Hunting -> Archery as viable as Mining -> Archery, and makes FoL easier to tech.
 
Version 0.2 is now ready, in Post #2
 
->PG cont, Tar Demon moved to "Walls", Balor can be spawned with Demon Altar

Interesting. Is there a national limit to Balor spawned this way?
 
Top Bottom