Sureshot
Goddess
- Joined
- Feb 2, 2006
- Messages
- 3,771
First two posts are edited with some frequency.
Fall from Heaven 2 0.23c Fire Phase Modmod:
Surefire Modmod 0.23c1 (most recent version for 0.23c Fire phase; contains Svartalfar as a playable civilization with unique graphics for their units)
Fall from Heaven 2 0.16J Light Phase:
Sureshot Complete ModMod 1.46J (just unzip this file into the FFH mod folder, for best results use with patch J)
Translation for French versions (thanks to Keldan!)
Fixed for Spanish/German/Italian (not translated, but proper english names for units)
This mod includes the following main features:
Svartalfar Unit set 1.1J (click for Dark Elf Only Mod 1.1J without any of the other parts for those who only want the new dark elf units, made for patch J)
Calabim Recon Unit set
Terraforming/Terrain set
General & Balance set
Tech Tree Reworking set 1.1J (click for the tech tree only set)
If you want a set by itself let me know and I'll try to accomodate.
Svartalfar Unit Set
Unique Units for (visual and stats):
Warrior, Axeman, Maceman, Immortal, Berserker
Scout, Hunter, Ranger, Beastmaster, Assassin, Shadow
Horse Archer, Knight
Adept, Mage, Archmage, Conjurer, Summoner, Lich
Settler, Worker
Prophet
Extra Hero at Fanaticism
Hunters moved to Tracking, generally units have -25% city defense over normal, -50% city strength for recon units, units have +1 first strike and elf promotion. Workers are like Ljosalfar workers but called Elven Slaves and can be upgraded to Elven Horsemen (and SNAITM). Prophet UU are invisible.
Palace Change
Mana's switched to Death, Fire, Nature
Faeryl's traits changed to Arcane/Raiders since Hidden does nothing currently.
Calabim Recon Unit set
Unique Units for (visual and stats):
Scout, Hunter, Ranger, Beastmaster, Assassin, Shadow
From Hunter onward the Calabim units have Vampirism, but require Governors Manors to be built (so Code of Laws tech as well), and hunters are moved back to Tracking. Assassins upped to 5 strength. Names gotten from this Vampire Types webpage.
Palace Change
Earth Mana switched to Death
Terraforming/Terrain set
Unique Units added (can be completely automated to terraform land):
Springer (requires mage guild, water mana, and Knowledge of Ether tech)
-can build Spring improvement, which turns deserts into plains (including on oasis and floodplains)
Scorcher (requires mage guild, fire mana, and Knowledge of Ether tech)
-can build Scorch improvement, which turns tundra into plains and ice into desert
Vitalizer (requires grove, nature mana, and Commune with Nature tech)
-can build Vitalize improvement, which turns plains into grassland forests
Spell Changes
Bloom
-Can be used on top of improvements, destroys improvements
Tsunami
-lowers terrain in stages: Peaks to Hills Tundra, Hills to Flatlands, Flatlands to Water; doesn't work on cities until city is destroyed, reduces city population by 2 until city is destroyed
Raise Earth (new Earth 3 sorcery spell)
-same as Tsunami but reverse: Ocean to Flatlands Desert, Flatlands to Hills, Hills to Peaks; reduces city population by 1 until city is destroyed
Freeze spell (Water 2 spell)
-Turns deserts/plains into snow/tundra (respectively)
Mineralize spell (Earth 2 spell)
-Turns grasslands into plains
Terrain Changes
Oasis gets +10% defense modifier, can be built on
Floodplains get -20% def, costs 2 movement
Tundra gets +10% defense modifier, costs 2 movement
Ice gets +25% defense modifer, costs 3 movement
General & Balance set
Improvements
Fort changes
Fort improves Sentry towers for +1 happiness and some yields
+100% defense and can be built on forests.
Plantation (buildable on grasslands)
+2 commerce
chance to find bananas, dye, sugar
Orc plantations can be built on jungles, as can Orc mines
Quarries (buildable on hills and deserts)
+1 production
+1 commerce
-1 food
chance to find marble and stone
Orc/Doviello cottages buildable on jungles/tundra (respectively)
stage 1 gives:
+1 food
stage 2 gives:
+1 food, +1 production
stage 3 gives:
+1 food, +2 production, +1 commerce
stage 4 gives:
+2 food, +2 production, +1 commerce
Lanun Coastal Cottages
gains and growth are same as normal cottages, but these are made by workboats (which are consumed in the process)
Fishing boats can be built on any coastal squares for +1 commerce and chance to find sea resourcees
Pastures can be built on any grassland/plains with 1 production and 1 food (i.e. plains flatlands and grassland hills)
+1 food, -1 production, chance to find animals
Camps can be built on tundra flatlands for +1 commerce, chance to find deer and furs
Barrows & Ruins give some gold when destroyed. City Ruins turn into Barrows if worked.
Promotions
Orc promotion gives double movement and +10% def/att in jungles
Dwarf promotion gives double movement and +15% def on hills
Snowman 1 (available with Crafting)
+50/30% def on tundra/snow, double movement on tundra
Snowman 2 (available with Iron Working)
+50/70% def on tundra/snow, double movement on snow
Sandman 1 (available with Horseback Riding)
+40/50/50% def/att on desert/floodplains/oasis, double movement on floodplains/oasis
Sandman 2 (available with Domesticate Camels)
+60/50/50% def/att on desert/floodplains/oasis, double movement on desert
random chance of religious promotions to units built in a city with said religions
religious promos acting like loyalty and disloyalty based on state religion, and allowing conversion to those more faithful
Runes promo gives +15% hills defense
Leaves promo gives +10% att/def in forests/ancient forests
Order promo gives +15% vs demons
Ashen promo gives +15% city attack
Octo promo gives +10% att/def in jungles
Arcane units can get Empower promotions instead of Combat promotions, which are the same except in that empower only grants +10% strength per promotion and no healing benefits.
Barbarians
Lich King - 6 strength, summoner with death sphere 2 barbarian hero, released with the Liches Tomb wonder.
Raider King - 4 strength, fast movement barbarian horseman hero (hidden nationality with 100% conversion if beaten), released with the Great Zoo wonder.
Typhoid Mary - 6 strength barbarian unit with summon Plague Skelette ability, released with the Twisted Laboratory wonder.
Shadowwolf - 21 strength animal classed barbarian hero with the Shadow Jump ability, which it uses to teleport out of cultural borders if its ever trapped in such (when killed it gives its killer a Shadow pelt which grants that unit +1 strength and the Shadow Jump ability), released via a project called The Great Hunt.
All werewolves (including the Baron) are hidden nationality, giving ravenous werewolves 10% conversion rate (to make it more likely to spread across civs and barbs)
Buildings
Liches Tomb wonder (available with Necromancy)
provides 2 death mana, +1 Prophet point
Twisted Laboratory wonder (available with Alchemy)
+25% science rate, +1 unheathiness, +2 great Sage point, Gunpowder
Great Zoo wonder (available with Horseback riding)
provides Horse, Deer, and Ivory, +1 great merchant point
The Great Hunt project (available with Stirrups)
releases the Shadowwolf
Units
Rith - shapeshifting hero, can initially shapeshift into a wolf, as he gains Combat promotions he can shift into better animals.
Mercurian (Unique Unit for Mercurians that replaces Warrior)
2 strength, 1 move, free promotion Demon Slaying, can upgrade to order disciples
Avenger (Unique Unit for Mercurians that replaces Axeman)
4 strength, 1 move, free promotion Demon Slaying, can upgrade to crusaders
Basium gained Demon Slaying 1 & 2
Hippus and Svartalfar Horse Archers can demount to Longbowmen and vice versa. Switching must take place in a city that has the ability to create the unit the unit is switching to.
Hippus Warriors can upgrade to Raiders, Hippus Archers can upgrade to Brigands.
Bard (requires Drama)
3 National Units
3 strength, 2 moves
Channeling (disciple unit, so gains xp slowly)
Spirit I
Civilizations
Svartalfar, Mercurians, Infernal and Illians are all made playable by humans.
Python fixes
Fixes for immortal multiples, extra axes, and werewolf non-spawning
Tech Tree Reworking set (with the help of Chandrasekhar)
All techs from Stirrups onward having tech cost changed, but each requiring another tech (though making armoured cavalry require metal casting instead of mithril).
All hunters requiring Tracking, all recon having -50% city strength.
General tech tree reworking to make it neater and tighter and sectioned.
Best to just check it out, it explains itself better than I can.
Button art was grabbed and formatted mostly from Deviant Art and various game wallpaper sources.
Base models are from seZereth's and AlazkanAssassin's female models.
Fall from Heaven 2 0.23c Fire Phase Modmod:
Surefire Modmod 0.23c1 (most recent version for 0.23c Fire phase; contains Svartalfar as a playable civilization with unique graphics for their units)
Fall from Heaven 2 0.16J Light Phase:
Sureshot Complete ModMod 1.46J (just unzip this file into the FFH mod folder, for best results use with patch J)
Translation for French versions (thanks to Keldan!)
Fixed for Spanish/German/Italian (not translated, but proper english names for units)
This mod includes the following main features:
Svartalfar Unit set 1.1J (click for Dark Elf Only Mod 1.1J without any of the other parts for those who only want the new dark elf units, made for patch J)
Calabim Recon Unit set
Terraforming/Terrain set
General & Balance set
Tech Tree Reworking set 1.1J (click for the tech tree only set)
If you want a set by itself let me know and I'll try to accomodate.
Svartalfar Unit Set
Unique Units for (visual and stats):
Warrior, Axeman, Maceman, Immortal, Berserker
Scout, Hunter, Ranger, Beastmaster, Assassin, Shadow
Horse Archer, Knight
Adept, Mage, Archmage, Conjurer, Summoner, Lich
Settler, Worker
Prophet
Extra Hero at Fanaticism
Hunters moved to Tracking, generally units have -25% city defense over normal, -50% city strength for recon units, units have +1 first strike and elf promotion. Workers are like Ljosalfar workers but called Elven Slaves and can be upgraded to Elven Horsemen (and SNAITM). Prophet UU are invisible.
Palace Change
Mana's switched to Death, Fire, Nature
Faeryl's traits changed to Arcane/Raiders since Hidden does nothing currently.
Calabim Recon Unit set
Unique Units for (visual and stats):
Scout, Hunter, Ranger, Beastmaster, Assassin, Shadow
From Hunter onward the Calabim units have Vampirism, but require Governors Manors to be built (so Code of Laws tech as well), and hunters are moved back to Tracking. Assassins upped to 5 strength. Names gotten from this Vampire Types webpage.
Palace Change
Earth Mana switched to Death
Terraforming/Terrain set
Unique Units added (can be completely automated to terraform land):
Springer (requires mage guild, water mana, and Knowledge of Ether tech)
-can build Spring improvement, which turns deserts into plains (including on oasis and floodplains)
Scorcher (requires mage guild, fire mana, and Knowledge of Ether tech)
-can build Scorch improvement, which turns tundra into plains and ice into desert
Vitalizer (requires grove, nature mana, and Commune with Nature tech)
-can build Vitalize improvement, which turns plains into grassland forests
Spell Changes
Bloom
-Can be used on top of improvements, destroys improvements
Tsunami
-lowers terrain in stages: Peaks to Hills Tundra, Hills to Flatlands, Flatlands to Water; doesn't work on cities until city is destroyed, reduces city population by 2 until city is destroyed
Raise Earth (new Earth 3 sorcery spell)
-same as Tsunami but reverse: Ocean to Flatlands Desert, Flatlands to Hills, Hills to Peaks; reduces city population by 1 until city is destroyed
Freeze spell (Water 2 spell)
-Turns deserts/plains into snow/tundra (respectively)
Mineralize spell (Earth 2 spell)
-Turns grasslands into plains
Terrain Changes
Oasis gets +10% defense modifier, can be built on
Floodplains get -20% def, costs 2 movement
Tundra gets +10% defense modifier, costs 2 movement
Ice gets +25% defense modifer, costs 3 movement
General & Balance set
Improvements
Fort changes
Fort improves Sentry towers for +1 happiness and some yields
+100% defense and can be built on forests.
Plantation (buildable on grasslands)
+2 commerce
chance to find bananas, dye, sugar
Orc plantations can be built on jungles, as can Orc mines
Quarries (buildable on hills and deserts)
+1 production
+1 commerce
-1 food
chance to find marble and stone
Orc/Doviello cottages buildable on jungles/tundra (respectively)
stage 1 gives:
+1 food
stage 2 gives:
+1 food, +1 production
stage 3 gives:
+1 food, +2 production, +1 commerce
stage 4 gives:
+2 food, +2 production, +1 commerce
Lanun Coastal Cottages
gains and growth are same as normal cottages, but these are made by workboats (which are consumed in the process)
Fishing boats can be built on any coastal squares for +1 commerce and chance to find sea resourcees
Pastures can be built on any grassland/plains with 1 production and 1 food (i.e. plains flatlands and grassland hills)
+1 food, -1 production, chance to find animals
Camps can be built on tundra flatlands for +1 commerce, chance to find deer and furs
Barrows & Ruins give some gold when destroyed. City Ruins turn into Barrows if worked.
Promotions
Orc promotion gives double movement and +10% def/att in jungles
Dwarf promotion gives double movement and +15% def on hills
Snowman 1 (available with Crafting)
+50/30% def on tundra/snow, double movement on tundra
Snowman 2 (available with Iron Working)
+50/70% def on tundra/snow, double movement on snow
Sandman 1 (available with Horseback Riding)
+40/50/50% def/att on desert/floodplains/oasis, double movement on floodplains/oasis
Sandman 2 (available with Domesticate Camels)
+60/50/50% def/att on desert/floodplains/oasis, double movement on desert
random chance of religious promotions to units built in a city with said religions
religious promos acting like loyalty and disloyalty based on state religion, and allowing conversion to those more faithful
Runes promo gives +15% hills defense
Leaves promo gives +10% att/def in forests/ancient forests
Order promo gives +15% vs demons
Ashen promo gives +15% city attack
Octo promo gives +10% att/def in jungles
Arcane units can get Empower promotions instead of Combat promotions, which are the same except in that empower only grants +10% strength per promotion and no healing benefits.
Barbarians
Lich King - 6 strength, summoner with death sphere 2 barbarian hero, released with the Liches Tomb wonder.
Raider King - 4 strength, fast movement barbarian horseman hero (hidden nationality with 100% conversion if beaten), released with the Great Zoo wonder.
Typhoid Mary - 6 strength barbarian unit with summon Plague Skelette ability, released with the Twisted Laboratory wonder.
Shadowwolf - 21 strength animal classed barbarian hero with the Shadow Jump ability, which it uses to teleport out of cultural borders if its ever trapped in such (when killed it gives its killer a Shadow pelt which grants that unit +1 strength and the Shadow Jump ability), released via a project called The Great Hunt.
All werewolves (including the Baron) are hidden nationality, giving ravenous werewolves 10% conversion rate (to make it more likely to spread across civs and barbs)
Buildings
Liches Tomb wonder (available with Necromancy)
provides 2 death mana, +1 Prophet point
Twisted Laboratory wonder (available with Alchemy)
+25% science rate, +1 unheathiness, +2 great Sage point, Gunpowder
Great Zoo wonder (available with Horseback riding)
provides Horse, Deer, and Ivory, +1 great merchant point
The Great Hunt project (available with Stirrups)
releases the Shadowwolf
Units
Rith - shapeshifting hero, can initially shapeshift into a wolf, as he gains Combat promotions he can shift into better animals.
Mercurian (Unique Unit for Mercurians that replaces Warrior)
2 strength, 1 move, free promotion Demon Slaying, can upgrade to order disciples
Avenger (Unique Unit for Mercurians that replaces Axeman)
4 strength, 1 move, free promotion Demon Slaying, can upgrade to crusaders
Basium gained Demon Slaying 1 & 2
Hippus and Svartalfar Horse Archers can demount to Longbowmen and vice versa. Switching must take place in a city that has the ability to create the unit the unit is switching to.
Hippus Warriors can upgrade to Raiders, Hippus Archers can upgrade to Brigands.
Bard (requires Drama)
3 National Units
3 strength, 2 moves
Channeling (disciple unit, so gains xp slowly)
Spirit I
Civilizations
Svartalfar, Mercurians, Infernal and Illians are all made playable by humans.
Python fixes
Fixes for immortal multiples, extra axes, and werewolf non-spawning
Tech Tree Reworking set (with the help of Chandrasekhar)
All techs from Stirrups onward having tech cost changed, but each requiring another tech (though making armoured cavalry require metal casting instead of mithril).
All hunters requiring Tracking, all recon having -50% city strength.
General tech tree reworking to make it neater and tighter and sectioned.
Best to just check it out, it explains itself better than I can.
Button art was grabbed and formatted mostly from Deviant Art and various game wallpaper sources.
Base models are from seZereth's and AlazkanAssassin's female models.