Blaze's FfH MaxMod

BlazeRedSXT

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Feb 6, 2003
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FfH MaxMod Mod 23c1 Download!


Patch 23c4



Version 21d.6 still Available Here

Patch 21f.7

Note! This will install over your existing Fall from Heaven mod folder! So, if you plan on playing "vanilla" FfH, I would recommend making a copy of this folder and renaming it something easy like, Fall from Heaven Standard(or what ever you wish).



Well, its just a name anyway. I have been tinkering with the code for quite some time, throwing ideas together. Some have been realized as mods already out there, and some just notations in various threads. Patch D is out, so I am trying to get things organized and put up as quickly as my schedule will allow. (And a note I have never seen any other modder out there mention... the change logs may be the most time consuming thing you will do as a full blown mod maker!).

That being said, I will get a change log in place as soon as I can, with the mod to follow directly(or very soon thereafter). Just as a small preview, I have included some of the following:
Maniac's: Rise of Mania
- Selected changes from Maniac's amazing mod, including Nomadism and some of its units, special unit promotions, terrain changes, and Building changes
SureShot's ModMod
- Including new units and graphics(minus the terraforming Units.. I thought that the magic solutions already in place could be made better to allow for this). Promotion and Improvement Changes, New Wonders, and some balancing code.
Golo'waya's Total Victory for FfH
Improvements Outside Borders by TheLopez
Random Name Utilities by exavier
Changes from the great community minds
-bdmarti's Fort code
-Saien's Mokka's cauldron fix
Tech Leak by Sevo!
Influence Driven Wars by Moctezuma
Kill Lists by Rogerbacon
Other Great Idea Implimentations!
-Disciple unit changes and upgrades.
-Defeating a Hero means something to the World! You're units won't make a suicidal run at a Hero anymore with being rewarded with all the fame that comes from defeating these noteworthy foes!


Okay, sounds, exciting, right? I sure hope so. Just like FfH, this is a work in progress, and once I get the changes details up, and the mod for testing, we can all keep going to make this insane mesh of great mods and ideas a growing, living thing.

Cheers!

And for those interested
SDK Changes
 
Okay, Here is the basic changelog.


Change Log Updated(8/14) For 2. 023 Patch C Rev 1

Spoiler :

Essentials Change Log: Blaze’s Maxmod Mod Ver FIRE! 23c1
Buildings
1. Re-added Elemental Flame Wonder(Reduced Fire bonus to 1)
2. Added 3 New Wonders and 1 New World Project from SureShot
§ Great Zoo- +1 Hap to all cities, Summons the Raider King to your cause
§ Twisted Laboratory- +25% Research, +1 unhealthy. Summons Typhoid Mary to do your bidding
§ Liches Tomb- +1 Death mana, +1 Great Prophet. Unleashes the Lich King on the World(barb unit)
§ The Great Hunt- +1 Nature Mana. Unleashes the Shadow Wolf on the world(Barb Unit)
3. Alchemy Lab provides +1 happiness with Gunpowder. Fireworks! Alchemy Lab increases beakers output by 25% instead of a fixed 4 beakers.
4. Walls defense bonus increased to 35%. Walls cost 90 instead of 120 hammers
5. Hall of Kings requires Divine Right instead of Theology
6. Herbalist requires Herbal Lore instead of Agriculture
7. Syliven’s Perfect Lyre’s cost lowered to 500 hammers
8. Hippodrome requires Stirrups instead of Warhorses
9. Theater reduced to cost 200
10. Bazaar of Mammon requires Trade instead of Currency
11. Celestial Compass requires Alteration. Double production speed with Dimensional Mana.
12. Tower of Eyes costs 500 instead of 700 hammers
13. Great Library now provides only 1 Great Scientist
14. Towers of Magic Cost Increased Substantially. No longer require mana to build, but grant mana when built.
Civilizations
15. Svartalfar: unique units/graphics added for Adept, Mage, Archmage, Conjurer, Summoner, Worker, Settler, Lich, Prophet, Warrior, Maceman, Immortal, Scout, Hunter, Ranger, Beastmaster, Assassin, Shadow, Longbowman, Flurry, Marksman, Horse Archer & Knight.(Credit SureShot)
16. Doviello can still build Forge
17. Calabim :Unique units added for Scout, Hunter, Ranger, Shadow, Assasin.(Credit SureShot)
18. Grigori can run Public Healers
19. Ljosalfar can bloom forest under their cities.
20. Clan of Embers, Doviello, and Lanun special cottages added.
21. Now Using FfH Team code for this function. Added Malakim and Clan of Embers Racial Promotions to that code. ((Civilizations with distinct racial backgrounds, units receive racial promotions. Ljosofar and Svartalfar units get Elf Promo/Khazad and Luchrip units get Dwarf Promo/Malakim gets Nomad Promo/Clanof Embers gets Orc Promo(SureShot))).
22. Hidden Nationality Disabled due to coding conflicts with Fort code(I had to make a choice and stayed with Forts, since Hidden is going away with BtS anyway).
23. Morgoth and Faeryl Have become Adaptive instead of Hidden.
Units
24. Most of Maniacs Promotion upgrade paths added(almost all of them , it’s a big list!)
25. Promotions Added for Disciple Special Damages(Blaze)
26. Reduced Base Priest Strengths significantly, but added Affinities.
27. Disciples now start with Channeling 1 to allow automatic experience.
28. Priests Must be upgraded to from Disciples that have spent some time in the world(lvl 3).
29. Snow and Desert Movement Promotions Added(Credit SureShot)
30. Knight is no longer a national unit: can be built infinitely : -4 strength
31. Doviello melee and archer units now have normal costs.
32. Archer of Leaves starts with Woodsman I, but loses Elven.
33. Nomadic Horseman, Nomadic Chariots, and Nomadic Horse Archer added
34. Man O’ War requires the Blasting Powder technology
35. Hunter requires Tracking instead of Hunting
36. Orc Worker can build Farm, Mines, Pasture, Plantation in Jungle
37. Grigori Medic now requires Herbal Lore and Herbalist
38. Dwarven Druid can see Shadows. Requires Divine Right
39. Flurry and Marksman require Pig instead of metal resources
40. Arcane Barge requires Alchemy instead of Sorcery
41. Monk requires Religious Law instead of Priesthood
42. Bloodpet never becomes obsolete
43. Sailor’s Dirge can move through Ice
44. Rith - shapeshifting hero, can initially shapeshift into a wolf, as he gains Combat promotions he can shift into better animals.(SureShot)
45. Lunaunce – Added as Late game Shapeshifter, First shift is into a Griffon and just gets more exotic from there!
46. Bard (requires Drama)(SureShot)
47. Shadow Wolf added. Barbarian Unit. – Functionality added to Sto maps
48. Civilizations with distinct racial backgrounds, units receive racial promotions. Ljosofar and Svartalfar units get Elf Promo/Khazad and Luchrip units get Dwarf Promo/Malakim gets Nomad Promo/Clanof Embers gets Orc Promo(SureShot).
49. The Drown, Stygian Guard, Eidolon and War Turtle cannot lose Water Walking due to Dispel Magic.
50. Floating Settlement added, Unique SeaFaring Unit. Can built Trading Posts on coast tiles. Consumes Unit
Terrain and Improvements
51. Movement through Ice requires 2 movement points
52. Movement through Tundra requires 2 moves
53. Movement through Peaks requires 2 moves
54. Roads take 4 turns to build
55. Forts. – Forts provide –1 Food, +1 Gold, 25% Defense
56. Sentry Towers can now be Built! They act as an “upgrade” to Forts. –1 Food, +2 Gold, +35% Defense(Can prepare better as you can see your enemy coming from further away).
57. Forts and Towers can be built outside of Cultural Borders.
Spells and Special Functions
58. Visibility and Invisibility spells added(Maniac)(No current Use with Hidden Trait Disabled, code retained)
59. Bloom Forest is possible on terrain improvements and Jungle, but destroys the improvement
60. Spring and Scorch modified to change Grasslands/Plains accordingly
61. Changed Unit level requirement to be sacrificed to lvl 1
62. Retained Mooka’s Cauldron Functionality. Instituted code change to create Skeleton when non-matching unit is sacrificed(Thanks Saien!)
63. Under Military Discipline units gain one extra experience per combat. Not cumulative with Valor.
64. When razing a holy city, a mana node is created and the razer receives a Great Prophet (or Adventurer for the Grigori).
65. Sprawling Cities default number increased to 4. Sprawling cities calculations adjusted(more “dynamic”. Map size changes now change the number of cities by means of multipliers, not additions).
66. When a Hero is defeated, the unit that defeats him Gains the Hero Promotion and reveals his own name!(Blaze)
67. Disciples Gain Affinities when they Reach Priest level.

Wholesale Imports!
68. Fort ZoC and defense calculations added (original code by bdmarti)
69. ChokeFortModule added. Builds forts in “chokepoints” in the map (Credit Dreiche2).
70. Total Victory for FfH (Adapted from Sevo by Golo'waya)
71. Random Unit Names added (Credit Exavier)
72. Improvements Outside Borders added (Credit TheLopez)
73. Tech Leak (Sevo)
74. Kill List (Roger Bacon)
75. Influence Driven War (Moctezuma)

Known Issues
  • White Rabbit needs animation (anyone up for it?)





Patch notes for 23c4

Spoiler :

Patch Notes Change Log: Blaze’s Maxmod Mod Ver FIRE! 23c4
Buildings
1. None
Civilizations
2. None
Units
3. Bard Art Updated
4. Tuurngait Art updated
5. Unicorn size adjusted and they are no longer “wild” animals.
Spells and Special Functions
6. Raise Earth Button art fixed
7. TechLeak rate has been halved(default was for Marathon length games. I set it to disperse on a scale between stnrd and epic).
Other Notes
8. TXT key fixed for Svart horseman.
9. Road Build times now returned to “standard” values


Wholesale Imports!


Known Issues
ü White Rabbit Unit does not have proper animation


 
(And a note I have never seen any other modder out there mention... the change logs may be the most time consuming thing you will do as a full blown mod maker!).

That's:
1) Why you should make your changelog while you're making the changes, not afterwards, to save you lots of trouble. :crazyeye:
2) Your changelogs will get less and less detailed as time progresses. ;)

Good luck. :goodjob:

(What's The Hidden Nationality solution btw?)
 
That was your Invisibility/Reveal spells for Hidden Trait leaders.

Thats why I mentioned the first revision would be out close on the heels of me posting the log :). As time consuming as it is, at least I have yours and Sureshots' to work off of. Huge thanks for that :D.


Cheers!
 
Already caught some minor glitches on my own. Small update on first post. basic notes in second post.

Have a good night.

Cheers!
 
Looks nice, I'll check it out when I finish my curent Amurite game
 
If you're still open to new stuff, I have a set of tweaked civics you can try:
Spoiler Underhill's Tweaked RoM Civics :

  • Nomadism receives a 15% penalty to production, but recovers that for military units.
    I figured it'd be tough to gather a bunch of nomads together to make any kind of permanent building, especially wonders. Now pasture-spamming is a little harder. It's not very elegant, I'll admit, but there's currently no way to target building production without dealing with state religion.
  • Agriculture now affects farms again, but the bonuses are a little more balanced. It's still useful (especially now that Nomadism has been nerfed a little), but now it's only very powerful as an early-game civic; as your farms develop, eventually it could hurt you to keep this civic more than it helps you.
    • Farms: +1:food:
    • Villages: +1:food:,-1:gold:
    • Towns: -1:gold:
    • Metropolis: -2:gold:
  • Aristocracy has been modelled to (partially) counter Agriculture. For those who complained that Metropolises didn't give enough gold in RoM, Aristocracy was made with you guys in mind. Also, with this setup, Agriculture/Aristocracy is still a good combo (free +1:gold: from towns and metropolises ain't too shabby), but now they are even better on their own.
    • Farms: -1:food:
    • Villages: -1:food:,+1:gold:
    • Towns: +2:gold:
    • Metropolis: +3:gold:
  • Naturally, Aristocracy no longer provides a garrison bonus. That's been moved to Social Order.
  • As I said above, Social Order now provides a garrison bonus. It's upkeep has been bumped to Medium to compensate. I felt the Social Order civic needed something to snaz it up, and since I was already removing the garrison bonus from Aristocracy, I decided to add it here.
 
Thanks for the idea Mr Underhill. I actually didn't retain Maniac's Village/Metropolis scheme. It might be worth adding.

You're suggestions make some sense however. The "cheapness" of settling units in Nomadism does seem a little off with just the food hit. I wonder if it wouldn't make sense to have those units producable only by means of "Drafting" them from the population of a city.
I like the Arg/Arist balance you're looking at though. I'll give it a shot and see how it works.

When you apply bonuses/penalties like this, they are not cumulative, right? It doesn't apply like the Techyieldmodifiers. Just thinking out loud here, should they be coded to at least act like they are cumulative? or does that not make sense to do?

Cheers!
 
I thought you might want to know, there are a couple RoM changes that I would personally remove due to changes made by the FfH team:

29. Camel Archer starts with the Nomad promotion

That's also in regular FfH these days.

38. Monk requires Religious Law instead of Priesthood

Because Monks have been reduced to strength 5, I don't think it would be too powerful to put them back at Priesthood.

40. Sailor’s Dirge can move through Ice

I included this because the Dirge sometimes started in Ice. However some code has been changed in regular FfH to prevent this, so this change is no longer necessary.

45. The Drown, Stygian Guard and Eidolon cannot lose Water Walking due to Dispel Magic.

Don't forget about War Turtles.
 
Thanks for the tips Maniac. Since I merged with patch D, I noticed tha Camel Archer thing, just didn't remove the note.

I left the Monks at Religious Law for 2 reasons. Despite being lowerd in strength, RL isn't that deep into the tech tree that it concerned me, and second, it made more sense to me.. at least, in the fantasy worlds I am aware of, monks are primarily Lawful students of philosophy. Though usually attached to a religion, it didn't seem out of bounds to seperate them off.

Glad to know about that fix on the Sailor's Dirge, but I think I'll leave it for thematic reasons. It is obviously a "ghost" ship(as it produces all those skeletons, so Ice shouldn't really be a barrier for it anyway.

I thought War Turtles were Ocean Domain units... I'll check and adjust if not.
:: I forgot they replaced War Elephants, and are Domain_Land. Oh, the codes already there, just need to change the notes.You're a genius Maniac.

Thanks!

Cheers!
 
Can you be more specific gandalf51?
I haven't noticed anything peculiar.
 
I just ran a quick search in my unitinfos file and didn't find what your seeing.
What Unit is it that you are having trouble with... again, specific would be nice.

Are you seeing the Attack/Defense rates?
A lot of units now have instead of one attack rating, have an attack rate, and a defense rate after it..
Like so 3/3.

Is that what you are seeing?
 
I don't understand the whole Hidden trait.. It says my units all have the invisibility skill, but I get attacked all the time :s
 
I just ran a quick search in my unitinfos file and didn't find what your seeing.
What Unit is it that you are having trouble with... again, specific would be nice.

How can I be more specific than giving the unit strength (33, 3 + 10 holy + 10 death + 10 poison), the name (bard), the cost (100 hammers), the tech (drama) and the building (theater) you need to build it ??????

BlazeRedSXT said:
Are you seeing the Attack/Defense rates?
A lot of units now have instead of one attack rating, have an attack rate, and a defense rate after it..
Like so 3/3.
Is that what you are seeing?

I think I can see when it's 3/3 and when it's 33, thanks.
And anyway it's 3(+10 holy, +10 death, +10 poison)
 
lol. lad, you said 'barb'' at first, so im pretty sure we all thought barbarian.
 
Yeah, the "barb" thing threw me, the rest just didn't really register... Thank you for being setting things straight. You're right, the unit is goofed. I hope Sureshot notices this too, cause I pulled this unit right from his mod... :)
I'll get it taken care of ...
Okay, New patch going up with corrected Unit.

As for the Hidden trait. Good question. I am not really sure myself. As far as I can tell, it gives the Invisible/Reveal spell to all units, and that should grant your unit a promotion that gives them the Invisible tag. So, essentially anything that can see invisible, can see you. Recon Units, some animals, etc...

Cheers!
 
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