DharmaMcLaren
Warlord
So, I think this is done. I can't find an image I like for the leadherhead anyway, so it's just a plain old placeholder.
As the first downloaders of this mod, you get the dubious honour of finding all the imbalances it will invariably contain. I just made a civ specialising in the kind of playstyle I enjoy, so I realise that this won't be to everyone's taste.
For those of you who do download it, feedback will be greatly appreciated. There's no world spell yet, and there's room for a few alterations to the caster system, so suggestions about how to balance the mod can be quite easily implemented (that is, if they're easy to implement ).
Also still to come are some Civilopedia entries, which will probably be in the next version (if I get enough feedback to make a next version).
All (I think) of the information about the Villalfar is in the readme, and a copy of the readme is in this spoiler tag:
Thanks, and enjoy!
DharmaMcLaren.
This link might work...
As the first downloaders of this mod, you get the dubious honour of finding all the imbalances it will invariably contain. I just made a civ specialising in the kind of playstyle I enjoy, so I realise that this won't be to everyone's taste.
For those of you who do download it, feedback will be greatly appreciated. There's no world spell yet, and there's room for a few alterations to the caster system, so suggestions about how to balance the mod can be quite easily implemented (that is, if they're easy to implement ).
Also still to come are some Civilopedia entries, which will probably be in the next version (if I get enough feedback to make a next version).
All (I think) of the information about the Villalfar is in the readme, and a copy of the readme is in this spoiler tag:
Spoiler :
VILLALFAR MOD FOR "FALL FROM HEAVEN 2.032" - Version 1.0
By DharmaMcLaren
_____________________________________________________________________
This mod adds a new civilization, the Villalfar, to Kael's Fall from
Heaven mod.
At present, it is unlikely that the AI will play the Villalfar very
well. This is the first release of my first mod, and as such it is
likely that there will be bugs, and certainly at least imbalances.
If there are any bugs you would like to report, or any suggestions
you would like to make on how I could improve this mod, please post
them in the download thread in the Fall from Heaven Maps and
Scenarios subforum.
At present, the Villalfar have no world spell. This is something you
could make a suggestion about. ;-)
Background:
The Villalfar consist of Ljosalfar who were separated from their
cousins during the Age of Ice. Losing most of their knowledge as they
were forced to survive in the barren wastes, they became little more
than savages. However, in the Age of Rebirth, the wandering bands of
these elves, called "Villalfar" meaning "Wild Elves" by their
cousins, came together to form a civilisation, and founded the city
of Laren, named after their hero, Oreden Laren. They joined the
Fellowship of Leaves, and became fiercely loyal members, devoting
their lives to the prevention of another cataclysm on the scale of
the Age of Ice.
However, shortly after they emerged, the Villalfar realised the
threat posed to them by the other renewed civilisations and adopted
isolationist policies. They are pacifistic - they will avoid going to
war at all costs, and even if they are attacked, they will fight only
defensively (though the same cannot be said for the animals at the
command of their expert hunters, which may sneak behind enemy lines
to fight guerrilla wars without needing to openly declare war). The
Villalfar will join a war only to protect Nature as they see it, or
to help another of the "righteous" civilisations who are devoted to
the preservation of the forests.
Features:
It is recommended that the Villalfar are played with the Fellowship
of Leaves state religion: they are strongly Leaves oriented.
All trained living units start with the "Nature's Guardian"
promotion. This makes them unable to attack, but also adds 1
defensive point. ("No attacking!?" you say - I realise of course that
this isn't to everyone's tastes, but the Villalfar are very much a
defense and guerrilla warfare oriented civ. If you really want to
make war against someone, it's fairly easy to raise an army of animal
units as detailed below). All units with the Nature's Guardian
promotion also capture any animal units they defeat. Units summoned
by a unit with the Nature's Guardian promotion start with Hidden
Nationality.
Unique building: The Villalfar Grove
This becomes available with Hidden Paths, rather than with Feral
Bond. It provides a bonus of 2 happiness (4 with Guardian of Nature
enabled) and 2 health. In additon to these bonuses, there is a chance
whenever a unit is built in the city that an additional wolf, tiger,
bear or gorilla unit will be built alongside it. This, combined with
the Nature's Guardian trait, can be used to raise an army of Hidden
Nationality animals, to prevent potential threats to the forests from
ever fully forming. Combined with Nature's Revolt, this can be
deadly. The Villalfar Grove requires a normal Grove to build, and
costs twice as much, to prevent the player from overrunning their
enemies with animals in the early game.
Unique units: The Wildcat
As its name suggests, this unit is a wild cat. To be precise, a
panther, which stalks the jungles and scouts for the Villalfar. A
replacement for the Scout, the Wildcat has no attack strength but 3
defense strength (4 with the Nature's Guardian promotion). Its
purpose in the early game is to explore, contact new civs, and
convert animals with its superb defensive power in forests and
jungles.
The Preserver:
Replacing the Adept, this unit is like a regular Adept, but without
the ability to build certain types of mana nodes. This is to prevent
the Villalfar from gaining mana types that do not make sense
flavour-wise without trading with the civs who can build them, i.e.
it is purely a flavour-oriented decision. The Preserver may gain
additonal abilities in the future to distinguish it more from the
Adept.
The Warder:
This is similar to the Preserver, but replaces the Mage. As with the
Preserver, it cannot build certain mana nodes. The Warder may gain
additional abilities in the future to distinguish it more from the
Mage.
The Archdruid:
The Villalfar's replacement for the Archmage is 3 additional druids
which become available with Strength of Will and can be trained in a
city with a Villalfar Grove. The Villalfar's extra druids can learn
spells which ordinary druids cannot, and can promote to tier 3 of a
spell sphere if the Warder it was promoted from had tier 2. Given
that they start with the Divine promotion, this can make them very
potent.
_____________________________________________________________________
Thanks to Kael and the rest of the FfH team, for making the excellent
mod that made this possible, including Woodelf, whose extra-FfH
Tel'Seldarine shrine model is used.
By DharmaMcLaren
_____________________________________________________________________
This mod adds a new civilization, the Villalfar, to Kael's Fall from
Heaven mod.
At present, it is unlikely that the AI will play the Villalfar very
well. This is the first release of my first mod, and as such it is
likely that there will be bugs, and certainly at least imbalances.
If there are any bugs you would like to report, or any suggestions
you would like to make on how I could improve this mod, please post
them in the download thread in the Fall from Heaven Maps and
Scenarios subforum.
At present, the Villalfar have no world spell. This is something you
could make a suggestion about. ;-)
Background:
The Villalfar consist of Ljosalfar who were separated from their
cousins during the Age of Ice. Losing most of their knowledge as they
were forced to survive in the barren wastes, they became little more
than savages. However, in the Age of Rebirth, the wandering bands of
these elves, called "Villalfar" meaning "Wild Elves" by their
cousins, came together to form a civilisation, and founded the city
of Laren, named after their hero, Oreden Laren. They joined the
Fellowship of Leaves, and became fiercely loyal members, devoting
their lives to the prevention of another cataclysm on the scale of
the Age of Ice.
However, shortly after they emerged, the Villalfar realised the
threat posed to them by the other renewed civilisations and adopted
isolationist policies. They are pacifistic - they will avoid going to
war at all costs, and even if they are attacked, they will fight only
defensively (though the same cannot be said for the animals at the
command of their expert hunters, which may sneak behind enemy lines
to fight guerrilla wars without needing to openly declare war). The
Villalfar will join a war only to protect Nature as they see it, or
to help another of the "righteous" civilisations who are devoted to
the preservation of the forests.
Features:
It is recommended that the Villalfar are played with the Fellowship
of Leaves state religion: they are strongly Leaves oriented.
All trained living units start with the "Nature's Guardian"
promotion. This makes them unable to attack, but also adds 1
defensive point. ("No attacking!?" you say - I realise of course that
this isn't to everyone's tastes, but the Villalfar are very much a
defense and guerrilla warfare oriented civ. If you really want to
make war against someone, it's fairly easy to raise an army of animal
units as detailed below). All units with the Nature's Guardian
promotion also capture any animal units they defeat. Units summoned
by a unit with the Nature's Guardian promotion start with Hidden
Nationality.
Unique building: The Villalfar Grove
This becomes available with Hidden Paths, rather than with Feral
Bond. It provides a bonus of 2 happiness (4 with Guardian of Nature
enabled) and 2 health. In additon to these bonuses, there is a chance
whenever a unit is built in the city that an additional wolf, tiger,
bear or gorilla unit will be built alongside it. This, combined with
the Nature's Guardian trait, can be used to raise an army of Hidden
Nationality animals, to prevent potential threats to the forests from
ever fully forming. Combined with Nature's Revolt, this can be
deadly. The Villalfar Grove requires a normal Grove to build, and
costs twice as much, to prevent the player from overrunning their
enemies with animals in the early game.
Unique units: The Wildcat
As its name suggests, this unit is a wild cat. To be precise, a
panther, which stalks the jungles and scouts for the Villalfar. A
replacement for the Scout, the Wildcat has no attack strength but 3
defense strength (4 with the Nature's Guardian promotion). Its
purpose in the early game is to explore, contact new civs, and
convert animals with its superb defensive power in forests and
jungles.
The Preserver:
Replacing the Adept, this unit is like a regular Adept, but without
the ability to build certain types of mana nodes. This is to prevent
the Villalfar from gaining mana types that do not make sense
flavour-wise without trading with the civs who can build them, i.e.
it is purely a flavour-oriented decision. The Preserver may gain
additonal abilities in the future to distinguish it more from the
Adept.
The Warder:
This is similar to the Preserver, but replaces the Mage. As with the
Preserver, it cannot build certain mana nodes. The Warder may gain
additional abilities in the future to distinguish it more from the
Mage.
The Archdruid:
The Villalfar's replacement for the Archmage is 3 additional druids
which become available with Strength of Will and can be trained in a
city with a Villalfar Grove. The Villalfar's extra druids can learn
spells which ordinary druids cannot, and can promote to tier 3 of a
spell sphere if the Warder it was promoted from had tier 2. Given
that they start with the Divine promotion, this can make them very
potent.
_____________________________________________________________________
Thanks to Kael and the rest of the FfH team, for making the excellent
mod that made this possible, including Woodelf, whose extra-FfH
Tel'Seldarine shrine model is used.
Thanks, and enjoy!
DharmaMcLaren.
This link might work...