Hippus & Khazad Modular Flavor Mod

Avahz Darkwood

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This was formally the flavor Modular mod for the Hippus and Khazad Civs, but I am in the process of adding some things too it.

For the Hippus:
1: Allows a Mercenary Guild to be built/purchased in the Hippus Capital (*can be captured).

2: Allows all Civs the ability to hire Mounted Mercenaries, and these can only be hired in the Hippus Capital. Available with Horseback Riding and is an alternative route to get access to Mercenary units.

3: If the Hippus learn Infernal Pact they will be able to build/purchase a Hell Stables that will give 2 Nightmare bonuses (*can be captured).

4: The ability to build the Storm Rider national unit. This unit is a mounted mage unit.

For the Khazad:
1: A new spell and promotion that grants siege units +1 movement (available at Sorcery and gives them a reason to tech this branch).

2: Allows the Myconid Caverns to be built/purchased and grants plus 2 food and 2 toad bonuses (gives an additional food bonus?). This one is really for the flavor starts on some maps and really helps them (can not be captured as the Khazad cave it in when they flee back underground).

This was originally just a Hippus Flavor mod, but while I was at it I felt like adding some things I have been wanting for the Khazad for some time. This one overrides the old one.


Installation: The Fall from Heaven /version #/ .ini file needs to have ModularLoading = 0 changed to ModularLoading = 1.
Place the "Hippus Mercs" directory in your FFH2 folder in Assets/Modules. If you have no other modular-mods you'll have to make the "Modules" folder.

The mod is unlikely to be broken by any patch that doesn't alter a relevant scheme file and should be widely compatible. Fall Further is too intense for my computer to handle, but if anyone wants to port this then that's ok by me.
* These should be able to be captured on conquest, but I haven't seen it happen. It may be that national type wonders can not be captured. If that is the case then I will update it so that they are considered regular ol buildings. It should not effect them much because of their base requirements. If anyone has this answer let me know.


Credits go to Tarquelne, MagisterCultuum, Farmer Bobathan and Rabbit, White(for the Mounted Wizard Unit) for helping me figure some of this stuff out...

Updates:
Final version (unless an update ruins it).

View attachment Hippus and Khazad Flavor Mod.rar
 
Just in case some of you do not know this. A modular mod is a mod that you can insert into the game folder (see instructions) without having to do replace files. As long as no major scheme files are changed then this mod will be "modular" across other mods and major patch and updates. For example the original Hippus Mercs Modular Mod worked in both FFH Version .40 and .41 including all the patches and should work in other major mods as long as th scheme files are the same as in base FFH. I doubt it would work in Fall Further because of this.
 
Looks pretty good. On a odd note it seems that my computer rips apart the tabs and line spacings in files when it extracts them from RAR.

There is only one bug/cheat that I could find. You can move your palace to create another Mercenary Guild, Hell Stables or, Myconid Caverns.

I also was wondering if I could use this in my mod.
 
Sure no problem. Yea I figured that would be an issue, but it's one that I figured could be lived with. The only other way that I can think of would to be to NOT make it modular and have the normal build method (instead of buying it with a spell). So if you plan on doing it like that, that would fix it... and feel free to edit change it as you see fit...

Add: Considering the amount of time it would take to cheat that way, if figure why not just Would Build them in =)
 
So has the 2.3 ppl who downloaded this ;) tried to get this to work with Fall Further? If I am not mistaken it would require changing out the scheme files...

As I had noted in my other post, my comp can not handle the memory load FF puts on it (get Mem allocation errors too soon)
 
Avahz,

The only issue I have is that it seems like you are strengthening two of the more powerful Civ's; I usually think of the Khazad as one of the three best, and the Hippus are very strong under Tasunke, especially for the AI.

Best wishes,

Breunor
 
Avahz,

The only issue I have is that it seems like you are strengthening two of the more powerful Civ's; I usually think of the Khazad as one of the three best, and the Hippus are very strong under Tasunke, especially for the AI.

Best wishes,

Breunor

True I will not argue that, the reason I did what I did for them tends to be more of a flavor thing.

If the Hippus are in a game for the AI, your civ can visit their capital and "hire" some of their mercs for your use. It has pretty much always bothered me that the Hippus are supposed to be a merc civ yet you can never hire them. This was my little way of doing just that. The mounted mage is something I just wanted to add. I considered adding them to the Amurites as well and may still do that. They can not upgrade to Arch Mages and are limited to 4. The only reason I have the hell stables in the game was for a simple reason, the thought of a horde of Hippus riding demon horses just sounded cool. Over powering very much. BUT if you are on good terms with them, you could trade and get the resource for yourself, they have two.

The Khazad's Myconid Caverns was mainly for the Map scripts that cause them to hermit on a hill and never grow. It gives them a good food source and the ability to trade some toads. I also never liked the idea of a whole tech line not being useful to any civ. The elemental engine that grants one point of movement to siege weapons, allows a reason to go that branch of sorcery for the dwarfs.

I have some plans to add some other things that should help some of the weaker civs. The Sheaim will get a type of building that will grant them the balance of the hell resources: the shuet stones, Razor Vines, and Gulagarm. The "building" will have 2 so that trade can be made. Not to mention a low level "Hero" that will not die and can be rebuilt if she does "die" ingame (this would be considered injured and the build time would be her "healing" time)

I will not be doing anything for certain civs like the Elohim because they can get all these items if they control one of their cities and move their capital each time. (IMO this makes the Elohim even more so war mongers, but thats an issue with the Tolerant trait)

I am currently trying to think of a way to add some of the guilds back (like the dragon cult) in some form while keeping this modular. It being Modular is the sticking point. If I can not do it modular then it will not be done. Most of these (if not all) will not be build able, but purchasable so that they can stay modular. The AI so far has had no problem with it being done this way (in fact I may have to increase the cost of the Hippus mercs cause they are spamming them :)). The only thing I need to figure out (if possible) is someway to keep units from showing up in other civs (grayed out) when they can not be built by that civ.

One of the main purposes of this modular mod is to increase player initiated trade (ie the hell resources) and commerce (ie buying Hippus Mercs). I am still debating if I want to grant access to civ specific items (shirts, pearls, etc) to other civs in some late game form. I know when I play a game I don't use the Lunan or the Kurios for the AI and those resources pretty much go unused in this game. I have pearl resources all over and no takers.
 
I like your ideas for the Hippus a lot. Though I consider it quite strange that you have go to the capital to hire mercenaries as usually mercenaries come to you not you to them. Instead I would give the Hippus a unit that can enter rival territory without open borders. It can cast a spell that builds a mercenary camp in the city as long as unit stays in the city. This camp allows the spell. Should work like hope or inspiration. This way the AI can actually USE it as it only casts spells if it occasionally ends its turn on the right tile (quite impossible if it is your capital). I don't know if it's possible but giving the money to the Hippus player not to some strange place in the aether would enable an interesting way to build up your economy.
 
I like your ideas for the Hippus a lot. Though I consider it quite strange that you have go to the capital to hire mercenaries as usually mercenaries come to you not you to them. Instead I would give the Hippus a unit that can enter rival territory without open borders. It can cast a spell that builds a mercenary camp in the city as long as unit stays in the city. This camp allows the spell. Should work like hope or inspiration. This way the AI can actually USE it as it only casts spells if it occasionally ends its turn on the right tile (quite impossible if it is your capital). I don't know if it's possible but giving the money to the Hippus player not to some strange place in the aether would enable an interesting way to build up your economy.

I originally tried this, but it ended up being buggy. In fact I use the a hope type spell to create a building, once the spell was cast the mercenary contract unit was to be destroyed. For some reason once the "spell caster" left the tile this way, the new building never left (giving the hippus a good chunk of money each turn). Not wanting to fool with the python and keep it modular, this ended up being the best solution. I also considered making them cheep with a 30-50 turn duration, but once again I would have had to fool with python.

Plus I am not sure I agree with you that high quality mercs go searching for work. As the hippus I would assume that their name is so well known that other tribes search for them.
 
still, for the hippus to gain the money being used would be nice, unless it is already the case
 
They do gain a small stipend (so to say) from the merc guild building. I con this part as the royalties paid to the empire by the mercs hired out. Its not much but it helps and its not over balanced. I could increase the amount but balance has already taken a hit for flavor.
 
And update for those interested:

I have gotten a good implementation of the Dragon Cult back into the game (its not an official religion, but it fits in nicely IMO), this is for both the Sheaim and the Kurios. Currently working on the Sheaim civ a bit with the resources building and an Os-Gabella hero unit. Not posted here yet, will be soon though.

On a larger note, I am not sure what else I want to do with this modular mod. Pretty much these are the things I wanted in base FFH and because they are in a modular format they will/can work with other modmods (except wild mana, Orbis?, and FF?. The Storm Rider mounted Hippus Mage units graphics and the WMs movement of the modular mod folder causes it to be a red blob. I may make one for it when I am done)
 
The Storm Rider mounted Hippus Mage units graphics and the WMs movement of the modular mod folder causes it to be a red blob. I may make one for it when I am done)

You can solve the red blob issue by moving the art files to the assets\art folder and then link there.
 
I have rechanged the name of the mod back, and started a new thread for the other portions. See my sig for the link. I am going to keep this one just in case someone would rather not have the Dragon Cult.
 
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