Fall To Pieces: Modular Mods by Iceciro

Iceciro

Special Ability: Decimate
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Jul 12, 2006
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in ur empire, takin ur cities
So, I've been playing around with modular mods for Fall Further. I think it's a really awesome idea, because of the ease of removal/adding, and most importantly because they don't need to be updated when the main mod is updated, freeing me up from a lot of time spent moving things forward to a new revision of Fall Further's core files each time instead of working on whatever crazy idea I have next.

In a way, this is a continuation of my work in Fall Flat, what little of it there is left that wasn't eaten by Fall Further, and in other ways it's my way of solving problems I find minor that some people may or may not agree with.

All of these files are 7zipped, and all will need to be installed to your Beyond The Sword/Mods/Fall Further 051/Assets/Modules/NormalModules folder.
To disable a module, simply move the folder containing it out of the NormalModules folder by deleting it or putting it somewhere else.

Fall To Pieces: The Complete First Season
This file contains all of the below Fall to Pieces modules in one simple file - just drop them all into the NormalModules folder and go, or pick and choose!
Download Link: http://www.mediafire.com/?u0yhgmyre1y

FlatScions:
This module converts the Scions to run similar to how they ran in Fall Flat - the Doomsayer and Doomgiver do not suddenly lose all of their combat-effective strength outside of Scion lands. The Cathedral of Rebirth requires four Necropolis buildings instead of Halls of the Covenant. Also, the Scions no longer get unhealth from Haunted Lands.
Minor Bug: The Scion leaders will show two Necropolis buttons in build menus, but rest assured, they will only be able to build one in each city. Both buttons essentially lead to the same place.
Download Link: http://www.mediafire.com/?u0yhgmyre1y

FlatLead:
This module returns the two leaders from Fall Flat to playability in Fall Further 051 - Camilon Jivorn, the Svartalfar leader, who is Aggressive/Warlord and Xivan T'nava, a four-civ leader who is Charismatic/Usurper.
The Warlord trait doubles the production speed of all training buildings, and increases experience gained from combat for Melee, Recon, and Archery units.
The Usurper trait drastically changes how Disciple units work, turning them into arcane units who can pick up Channeling I at Sorcery, or with access to metals, the more combat oriented disciple units (like Crusaders) can class as full Melee units. Usurper leaders do not get access to divine magic until lategame, when they can steal divine powers through Mendacites - and can have access to the divine powers of all the religions. Researching Deception also allows the Usurper leader to promote his units to Persuasive, giving them a chance to convert enemy units.
Lastly, Usurper gives you the benefits of the Conqueror trait. (this part may change later.)

When leading the scions, Xiven gets Korinna as his opening hero.

Both AIs are compatible with Less Psychotic AI Relations.
Download Link: http://www.mediafire.com/?u0yhgmyre1y

MoarLead:
Can't get enough leaders? Always looking for more AIs to join the fray? Enter Moar Leaders, adding: Naxus of the Amurites, a dark necromancer twisting their arcane power this his whims! Weevil, Pickle, and Hyde of the Balseraphs, an adaptively insane leader! Furia the Mad, also of the Balseraphs, bringing what her shattered mind can to the shattered world. Tethira of the Bannor, the (currently incredibly overpowered in human hands, soon to change) military genius, giving her troops free Regimental Discipline. Cuai-Ixl, the until-now missing part of the Cualli mage/priest leadership. Captain Kamas, Charismatic Swashbuckler and pet-unit herder. Kane, the Malakim leader before Varn Gossam "corrupted" "his" desert people. And Ceclia, the Tragic Lady of the Scions of Patria, focused on Death Magic to find a way for her to finally slip over one line or the other. All leaders are set up to work with Less Psychotic AI Relations!
Download Link: http://www.mediafire.com/?w0jgrmmiqzo

Piece of Law:
This module changes the Law sphere of magic. Law I is still Loyalty, but Law II is Valor, and Law III is a very strong angry Host of the Einrajar. Valor can affect undead units (Scions of Patria!) now.
Download Link: http://www.mediafire.com/?jimqjhgtohn

Piece of Recon:
This module gives units access to the "missing" anti-recon promotions, Surround I and Surround II. It also removes the bonus XP from the Austrin's Exploration Guild. It also has a terrible name. Oh well.
Download Link: http://www.mediafire.com/?o4zniom2gz4

Move Def Pacts
This module does one thing, and one thing only - it shifts Defensive Pacts from Honor to Warfare.
Download Link: http://www.mediafire.com/?w0jgrmmiqzo

Mini RLD (MRLD):
This module adds the Apprentice unit to the Amurites and the Trackless unit to the Sidar, both from RLD's stellar mod, now in a small modular version.
http://www.mediafire.com/?mg1kg2ltiyu

Piece of Lumber
This module shifts Lumbermills from Smelting to Archery - both helping out Archery and the AI - who likes to build lumbermills.
http://www.mediafire.com/?bygiuotlb4n

Slaves Less Hurry
This module increases the price of Slaves to 120 gold, fixing some minor balance issues we noticed while playtesting (namely, Balseraph slave cages and rushing game-winning wonders with tons of slaves.) Their work speed is increased to compensate and the sound of recruiting them is silenced. (They still make a sound as the "bought slave" text comes up, but only for the buying player, and not nearly as loudly.)
http://www.mediafire.com/?o4zniom2gz4

Serious Business:
This module changes the icons of the civics that are taken from Monty Python, the quote for Swampdwelling (the same), changes Guybrush Threepwood into a respectable hero, and changes the Inquisition icon and sound effect. Made due to the request of a British friend of mine who deals with way too many Monty Python quotes in his daily life :)
Download Link: http://www.mediafire.com/?uoyjafmzgyc

StupidFort
AIs are really stupid with forts. Really, really stupid. This removes buildable forts because the AIs are too stupid with them.
http://www.mediafire.com/?o4zniom2gz4

STWUnnerfed (not in complete pack)
Reverts Sacrifice the Weak back to the standard 1 food per pop, rather than 1.5
http://www.mediafire.com/?zn3oyj5omyg

There are more Fall to Pieces modules coming soon, as I get ideas and snicker a bit at trying to implement them without Python. ^_^
 
Modules for Multiplayer Stability - MMS

These modules are entirely unnecessary for those of us that play singleplayer - but currently for multiplayer, they can fix things. Seriously troublesome things. Mainly, OOSes. I recommend them all currently.

BlockKurios
The Kuriotates (more specifically, their 3-rings of plots they can work) can be traced as the cause of some of the OOSes when the plots get mixed up. This module disallows the AI from choosing the Kurios.
DL: http://www.mediafire.com/?ktztqzi1mdt

OOSBreak
One of the biggest current issues with out of synchs, at least in patch B, are ranged attacks. As a very band-aid solution, OOSBreaker removes Ranged attacks from everything, except Force 2 mages (which I've never seen the AI use.) This is a very wide stroke of the pen, but has allowed my playtest group to continue games we thought were totally un-salvagable.
DL: http://www.mediafire.com/?zjhmzmim21d

ThousandFails
For the same reason the extra ring of tiles makes the Kurios cause crashes, so too does the City of a Thousand Slums. Thus, it has been modified to give bonus health and a hammer per unhappy population in the hopes its still useful to build a massive-super-production city with.
DL: http://www.mediafire.com/?motwdlmhmwm
 
Also Reserved.
 
Fall Flat's leaders return in the latest module - now available for your downloading pleasure.

As an FYI, I have not tested but am relatively sure all three modules should work fine with Fall Flat +.
 
Serious Business uploaded.
Flat Leaders changed slightly and re-loaded (to mesh with SeriousBusiness.)
 
Right now? If I remember right (I haven't been playing the Scions with him for a full game) he actually gets just a little shafted - he can build the Mausoleum but he doesn't get the Emperor out of it because he doesn't meet the event requirements. So he doesn't get either of the heroes.

He does, however, get access to the priest unit line and the Temples.

Ideally, I need to sit down and set up the events for him to choose his opening alignment (duplicate of Decius' event), and get Korinna at the start of a scions game (duplicate The Emperor's opening)
 
Great. I guess the quiet thread means nobody's found any glaring bugs, or nobody's interested, haha.
 
imo grant the einherjar the guardsman promo and weaken him a bit.

i also love the usurper trait but dont think i really understand it yet. what is its purpose concerning synergies? is this more or less just to grant you additional archmages?

im using all your modules except the scion1 btw :D so its impossible that nobody's interested.

need moar :D
 
Usurper Trait basically gives you mages instead of divine casters for most of the game. It's a drawback, until the end of the game when it pays off big with the Mendacites, who can use divine magic from religions you're not a part of, or high sorc magic.

I'm probably going to weaken them a bit and limit them, the problem is I can't limit them as a group as things stand currently - but the Usurper trait is basically dropping divine magic and banking it until later. It also gives standard units access to a command promotion line if you go Combat 3->Bounty Hunter->Persuasive.
 
If Guybrush is now out of the game with the inclusion of the Serious Business mod, who replaces him?
 
Fancois Muretier - Swashbuckler hero that comes in at the same time, with Boarding and a promotion that allows him to also occasionally capture land units he beats.
 
Dangerously open question: What sort of mods would you, the non-big-modding public, like to see for FF?
 
...That's not exactly something I can do modularly. Lets at least keep it to things I don't need to go into the DLL to do - I'm a total noob in the DLL.
 
...That's not exactly something I can do modularly.

Oh, you wanted the question taken in context. :) I was focusing on the "dangerously open ended" part.

How about extra Esus promotions/stuff?
 
Are you talking about whole mods, or just parts of them? Because I would like adding the unique Hero promotions from the History of Three Kingdoms mod.
 
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