(Module) Modular Flavor Expanded Civs

Avahz Darkwood

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Modular Flavor for Wild Mana

This is just a simple flavor Modular mod for the following Civs.

For the Sheaim:
1: Can build/purchase the Dragon Shrine building. This building allows the Fanatic unit. (can be captured)
2: Can build 4 Fanatics (national units) that serve the Dragon Cult. They have the Dragon Cult
Promo that gives them 10% fire resistance and allows them to cast the spell Dragon Prophecy. This
spell uses loki's disrupt spell abilities. (see note below)
3: Wyrmhold wonder can be built if they have a dragon shrine and the dragons horde.
4: Hero unit Os-Gabella: She is an immortal arch-mage unit with the ability to "para-drop" aka
teleport, etc. If she does somehow "die" she can be rebuilt as she recovers in her capital city.
(note: not in Wild Mana version as it has already been added by Sephi)
5. The Wonder Ceridwen's Favor that gives them the Razorweed and Gulagarm (two each).
(note: not in Wild Mana version as it has already been added by Sephi)

For the Kuriotates:
1: Can use their Airships to build workboats on water and costal tiles (this is for those land
locked cities and settlements that can not build workboats)
2: Can build/purchase the Dragon Temple building. This building also allows the Fanatic unit. Adds
a small culture boost to settlements. (can be captured)
3: Can build 4 Fanatics (national units) that serve the Dragon Cult. They have the Dragon Cult
Promo that gives them 10% fire resistance and allows them to cast the spell Evangelism. This
spell uses loki's entertain spell abilities. (see note below)
4: Wyrmhold wonder can be built if they have a dragon temple and the dragons horde.

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 Hippus capital or captured Hippus capitals. 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). (note: not in Wild Mana version as it has already been added by Sephi)
4: The ability to build the two Storm Rider national units. This unit is a mounted mage unit.

For the Khazad:
1: A new spell and promotion, called the Enchanted Steam Engine, 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). (note: not in Wild Mana version as it has already been added by Sephi)

For the Doviello:
Lucian has the ability to upgrade to a stronger version at level 5. But will the price be too much
for him? (Hint: get the 5 combat level promos before you upgrade him).(note: not in Wild Mana version as it has already been added by Sephi)

For the Illians:
1: Maiden's Kiss spell that allows a cure disease spell for the Illians, due to the unfocused divine nature of the Ice sphere (no god) the spell also causes fatigue.
2: The Frost Maiden unit - a national Illian disciple unit. She has ice mana affinity and can summon a Frosting Thrall. Helps fill the low level healing gap other civs get. (note: not in Wild Mana version as it has already been added by Sephi)

Notes: Fanatics can be built by any civ if they are able to capture a Dragon shrine/temple, but will not be able to cast spells. Level four Fanatics now have the ability to upgrade (via Divine Passion ability) to a Disciple of Acheron unit if certain conditions are achieved.


Installation: The Fall from Heaven /version #/ .ini file needs to have ModularLoading = 0 changed
to ModularLoading = 1.
Place the "Modular Flavor" folder 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 and has to be done each time Kael releases a new patch. (this is already done in the Wildmana modmod)


Credits go to Tarquelne, MagisterCultuum, Farmer Bobathan, Rabbit, White(for the Mounted Wizard
Unit) and esvath(for the Os-Gabella and Frostling Maiden skins) for helping me figure some of this stuff out...


Updates:
version 3

Current issues: Some info is lost in the pedia (I.E. Dragon Temple not showing that it also allows Fanatics to be built, etc). Its not critical and still works in game, but I am looking into ways improve the pedia. Most pedia issues are in the Wild Mana version...

Future updates:
Final (unless I get a good idea and or the urge to do something different ;))

Modular Flavor for Wild Mana
 
yeah, the first Wildmana ModMod xD

I have linked to it in the Welcome to Wildmana thread
 
Speaking of the Welcome to Wildmana thread - it might be a good idea to get it stickied? :)
 
A small update:

1: Added esvath's Os-Gabella skin

2: Os-Gabella can now use the escape ability through the spell Bair of Lacuna.

3: Changed around some of Os-Gabella's free promos.

4: Os-Gabella now requires an Evil allignment to build.

5: Os-Gabella can now Teleport (paradrop) 20 spaces.

6: Bumped number of Fanatics allowed from 2 to 4.

7: Bug Fix; The Hippus were happily founding mercenary guilds in every civ's cities they could reach. Should only found in their cities.
 
Found a bug, the Hippus were founding mercenary guilds in every civs city they could reach. Only one person has downloaded the wild mana version today, so I will not make a new version just fixed this one.
 
Small update to version 2b

Added an Illian "Frost Maiden" Diciple Unit:

The pedia:
Spoiler :
The effect rippled through out creation. At the moment of his death the Frost Speakers awoke from their mind of stasis. This quickening was more shocking than the fall of Bhall. It wasn't the newly initiated that had to pay the price; it was those that served the longest that suffered the most. Those closest to the sphere of ice died outright and those that did survive felt the call of chaos. This was an unwelcome concept to those that walked with Mulcarn, causing varying degrees of insanity to inflict the rest.

From Rickets beginnings she never had much divine power, as the last Frost Speaker to be initiated, the touch of chaos was weak within her. Learning to tap into the powers of magic she studied ways of channeling the Ice sphere, without success. Through Lichdom she carried on until one day she felt a small, an ever so slight call. It was the power of her former god, though not ordered it called out to her. Searching she found an Illian settlement and a man claiming the right of godhood. With his research, a touch of magic, and the original frost ritual, a small if not distorted sect of women began to harness a small amount of Ice mana created by Auric. From these beginnings the Frost Maidens are the spiritual successors to the Frost Speakers. They don't have the full potential as the Priest of Winter, but they fill the gap and stayed true to the sphere of ice. As for Rickets, well she was later killed by Auric in his studies to create true and powerful Priests of Winter. For their faithfulness to Auric, he bestowed upon them a unit of Frostling's enslaved to each newly initiated Frost Maiden; they are a most welcome sight to the armies of Auric.


She cannot enter deserts, has ice affinity (aptitude in Wild Mana), can summon a Frostling unit, can upgrade to Eidolons, etc. Thanks to esvath for the skin!!! See this post for a screen shot.
 
I am going to have to comment on my last update - The Frost Maiden has more uses than just filling the healing gap at game start up. I play tested too games and one game the AI hit the magic 100 AC and killed all three of my High Priest of Winter - so I had no healers left, but was able to build the Frost Maidens and they help speed up the end game without the attack, stop 8 turns to heal, attack, repeat. They were able to speed up the healing time so it was more like attack, stop 6 turns to heal, attack, repeat. :) The other game I was just testing to see how useful they were and built the ritual Bane Divine(after someone in the Wild Mana bug thread spoke of how painful it was) and yep th Priest of Winter died, so once again the Frost Maidens were useful. I may have to figure out a way to make them upgrade to Priest of Winter, without over powering the line and keeping to the spirit of what Kael seen as a weak path of priest to an incomplete god...
 
very nice work Avahz :)
I merged a few more things
Hippus (3.)
Illians
Khazad (1. and 2.)
Sheaim (4. and 5.)
 
Awsome!!!

I do have a question to ask (you and any others interested) - I have been testing the Illians lately and as I noted in my post above yours they do take a big hit late game against their priest (or if your unlucky and a few assassins get there way). Once the three are gone that is it for curing spells. I really dont want her to upgrade to priest of winter, but was thinking about giving her a spell (at level 4 or 5 and requiring priesthood tech) called "Maiden's Kiss" that would act as a cure disease spell and give the promos regeneration and fatigue. Fatigue to help balance the spell and help with lore that Ice priest are a bit incomplete in there ability to access divine magics.

BUT is this too much? Is the lack of high level priest the price you pay for playing the Illians? Wither, Plague, and disease can really put a hurting on an army without means of removing them...
 
I installed this module the way you mentioned and it seems to work, as units like Os-Gabella or the Frost Maiden are at least shown in the Civilopedia. But apart from that their skins don't show up neither their icons. In the Civilopedia they're shown as red texture place holders and their corresponding icons are purple squares. Any idea what could have gone wrong? It, too, happens for Storm Riders but not for fanatics or any building changes you've made.

Interestingly if started under FFH2 Os-Gabella, the Frost Maiden and Storm Riders are listed under conventional units, while under Wildmana they're Heroes. Doesn't seem to have much impact but it's strange though. :)

[edit]

Ahhhhh ... didn't know there were two different mods, one for Wild Mana and one for FFH2. Well, the latter works now just fine even with skins. But the Wild Mana version doesn't work with the file linked in this thread here. I didn't try the link from the other thread. Right now it's not that much of a big deal regarding the fact, that Wild Mana isn't updated to Patch K of FFh2 right now.
 
Yea it hasnt been updated to patch K yet. I have had Laser surgery on my eyes and it has been a bit difficult to work on the computer. I think I have a few days left to heal up... I will do it but at the moment there will be more bugs then its worth (cant see all the little xml symbols). I expect to have if finalized by the end of the week. I cant even play patch K now myself :/

(will copy a note in the main thread one as well)
 
I sure hope so, had to do the "P.R.K." the day after I had 20/10, but it has been down hill from then on. Doc says I will be that way for a few weeks, but should get more focusing power in a few days :please: :crazyeye:
 
looking forward to the update, I was about to start a Hippus game when I realized that they're the only civ that's left being "basic" , what with all these grigori+, malakim+ etc. ;)

I was about to start a Hippus+ thread, but your modcomp already includes just what's needed to make 'em that good bit more interesting :lol: ( making sure they can always get mounted mercenaries is VITAL imho, otherwise they get left with what, horselord? that's not enough for a FFH civ. Storm Riders are also very cool :D )

actually, I kinda hope Sephi will include more of these changes ;) ( all of the hippus ones plus Kurio 1 ... :D )
 
Final update: (see first post for file)

Additions:
1. Maiden's Kiss spell that allows a cure disease spell for the Illians, due to the unfocused divine nature of the Ice sphere (no god) the spell also causes fatigue.
2. Level four Fanatics now have the ability to upgrade (via Divine Passion ability) to a Disciple of Acheron unit if certain conditions are achieved. And they are not easy to get and will take some planning. It will require the capture of Acheron, the building of the Wyrmhold wonder, an offering to Acheron of $50 gold (amount dependent on game difficulty) and a level 4 Fanatic.


Tweaks:
1. Fatigue was altered so that the Maiden's Kiss would work the way I wanted it to. No functional changes were made and works the way it always had. (IE no Centaurs were hurt in the process of filming this movie)
 
umh, it seems like the Kuriotate version of the Dragon shrine does not allow to build fanatics. btw, that cult of the dragon stuff should definitely apply to the Mazatl as well ;)
 
Thank [to xp]Gekko... I tried to figure out what the issue was, but can not seem to hit the right note. I think it may be something in base Wild Mana not reading the file right. The unit, building, etc info is exactly the same in base FFH and it works there. If you will notice in the xml that there is only one fanatic unit and it requires the Dragon Shrine. The Dragon Shrine is the building class and the temple replaces it for the Kurios. So :) it is a valid building type... Maybe Sephi can shed some light on it... I will go beg him in the bugs thread...

About the Mazatl - never played them, I will have to give them a try and see how they feel (and get a better understanding of there lore)
 
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