Milaga
Prince
- Joined
- Jan 19, 2008
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Guns, Wyrms and Steel 0.31
for Rise from Erebus 1.30
Guns, Wyrms and Steel is my vision of the Fall from Heaven 2 world. For over a year I took notes as I played various FfH mods as to what worked and made sense and what didn't. I decided to start releasing parts of it gradually as modules rather than all at once as a single mod. Especially since there is a good chance I may never finish it. Hopefully this will encourage me to keep working.
To install, simply put these archives in your Rise from Erebus\Assets\Modules\NormalModules folder and extract them. They will create the appropriate directory. When upgrading to newer versions of the module, just overwrite the files.
If you are using GWS Buildings and GWS Steel, it is recommended you put GWS Buildings in the Rise from Erebus\Assets\Modules\LoadOrderVitalModules\FirstLoad folder.
Each module can be installed independently for now. I have not yet tested which modules can be activated or deactivated without breaking saves. Buildings and Guns probably will, and Steel and Experimental probably do not.
for Rise from Erebus 1.30
Guns, Wyrms and Steel is my vision of the Fall from Heaven 2 world. For over a year I took notes as I played various FfH mods as to what worked and made sense and what didn't. I decided to start releasing parts of it gradually as modules rather than all at once as a single mod. Especially since there is a good chance I may never finish it. Hopefully this will encourage me to keep working.
To install, simply put these archives in your Rise from Erebus\Assets\Modules\NormalModules folder and extract them. They will create the appropriate directory. When upgrading to newer versions of the module, just overwrite the files.
If you are using GWS Buildings and GWS Steel, it is recommended you put GWS Buildings in the Rise from Erebus\Assets\Modules\LoadOrderVitalModules\FirstLoad folder.
Each module can be installed independently for now. I have not yet tested which modules can be activated or deactivated without breaking saves. Buildings and Guns probably will, and Steel and Experimental probably do not.
Spoiler Version 0.31 - 2010.08.17 :
GWS Guns
* The Arquebus is now a national unit with a 4 unit limit.
* The Arquebus strength has increased to 10/14. They may now use bronze and iron weapons.
* The Bone Horde strength has increased to 10/14. They may now use bronze and iron weapons.
* The Musketman strength has increased to 14.
* The Khazad have a unique Arquebus unit called the Blunderbuss. It causes collateral damage.
* The Hippus have a unique Arquebus unit called the Dragoon Raider. It is a mounted unit.
* The Arquebus, Musketman, Blunderbuss and Dragoon Raider now have 8 ranged strength causing a maximum of 60% damage and a 30% chance to cause a 30% defensive strike.
* Due to their increased strength, all Arquebus units and unique replacements have had their cost increased from 180 to 240. The cost of the Bone Horde was not changed.
* The Legion of D'Tesh will now produce Bone Horde instead of Arquebus units.
* There is a new promotion, Black Powder, that prevents progression beyond Combat II and increases the change of a miscast by 5%.
* All gun using units Arquebus, Dragoon Raider and Man O'War units start with the promotion Black Powder.
* The Trebuchet has replaced the Cannon for most civs. It requires Machinery.
* The Catapult UU, Trebuchet, is still available to the Khazad with Construction and for half the cost of the one available at Machinery.
* In addition to the civs that could use a Cannon, the Trebuchet is also available to the Austerin, Calabim, Cualli, Doviello, Hippus, Mazatl and Scions.
* The Trireme, Carrack and Frigate may no longer bombard city defenses. If you want to bombard a city from the sea, load up some siege weapons.
* The Carrack and Frigate may no longer perform ranged attacks.
* The Frigate, Galleon and Queen of the Line now require Iron or Copper.
* The Man O'War now causes significant collateral damage.
* The collateral damage on the Ironclad has been increased to match that of the Man O'War.
* Dwarven Cannon, Howitzer, Man O'War and Ironclad now require gunpowder and either copper or iron.
* The Aquilan Thopter, Airship and Lenora may no longer pillage.
* The Airship can now explore rival territory.
* Siege and Naval units may no longer be upgraded.
GWS Steel
* The Iron Weapons promotion has been renamed to Steel Weapons.
* There is a new Iron Weapons promotion that provides 1 strength.
* Bronze Weapons have a +10% bonus vs. Iron Weapons.
* Steel Weapons and Mithril Weapons no longer have a bonus versus lower weapon tiers.
* Iron Working has been renamed Steel Working.
* Iron is now visible with Mining and workable with Smelting.
* Bronze Weapons now require Bronze Working in addition to copper.
* Iron Weapons requires Smelting and iron.
* Steel Weapons now require Steel Working in addition to iron.
* There is a new building, the Blacksmith. It is available at Mining, allows for 1 Craftsman and provides a 10% bonus in production with Iron.
* The Guild of Hammers provides a free Blacksmith to every city instead of a Forge (or nothing).
* If you are running both GWS Buildings and GWS Steel, the Mines of Gal-Dur will once again require Arete.
* Bronze Weapons can only be acquired in a city with a Blacksmith, Forge, Dwarven Smithy or Factory in the city.
* Steel and Mithril Weapons can only be acquired in a city with a Forge, Dwarven Smithy or Factory in the city.
* Iron Weapons can be acquired in any city.
* Mithril Weapons provide +25% resistance to Cold, Fire and Lightning.
* Javalin Thowers had their cost reduced to 60 to be in line with archers. They no longer start with Skirmisher, but may take the promotion for free at any time.
* The Skirmisher promotion now reduces collateral damage taken.
* There is a new promotion, Picket, available with the Military Strategy tech. It may be taken for free by any melee units in the same stack as a great commander. It increases the chance to defend the stack like Skirmisher but is removed after combat.
* Warriors and other Tier 1 melee units can no longer acquire weapon promotions.
* Axemen, Swordsmen and other Tier 2 melee units can no longer acquire Mithril Weapons.
GWS Buildings
* This module should now be loaded before other GWS modules.
* Minor changes to be compatible with GWS Steel.
* Removed unwanted tags from some of the wonder changes.
* The Arquebus is now a national unit with a 4 unit limit.
* The Arquebus strength has increased to 10/14. They may now use bronze and iron weapons.
* The Bone Horde strength has increased to 10/14. They may now use bronze and iron weapons.
* The Musketman strength has increased to 14.
* The Khazad have a unique Arquebus unit called the Blunderbuss. It causes collateral damage.
* The Hippus have a unique Arquebus unit called the Dragoon Raider. It is a mounted unit.
* The Arquebus, Musketman, Blunderbuss and Dragoon Raider now have 8 ranged strength causing a maximum of 60% damage and a 30% chance to cause a 30% defensive strike.
* Due to their increased strength, all Arquebus units and unique replacements have had their cost increased from 180 to 240. The cost of the Bone Horde was not changed.
* The Legion of D'Tesh will now produce Bone Horde instead of Arquebus units.
* There is a new promotion, Black Powder, that prevents progression beyond Combat II and increases the change of a miscast by 5%.
* All gun using units Arquebus, Dragoon Raider and Man O'War units start with the promotion Black Powder.
* The Trebuchet has replaced the Cannon for most civs. It requires Machinery.
* The Catapult UU, Trebuchet, is still available to the Khazad with Construction and for half the cost of the one available at Machinery.
* In addition to the civs that could use a Cannon, the Trebuchet is also available to the Austerin, Calabim, Cualli, Doviello, Hippus, Mazatl and Scions.
* The Trireme, Carrack and Frigate may no longer bombard city defenses. If you want to bombard a city from the sea, load up some siege weapons.
* The Carrack and Frigate may no longer perform ranged attacks.
* The Frigate, Galleon and Queen of the Line now require Iron or Copper.
* The Man O'War now causes significant collateral damage.
* The collateral damage on the Ironclad has been increased to match that of the Man O'War.
* Dwarven Cannon, Howitzer, Man O'War and Ironclad now require gunpowder and either copper or iron.
* The Aquilan Thopter, Airship and Lenora may no longer pillage.
* The Airship can now explore rival territory.
* Siege and Naval units may no longer be upgraded.
GWS Steel
* The Iron Weapons promotion has been renamed to Steel Weapons.
* There is a new Iron Weapons promotion that provides 1 strength.
* Bronze Weapons have a +10% bonus vs. Iron Weapons.
* Steel Weapons and Mithril Weapons no longer have a bonus versus lower weapon tiers.
* Iron Working has been renamed Steel Working.
* Iron is now visible with Mining and workable with Smelting.
* Bronze Weapons now require Bronze Working in addition to copper.
* Iron Weapons requires Smelting and iron.
* Steel Weapons now require Steel Working in addition to iron.
* There is a new building, the Blacksmith. It is available at Mining, allows for 1 Craftsman and provides a 10% bonus in production with Iron.
* The Guild of Hammers provides a free Blacksmith to every city instead of a Forge (or nothing).
* If you are running both GWS Buildings and GWS Steel, the Mines of Gal-Dur will once again require Arete.
* Bronze Weapons can only be acquired in a city with a Blacksmith, Forge, Dwarven Smithy or Factory in the city.
* Steel and Mithril Weapons can only be acquired in a city with a Forge, Dwarven Smithy or Factory in the city.
* Iron Weapons can be acquired in any city.
* Mithril Weapons provide +25% resistance to Cold, Fire and Lightning.
* Javalin Thowers had their cost reduced to 60 to be in line with archers. They no longer start with Skirmisher, but may take the promotion for free at any time.
* The Skirmisher promotion now reduces collateral damage taken.
* There is a new promotion, Picket, available with the Military Strategy tech. It may be taken for free by any melee units in the same stack as a great commander. It increases the chance to defend the stack like Skirmisher but is removed after combat.
* Warriors and other Tier 1 melee units can no longer acquire weapon promotions.
* Axemen, Swordsmen and other Tier 2 melee units can no longer acquire Mithril Weapons.
GWS Buildings
* This module should now be loaded before other GWS modules.
* Minor changes to be compatible with GWS Steel.
* Removed unwanted tags from some of the wonder changes.
Spoiler Version 0.30 - 2010.08.10 :
GWS Buildings
* There is a new wonder, The Eternal Flame, available with Elementalism. It requires and provides Fire mana.
* The Clan of Embers have a unique version of the The Eternal Flame. It is available with Mysticism.
* Bazaar of Mammon is now a world wonder. It requires and provides mind mana.
* Aquae Sucellus now provides life mana and grants 1 free specialist for the Tomb of Sucellus.
* Shrine of Sirona now provides spirit mana and grants 1 free specialist for Sirona's Beacon.
* Guild of Hammers now requires and provides earth mana. It no longer grants a free forge for every city.
* Soul Forge now requires death mana.
* The Nexus requires and provides dimensional mana.
* The Mines of Galdur now requires the Smelting tech.
* The Calabim have a unique version of the Pillar of Chains. It provides a free Governer's Manor in every city.
* Temple of Kilmorph grants 1 free specialist for Mount Kalshekk.
* Temple of Leaves grants 1 free specialist for Standing Stones.
* Temple of the Overlords grants 1 free specialist for Rinwell Isle.
* Temple of the Empyrean grants 1 free specialist for Mirror from Heaven.
* Temple of the Order grants 1 free specialist per Citadel, Citadel of Light, Dwarven Fortress.
* Temple of the Veil grants 1 free specialist for Bradeline's Well.
* Elohim Monastaries grant 1 free specialist for Bradeline's Well (Purified.)
* Smuggler's Ports grant +1 happiness with Mercantilism civic and 1 free specialist per Pirate Port.
GWS Experimental
* Markets and Monuments no longer change gold, science or culture production in the city.
* Markets allow one citizen to turn into a Merchant and provide 1 free specialist per fishing boat, pasture, plantation.
* Monuments allow one citizen to turn into a Bard and provide 1 free specialist per unique improvement.
* There is a new wonder, The Eternal Flame, available with Elementalism. It requires and provides Fire mana.
* The Clan of Embers have a unique version of the The Eternal Flame. It is available with Mysticism.
* Bazaar of Mammon is now a world wonder. It requires and provides mind mana.
* Aquae Sucellus now provides life mana and grants 1 free specialist for the Tomb of Sucellus.
* Shrine of Sirona now provides spirit mana and grants 1 free specialist for Sirona's Beacon.
* Guild of Hammers now requires and provides earth mana. It no longer grants a free forge for every city.
* Soul Forge now requires death mana.
* The Nexus requires and provides dimensional mana.
* The Mines of Galdur now requires the Smelting tech.
* The Calabim have a unique version of the Pillar of Chains. It provides a free Governer's Manor in every city.
* Temple of Kilmorph grants 1 free specialist for Mount Kalshekk.
* Temple of Leaves grants 1 free specialist for Standing Stones.
* Temple of the Overlords grants 1 free specialist for Rinwell Isle.
* Temple of the Empyrean grants 1 free specialist for Mirror from Heaven.
* Temple of the Order grants 1 free specialist per Citadel, Citadel of Light, Dwarven Fortress.
* Temple of the Veil grants 1 free specialist for Bradeline's Well.
* Elohim Monastaries grant 1 free specialist for Bradeline's Well (Purified.)
* Smuggler's Ports grant +1 happiness with Mercantilism civic and 1 free specialist per Pirate Port.
GWS Experimental
* Markets and Monuments no longer change gold, science or culture production in the city.
* Markets allow one citizen to turn into a Merchant and provide 1 free specialist per fishing boat, pasture, plantation.
* Monuments allow one citizen to turn into a Bard and provide 1 free specialist per unique improvement.