Download: version .01
Latest patch: Version .02.
Most recent changes: here
This mod is a continuation of the changes made here. Having run out of space in the original thread, I figured a new thread might be useful for this mod.
This mod is planned to be another FfH mod that adds a number of features, makes changes to existing civilizations, adds new spells, etc. The full list of changes and planned changes are in posts below. The original plan for the mod(s) was to have vinegar as the tweaks to base FfH, while this one makes more ambitious changes. Despite the large drop of activity on the forums since Civ 5 came out, I'm still sticking to that plan, so this mod will include the more ambitious changes.
Thanks/credits:
Ideas: Many of the ideas for this mod wereborrowed stolen taken completely my own, but by a mysterious, but remarkable coincidence, similar to ideas in other FfH modmods, and having those coincidental ideas has proven quite useful. (I should mention that some ideas were in fact coincidences, but probably most, or a good chunk, of similar ideas were to some extent based off other modmods. Again, thank you to all the people who have created them.
Art: Art has been borrowed from a few other civilization modmods and uploads on civfanatics. Thanks in particular to Walter Hawkwood for his fantasy building upload, and the Dune wars modders for the ascetic and nightstalker units. Also, I've continued the FfH tradition of using lots of Guild Wars skill icons, and csome concept art in the new menus.
Music: The extra music from this mod is taken from Guild Wars (Jeremy Soule gets credit here), and Warcraft games. (Not sure who gets exact credit here.)
Coding: Since this is the first time I've actually done this sort of mod, thanks to Asaf, asioasioasio, Sephi, and a lot of other people who I've forgotten for tutorials,answered questions, and other people who have helped in learning various modding techniques. Also thanks to Tholal's Naval AI DLL that has been used as the "base" DLL for the later vinegar versions and this mod.
Other: I'll probably remember more people as time goes on, will be adding these as necessary.
Latest patch: Version .02.
Most recent changes: here
This mod is a continuation of the changes made here. Having run out of space in the original thread, I figured a new thread might be useful for this mod.
This mod is planned to be another FfH mod that adds a number of features, makes changes to existing civilizations, adds new spells, etc. The full list of changes and planned changes are in posts below. The original plan for the mod(s) was to have vinegar as the tweaks to base FfH, while this one makes more ambitious changes. Despite the large drop of activity on the forums since Civ 5 came out, I'm still sticking to that plan, so this mod will include the more ambitious changes.
Thanks/credits:
Spoiler :
Ideas: Many of the ideas for this mod were
Art: Art has been borrowed from a few other civilization modmods and uploads on civfanatics. Thanks in particular to Walter Hawkwood for his fantasy building upload, and the Dune wars modders for the ascetic and nightstalker units. Also, I've continued the FfH tradition of using lots of Guild Wars skill icons, and csome concept art in the new menus.
Music: The extra music from this mod is taken from Guild Wars (Jeremy Soule gets credit here), and Warcraft games. (Not sure who gets exact credit here.)
Coding: Since this is the first time I've actually done this sort of mod, thanks to Asaf, asioasioasio, Sephi, and a lot of other people who I've forgotten for tutorials,answered questions, and other people who have helped in learning various modding techniques. Also thanks to Tholal's Naval AI DLL that has been used as the "base" DLL for the later vinegar versions and this mod.
Other: I'll probably remember more people as time goes on, will be adding these as necessary.