Current Version: 2.63
The original purpose of this mod was to once again get the AI sailing the high seas. It has since expanded to include numerous AI enhancements and bugfixes as well as a few game tweaks. This mod includes changes to many python and XML files, as well as a rebuilt DLL.
WARNING: Since this is being installed as a 'patch', it will copy over the files in the assets directory. Be sure to make a backup or keep the original FFH2 installer handy. Due to XML changes, this mod is incompatible with any existing save games from FFH 0.41o.
This mod does require Fall from Heaven II version 0.41o. The link for the installers for FFH2 0.41 and patch "o" can be found here - http://forums.civfanatics.com/showthread.php?t=308020
To install More Naval AI (MNAI), simply download and run the latest installer. It will install over the base version of FFH2, so if you want to keep both, make a copy of the original before running the MNAI installer.
Download link
The User Interface has gotten a major upgrade via the inclusion of the B.U.G. mod (BTS Unaltered Gameplay). Hit CRTL-SHIFT-O to bring up the options menu (or use the little bug icon in the upper left). Though the sheer number of options can be overwhelming and sometimes confusing, overall this is a vast improvement to the UI. Any and all features can be easily switched on and off, so dont be afraid to try something new! And if you like mapping out where you want to plant future cities, be sure to check out the Strategy Layer (ALT-X)!
Player AI has been changed to include jdog's Victory System from Better AI. The AI civs can now choose a specific Victory condition they are attempting to achieve and use this knowledge to influence the rest of their decisions throughout the game. Previously passive civs (such as the Infernals and Mercurians), now take an active part in the game.
AI Tech evaluation was put through a major overhaul. Many additions were made to account for new FFH abilities as well as to include a more detailed look into what units and buildings various techs open up. The AI will also take into account its current financial situation and Victory goals when deciding which techs to pursue
AI Unit movement has also undergone many changes. The base of this was taken from Better AI and included a noticeable improvement in the AI's ability to move troops and settlers across water. Adaptations were made to better account for some of FFH's features (Inquisitions, Feasting and Lair Exploration just to name a few) and tweaks too numerous to count to many facets of unit AI (such as promotions, upgrades and AI type selection) have been made after much playtesting and watching how the AI handles itself.
City Production AI has also been largely modified. The AI understands about Heroes, civ-specific units and buildings, and Victory buildings. The AI should be better at adapting and reacting to its current situation when choosing what to build in its cities.
Pretty much anything involving the AI has been improved in some way, and that will be the main continuing goal of this mod. I will continue to work on getting BUG more fully integrated with FFH and I will also be adding to and improving my two new game options (see below), but bug fixing and AI improvement will be the priorities.
Any and all bug fixes for base FFH that have been made known to me have been fixed (to the best of my ability and/or my ability to find the fix elsewhere). There are no known crashing or hangup bugs in this mod. This mod is extremely stable and turn times are relatively quick. If anyone discovers any OOS issues during multiplayer, please report them in this thread.
The way ships and cargo space were handled in base FFH seemed a bit haphazard and made it difficult to mount a meaningful naval assault or invasion. I've made a few minor gameplay changes to various naval vessels to try and fix this and make water-based maps more interesting and fun.
Cargo Holds
Cargo space has been stripped from most ships. The only ones that have designated cargo space are the transport type ships (Galley(3), Galleon(5) and Queen of the Line(10)) and Caravels(1).
Players can still use the Skeleton Crew and the Cargo Holds promotions to turn non-transports into transports. It just makes it a lot easier to guide the AI when each ship type has a more focused purpose.
Tech and Resource Requirements
Tech requirements are unaltered, but I did change some of the metal requirements. They were just way too strict and could easily hurt those who need it most (stuck on an island with no copper for example).
Upgrade Paths
Upgrade paths were also simplified:
Puppet States
This game option is a merging of the Puppet States mod.
When a player captures the city of another civ and they have knowledge of creating Vassals, they will be given the option to set up a Puppet State rather than capturing or razing the city. This will create a new civ of the same civ type as the previous city owner. This Puppet State will be a permanent Vassal to the creating player. In addition to normal Vassal State limitations, Puppet States will not have a Palace. If a Puppet State becomes the last incarnation of its civ type, it will turn into a legitimate civ and the Palace restrictions will be removed.
Revolutions
This game option is a merging of the Revolutions (code extracted from RevDCM since it seemed to be more recent) mod.
Revolutions allow for cities to become disenchanted with their current ruler creating events that the player has to react to and sometimes even spawning a rebel civilization and creating civil wars.
Advanced Tactics
This option incorporates various game-related tweaks that I thought would provide a different and interesting FFH experience
Thanks to Kael for providing FFH2 in the first place! And thanks to the many coders from whom I have borrowed or copied code, including (but not limited to), jdog and the Better AI crew, Sephi and the Wild Mana crew, Denev, Snarko, karadoc, Terkhen, lfgr, Red Key and MagisterCultuum.
Full lists of known bugs and feature requests. Any and all feedback and bug reports are much appreciated!
Source code can be found at Bitbucket
The original purpose of this mod was to once again get the AI sailing the high seas. It has since expanded to include numerous AI enhancements and bugfixes as well as a few game tweaks. This mod includes changes to many python and XML files, as well as a rebuilt DLL.
WARNING: Since this is being installed as a 'patch', it will copy over the files in the assets directory. Be sure to make a backup or keep the original FFH2 installer handy. Due to XML changes, this mod is incompatible with any existing save games from FFH 0.41o.
This mod does require Fall from Heaven II version 0.41o. The link for the installers for FFH2 0.41 and patch "o" can be found here - http://forums.civfanatics.com/showthread.php?t=308020
To install More Naval AI (MNAI), simply download and run the latest installer. It will install over the base version of FFH2, so if you want to keep both, make a copy of the original before running the MNAI installer.
Download link
Overview of Changes:
The User Interface has gotten a major upgrade via the inclusion of the B.U.G. mod (BTS Unaltered Gameplay). Hit CRTL-SHIFT-O to bring up the options menu (or use the little bug icon in the upper left). Though the sheer number of options can be overwhelming and sometimes confusing, overall this is a vast improvement to the UI. Any and all features can be easily switched on and off, so dont be afraid to try something new! And if you like mapping out where you want to plant future cities, be sure to check out the Strategy Layer (ALT-X)!
Player AI has been changed to include jdog's Victory System from Better AI. The AI civs can now choose a specific Victory condition they are attempting to achieve and use this knowledge to influence the rest of their decisions throughout the game. Previously passive civs (such as the Infernals and Mercurians), now take an active part in the game.
AI Tech evaluation was put through a major overhaul. Many additions were made to account for new FFH abilities as well as to include a more detailed look into what units and buildings various techs open up. The AI will also take into account its current financial situation and Victory goals when deciding which techs to pursue
AI Unit movement has also undergone many changes. The base of this was taken from Better AI and included a noticeable improvement in the AI's ability to move troops and settlers across water. Adaptations were made to better account for some of FFH's features (Inquisitions, Feasting and Lair Exploration just to name a few) and tweaks too numerous to count to many facets of unit AI (such as promotions, upgrades and AI type selection) have been made after much playtesting and watching how the AI handles itself.
City Production AI has also been largely modified. The AI understands about Heroes, civ-specific units and buildings, and Victory buildings. The AI should be better at adapting and reacting to its current situation when choosing what to build in its cities.
Pretty much anything involving the AI has been improved in some way, and that will be the main continuing goal of this mod. I will continue to work on getting BUG more fully integrated with FFH and I will also be adding to and improving my two new game options (see below), but bug fixing and AI improvement will be the priorities.
Any and all bug fixes for base FFH that have been made known to me have been fixed (to the best of my ability and/or my ability to find the fix elsewhere). There are no known crashing or hangup bugs in this mod. This mod is extremely stable and turn times are relatively quick. If anyone discovers any OOS issues during multiplayer, please report them in this thread.
Tholal's Naval Changes
The way ships and cargo space were handled in base FFH seemed a bit haphazard and made it difficult to mount a meaningful naval assault or invasion. I've made a few minor gameplay changes to various naval vessels to try and fix this and make water-based maps more interesting and fun.
Cargo Holds
Cargo space has been stripped from most ships. The only ones that have designated cargo space are the transport type ships (Galley(3), Galleon(5) and Queen of the Line(10)) and Caravels(1).
Players can still use the Skeleton Crew and the Cargo Holds promotions to turn non-transports into transports. It just makes it a lot easier to guide the AI when each ship type has a more focused purpose.
Tech and Resource Requirements
Tech requirements are unaltered, but I did change some of the metal requirements. They were just way too strict and could easily hurt those who need it most (stuck on an island with no copper for example).
- Triremes and Galleys no longer require metal, though Triremes are still tied to the Bronze Working tech
- Frigates and Galleons can be built with any sort of metal (copper, iron or mithril)
- Arcane Barges require Fire Mana.
- Galleys can now cross Ocean squares once Optics has been researched (it was too long of a gap until Galleons could be created)
- Several tweaks to stats for all Naval units
Upgrade Paths
Upgrade paths were also simplified:
Code:
--> Frigate -> Man O' War
Trireme <
--> Privateer
--> Galleon --> Queen of the Line
Galley <
-->Caravel
Arcane Barge
NEW GAME OPTIONS
Puppet States
This game option is a merging of the Puppet States mod.
When a player captures the city of another civ and they have knowledge of creating Vassals, they will be given the option to set up a Puppet State rather than capturing or razing the city. This will create a new civ of the same civ type as the previous city owner. This Puppet State will be a permanent Vassal to the creating player. In addition to normal Vassal State limitations, Puppet States will not have a Palace. If a Puppet State becomes the last incarnation of its civ type, it will turn into a legitimate civ and the Palace restrictions will be removed.
Revolutions
This game option is a merging of the Revolutions (code extracted from RevDCM since it seemed to be more recent) mod.
Revolutions allow for cities to become disenchanted with their current ruler creating events that the player has to react to and sometimes even spawning a rebel civilization and creating civil wars.
Advanced Tactics
This option incorporates various game-related tweaks that I thought would provide a different and interesting FFH experience
- Players can pillage their own roads
- Pillaging sometimes grants experience
- Bombarding sometimes grants experience
- All units have an inherent withdrawal chance
- Mech units can be captured as a result of battle (code adopted from the War Prizes modcomp by mechaerik)
- Great Generals generated from combat with other civs
- Advanced Diplomacy (adapted from Advanced Diplomacy by Afforess)
- Super Forts - (adapted from Red Key's Super Forts mod (by Red Key))
Thanks to Kael for providing FFH2 in the first place! And thanks to the many coders from whom I have borrowed or copied code, including (but not limited to), jdog and the Better AI crew, Sephi and the Wild Mana crew, Denev, Snarko, karadoc, Terkhen, lfgr, Red Key and MagisterCultuum.
Full lists of known bugs and feature requests. Any and all feedback and bug reports are much appreciated!
Source code can be found at Bitbucket