Erm (Extended religion modmod)

I always forget that Hell Terrain needs the Infernals...

How about at AC 100, several of the minor leaders for the Infernals appear, taking over Barbarian cities or just being given troops and settlers? That way you get a nice rush of hostile opponents and Hell terrain can spread.

Also good, the only thing is I'm not sure how manes would work with multiple infernal in play.
 
Hell terrain does not need the Infernals. It can start from either Infernal territory or from the Entropy Node Flair event.

Edit: Oh yeah, as Xienwolf said hell can also be started by the Wonder Spell.
 
Hell terrain does not need the Infernals. It can start from either Infernal territory or from the Entropy Node Flair event.

So plan B could be to make Entropy Node flair event 100% chance of happening. :lol:
 
Think what I'll do is make the AotD create a 1 tile radius of Hell around it, so there will be something for the speed increase to work from.
 
Sorry, slight derailment of the thread topic, but I am confused at how Hell Terrain works now. If Wonder or a flare create hell terrain, does it keep spreading throughout the world? And if so, how does it stop? I thought it stopped spreading when the Infernals were killed, but if they never existed?...

Having the AotD create hell terrain around it is a really harsh penalty for the building. You may just want to randomly create patches of hell terrain at AC 100 and have it spread from there.
 
Hell terrain can exist in all terrain and in near immpossible to stop as of normal FfH:
Hell can always spread in Veil lands
On 25 AC Hell can enter unowned lands
On 50 AC Hell can enter Evil lands
On 75 AC Hell can enter Neutral lands

Hell spreads using the plot counter.
If a plot's counter is at 10/100 it is Hell.
If a plot is adjacent to a counter that is Hell it's counter goes up by one a turn

Events that set plots to Hell such as the entropy flare or Infernal lands set the plot counter to 100

If the AC goes down enough so that a plot would not be Hell if it hadn't been spread to the counter goes down by 1 a turn
 
Patch Q compatibility won't be out for a couple of days most likely, as I want to play around with a few things.
 
Planned for next release:

  • Apocalypse kill chance increased
  • Razed holy city mechanic implemented for all religions
  • Divine retribution minimum damage increased to 60%
  • Basium gains +1 :strength:when he defeats an undead or demon unit
  • Meshabber of Dis' :strength: increased by 5
  • Cities which are size 4 or less will be destroyed at AC 100
  • Compatible with FFH patch Q
 
Planned for next release:

  • Apocalypse kill chance increased
  • Razed holy city mechanic implemented for all religions
  • Divine retribution minimum damage increased to 60%
  • Basium gains +1 :strength:when he defeats an undead or demon unit
  • Meshabber of Dis' :strength: increased by 5
  • Cities which are size 4 or less will be destroyed at AC 100
  • Compatible with FFH patch Q

Hmm, this might make my Kuriotate timeshare drop in value very quickly ;)
 
Hmm, this might make my Kuriotate timeshare drop in value very quickly ;)

I'd sell now if I were you. :P

Might make them immune to it, but in return all their cities are dropped to 1 pop or something.
 
0.32 (now with 100% more Cyther input)
  • Upgradable religious heroes (thanks Cyther)
  • Auric Ascended improved
  • Orthus and Tumtum made stronger. Orthus now has the hero promotion.
  • Apocalypse kill chance increased
  • Razed holy city mechanic implemented for all religions
  • Divine retribution minimum damage increased to 60%
  • Basium gains +1 :strength:when he defeats an undead or demon unit
  • Meshabber of Dis' :strength: increased by 5
  • Cities which are size 4 or less will be destroyed at AC 100 (settlements are immune to this)
  • More population is lost at AC 100
  • Compatible with FFH patch R

Going to delay the release until patch R, as I need a bit more time to playtest (it does however mean less bugs, which is good. :) )
 
Could you be more specific with how you made Auric stronger and what you mean by "upgradeable religious heroes"? Also, was the only thing changed with Orthus and Tumtum that they now have the hero promotion?
 
Could you be more specific with how you made Auric stronger and what you mean by "upgradeable religious heroes"? Also, was the only thing changed with Orthus and Tumtum that they now have the hero promotion?

1) Auric has doubled attack, and has a +30 affinity for ice mana (so assuming you still have ice mana (and I can't see how you couldn't), his attack will be 120 compared to his original 60 (so he actually lives up to being a God.)

2) When heroes such as Sphener reach level 6 for example and you have the right technology, you can upgrade them into an improved version, which has better stats and new spells/affinities.

3) Orthus and Tumtum are also capable of upgrading into improved versions when they reach the right level.


[to_xp]Gekko;7678288 said:
I guess he means that he merged cyther's upgradable heroes modmod. sounds good to me :D

Pretty much. :P Well the religious heroes at least, I may include the rest at a later point in time.
 
:lol: Soon I will achieve a cultural victory :crazyeye:

Sorry, I meant -100% input. ;)

I will release the next version shortly after patch R is out. I'd release now, but seeming patch R should be out soon, I'd only have to go and update it again. This way saves me time. :P
 
Not to be a jerk, but what does Cyther's mod have to do with religion? Couldn't someone just download both of your mods if they wanted to use them? I don't really want my heroes messed with, as their power levels are balanced by the tech needed to get them and the civilization or religion that gets them.
 
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