ExtraModMod continued

Had not played FFH in many years and was trying to set it up using this mod as well. When I install this one though it first tries to install to a folder on C that does not exist. When I give it the correct path it just gives me an error then unpacks it anyway. But then another error after and it does not install correctly. Is there something else I should be doing or maybe just a zip file that I can just overwrite with?

Edit: I see there is a manual archive, will try that.

Edit: Edit: Seems to have worked, created a copy and put the archive there. Is there any place to see if I am using the most updated version? I assume the version in the archive setup is the most recent?
 
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Had not played FFH in many years and was trying to set it up using this mod as well. When I install this one though it first tries to install to a folder on C that does not exist. When I give it the correct path it just gives me an error then unpacks it anyway. But then another error after and it does not install correctly. Is there something else I should be doing or maybe just a zip file that I can just overwrite with?

Edit: I see there is a manual archive, will try that.

Edit: Edit: Seems to have worked, created a copy and put the archive there. Is there any place to see if I am using the most updated version? I assume the version in the archive setup is the most recent?

In the upper left corner, if you mouse over your civ's banner, it's at the top. In my case, it's partially covered up by other info, but still readable.
 

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Sorry, I should've elaborated. I mean will the later scenarios be locked until you complete the prerequisite? Additionally, are the rewards for achieving certain feats in scenarios applicable? (I.e., Luchuirp as an ally in a later scenario when you team up and defeat Perpentach in The Momus).
I made some edits to the scenario files, and am able to load up the scenario screen but am currently unable to load the individual scenarios.
 
Ok, so the scenarios appear to be working as intended. However, the Grand Menagerie mission cannot be completed due to the change in the prerequisite buildings and/or the lack of panthers, hyenas, etc. spawning in the scenario.

I suspect editing the data for the Grand Menagerie in Civ4BuildingInfos will be the simplest solution. I understand XML to a degree, but when I edit the iBuildingClassAnyNeededCount [under Grand Menagerie] from 6 to 5, save the file and load up the game, it crashes. Am I missing a step here? I've scoured the forums and cannot see anything obvious I'm doing incorrectly or am missing.

Sorry to be a pain, but any help would be appreciated! 😀
 
Thanks and Feedback

After playing MNAI and EMM for ages, I thought I should give some long overdue feedback.

Firstly a well deserved vote of thanks to the many people who developed and maintain FFH, MNAI, EitB and EMM. Having played all of these EMM is the one I have played the most; playing each civ in a round of games, currently up to round 9, so around 180 games so far (actually many more as this doesn’t include the many games I lost). Apart from the fact that I should probably get out more, what is amazing is that each game plays out differently and is a fresh challenge, a real credit to the various development teams along the way.

Some feedback follows, just my observations really based on these games, covering stronger/weaker civ balance and religions. (For the record, the settings for most of these games were: Immortal difficulty, Normal speed, Tectonics map, Wildlands, No huts, Advanced Tactics).

For the civs, mostly your start and how the early/mid game plays out make much more of a difference than which civ you are, but I find Lanun, Doviello (particularly with Mahala) and Luchuirp have a distinct edge over the other civs. Lanun with their drop-in power tiles are obviously very strong, and Doviello/Mahala has a very strong early(ish) rush with cheap on the fly upgrades financed by Raiders. Luchuirp have a similar good early window as it’s usually quite quick to get Barnaxus to Combat V, after which wood golems are cheap and strong.

At the other end of things, the Malakim really don’t have much going for them and are usually towards the bottom of the pack, but by far the worst (apart from the Kurios) are (perhaps surprisingly) the Calabim, whose lack of the humble Elder Council makes them just so slow to get going, even worse than Barbarian leaders. This is made worse by the Calabim leader traits, which I find don't work well with the Calabim Civ traits. I’m not sure what the scope is for further changes to EMM, but a Calabim leader with say Sage and Financial might help them get going a bit faster.

This is pretty minor, but of more significance I think is that the religions could do with a bit of rebalancing. The problems are with Empyrean and Esus - in practice these are virtually never used, not even by the AI. This is a shame, as they should be interesting options. The problem is they are weaker than the earlier religions, and as they come later (and cost over twice as much) by the time you might choose to switch to them you probably already have a religion established and the benefits are too limited or too slow to arrive to justify the cost of switching.

Empyrian is all about Chalid, but in EMM he is a shadow of his former self. Pillar of Fire is great, but comes far too late and the game is usually over long before it arrives. Crown Of Brilliance is nerfed by having a duration - more often than not Chalid casts it at the start of his turn, before movement, and ends up incinerating a passing rabbit rather than the enemy. If it is in scope (and I understand it may not be) I would suggest some changes: move Pillar of Fire to a more reasonable Arcane Lore, increase the chance of Crown Of Brilliance wearing off to 100%, and give the Vicar something useful to do in addition to Revelation, which is hardly ever needed - Inspiration perhaps. This would make Chalid a strong late game option again, but he has to be strong otherwise there’s no point switching to Empyrean.

Esus is similar in that by the time you think about getting it there are much better uses for gold than spreading the religion or casting expensive spells. Gibbon is a nice hero, but that’s about all you get for a long time, so unless I’m missing something there seems to be no point spending money to abandon the benefits of say Octopus Overlords or Fellowship of Leaves that you likely already have just for Gibbon and the ability to build some additional late game national units. To make Esus useful what’s needed perhaps is make it very cheap to spread (as it was in MNAI if I remember correctly) and make the Esus Level 1 spells free to cast and the higher level spells much cheaper, but I guess this sort of change would be out of scope now though.

These are pretty minor gripes compared to the epic scope and the many positive changes I find in EMM. I particularly like the extra animal types, which makes the Grand Menagerie actually achievable, and the extra Mana types, and the fact that some AI Civs can get seriously powerful by devouring 2 or 3 other Civs, which can make the late game a real challenge. Fighting the Sheam with their everlasting pit beasts and strength 7 spectres or the Clan with stacks of 100s of axemen is no joke, or attacking a Civ which quickly doubles their power by building the Mercurian Gate. Similarly starting next to the Illians and surviving (sometimes) a long, attritional war against the Priests of Winter is not easy, but very satisfying if you manage to do it.

Once again, thanks to all involved for creating such an absorbing experience. Right, back to round 9…
 
Gibbon alone makes Esus extremely powerful in a player's hands. I used him to greatly weaken an infernal snowball that was very near domination victory. No idea if the AI knows how to use him.
 
Esus is a defacto diplomacy bonus with other leaders. You never get the penalty of following a "heathen religion".
 
Hey, I have made Rhyes Earth map scenario for FFH2 Vanilla with all the 19 civs in locations that try to follow the lore. It works but when trying to make version for EMM I can't make it load correctly. Attached save file below, any help would be appreciated.
 

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@t4lon I was about to write that this was a problem I'd encountered before but couldn't solve - as I've always struggled converting maps between versions - but I actually can solve this for you! It looks like the only thing you'd missed is that Penguins are a resource, not a improvement, in EMM. I've attached a version I made, though I did it simply by removing the penguins entirely.

Can I ask what other steps you took to convert the map?
 

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It does work now. Great news, thank you! Unfortunately can't really say what are the other steps that makes the difference, this is what I did for the conversion:

Some leader traits are different in EMM so basically I made separate scenario with random map in EMM just to copy paste all the lines in the teams and players to be sure to make it compatible. Then I just replaced the starting locations in the text file.
Cities are placed directly although I would prefer the normal start with settlers. I don't know how to do that without eliminating the player first.
 
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In Extramodmod, you can bring a player back from the dead in Worldbuilder.
 
Thanks for the tip. Unfortunately AI settles too far from the starting plot when they have settler.
 
A big reason to not start presettled is that it means that higher difficulties are better balanced, as the AI gets their normal starting units (I eliminated Ljolsofar as Svartalfar with starting units - which tbh given their terrible position is probably the only way you have a chance as Svartalfar on anything Monarch and above).

I believe there are unit AIs you can alter to effect settling behaviour, though I'm not certain on that.
 
After a few games, I made some changes.

Changed some starting locations (including Svartalfar) and features a bit for a more balanced game. Added EMM unique features.
All civilizations start with 2 warriors and 1 scout. They should now be able to protect their capital a bit better.

Left the save file below if interested, especially to make and possible share a version with fixed start settlers.

Edit: Updated the save file with a few small improvements here.
 

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