Fairy Tale

Perhaps instead of an imperial unit to replace the regular civ's troops, how about an imperial promotion - +100% exp gained inside cultural borders or some such and perhaps a unit cost as well (1 gold per unit maybe?)

Also, for those challenging the new imperial union, you may want to give them a rebel promotion or some such. 99% of the time, the civ declaring the Union is going to have a major military advantage anyways. No player is gonna delcare all out war unless they have it. So perhaps allow rebel units to come into play (cheaper cost, 100% exp gains per combat, and reduced maintenance) to give the declaring player the challenge that is needed.

If the rebels win, the rebel and imperial promotions will need to be lost and the game go on as regular -- OR -- if another civ captures the imperial palace, they now become the imperials and the promotions would have to switch. The victory counter begins anew and the battle rages on.

Now, since I have no idea how to mod, program, etc, I have no idea what kind of work this would need. Again, just throwing ideas out there for y'all.
 
OK. Just to report, I'm back to creating now and I've done several corrections already tonight and also added the Drunkard Trait for the Dal. This is the only and first trait that gives negative effects. It makes the Dal receive a hefty -3 health penalty for all their cities, which should reflect their unhealthy... hmmm... lifestyle and also slow their expansion substantially.

I am now going to start adding the 18th kingdom to the game.
 
Hello! I've been out for RL causes, but back i am. I can't play it right now, since i am in a extremely slow computer, but i expect to play Fairy Tale quite a lot in my vacation now :)
Anyways, i love the winning via declaring yourself emperor. However, how would be different than actually just conquering everyone else the common, domination way? 'Cause you know, declaring yourself an empire but never actually conquering he world would never turn it into a empire :P
Maybe having it to conquer everyone but with REALLY strong units? Like just mowing'em down... That would be fun :P
 
OK. Just to report, I'm back to creating now and I've done several corrections already tonight and also added the Drunkard Trait for the Dal. This is the only and first trait that gives negative effects. It makes the Dal receive a hefty -3 health penalty for all their cities, which should reflect their unhealthy... hmmm... lifestyle and also slow their expansion substantially.

I am now going to start adding the 18th kingdom to the game.
Good to hear that, LeSage; I am just about satisfied with my trait revamps, just checking out the forums for ideas. I'll wait until you post your update then add my HEFT update when I am finished; I have some ideas I want to implement....
 
Genuine, arent they?
Just a question, you do not know if there is any mod out there who does not change the core game, but instead cut's the mod of at the Medieval age, leaving the Medieval age as the last. I noticed that someone made one and uploaded till the scenario part, but it's link is no longer working.
Here's Topsecret's Medevial Mod.
Personally I would rather not use it for I would like the option to modify later techs and buildings into Fairy Tale substitutes.
 
LeSage,

While waiting for your next update to fix the grear generals, I started playing the Imperial Scenario. Not sure if this was updated with the new traits. Zuur and his vassals dont seem all that agressive unless I've just taken myself that far ahead of them.

But anyways, as the extra King and Matriarch units came out, I attached them to units and the extra exp and upgrades went into play. The generals still work for atleast the imperial scenario. You may want to look into that if your still looking for a fix. Perhaps you just need to port it over so that custom games use it as well.

However, if you revamp the general system totally (like HoTK I hope :) ) update the scenarios too :)
 
Jennvare: The Great Generals should function just the same within the whole game; whether in a scenario or on a randomly generated map or otherwise. The Fix that i published earlier made them at least give out promotions, but the fact that kings and princes are born over and over again is still a problem. I want only one king per nation per game.

I wonder if there's something that can be done to get Zuur and the Collective and nations like that to behave more aggressively... I will look over their AI's for the next update. That should also make them behave even more aggressively in other games as well and not just the scenarios, but I'm OK with that.

Highwayhoss: You can send me your update whenever you're ready with it, if you get it done in the weekend. I'll add it to the one I'm working on then when I'm done doing the 18th civ and publish it as update 8a for this waiting crowd by monday or so. It always takes a while creating entirely new civs and it's actually the most time-consuming operation since it involves so many different things that need to be done, but I will be done with it by sunday evening. The new civ is really looking good so far though and should become one of the better ones, actually; it also plays on Fairy Tale/Fantasy themes that I think I've overlooked a bit so far, sadly.
 
Civilopedia help anyone...?

Here's a little proposal for all the hundreds of thousands of fans of Fairy Tale out there. the Civilopedia is still quite something of a Work in Progress. I've personally done all the leaders, national descriptions and am doing all the national heroes as small Fairy Tales describing them. All the units are still pretty much undone. Ajidica did some great work on some of them, but we need more text material in there as most units still have their vanilla Civ descriptions.

One way for all the millions of fans of Fairy Tale to add to the progress of the mod is to write unit descriptions for their favourite units. You should first go into the Fairy Tale Civilopedia and check that your unit hasn't been done already and then write a small, short lore description of it. Don't worry about language or sticking to lore too much, I will correct any errors; the important thing is that we get unique and interesting texts for all the units. It doesn't matter whether you write a hundred descriptions or just one for your absolute favourite unit. Note that you can't claim the Hero Units, since the Civilopedia of those are going to be done by myself.

You can post your descriptions here on the thread, you can E-Mail them to me (LeSage777@windowslive.com) or you can PM them to me. The reward is that you get your name in the Credits section alongside such computer game creation geniuses as myself and HighwayHoss.
 
Hm... I think i can help with that, but only when i return to Rio de Janeiro, sometime in the week.
Oh by the way, nice ego :P
 
Excellent. All help is appreciated.

(And oh yeah. Having all these hordes of fans for my mod and all these millions of followers does create an ego really :mischief:)
 
Update 8a

I just uploaded Update 8a of Fairy Tale to ModDB.


THE UPDATE


Update 8a includes several new features, such as the 18th and 19th civs. You can now play the full 18 civilizations on the great 125x100 map as well. To start a game on that map, choose Play Scenario in the main menu and select the BigMapJuly2010 map. Full Version History is found in the manual, opened by clicking the ReadMe.html file in the Fairy Tale directory.

The update includes HighwayHoss' HEFT, which updates leader traits as well as several other things. ReadMe included.

WIP. Note that this is a middle update and is still unfinished, but very much playable. VeBear's civilization the Dwarves still have no unique units, but the civ is playable. Also, I will be adding his civilopedia texts in the next update as well. The Kharrorch civ has all the units, but need more work.

Further. Note that the new resource, Crystal, is not present on all maps yet. It is sufficiently present on the new 125x100 map though. The trait civilopedia doesn't work as yet, but HighwayHoss is working on that.



Le Sage July 2010 (LeSage777@windowslive.com)

Download



 
KingdomsMap.jpg


The approximate situation in the Known World in the Year of Namerl 3000. A map of the Kingdom distribution on the great 125x100 map included in Version 8a of Fairy Tale.​
 
You just drag and drop the Fairy Tale folder in the .zip to your Mods folder on your harddrive. It should then be merged with the existing Fairy Tale folder and you should overwrite where asked.

I didn't have time to make any unique units for your Dwarven civ and I will be doing those this week. I am playing a testgame right now and happened upon your Dwarves and I must say that they are a worthy opponent. I have seven civs (I think) as rivals. I am playing the Collective and have a point lead, then comes the Black Banner and on third is the Dwarven civ. Zuur is last.

Blimey. Zuur is always doing bad.
 
Maybe you should give Zuur the old Dal traits then or even give them more traits then normal if they are supposed to be a superpower in the game.

Did you ever fix the generals? I didnt see that in your patch notes.

Fot the Imperial Scenario I played before this patch, Zuur didnt mount much of an offense. They didnt even put up a respectable defense. which was kind of anticlimactic. The Collective actually managed to take a couple of cities back, but they were simply outteched and I eventually overran them.

Hopefully I can finish this soon so I can put the new patch in.
 
I think I've solved the generals issue with this update. I am doing a testgame, making notes, and will report as things start happening.

Yeah. Old Zuur. The Black Banner turned out fine though. I might just copy their strategy and paste it on Zuur as well. It doesn't matter which of the Zuur leaders are in charge, they always do bad anyways. So they need work.

Oh. And here's the full list of updates in 8a from the Version History in the Manual.

Update 8a, July 13, 2010

*The Royal family Great Generals were reset to their previous state.
*The Black Banner now has access to the Jousting Arena unique building.
*The Black Banner also now has access to the darker late-game units such as Crusaders and Archmages.
*Updated the Dal traits to slow down their progress and expansion substantially. Inserted the "Drunkard Trait" and gave him Hoss' Corrupt trait. Nerva Dal should now only be the little pain in the rear he's meant to be!
*Added the resource Crystal which is revealed at tech School of Destruction.
*Magician units are now dependant of Crystal. The appearance of Magician units has been delayed to School of Destruction.
*There's a Magician's Workshop improvement buildable to extract Crystal.
*Added the 18th Kingdom, the Kharrorch Orcish/Goblin.
*Added the 19th Kingdom, the Dwarven Thorshammir, designed by veBear. This one is still incomplete.
*Updated the World of Fairy Tale map. It is now 125x100 huge and has 18 civs!
*Worked on the problem of several kings being born. I think it's solved now.
*Finally merged with HighwayHoss' latest HEFT work, mainly on leader traits. ReadMe included.
 
Le Sage,

Got the latest patch and am playing one of the scenarios. They crystals are still not showing up on the map and I've got 50% open. Have you updated the scenario maps by chance or is that still a work in process.

Btw, when I finished the Imperial scenario, I had a final customized score of over 2 million!! Zuur and their vassals were taken out after 265 turns.
 
The Crystal resource hasn't been added on all maps as yet. It is only sufficiently present on the new 125x100 map right now. I am aware of the problem.

I am actually thinking about a remake of all the scenarios. I will be cutting out all the old scenarios and add new ones. My initial idea was to have one scenario for each Fairy Tale Kingdom. As the scenarios work right now, I'm not very happy with the looks of the maps; they look weird and do not fit into the Fairy Tale lore. Also, as you've noted before, some of the maps don't work after all the updates to the main game either. Like the Elven Civil War before and now with Crystal.

Two Million!? The Imperial Scenario is one of those that needs work too, obviously. If nothing else, I do need to tweak the Zuur AI to work properly.

Expect a lot of changes the scenarios and their setup. I am playing a testgame right now that I don't want to lose, so I can't really work on the game code since that would probably invalidate the save, but I CAN work on scenario maps in the meantime.
 
Le Sage,

Started a few games with the Zuur. I had one abortive start where I had no copper or iron and was pinned early by a neighbor. I couldn't compete in that one.

In the other games though, it's still tough to get the Zuur rolling in the beginning. They may get strong troops early, but they dont have the production capability to make them. In all my starts, I've hard simple barbarians capture a couple of my newer cities simply because I could only garrison them with warriors. The other troops were just too long to produce in the real early stage.

I am wondering if this is why the Zuur seem to be foundering in your scenarios. I noticed that after warriors, they have the ghost at str 4..and then the legion str 7 and wancera at str 5. But in every game, these units take a prohibitive amount of time to produce and that can cripple any civ early on if they cant produce early units to defend itself.

Gonna start another game and see how they compete in the later game, if I can get there.
 
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