Fall To Pieces: Modular Mods by Iceciro

I would not suprise me if my friend installed it wrong. I had to walk him through the sub directory tree three times.
 
Piece of Recon:
This module gives units access to the "missing" anti-recon promotions, Surround I and Surround II. It also removes the bonus XP from the Austrin's Exploration Guild. It also has a terrible name. Oh well.
Download Link: http://www.mediafire.com/?o4zniom2gz4

...

StupidFort
AIs are really stupid with forts. Really, really stupid. This removes buildable forts because the AIs are too stupid with them.
http://www.mediafire.com/?o4zniom2gz4

Links both go to same place

I notice you have TWO PieceofRecon folders in your public file. Should one of them be named StupidForts instead or is one the wrong file?

http://www.mediafire.com/download.php?lh2m53f1wjq is the "other" PieceofRecon link
 
Ahh. Not too much, hence why it hasn't been publicly released yet.
It gives them a temple-like building at Mysticism (with the requisite +1 happiness from the Religion civic) and makes their sacrifical altar give them +1 happiness with their Blood and Sacrifice civic and +2exp to melee units.

Lastly, when the Cualli have researched Way of the Wicked, all of their units get a 25% chance to capture a slave in combat under Blood and Sacrifice, allowing them to keep using their custom civic instead of swapping to slavery without overpowering them by delivering the ability at the start of the game. The promotion disappears if they swap out of B+S and reappears if they swap back, making it just like the Slavery chance's end result.

Basically it's designed to help them close the gap of being agnostic and compared to the Mazatl, who have a bunch of temple-replacements and a far better unique civic.

Unfortunantly, because I have to give civic bonuses by buildingclass and a lot of the civs share the "unique_building_civ1" or whatever the Sacrifical Altar is, you'll see a whole lot of things saying they give +1 happy under Blood and Sacrifice, things like Khadi gates and anything using that building class.
Sounds great! Any idea on a release?
 
Okay MANY of the links in the OP are duplicates. You might want to look at them all.
 
The Link duplicates all go to the full download as fare I can see it. So they are corect because the full download also contains all seperat mods.
 
The link duplicates are incorrect because I do not have l33t copypasta skills. Next release, I'll just link to the folder. If I finish my release.
 
These modulesare awesome, but apparently they don't work with vista. Any advice? am I doing this wrong? Help!?!?
 
They can't be awesome if they don't work with Vista.

They work on my and a friends machine both Vista 64.

The question is do they work with patch C. And if they have to be removed and reinstalled for each new patch. How do they interact with changes in the main body of the program.
 
Merging in some of your leaders. ;)

Both of the leaders from Flat Lead, of course, and some of the ones from Moar Lead...


  • Naxus - Will become an Emergent leader, losing Arcane.
  • Cuai-Ixl - Will be a Minor leader, same traits as in the module.
  • Cecilia -
    • This one will be renamed Ophelia, to match the leader contest winner using the same image (You thief! :lol:). Will set the new Unique tag I merged from LENA, which will allow only one of the two leaders to randomly spawn in a game.
    • Will be Emergent, with the traits Spiritual, Death-Touched, Emperor's Cult, and Agnostic. Emperor's Cult sets a Unique Cult (Penalties to civs following a religion or different cult), does nothing else... Shared with the Emperor.
The other leaders are either ones already in FFPlus, or clones of them... The pirate uses the exact trait as Mordmorgan. :p
 
They can't be awesome if they don't work with Vista.

They work on my and a friends machine both Vista 64.

The question is do they work with patch C. And if they have to be removed and reinstalled for each new patch. How do they interact with changes in the main body of the program.

unless we introduced new bugs, or drastically overhaul how things are structured, modules are compatible with all patches, and generally don't need maintaining.
 
Wait, so they do work on vista?
 
I'll get that done... someday. Life just sorta did an "all falls down" again on me recently, and I haven't even had time to play civ while I dig myself out.
 
I wonder what incredibly picky person impressed upon you the need for that?

*cough. cough.*
 
I won't point any fingers... *Cough*Ice*cough*ciro*cough*.

Noticed a few things about your FlatLead module... Says Xivan is a leader for the Amurites, but he's not listed for them. Also, shows he has custom diplomusic but it's not included.

I'm grabbing the old version so I can get the music. :goodjob:
 
For a while, he was an Amurite leader. I cut down the number of civs he could lead to just those with a fascination with unlife, or I think that was the rationale. The custom diplo music is something I never got in, I'll pass that to you.
 
Yeah. Ideally he'd have a laundry list of civs he can lead - pretty much anyone that's got a human or human-looking race/leader.
For a while I was letting him lead the Elohim, then when I was busy with another civ testing, Elohim Xivan came out of the north and completly humiliated me. It was pretty awesome. (Since he uses his own leaderhead rules no matter who he leads, they all become really aggressive. Aggressive Elohim are hillarious. And actually, pretty effective, since his trait turns the Elohim Disciple units into like strength 8 arcane casters. Fact: There are no promotions that give you a bonus against arcane casters.)
 
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