apotheoser
Prince
- Joined
- Apr 15, 2006
- Messages
- 336
Edit: Updated with second attempt.
-----------------original post-----------------
So after many false starts, I've actually got a somewhat recognizable and playable mod for FF. I've attached the XML and python here (although the python literally changes 1 file), as there are no .dll changes (yet).
I'd really appreciate some feedback on thoughts on the Civics. I added a new category, added unique civics for every religion, and generally radically rebalanced things. Some of it will probably be controversial but that's why I made this thread; I'd like to see what people think and why.
(Edit: Yes, the pedia and strategy entries are not complete for each civic.)
Other things you might notice: Doviello are temporarily gone, replaced by a civ called the Fabre. They're not really done yet. If you're curious, they're sort of based on New Crobuzon from China Mieville's Bas-Lag novels. They're pretty evil, imperialistic, and steampunky. (By the way, if anyone knows how I could make Ironclad link to the Ironclad model and art from vanilla BtS, please let me know. I don't understand the art system yet). But as I said, they're not done or balanced so don't worry about them. Their corporation is sort of messed up too.
Also, state names are temporarily broken while I re-work them for the new civics.
Also, there is a new bonus: coal. It's probably too prevalent, and it's sort of tied up with the Fabre, but it doesn't really do much besides make a lot of hammers for the Fabre Punishment Factory. Again, don't worry about it.
I'm sure several other things are broken at the moment as well, but you should be able to play through a game with the new civics without any problems.
This is all based on patch Z of FfH2 and Fall Further 050 Patch with Malakim+ included at this point.
- 2 starting civics in each category (except foreign policy)
- DOVIELLO ARE BACK IN (fabre and coal are out until i finished them in their own right)
- Civics got rebalanced quite a bit, and moved around a bit
- Real CoE only civic got added, which allows you to build the HQ for the CoE corporation that ALSO got added
- Arete is more arete-ish
- Added a to-do list in 2nd post (see second post)
-----------------original post-----------------
So after many false starts, I've actually got a somewhat recognizable and playable mod for FF. I've attached the XML and python here (although the python literally changes 1 file), as there are no .dll changes (yet).
I'd really appreciate some feedback on thoughts on the Civics. I added a new category, added unique civics for every religion, and generally radically rebalanced things. Some of it will probably be controversial but that's why I made this thread; I'd like to see what people think and why.
(Edit: Yes, the pedia and strategy entries are not complete for each civic.)
Other things you might notice: Doviello are temporarily gone, replaced by a civ called the Fabre. They're not really done yet. If you're curious, they're sort of based on New Crobuzon from China Mieville's Bas-Lag novels. They're pretty evil, imperialistic, and steampunky. (By the way, if anyone knows how I could make Ironclad link to the Ironclad model and art from vanilla BtS, please let me know. I don't understand the art system yet). But as I said, they're not done or balanced so don't worry about them. Their corporation is sort of messed up too.
Also, state names are temporarily broken while I re-work them for the new civics.
Also, there is a new bonus: coal. It's probably too prevalent, and it's sort of tied up with the Fabre, but it doesn't really do much besides make a lot of hammers for the Fabre Punishment Factory. Again, don't worry about it.
I'm sure several other things are broken at the moment as well, but you should be able to play through a game with the new civics without any problems.
This is all based on patch Z of FfH2 and Fall Further 050 Patch with Malakim+ included at this point.