FFh mini-mods

Civkid1991

in shade of poison trees
Joined
Feb 20, 2006
Messages
871
Not that FFh isn't a great mod as it is but i know that some of us like to add things to ffh(Like adding in a civ or moddifiying xml or python files). I thought it would be great (if its ok with keal:) ) if anyone who what to make sub mods for ffh to post/dicuss there mods here.

Fell free to start putting in requests and ideas. I will periodicly update this thread to show the mods that are under development or being discussed or completed.

would love to see what everyone's creating,
~Civkid~

Latest SDK version: version .16 -> see link below

Currently Active Modders and Idea Makers (not in any order):
  • QES
  • Maian
  • Mavy
  • MrUnderhill
  • Sureshot
  • Darkkender
  • Quetz
  • DieselBiscuit


Bits of help and tutorials

Python:

SDK:
  • FFH source code (Page)
If i've forgotten anyone who's mod has been mentioned before this post and i didn't include it then im sorry and we would love to hear about it so please post a link or pm me ;)
 
Its certainly fine with me, I've been incrediably impressed with the work Maian has done and I would love to see others work. I dont care if you add things, remove things, stick to FfH lore, or create something brand new. If its fun for you go for it, Im even glad to answer question when I can.

Version 0.16 will be a particuarly good version to build on since it will be the last version for a while. I would give us a week after its release to get all the bug fixes in. But after that it should be a good base for whatever projects you guys would like to do.
 
Right now I'm playing with vanilla 0.15k, but I did tweak some things in 0.15j that turned out to be...interesting:

*Replaced the Ljosalfar's Fire Mana with Water.
*Changed Thessa's traits to be less like Tebryn Arbandi's (Spi/Arc instead of Arc/Sum).
*Combined all Fire and Water units into a single category: Spells.
*Rearranged the technologies that enable Cottages and other improvements.

What I'm hoping to implement in 0.15k when I get the time/experience (of course, I'll probably be too late in finishing these by the time 0.16 comes out; I'm no match for the FfH Team and I make no claims to the contrary :p ):

*3 completed spell spheres: Metamagic, Sun, and Shadow.
*UUs that are actually unique (especially for the Malakim, I've got some great ideas for them).
*More extensive promotions/conditions, including imbued elements, armor types (Heavy and Light), stealth, etc.
*Stack-busting mounted units.
 
I'm planning to make lots of changes. How does "Fall from Heaven: Rise of Mania" sound? ;)
I'm just waiting for version 16 to come out so I don't have to redo all my changes.
 
i've got a mods of the svartalfar which gives them UUs along the Warrior to Immortal line, and some lower tier units along the mounted and archery lines, but im still messing with their skins a bit and will only bother furtherin their archery line if i lower the bowyers cost (im also thinkin of giving them a prophet UU called a darkbringer thats invisible and can enter others cities to do negative culture bombs, and other random stuff)
 
If anyone has a mod aready done then post the link or post the files here an ill put the link in the 2nd post.

@ sureshot: that sounds interesting when do you plan on doing this? Will it be fore this version (with out the specials from .16) or are you going to wait for the next version?
@ MrUnderHill: can't wait to see what your going to do with the Metamagic, Sun, and Shadow spheres.

Edit: This would also be a good place to get help with mods or post helpful hints or something... i will also include it in the first post if they are really good
 
Sureshot: love the idea of the Darkbringer sneaking in to do negative culture bombs. The only downside is that the target would know who did it.
MrUnderHill: the different armor types sound intriguing.

This sounds like a great way for fans of FfH to try out new ideas and hopefully the best may eventually get squeezed into the main mod.

- feydras
 
feydras said:
Sureshot: love the idea of the Darkbringer sneaking in to do negative culture bombs. The only downside is that the target would know who did it.
MrUnderHill: the different armor types sound intriguing.

This sounds like a great way for fans of FfH to try out new ideas and hopefully the best may eventually get squeezed into the main mod.

- feydras

Im not shy about stealing (with proper crediting of course).
 
I'm waiting on .16's release so I can bribe Kael into giving me the SDK source, to try something I think will be pretty neat. Of course, have to see if its even remotely possible firstly :D
 
Quetz said:
I'm waiting on .16's release so I can bribe Kael into giving me the SDK source, to try something I think will be pretty neat. Of course, have to see if its even remotely possible firstly :D

Thats a good idea...

@keal: would it be possible to get a link (or post) for the FFh SDK when .16 comes out.. and if anyone is interested one for .15k?
 
Civkid1991 said:
Thats a good idea...

@keal: would it be possible to get a link (or post) for the FFh SDK when .16 comes out.. and if anyone is interested one for .15k?

Not 0.15k. I will see about releasing a public version of the 0.16 sdk after 0.16 has been out for a week (I want time to apply fixes).
 
Whaaaa?
My name is in here? Oh, the Paragon thread.

Well, so many good points were raised in issue to my idea that I've decided to put it on hold till i see what .16 looks like. With SOO Many different changes going on, its going to be hard to know what to predict for various development procedures. Plus, Once .16 is out, i'll have a better understanding of where possible fusions can be made with implmeentation of this drastic altercation of the religious endgame.

Basically im in "wait and see" mode. And im not a programer, just a muser of ideas.
-Qes
 
QES said:
Whaaaa?
My name is in here? Oh, the Paragon thread.

Well, so many good points were raised in issue to my idea that I've decided to put it on hold till i see what .16 looks like. With SOO Many different changes going on, its going to be hard to know what to predict for various development procedures. Plus, Once .16 is out, i'll have a better understanding of where possible fusions can be made with implmeentation of this drastic altercation of the religious endgame.

Basically im in "wait and see" mode. And im not a programer, just a muser of ideas.
-Qes

yea i put you in the area of "Idea makers"... in a mod idea makers are neccessary too... its not just the programmers :)

This would be the perfect place to get help on it... i guess you can recrute some programmers and artists. It is a great idea and would be a great addition.
 
@Kael I was just wondering ... after you release FFh .16 on friday the 13th will there be a guides to editing or adding stuff to it for beginers?
 
Just visit the Civ4-Creation forum for some guides or so. The XML and Python FfH uses is (largely) the same as any other mod uses.
 
Civkid1991 said:
@Kael I was just wondering ... after you release FFh .16 on friday the 13th will there be a guides to editing or adding stuff to it for beginers?

No, sorry.
 
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