[MOD] FFH TweakMod

Wouldn't it be better to try to fix the Mercurians by tweaking current mechanics rather than introducing completely new ones?

I intend for these units to play along with the current Mercurian mechanics. Feedback on these units is important to me. Now that the new stuff is in, it has to be refined.
 
A couple things:

1) At one point, during a game as the Mercurians, The Sidar were destroyed, yet remained on the scoreboard with 666 points (ironic because they were defeated by Hyboream), finally I give them a city, they are defeated again and removed from the scoreboard.

2) In the same game, a Confessor of mine promoted and was able to choose two different copies of Inquisition (or whatever its called)

3) I cannot build Martyrs, they require Never. Is that a problem?

-Thanks and great modmod
 
I can confirm the double inquisitor, but it doesn't seem to affect anything.
 
A couple things:

1) At one point, during a game as the Mercurians, The Sidar were destroyed, yet remained on the scoreboard with 666 points (ironic because they were defeated by Hyboream), finally I give them a city, they are defeated again and removed from the scoreboard.

Bug with the mainmod.

2) In the same game, a Confessor of mine promoted and was able to choose two different copies of Inquisition (or whatever its called)

I'll fix that in the next update.

EDIT: Since I'm going to be away this weekend, I fixed it now.

3) I cannot build Martyrs, they require Never. Is that a problem?

That's intended. Martyrs have a chance to spawn when you kill demons.

-Thanks and great modmod

Glad you're enjoying it :)
 
Have fun at the anime con. I know too many people hitting there this weekend, and I live nowhere near MD.
 
I think it was mentioned previously (though I can't find it, maybe some other thread) that you planned to release sorta seperate packages for different parts of the mod, is this still planned, or did I dream that? All the changes are a bit overwhelming atm :crazyeye:
 
I really dig this modmod. Having some trouble with combining it with the KE Huge ICE Empires 1.0 map, though. Tweakmod actually seems to fix a lot of the stability issues associated with the map, but using it auto-enables the 'increasing difficulty' challenge where the game gets harder every 50 turns. I haven't been able to figure out how to get that to stop. Anybody having the same problem or otherwise have any ideas on how to keep it from happening?
 
I have not had that problem.
 
using it auto-enables the 'increasing difficulty' challenge where the game gets harder every 50 turns. I haven't been able to figure out how to get that to stop. Anybody having the same problem or otherwise have any ideas on how to keep it from happening?

Issues with game settings not corresponding to what you have checked are usually a result of switching mods between games. To fix it, simply use the Play Now option when starting a new game after switching mods. Once that game starts, you can then quit and start a Custom Game that will properly acknowledge which settings you have checked and which you dont.
 
A possible bug:

Playing as Sheaim, I am NOT Council of Esus (I haven't discovered Deception and none of my cities have the religion), but a couple of my units have been born with Hidden Nationality for no apparent reason. For example, the settler in the screenshot has the FoL religion, but is HN for some reason.

Civ4ScreenShot0014.JPG
 
A possible bug:

Playing as Sheaim, I am NOT Council of Esus (I haven't discovered Deception and none of my cities have the religion), but a couple of my units have been born with Hidden Nationality for no apparent reason. For example, the settler in the screenshot has the FoL religion, but is HN for some reason.

View attachment 221506


I had joined with undercoucil ( NOT researched CoE) and Nightwatch resolution passed and you know what? I established by getting Nightwatch CoE!

I replied to this post because of this and my case may be connected somehow.
 
Question- can this mod be merged in any way with Skyre's AI mod? That would be a nice addition to this.
 
Woo, just got back, and it seems a lot of things happened.

I think it was mentioned previously (though I can't find it, maybe some other thread) that you planned to release sorta seperate packages for different parts of the mod, is this still planned, or did I dream that? All the changes are a bit overwhelming atm

I think this would be difficult unless you told me exactly what you wanted. Then I can explain how to mod those features in.


Fixed. Will be in the next update.

Playing as Sheaim, I am NOT Council of Esus (I haven't discovered Deception and none of my cities have the religion), but a couple of my units have been born with Hidden Nationality for no apparent reason. For example, the settler in the screenshot has the FoL religion, but is HN for some reason.

Not a bug. If a city has crime >= 50, it acts as if Esus were in it (in regards to negative promotions).

Another bug: if a Councilor unit is killed by barbarians, it causes a CTD.

No idea on this one. I'll have to test it myself.

Question- can this mod be merged in any way with Skyre's AI mod? That would be a nice addition to this.

It already has the BetterEconomyAI. I don't know if Skyre's AI mod would conflict with that.
 
I played another game to test the Esus-mechanics out, lasted a bit longer this time.

When I read this thread I was a bit sceptical of the changes to Gibbon, felt like a bit of a nerf but while testing they fit very well with the overall changes.

The happy-bonuses feel very welcome. I did not do any numbercrunching, but the general feel was that it was possible to steer up the kind of religion-boosted ecoonomy I usually do. No Guardian of Nature perhaps, but considering the synergies with your other mechanics they are very interesting changes overall.

Moving Nightwatch to Deception felt like a very good change gameplay-wise, even though the use of bows outisde of the archery-line felt a bit uncomfrtoable to my lore-minded head. But maybe that is not unique. One of the problems with Esus was always that its benefits were so spread out across the tech tree, Nightwatch at Bowyers (seldom worth the effort), Shadows at the end of the economic techs and Shadowriders so far off I have never even built them.

The promotions granted by a high crime-rate eluded me though. I found a ranger with some elemental or magic resistance once, but that was about it. Since there is no way to monitor crime rates (I think?) this makes it a bit hard to test, but the overall feel was that the impact was so small it was negligeabel. EDIT: I also got a Nyxkin with Hidden Nationality.

And finally, the hidden nationality-aspect. After having built the Ratcatcher's Guild I really felt like the stalky slayers the Svartalfar are supposed to be, my woodlands, an important passageway for many a civ, were safe to noone (and xp rolled in to my troops :) ). However, Mask as dependent on unit religion is a bit of a wasted ability, CoE as a unit religion is so random and so rare it is impossible to build any religion-based strategies on it.

I understand now why you thought making Mask simply require CoE as State Religion felt a bit cheap, I think wonder/building-dependence is the place to go. Perhaps a wonder /building that allows Recon units present in the city to cast Mask, or one that hands out unit-religion for a fee (though I think that is hard ot code), or simply give Mask/CoE as unit religion to all units produced in the Ratcatchers' City. This would be enough for my playstyle, though I play in small maps with small empires.

Another "cheap" change I myself use from time to is however to let Nightwatch upgrade to the recon line, which works even better now with Nightwatch on Deception, though this might have some promotion-balance issues, I have not really thought/played it through with the attempt to max its benefits out.

Council of Esus has however turned into a viable alternative for more than just the lore and feel of it. The ability to control the hidden nationality promotion with Ratcatcher's, the boosts to happines and indirectly to the economy with a certain set of buildings that also caters the player to a certain economic/civic playstyle suited to the religion lore-wise (this was my feel atleast, played around with consumption, specialists and not-a-100%-sciencerate), cities filled with crime and forests filled with stalking Assassins - a Council of Esus based Svartalfar Empire has turned into quite what I thought it would be.

Great job! :goodjob: :goodjob: :goodjob:
 
Not a bug. If a city has crime >= 50, it acts as if Esus were in it (in regards to negative promotions).

You might want to rethink this one. I don't think it's a good idea to punish players for something they have as little control over as crime rate. At least when the negative promos were based on Esus, you could refrain from researching Deception and inquisition any cities where Esus got a natural spread. But how do you prevent a high crime rate, other than keeping your population low and refraining from building some of the game's best buildings?

If nothing else, could you at least prevent World Units from being born with the negative promotions? I thought it was a little silly when I found that my mighty Abashi the Black Dragon, bane of Paladins and guardian of the Black Tower, was Anxious. None of my priests could cast a Zoloft spell either....
 
A real hero for the Sheaim

I would think that a minor(ahem!) hero buildable near the start of the game would be nice. May I suggest a mage named Os-Gabella :) that has immortality.
Stats: 3/3, give her the escape skill and use the vanilla paratrooper ability to transport herself to a distant tile. These would simulate her dimensional focus/skill. Set her national/world limit to one and if she is "killed" in her capital she can be "rebuilt" in a new one. This could represent the time she spent in the Blair of Lacuna(sp?) being subjected to her forced healing of wounds.[/QUOTE]

Im sure you already have a minor hero for the Shieam, but I still love this Os-Gabella idea.
 
Sheaim can't build Wyrmhold. Unless I still don't understand how to build it...shouldn't it be an option for any Great Prophet?
 
Sheaim can't build Wyrmhold. Unless I still don't understand how to build it...shouldn't it be an option for any Great Prophet?

Sheaim build Wyrmhold fine (I just tested). Are the Kuriotates in your game? They may have built it.
 
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