[MOD] FFH TweakMod

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.

I'd really like to address this. There is a way to monitor crime rates, although it's very out of place. If you mouse over the city-bar, you'll get all kinds of information; crime rates are at the bottom. As for crime-related promotions, they work like this: every city has a potential number of promotions and a maximum number of promotions. The potential number equals the city's crime rate divided by 10. The maximum number equals the city's population divided by 5. When a unit is built, a random number is generated from 0 to the potential number. Each of these have rougly a 50% chance to bestow a promotion, with the odds decreasing as each new one is added. When this number runs out, or when it adds enough to equal the maximum, promotions stop being added. So a city with population < 5 will never give out promotions.

Aeron's Bounty, available at Guilds, increases the maximum number of promotions in its city by 1. It also gives stronger promotions.
 
I think it would be nice for Barbarians to start spawning tiny red wyrms once Divine Essense is researched by anyone. Or maybe for them to slowly spawn from the Dragons Hoard if barbarian owned ... or both. Either way, make them only buildable by barbarian civ I should think.

str 5, dragon race, flying, sentry 1, magic immune. Acheron graphic 1/3 the scale or smaller.

wander, or animal AI I should think ... probably explore AI. Low spawn rate too.
 
I think it would be nice for Barbarians to start spawning tiny red wyrms once Divine Essense is researched by anyone. Or maybe for them to slowly spawn from the Dragons Hoard if barbarian owned ... or both. Either way, make them only buildable by barbarian civ I should think.

str 5, dragon race, flying, sentry 1, magic immune. Acheron graphic 1/3 the scale or smaller.

wander, or animal AI I should think ... probably explore AI. Low spawn rate too.

What's the point? At str 5, they're not going to impact a game that's far enough along for Divine Essence to be researched by someone.
 
I'd really like to address this. There is a way to monitor crime rates, although it's very out of place. If you mouse over the city-bar, you'll get all kinds of information; crime rates are at the bottom. As for crime-related promotions, they work like this: every city has a potential number of promotions and a maximum number of promotions. The potential number equals the city's crime rate divided by 10. The maximum number equals the city's population divided by 5. When a unit is built, a random number is generated from 0 to the potential number. Each of these have rougly a 50% chance to bestow a promotion, with the odds decreasing as each new one is added. When this number runs out, or when it adds enough to equal the maximum, promotions stop being added. So a city with population < 5 will never give out promotions.

Aeron's Bounty, available at Guilds, increases the maximum number of promotions in its city by 1. It also gives stronger promotions.

Ah, interesting! I'll keep this in mind and try another go at Svartalfar CoE.
 
Now, these are my feelings on the Vanilla FFH Illian Rituals:

Ascension - Useful.
The Draw - Necessary.
The White Hand - Useful.
Stir from Slumber - Fairly useless. By the time you build it you usually already have Auric Ascended.
The Deepening- Useless.
Sahmain - :(

Would you consider merging the Ascension and the Draw into one ritual? I've found that having to build a really expensive ritual, then losing half your pop and having everyone declare war on you, THEN having to build another expensive ritual, is a real burden on the player and makes going for Auric Ascended not at all fun. And if going for AA isn't fun, what's the point of playing as the Illians? Further, I think it's too burdensome for the AI--I have NEVER seen an AI successfully ascend.

What if it was one expensive ritual, and everyone declares war on you when you start it, and you lose half your pop AND get AA when you finish it? That way you've crippled yourself economically, but you have Auric (rather than crippling yourself, THEN having to build Auric).
 
something to fix for the next release. CTD


managed to capture this error: ( it lasted only for second in the screen and not in every reloading, although came crashed every time)

http://www.2shared.com/file/6807459/3a1e54f4/python.html

Good catch. There was a parenthesis in the wrong place. To fix it, go to CvSpellInterface and change postCombatEnraged to this:

Code:
def postCombatEnraged (pCaster, pOpponent):
	if not pOpponent.isAlive():
		pCaster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ENRAGED'), True)

That should work.
 
Random suggestion/question

Any chance you would consent to adding Wild Mana and/or re-attempt to add Flavourmod?
(Sorry if my suggestions are irritating anyone)
 
For the Illians ow about dis?

Sahmain- Same effect as before, however you gain control of Mokka, and he starts with Mokkas Cauldron as a piece of equipment. This gives you a decent military force for the number of hammers spent, and also gets rid of what is essentially a pretty rubbish wonder in my opinion. Perhaps change the effect of Mokkas Cauldron from spawining flesh golems to frostlings?

The Deepening- Increase the number of blizards spawned so its very noticable? Give white hand priests the ability to summon blizzards as opposed to just catching them and playing tug-o-war? Im at a loss for this one.

Stir From Slumber- I think this one needs to be made more useful somehow (am i helpful or what?) As you said who would get the dragon when they can get the god? Perhaps cheapen the whole ritual but make Drifa much weaker, so that people have some mid-game flavour but not imbalanced flavour.

The others all feel fine to me, apart from the fact that The White Hand made repetable? Or at least A mechanic to get back my priests. I know their Illians but I don't want to have to baby sit them....
 
Sahmain- Same effect as before, however you gain control of Mokka, and he starts with Mokkas Cauldron as a piece of equipment. This gives you a decent military force for the number of hammers spent, and also gets rid of what is essentially a pretty rubbish wonder in my opinion. Perhaps change the effect of Mokkas Cauldron from spawining flesh golems to frostlings?

It doesn't give flesh golems anyway (description is wrong). It gives a demonic version of whatever unit just died. So its power scales with your technology, although it stays pretty useless at all times anyway.
 
Possible issue

For some reason, in your mod Seraphs don't have their updated art with animated wings(which was added in patch 0.41b)
 
I'm not sure I like the idea of the Deepening being permanent. I already loathe playing against auric because of Stasis; if he could permanently screw up my territory, I'd consider restarting if I found him in my games.

I had an idea for one of the Rituals, probably for the Deepening. Make a certain percentage of the world's unimproved mana turn into Ice mana, but with no node. Then allow Priests of the White Hand to build Ice mana nodes on Ice mana, but not on raw mana. Finally, give Auric Ascended +1 Ice affinity.

Reasons it would be a cool Ritual:
1) Obviously it would give the Illians access to more Ice mana, but that access would depend on them being aggressive and acquiring lots of territory (because the ice-conversion effect is random and doesn't affect all raw mana), which fits well with their preferred playstyle.
2) It would provide Ice mana to the Illians, but not to anyone else (because no one else can build Ice mana nodes). It would thus enhance the Illian-specific affinity for Ice magic.
3) It would allow Illian mages and archmages to be very Ice-focused with free promos, which are currently impossible to get with only two sources of Ice mana in the game.
4) Ice Elementals would suddenly become worthwhile, like slightly weaker Spectres. You could imagine the Illians using a Sheaim-style attack of endless summoned units with stacked affinity (though obviously weaker than the Sheaim without Arcane or Summoner to help, and without the ability to turn ALL mana into Ice).
5) These benefits would not be available at all until the Illians actually cast the Deepening, which is far enough down the tech tree to make it balanced.
6) The Deepening would be desirable to cast not just for the magic benefits, but to eventually strengthen Auric Ascended.
7) This would hurt most other civs by rendering some of their nodes unavailable (because no tech allows construction of ice nodes, those nodes are now unusable without Dispel Magic).
8) Civs who were magic-oriented enough to covert their raw mana quickly would NOT get hurt as much, because the ritual wouldn't affect existing non-raw nodes.
9) The Amurites would be particularly resistant to the ritual because they always have access to Dispel Magic and can always just revert Ice mana back to raw mana. This would preserve the "Amurites are good at fighting Illians" dynamic you're trying to set up.
 
This got to be the best change of them all! Man, that sound is annoying..
2nd best for me. Now the Balseraphs can finally send Loki into my territory without me having to disable the sound.

But, my #1 was:
*Removed the goblin dumping event.
When I looked at this thread and saw that I actually raised my arms in the cheer of "YES! YES! OH GOD YES!" :goodjob:

This modmod looks interesting, just downloaded now and gonna give it a try.

Edit: Just playing through as the Elohim. Quick Qs

Is it intended that the Elohim can do Amurite rituals (having conquered them as my neighbours, I have access to their Circle of Gaelan ritual)? I'm assuming the Tolerant trait was intended to remain anyway, even though it doesn't show up on Ethne or Einion's pages as traits of their's, right?
 
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