1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

FFH TweakMod

Discussion in 'FfH2 Modmods, Scenarios, and Maps' started by Rystic, May 10, 2009.

  1. cabbagemeister

    cabbagemeister Please wait...

    Joined:
    Jun 26, 2008
    Messages:
    517
    I'm trying out the Doviello with Children of Halfmorn. I've only played with them for about 10 turns but so far they seem WAY overpowered.

    1) They're extremely strong on the attack compared to a normal Druid. 11 attack is the equivalent of a Druid with 3 Nature mana! It's also far stronger than any other non-hero unit you can get with an equivalent beaker investment (the Recon line is the cheapest tech line, and FB isn't even at the end of that line).

    2) The werewolf generation chance is very high. Even a Greater werewolf, which is a unit that can only be generated by luck and careful management of Blooded werewolves, has only a 25% chance of werewolf generation.

    3) They're very expensive in therms of hammers, but they can be upgraded to from either Priests or Rangers. This makes them very quick to obtain at Feral Bond because you can build units to upgrade before you actually get the tech. Compare to Baron, who takes FOREVER to build after you get FB.

    4) The cannibalize promotion is cool, but it only exacerbates their ridiculous strength.

    5) Most troubling, they don't naturally have channeling promos, but they get Channeling II from being upgraded to from Priests. This leads to Children of Halfmorn casting Ring of Flames, which is out of control.

    Add in the fact that this unit is not a Druid replacement, but an ADDITIONAL T4 unit for the Doviello (they get Eids and CoH at the same time), and the unit is too strong. My suggestions: make them 10/7 or 9/7, 35% chance to spawn a werewolf, can't be upgraded to (must be built from scratch). Keep the cannibalize because it's awesome. With these changes, the CoH becomes less of a city-breaker on its own and more of a unit you use to generate werewolves.

    By the way, I love the choice of art for the unit!
     
  2. Rystic

    Rystic Turtle Wizard

    Joined:
    Jun 28, 2008
    Messages:
    677
    Location:
    New Jersey
    Alright, considering everything, CoH are tremendously overpowered. In the next update I'll fix that:

    1) They are now 8/5 :strength:.
    2) Werewolf chance reduced to 25%.
    3) Combat type is now Recon.

    This makes me almost want to replace Eids with CoH and give the Doviello back Druids.

    :)

    I also added special art for the Lanun Wrecker unit. In the next update it's losing Water Walking. The day I made these units I was on a power binge.
     
  3. cabbagemeister

    cabbagemeister Please wait...

    Joined:
    Jun 26, 2008
    Messages:
    517
    Commenting on some other changes you've made:

    Good ideas. I like that Arcane will be more worthwhile. I didn't notice the Javelin change before I started my Doviello game, but even without noticing I built a good number of Javelins in my early game. Seems like a worthwhile unit now.

    Good idea, but it doesn't seem to be working. In the Religion Adviser it still lists AV cities as +1:culture:

    That's awesome! I didn't notice that while I was playing because I hadn't cast my worldspell yet. But I'm going to go try this out now. I think I'll see what happens when I invade with the Baron, 4 CoH, and 20 wolf packs. Now THAT is giving the Doviello a good unique mechanic. Great job!
     
  4. cabbagemeister

    cabbagemeister Please wait...

    Joined:
    Jun 26, 2008
    Messages:
    517
    I'm ambivalent about that. Eids are a very strong unit and a good reward for teching all the way to Malevolent Designs. Taking them away for a weaker unit available earlier would probably hurt their end-game. Though it obviously helps their mid-game a lot. It's a tough call.
     
  5. Rystic

    Rystic Turtle Wizard

    Joined:
    Jun 28, 2008
    Messages:
    677
    Location:
    New Jersey
    Yea, I kept hearing complaints about this on the forum. They were right -- no reason to make Javelin Throwers so expensive.


    I just updated it about two minutes ago. It will break saved games.

    YES! Now their worldspell is really useful. And you can use Feral to build up other wolf packs in the meantime.

    I'm not gonna make that change. I don't see enough of a reason to do it.
     
  6. blade117

    blade117 The Unburnt

    Joined:
    Apr 10, 2009
    Messages:
    387
    Location:
    The Ether
    One small suggestion; add flavourmod
     
  7. cabbagemeister

    cabbagemeister Please wait...

    Joined:
    Jun 26, 2008
    Messages:
    517
    I'm loving playing with an all-werewolf Doviello army. I have two suggestions for small tweaks to the base FFH werewolf mechanics.

    1) Currently, newly produced werewolves do not get free promotions from traits like Commando from Raiders or Combat from Aggressive. For some reason this applies to Duin as well, who's not even spawned--he's built with hammers, and he still doesn't get the free promotions. This especially stinks when playing as Mahala because it means the werewolves don't have Commando and can't keep up with my main army--they're essentially reduced to pillage duty. Could you make it so that werewolves get the free promos they should?

    2) It's too common for Ravenous werewolves to lose their Enraged status without promoting to Blooded. Of course, you can now get rid of Enraged with Loyalty; I'm not sure if you intended this new mechanic to grant the player control of all his werewolves with just an adept spell. Consider that when you use Lycanthropy with a wolf pack, the new Ravenous werewolf is held for a turn, allowing an adept to cast loyalty without any Enraged actions by the werewolves at all.

    And there is another way a Ravenous werewolf can lose Enraged. When a Ravenous werewolf kills a non-living unit, it loses the enraged status, but it doesn't promote to blooded. so I guess the werewolf is still ravenous and starving, but is now willing to be controlled by an empire just because it killed a Mud Golem? Strange. Perhaps Ravenous werewolves should have both Enraged and Crazed?
     
  8. Rystic

    Rystic Turtle Wizard

    Joined:
    Jun 28, 2008
    Messages:
    677
    Location:
    New Jersey
    You just actually discovered a huge bug -- Aggressive and Raiders don't apply to units that have the Beast unitcombat type. I'll definitely have to fix that.
     
  9. Rystic

    Rystic Turtle Wizard

    Joined:
    Jun 28, 2008
    Messages:
    677
    Location:
    New Jersey
    I'll take a look at it :)
     
  10. blade117

    blade117 The Unburnt

    Joined:
    Apr 10, 2009
    Messages:
    387
    Location:
    The Ether
    Look deeply into it.

    EDIT: Also add Arcane Mastery.
     
  11. Honor

    Honor Immortal

    Joined:
    Nov 29, 2005
    Messages:
    739
    Location:
    Celo
    http://forums.civfanatics.com/downloads.php?do=file&id=12617

    ;)

    By the way, Rystic, could you adopt version numbers for TweakMod so that I can track compatibility more efficiently? :)

    Ahh, scratch that. I see that you are using update dates, that'll work too :D
     
  12. Jabie

    Jabie Wanted in Monte Carlo...

    Joined:
    Dec 16, 2003
    Messages:
    1,024
    Location:
    Southampton, UK
    Given Perpentech cow-ta-pult's, how about having Arena's give +1 Happiness with Cows. Should be a dirt simple XML hack.
     
  13. blade117

    blade117 The Unburnt

    Joined:
    Apr 10, 2009
    Messages:
    387
    Location:
    The Ether
    :bowdown: You are Godly. Thanks man. :bowdown:

    Also: remember the flavoumod suggestion

    EDIT: I tried this out on the most updated version of the tweakmod (released yesterday) and it crashed some and I received a few XML errors on startup. Possibly because you merged it into an older version? Look into that if you get the chance Honor.
     
  14. Rystic

    Rystic Turtle Wizard

    Joined:
    Jun 28, 2008
    Messages:
    677
    Location:
    New Jersey
    Flavormod will be in the next update, hopefully. I want to fine-polish everything for the Amurites, then I have to take a look at the Flavormod's code. I noticed it gives the Malakim some bonuses only available in Fall Further. Don't know yet, but this might complicate things.
     
  15. blade117

    blade117 The Unburnt

    Joined:
    Apr 10, 2009
    Messages:
    387
    Location:
    The Ether
    w00t!!!!!!!

    Thanks!
     
  16. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    What bonuses? If you mean terrain\feature yields, that was in Flavourmod first, so everything needed is there. And can be removed extremely easily if you don't want it.
     
  17. Rystic

    Rystic Turtle Wizard

    Joined:
    Jun 28, 2008
    Messages:
    677
    Location:
    New Jersey
    Actually, that was exactly what I meant. I loaded up a game as the Malakim and saw the Floodplains/Oasis thing. I don't necessarily want to remove it, I just want to know what XML files Flavormod changes.
     
  18. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    It removes the civyield line from terraininfos, and adds terrainyield, featureyield, improvementyield, and health lines to civilizationinfos. The barb civ should have all but the improvement line showing.
     
  19. blade117

    blade117 The Unburnt

    Joined:
    Apr 10, 2009
    Messages:
    387
    Location:
    The Ether
    Yet another suggestion: Ever thought of adding the adventurer spawning sysrem from FFplus? It removes the link between GP points and spawning. (%chance every turn to spawn one) Worth looking into.
     
  20. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    I wouldn't.... In need of fine tuning. Might also overhaul it, increasing spawn odds if you have less than a certain amount of adventurers, depending on turn. Should help the AI a bit.
     

Share This Page