[MOD] FFH TweakMod

What if, in addition to bonuses for features they own, the Elohim got (comparatively minor) maluses for features owned by evil civs? Maybe +2% maintenance? I don't know what would be balanced. But this would encourage selective warmongering against evil civs, specifically targeting those who threaten unique features--which does seem lore-appropriate to me. I know a lot of people think of the Elohim as pacifists, but various pedia entries pretty clearly show them as one of the most effective military forces fighting evil.

My ultimate plan for the Elohim is to make them not just defend unique features, but the world itself. Like making Hell Terrain spread slower if the Elohim control more Unique Features, and stop spreading altogether if they control all of them (even in Infernal territory). Another idea I had was making their cultural expansions go further, like the Kuriotates used to.

As far as penalties, the Elohim are known for fighting evil, so I was going to make their War Weariness when they kill a unit from a Good Empire.
 
My ultimate plan for the Elohim is to make them not just defend unique features, but the world itself. Like making Hell Terrain spread slower if the Elohim control more Unique Features, and stop spreading altogether if they control all of them (even in Infernal territory).

Sounds interesting. Probably the effect should be on the Armageddon Counter rather than the Hell Terrain, since the AC events are what can really affect a game.

As far as penalties, the Elohim are known for fighting evil, so I was going to make their War Weariness when they kill a unit from a Good Empire.

Not a bad idea, though I'd argue that the mechanic should be something that rewards them for fighting evil, rather than something that punishes them for fighting good. You don't want the Elohim to suffer if e.g. the Bannor declare on them out of the blue.
 
Just another random idea (if you want me to stop asking for things to be added, just say so): add the wild mana option.

I never mind people suggesting things for the mod. That's what it's all about. I have to admit something, I keep trying to add options, but they won't appear. Even when I tried adding my Diverse Barbarians option, it didn't show up, and I have no idea why (No Maintenance, No War Weariness, and No Inflation showed up because they were already in. I just made them visible).
 
Yeah, gameoptions for wildmana forced me into the DLL as well. :lol:

After you get it set up, it's quite easy to add the option, only one line apiece in two files. Have to make sure they are both located in the same place relative to other options, and that the xml portion is the same as well.
 
Suggestion for a tweak: take a look at toning down the ridiculous blights that seem to have started with .41. I've seen 39:yuck: in a size 10 city, and 85+:yuck: in a size 35 city. I think these values are too high (:yuck: that's more than 2x the population almost guarantees a city goes down to size 1, unless it's WELL under its health cap). I'm also not convinced that the AI is affected by Blight to the same extent as the human.
 
Okay, I can't seem to get this mod to work. I copied my FfH2 folder, renamed it "tweakmod", deleted the xml and python folders, then replaced them with the downloaded versions. That didn't seem to work. Then I merged the tweakmod python and xml folders with the original ffh folders that I copied, with the same result - regular old ffh. Has this been updated to work with 3.19 and .41b?
 
Playing with the Amurites, I'm noticing some oddness with the cost of the Student of Kylorin -> Wizard upgrade--sometimes it costs 65 gold, and sometimes it costs 175 gold. 175 gold is a LOT for a T3 upgrade that the main part of your army will have to do.
 
Could it be that your units are sometimes in cities and sometimes not? I think that the upgrade costs can vary depending on the location of the unit.
 
It's happening because of the way I made Amurite Adepts upgradable. They're actually two units, one that can upgrade to Macemen, Archer, etc, and one that can't. I switch them in Python at 4th-level. I set a different initial hammer cost to the upgrading one, which up'd the gold cost. All I have to do is readjust the cost and it'll be fine.
 
Does this work for 3.19 patch b at the moment?
 
Yes, I updated it for 3.19.

So what's the idiot-proof installation procedure? As I wrote previously, un-raring the xml and python folders to a copied and renamed ffh2 folder and then launching from that copied folder didn't work - all was regular ffh2.

Otherwise it looks like a fun modmod.

Thanks.
 
So what's the idiot-proof installation procedure? As I wrote previously, un-raring the xml and python folders to a copied and renamed ffh2 folder and then launching from that copied folder didn't work - all was regular ffh2.

Otherwise it looks like a fun modmod.

Thanks.

Launching it from the folder might be causing it. Try loading up Civ and going to Advanced-->Load a Mod-->TweakMod.
 
Launching it from the folder might be causing it. Try loading up Civ and going to Advanced-->Load a Mod-->TweakMod.

That's the ticket. Haven't launched a game of BTS from the main menu in so long that I practically forgot it was there.
 
Launching it from the folder might be causing it. Try loading up Civ and going to Advanced-->Load a Mod-->TweakMod.

Why is this now the case? I used to be able to just copy and replace the folders into Assets, but now with 3.19 I have to load the mod?
 
Yes, I upgraded to 3.19 and played 150 turns of a Tweakmod Amurite game before I got to KotE and found that I couldn't build Circle of Galean or cast Ancestral Fire. I frankly should have realized it earlier, since the AI was back to teching very slowly :)
 
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