[MOD] FFH TweakMod

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 :)

I'm actually glad to hear the difference isn't immediately obvious. Makes me feel like this is still a Mod of just 'tweaks'.
 
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 :)

Sorry, this was user error--copy-and-replacing the files into Assets still works fine.
 
When I pathc BtS to 3/19 do I need to install FFH again or just apply patch b?
 
I am wondering, is the defensive trait modified any in the tweak mod?

Also, how is Aeron's bounty currently implemented in the Tweakmod? I kind of think whoever is Aeron's bounty should get a stronger version of bounty hunter.
 
I am wondering, is the defensive trait modified any in the tweak mod?

Also, how is Aeron's bounty currently implemented in the Tweakmod? I kind of think whoever is Aeron's bounty should get a stronger version of bounty hunter.

Defense in borders is up to 25%, from 10%. Aeron's Bounty isn't implemented yet, but you can get the Aeron's Chosen promotion when you run Esus.
 
I wanted to share an idea I've had for the Elohim that I have been attempting to refine it the last couple of hours. I hope you find it useful.

In vanilla FFH, there are three problems with the Elohim:
1) Their traits encourage warmongering and don't reflect their theme very well.
2) Monks are too expensive at their current tech and not very useful late game.
3) The Elohim gain nothing from protecting unique features, an important part of their lore.

I would like to suggest an alternative to what you have changed to fix those problems. My main problem with what you have done, as I mentioned earlier, was that the gathering of unique features throws a wild card into the game and encourages war. My solution encourages the Elohim to create cities near unique features, without requiring it or benefiting the Elohim outside of the specific city next to the feature (in other words, the only thing the Elohim gain is the unique feature itself). Here is how it would work.

In regards to point 3
Modify Defender and make it an Elohim specfic trait called "Guardian". This would have the same effect as Defender, but also the following:
- Any city the Elohim build in which a unique feature is within the first ring of their city has no maintance from distance and does not add to the maintence created from the number of cities. (this would have to be the first ring, or else the Elohim could get multiple cities with no maintence from one UF)
- Any unique feature in Elohim borders cannot be explored. (to prevent your allies from destroying your UFs)
- When a unique feature falls within Elohim borders, a guardian is created. This guardian cannot leave Elohim borders. If the unique feature leaves Elohim borders, the guardian is destroyed. (I really liked your guardian idea, but think this would give them a bit more use.)

In regards to point 1
Make Ethne the White: Guardian, Creative, Expansive
This enables Ethne to quickly create settlers early game and with fast growing cultural borders, to expand to the UFs before anyone else gets to them.​
Make Einon Logos: Guardian, Spiritual, Philosphical
This enables Einon to create powerful monks and priests, through increased movement and free experience granted by the altar.​

If those combinations are too strong, go with Guardian, Creative, Spirtual and Guardian, Expansive, Philosophical. A mix of the best of both worlds.

In regards to point 2
I think the easiest way to fix monks is to lower their hammer cost and enable them at philosophy. Priesthood already gives you a unit to concentrate on (your priests). Making monks available earlier and cheaper lets you get a good unit fast, that can later upgrade to your clergy. It also helps the Elohim avoid the metal and archery tech paths, so they can concentrate on religion more. It also encourages a more mobile army, which the Elohim will probably need.

With these changes, the Elohim are encouraged to spread out their empire to the unique features of the world and keep a hold of them. It would create several power cities for the Elohim, but in many cases the spaces in between would be a weakness that could be exploited (and thus balance it out). The guardian unit would enable the Elohim to protect themselves despite being spread out, but the fact that it cannot leave their borders means it is purely a defensive mechanism.

I think these changes would work really well while keeping the intent of the Elohim in check. I also believe they are fairly minor changes that would work well with the intent of tweakmod.

Thanks for reading. ;)
 
I gave Ethne and Einion three traits, instead of two. I also moved Monk down to Philosophical. Still need to play test it for balance, but any more changes will be on Saturday's update.

I am glad you liked some of them. :)

I noticed you didn't mention it, so I really wanted to stress the importance of the Guardian trait. Encouraging a desire to settle near UFs, the Expansive trait to have a chance to get to them first, monks earlier to help cover terrain distances (especially with spiritual), guardian units existing to defend far away cities, all of this is held together by the Guardian trait.

It is a less intrusive (and thus a tweak) and a less powerful ability than gaining abilities by having UFs. Also, giving monks the currently listed UF abilities in addition to lower cost and tech requirement is going to be way to powerful. I really believe steering away from UFs granting abilities based on the amount is the way to go. Make settling near them attractive and convenient, but not the main mechanic.
 
I am glad you liked some of them. :)

I noticed you didn't mention it, so I really wanted to stress the importance of the Guardian trait. Encouraging a desire to settle near UFs, the Expansive trait to have a chance to get to them first, monks earlier to help cover terrain distances (especially with spiritual), guardian units existing to defend far away cities, all of this is held together by the Guardian trait.

It is a less intrusive (and thus a tweak) and a less powerful ability than gaining abilities by having UFs. Also, giving monks the currently listed UF abilities in addition to lower cost and tech requirement is going to be way to powerful. I really believe steering away from UFs granting abilities based on the amount is the way to go. Make settling near them attractive and convenient, but not the main mechanic.

These two points:
- Any unique feature in Elohim borders cannot be explored. (to prevent your allies from destroying your UFs)
- When a unique feature falls within Elohim borders, a guardian is created. This guardian cannot leave Elohim borders. If the unique feature leaves Elohim borders, the guardian is destroyed. (I really liked your guardian idea, but think this would give them a bit more use.)

are already done. Guardians that aren't in Elohim borders disappear after a few turns. They also prevent units less than 4th-level from entering the tile.

As for the 'no maintenance' thing, I see a problem with that if the Elohim start next to a cluster of UF's. They could get 3-4 cities early on with no maintenance, and that would give them a tremendous curve over the other teams. Even if it's just the capitol city, it's very powerful.

Monks are now 3/6 :strength:, so the bonuses shouldn't overpower them.
 

Bug found, fixed, and file updated. It will not break saved games. It can be fixed manually by going into CvEventManager, finding doGoodCrime, and changing it to cf.doGoodCrime.

another python error is related to Perpentach not changing his traits due to insanity.

That's actually a problem with Vanilla FFH right now. The functions for trait switching are broken. Sadly, until the dev team updates the .dll, there's nothing I can do.
 
The game you gave me breaks because of some changes I made to the code. However, I tried building Gibbon in my own game and didn't get a CtD. I found a bug in the doGoodCrime code, so maybe me fixing it was why it didn't crash. Copy this over doGoodCrime in CustomFunctions:

Code:
	def doGoodCrime(self, city, unit):
		crime = city.getCrime()
		pop = city.getPopulation()
		owner = city.getOwner()
		iEsus = gc.getInfoTypeForString('RELIGION_COUNCIL_OF_ESUS')
		minorNum = CyGame().getSorenRandNum((crime/5), "Esus")
		max = (pop/5) + 2
		if (minorNum > max):
			minorNum = max
		if (minorNum > 0):
			unit.setReligion(iEsus)
			iBlade = gc.getInfoTypeForString('PROMOTION_POISONED_BLADE')
			iFlanking1 = gc.getInfoTypeForString('PROMOTION_FLANKING1')
			iMarksman = gc.getInfoTypeForString('PROMOTION_MARKSMAN')
			iBounty = gc.getInfoTypeForString('PROMOTION_BOUNTY_HUNTER')
			iHidden = gc.getInfoTypeForString('PROMOTION_HIDDEN')
			iNationality = gc.getInfoTypeForString('PROMOTION_HIDDEN_NATIONALITY')
			iMobility = gc.getInfoTypeForString('PROMOTION_MOBILITY1')
			if unit.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_ADEPT'):
				gc.getInfoTypeForString('PROMOTION_ILLUSIONIST')
			if (minorNum >= 4):
				minorNum = 3
				iFlanking2 = gc.getInfoTypeForString('PROMOTION_FLANKING2')
				iStealth = gc.getInfoTypeForString('PROMOTION_STEALTH')
				iAeron = gc.getInfoTypeForString('PROMOTION_AERONS_CHOSEN')
				result = CyGame().getSorenRandNum(3, "Esus")
				if result==0:
					unit.setHasPromotion(iFlanking1, True)
					unit.setHasPromotion(iFlanking2, True)
				if result==1:
					unit.setHasPromotion(iStealth, True)
				if result==2:
					unit.setHasPromotion(iAeron, True)
			for i in range (minorNum):
				result = CyGame().getSorenRandNum(7, "Esus")
				if result==0:
					unit.setHasPromotion(iBlade, True)
				if result==1:
					unit.setHasPromotion(iFlanking1, True)
				if result==2:
					unit.setHasPromotion(iMarksman, True)
				if result==3:
					unit.setHasPromotion(iBounty, True)
				if result==4:
					unit.setHasPromotion(iHidden, True)
				if result==5:
					unit.setHasPromotion(iNationality, True)
				if result==6:
					unit.setHasPromotion(iMobility, True)

CTD.

btw, fixed crime issue and found a solution to trait bug from here: http://forums.civfanatics.com/showpost.php?p=8226563&postcount=3

I'll try it out. If wild mana didn't change anything in the .dll, I see no reason it shouldn't work.
 
A few balance issues:

1) Children of Halfmorn can still be upgraded to from priests, in which case they keep their channeling and divine promos, and thus they can cast T2 Divine spells and get free XP.

2) Teammates of Doviello players can upgrade units to Children of Halfmorn in Doviello cities.

3) Ravenous werewolves sometimes do not lose Crazed when they win a fight and promote to Blooded. This seems intermittent--I haven't been able to figure out exactly under what circumstances this happens. Possibly when winning fights against HN units?

4) I know you mention in your initial post that you like the way Monks work, but I find them very poor now, especially for Enion, who just needs to tech Priesthood to get units that are stronger on offense AND get lots of free XP. The window in which Monks are worthwhile to build is very small. Maybe they would be better if they were more strongly tied to the Unique Feature mechanic?
 
well, the current implementation of monks are a purely defensive mechanic, although in that respect they highly excell. The window of building monks in certain situations, like if there is an incredibly strong Hyborem AI or player that is invading you, building Monks never really gets old until that threat is defeated. However, I do agree that Monks should probably be left at priesthood and given a slightly higher attack, so that they arent in effect the good version of Tar Demons, only useful for defense.

However, If you combine offensive axes and cats with defensive monks, well you never have to touch the archery line, and those monks can cause some defastation on early stacks trying to get to your axes and cats. (or priests and Cats, ect)
 
While I personally like for monks to be balanced with attack and defense, to become the Elohim posterchild, the current tweak mod monk makes a highly mobile defensive tank available super early. This makes it VERY VERY HARD to invade a wise Elohim leader, and be successful. I think its perfectly fitting, and highly compliments their worldspell.
 
A few balance issues:
1) Children of Halfmorn can still be upgraded to from priests, in which case they keep their channeling and divine promos, and thus they can cast T2 Divine spells and get free XP.

2) Teammates of Doviello players can upgrade units to Children of Halfmorn in Doviello cities.

Making Children of Halfmorn their own unit should solve this.

3) Ravenous werewolves sometimes do not lose Crazed when they win a fight and promote to Blooded. This seems intermittent--I haven't been able to figure out exactly under what circumstances this happens. Possibly when winning fights against HN units?

I can fix this by removing Crazed and give Ravenous Werewolves a post-combat check to see if what they killed was alive. That way, no Blooded Werewolves will have Crazed.

4) I know you mention in your initial post that you like the way Monks work, but I find them very poor now, especially for Enion, who just needs to tech Priesthood to get units that are stronger on offense AND get lots of free XP. The window in which Monks are worthwhile to build is very small. Maybe they would be better if they were more strongly tied to the Unique Feature mechanic?

To be honest, I'm not really sure what to do with the Elohim. The revisions I made to Monks make them good early defenders, but not very good otherwise. The reason I'm taking a break from changing them is because I want to mull it over. The Unique Feature thing is nice, but they need something else.

EDIT: I'm going to let Monks upgrade to priests of FoL, Empyrean, Order, and Kilmorph. The window for Monk's usefulness is limited, but at least now they can upgrade to something more relevant.
 
While I personally like for monks to be balanced with attack and defense, to become the Elohim posterchild, the current tweak mod monk makes a highly mobile defensive tank available super early. This makes it VERY VERY HARD to invade a wise Elohim leader, and be successful. I think its perfectly fitting, and highly compliments their worldspell.

That's something I was going for. I wanted the Elohim to be hard to take down.
 
EDIT: I'm going to let Monks upgrade to priests of FoL, Empyrean, Order, and Kilmorph. The window for Monk's usefulness is limited, but at least now they can upgrade to something more relevant.

Haha, all this time I thought they could already do that. I guess I got them confused with Light Bringers. I think that is a good way to go, and it lets the monastic order founded at Philosophy represent a loose gathering of the codes and values of the Elohim, that later get refined when they picked up a religion. :goodjob:

As for the 'no maintenance' thing, I see a problem with that if the Elohim start next to a cluster of UF's. They could get 3-4 cities early on with no maintenance, and that would give them a tremendous curve over the other teams. Even if it's just the capitol city, it's very powerful.
Forgive me for being persistent. Clusters of UFs happen rarely, and usually only on small or smaller (occasionally standard) maps when a person chooses the "All Unique Features" option. Considering this is a possibility only from checking a special option that the player should understand will potentially be very unbalancing, I don't think it should be considered heavily. But regardless, I think any civilization starting next a cluster of UF would get a large lead on their rivals. For the Elohim, starting next to a cluster already is very powerful using Tweak's current mechanics (free happiness, no barbarians early game, and extra defense).

I have just always pictured the Elohim as having outposts scattered around the world, protecting the holy sites of the world. Enabling it to be true is very appealing to me.
 
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