FfH Version 1.10a

Kael

Deity
Joined
May 6, 2002
Messages
17,403
Location
Paris, France
Download from: (retired)

This version requires civ patch 1.60 to play. It includes the following updates:

*1. Updated to Civ patch 1.60.
*2. Updated Talchas's spell system (greys out spells when they cant be cast)
*3. Fixed the fact that only 1 meteor was being created.
*4. Caster is correctly destroyed by the Lichdom spell.
*5. Haste sound replaced.
*6. Added the Promotions file to the FfH Editor.
*7. Added Orc and Undead promotions.
*8. Added the rest of the "Light" spell spheres.
*9. Added the Blade Dance spell (sorcery 1, chaos 1).
*10. Added the Transmutation spell (divine 1, earth 1).
*11. Added the Sand Lion spell (summoning 1, sun 2).
*12. Added the Sand Lion unit- can only be summoned on desert tiles, can see invisible
*13. Added the Defile spell (sorcery 2, entropy 2)- curses the tile.
*14. Added Talchas's Spell spreadsheet to the FfH Editor.
*15. Added the Enchanted Blade spell (sorcery 1, enchantment 1)- promotion boosts melee and dwarf units.
*16. Added the Flaming Arrows spell (sorcery 2, enchantment 2)- promotion boosts archer and elf units.
*17. Added the Spellstaff spell (sorcery 3, enchantment 3)- spellstaves can be destroyed to regain a caster casting ability.
*18. Added the Taskmaster unit (Balseraphs, replaces maceman)- chance to capture slaves on combat win.
*19. Added the Harlequin unit (Balseraphs, replaces ranger)- 25% withdrawl, -1 strength, can gain chaos and spirit spells.
*20. Added the Battlemaster unit (Doviello, replaces maceman) can upgrade Axemen to Macemen in the field.
*21. Added the Acrobat unit (Balseraphs, replaces hunter)- 25% withdrawl perk.
*22. Added the Hope spell (sorcery 2, spirit 2)- increaes culture output of the city.
*23. Added the Inspiration spell (sorcery 2, mind 2).- increases research rate of the city.
*24. Added Elven, Dwarven and Orcish slaves based on the unit defeated.
*25. Added the Freak Show (Balseraphs, requires Carnival, allows Elf, Dwarf, Human and Orc cages).
*26. Added Human Cages, Elven Cages, Dwarven Cages and Orcish Cages.
*27. Added the Tremor spell (sorcery 3, earth 3)- pushes all enemy units within a tile away from the caster unless they are in a city.
*28. Added the Orc Spearman unit (Clan of Embers, replaces warrior)- reduced cost.
*29. Added the Wizard unit (Amurites, replaces mage)- starts with a Spellstaff.
*30. Added the Firebow unit (Amurites, replaces longbowman)- can cast ring of flames and learn fire spells.
*31. Added the Guardsman unit (Bannor, replaces axeman)- reduces maintenance in cities he is in.
*32. Added the Raider unit (Hippus, replaces horseman)- increased strength and movement.
*33. Added the Wind Knight (Hippus, replaces knight)- can cast blade dance, learn chaos spells and no terrain costs on movement.
*34. Added the Lightbringer (Malakim, replaces prophet)- sentry 1 perk.
*35. Added the Pyre Zombie (Sheaim)- explodes when it dies.
*36. Added the Dwarven Hammerfist unit (Luchuirp and Khazad, replaces maceman).
*37. Added the Mud Golem unit (Luchuirp, replaces worker).
*38. Added the Bloodpet (Calabim, replaces warrior).
*39. Added the Feed ability to vampires (current feed ability renamed to Feast).
*40. Added the Sanctify spell (sorcery 1, creation 1).
*41. Added Losha Valas unit (Calabim hero).
*42. Added Talchas's Spell Pedia.
*43. Added Inquisiton as a spell instead of a build ability so it no longer destroys the Inquisitioner.
*44. Added the Ogre unit (Clan of Embers, replaces maceman).
*45. +100% production on Carnivals and Freak Shows for Creative leaders.
*46. AI blocked from building barracks if he doesn't have iron or copper and blocked from buildings Stables if he doesn't have horses.
*47. Added the Scorch spell (sorcery 1, fire 1).
*48. Added the Spring spell (sorcery 1, water 1).
*49. Added the Earthquake spell (sorcery 3, earth 3).
*50. Added the Summon Imp spell (summoning 1, entropy 2).
*51. Added the Imp unit.
*52. Added the Stoneskin Ogre unit (Clan of Embers, replaces Shield Wall).
*52. Added the Ogre Warchief unit (Clan of Embers, replaces Spartiatoi).
*53. Added the Spirit Guide spell (divine 1, spirit 2).
*54. Added the Fear promotion- units with a lower strength cant attack a unit with fear.
*55. Added the Summon Nightmare spell (summoning 1, Chaos 2).
*56. Added the Nightmare unit.

Ive tried to get as many spells in as possible so that you guys can start giving AI feedback on spell usage. Im also hoping it helps Talchas get a better feel for how I was thinking of using them at a python level. There are so mamny spells and I wasn't sure how to "flavor" them, talchas let me know what your thoughts are.
 
Im flying to America tomorrow so I will be out of commision for most of the day. Just keep providing feedback on ideas, issues and such and I will be interested to go through it all when I get some computer time.

With Chalid back and Woodelf finally getting high speed internet (I think he was using carrier pigeons to download before) Im hoping we can have a lot of great feedback.

I know the mod is patchy right now. Some things just havent been implemented yet, and im trying to push to get as much in as possible so that we can get a fair feel for how it plays, what works, and what should be simplified or removed. Keep it in mind for now. We are looking for ways to keep all the strategic detail without having any unnessesary complication.

Talchas, I think I have about all the spells in now that dont require targeting (except for some summons i am waiting for models for and some spells that im not to sold on). The ability to target with spells would be awesome to have so we can finish out the spell lists.
 
I was using Snicker bars like that commercial. ;) 138 megs would have killed me on my dial-up....
 
Not sure where to put feedback for 1.10a so I'll put my ideas here. :)

I started a quick game as the Clan of Embers. Everything looks gorgeous so far. My only comment is that if there is a barbarian orcish state nearby and I'm an Orcish clan is there any chance that when I attack them with a superior unit that they could simply surrender or willingly join me? The trouble is that it was size 1, surrounded by jungle so it was never getting bigger. I had a lvl 4 axeman to his spearman so it was almost a guaranteed win. I remember in AoW you could have similar cities join you or you could bribe them. Is that possible here?
 
woodelf said:
Not sure where to put feedback for 1.10a so I'll put my ideas here. :)

I started a quick game as the Clan of Embers. Everything looks gorgeous so far. My only comment is that if there is a barbarian orcish state nearby and I'm an Orcish clan is there any chance that when I attack them with a superior unit that they could simply surrender or willingly join me? The trouble is that it was size 1, surrounded by jungle so it was never getting bigger. I had a lvl 4 axeman to his spearman so it was almost a guaranteed win. I remember in AoW you could have similar cities join you or you could bribe them. Is that possible here?

The plan was to have the "Barbarian" trait start you as neutral to the barbarian civ. That way you don't get their cities, but you can follow their attacks into enemy civs territories and use them to help you attack rivals.
 
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