Jean Elcard
The Flavournator
FlavourMod v2.8.4 for Fall from Heaven
FlavourMod 2 is officially done. It's purpose is still the same, but it is now much better integrated in the game itself and not merly a rather unhandy mapscript mod. Besides the new features it introduces it does everything the first version could do, but in a better, clearer and more user-friendly way. The main features of FlavourMod are:
DOWNLOAD & INSTALLATION:
Here you can download the FlavourMod installer for Fall from Heaven. Be sure to have the correct version installed already, otherwise the installer won't let you install FlavourMod. The installer bundles up FlavourMod with Perfect World, a very nice and flavourful mapscript made by Cephalo and the FlavourMod SDK: the changed dll source code files and the source of the installer itself.
FlavourMod v2.8.4 for Fall from Heaven 0.41m Installer (03/05/2010)
In case you don't have the correct FfH patch available: FfH Patch m
FlavourMod is also a part of Fall Further. A big thank you to Vehem and Xienwolf. Since I'm now a member of the Fall Further team myself, you'll probably find the new stuff for FlavourMod there first. But don't worry, there will be a Fall from Heaven version in the future too.
The Civilizations in FlavourMod - Their Themes and Flavours:
Notes: FlavorMod 2 does not change the map scripts itself, it "only" takes the starting locations provided by the base mapscript and redistributes them. Hence, if there is no suitable place for a particular civ, it will be set to start somewhere, but probably in a rather ill-fitting area. Albeit there will be a clear tendency, no guarantees can be made, that all starts will be 'flavoury' for everybody. This also means that the mod is usually working better on bigger maps with more players than on smaller ones with fewer players, because of the higher number of available starting locations available for redistribution. And another small drawback: Teams won't start near each other in many cases. Would be pretty complex to assure flavour and close team members at the same time.
Credits:
Dreiche2: Had the idea for a mod like this and made some good first, but much simpler versions.
Cephalo: Creator of the Perfect World and Creation map scripts. I learned a lot from his code.
Vehem: A discussion in the Fall Further thread made me coding FlavourMod.
Kael and Team: For the best game mod in the world, ever.
Screenshots:
The attached screenshots below show some nice examples for flavourful starting locations generated by the mod for civs and for the Maelstrom. Furthermore they are thought to demonstrate where you have to look for the FlavourMod game option and the in-game message at game start-up.
FlavourMod 2 is officially done. It's purpose is still the same, but it is now much better integrated in the game itself and not merly a rather unhandy mapscript mod. Besides the new features it introduces it does everything the first version could do, but in a better, clearer and more user-friendly way. The main features of FlavourMod are:
- Flavour Start Game Option: All civilizations start in regions matching their flavour, if such a region is available on the map. This means elves will usually start in heavy forested areas, dwarves in hills, and so on. See the "Themes and Flavours" list below for deatails or take a look at the screenshots to get an impression.
- Extended End of Winter Game Option: Longer, colder, with ice on the ocean, climate dependent resources, scaling with game speed, simply better. To learn more about my changes to this option and see some screenies check out this post: Extended End of Winter Features
- Choke and Vantage point Detection: Goblin Forts, Ruins, Forts and sometimes Castles or even Citadels can be found on the map from the beginning. Not somewhere, but at strategical important choke points. Furthermore, FlavourMod places some Ancient Towers on valuable vantage points to help you survey.
- Flavoured Unique Feature Locations: The same as for starting plots is now true for Unique Features. Flavourful locations for each of them. The Maelstrom starts in a rather small sea or ocean (Sto's idea) and The Guardian of Pristin Pass guards a real "pass" in the mountains for example.
- Additional Map Scripts: FlavourMod comes along with three additonal very nice and flavourful map scripts made by the commnity for the comunity: PerfectWorld 2 (Cephalo), Mountain Coast (lonkero173) and Erebus Continent (Seven05)
- Installer: FlavourMod is coming with an installer, which guides you through the installation process and tries to prevent you from installing FlavourMod where it doesn't belong. There is also an Uninstaller.
- Customization: Changing a civs preferences, the mininmal distance btween Unique Improvements or switching on or off certain features of FlavourMod is easily possible with only a little bit of python knowledge. I tried to keep it as simple as possible. The file you would have to edit has the name "CvFlavourInterface.py". Please ask, if you have any questions.
- Giant Maps: If huge maps aren't enough for you, than try the giant ones. Available for all map scripts.
DOWNLOAD & INSTALLATION:
Here you can download the FlavourMod installer for Fall from Heaven. Be sure to have the correct version installed already, otherwise the installer won't let you install FlavourMod. The installer bundles up FlavourMod with Perfect World, a very nice and flavourful mapscript made by Cephalo and the FlavourMod SDK: the changed dll source code files and the source of the installer itself.
FlavourMod v2.8.4 for Fall from Heaven 0.41m Installer (03/05/2010)
In case you don't have the correct FfH patch available: FfH Patch m
FlavourMod is also a part of Fall Further. A big thank you to Vehem and Xienwolf. Since I'm now a member of the Fall Further team myself, you'll probably find the new stuff for FlavourMod there first. But don't worry, there will be a Fall from Heaven version in the future too.
The Civilizations in FlavourMod - Their Themes and Flavours:
Spoiler :
Fall from Heaven Civilizations:
- Amurites: mage society -> reagents and mana
- Bannor: lawful crusaders -> metals, to support their military society and religious fanatism
- Balseraphs: crazy mind clowns -> dye, cotton, silk and sheep for colours and dresses
- Calabim: vampire aristocraty -> high food potential area, to feed the human stock
- Clan of Embers: orcs -> edge of the jungle, Pyre of the Seraphic to sacrifice angels
- Doviello: age of ice barbarians -> light tundra, because they like it cold
- Elohim: wardens of the secret sites -> all kinds of unique features
- Grigori: stay away from the gods and their endless wars -> isolated or as far away as possible, seven pines
- Hippus: mercenary horse lords -> flat featureless terrain to support mobility, horses
- Illians: winter god worshippers -> snow, tundra, Letum Frigus
- Khazad: gold dwarves -> hills, high commerce potential, pigs, gold
- Kuriotates: sprawling cities -> three rings of high potential yield plots
- Lanun: pirates -> coastal start, pearls
- Ljosalfar: light elves -> thick forest, some dislike for colder regions
- Luchuirp: dwarven tinkers -> hills, high hammer potential, pigs, marble, ivory
- Malakim: desert people lead by an elf -> desert, incense, plains
- Sheaim: arcane end of world prophets -> mana, reagents
- Sidar: detached immortals -> isolated or as far away as possible
- Svartalfar: dark elves -> forest, mana
- Archos: spider worshippers -> hills, high food potential to breed cave spiders
- Austerin: explorers of windy places -> windswept featureless terrain
- Cualli: evil lizards -> nowhere cold, prefer jungle over forest
- Mazatl: good lizards -> nowhere cold, prefer jungle over forest, Mount Kasheek
- Chislev: indian style tribal warriors -> plains
- Dural: artists and students -> marble, to help build their wonders
- Kahdi: lusting for knowledge -> reagents, mana (Oghma), high commerce (Mammon)
Notes: FlavorMod 2 does not change the map scripts itself, it "only" takes the starting locations provided by the base mapscript and redistributes them. Hence, if there is no suitable place for a particular civ, it will be set to start somewhere, but probably in a rather ill-fitting area. Albeit there will be a clear tendency, no guarantees can be made, that all starts will be 'flavoury' for everybody. This also means that the mod is usually working better on bigger maps with more players than on smaller ones with fewer players, because of the higher number of available starting locations available for redistribution. And another small drawback: Teams won't start near each other in many cases. Would be pretty complex to assure flavour and close team members at the same time.
Credits:
Dreiche2: Had the idea for a mod like this and made some good first, but much simpler versions.
Cephalo: Creator of the Perfect World and Creation map scripts. I learned a lot from his code.
Vehem: A discussion in the Fall Further thread made me coding FlavourMod.
Kael and Team: For the best game mod in the world, ever.
Screenshots:
The attached screenshots below show some nice examples for flavourful starting locations generated by the mod for civs and for the Maelstrom. Furthermore they are thought to demonstrate where you have to look for the FlavourMod game option and the in-game message at game start-up.