FlavourMod 2

Here comes a stable test version of FlavourMod 2.2.0 (attached file). Be prepared for a long winter, because its main feature is a an extended "End of Winter" game option (it replaces the old one). Be sure to check it before starting a new game. I'm very interested in feedback of all kinds.

Extended End of Winter Features:

  • oceans, seas and lakes are sheeted almost completely with ice
  • bonuses change or reappear while the ice melts away (deer disappears, cows reappear, ...)
  • end of winter scales with game speed and it will bother you a lot longer (up to a third of the game)
  • on non-flat maps the ice melts faster near the equator and much slower near the poles (except on ErebusWrap)
  • all features changed to versions or varieties more appropriate for a colder world (snowy trees, forest instead of jungle ...)
  • makes one wish to have units capable of ice walking :)
There are only two minor changes to the Flavour Start option itself. I followed Gekkos suggestions and gave the Amurites a slight preference for Letum Frigus and the Malakim a prefence for the Mirror of Heaven.

Here are three screenshots. The first was taken at turn 0, the second after 50 turns of thawing and third after 100.

EDIT: This option is no longer a beta. Download the main mod via the link in the first post to get the extended End of Winter option together with all the other features of FlavourMod.
 

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wow awesome! thanx a lot for your effort, I'll try it asap ;)

so do tiles with features on them turn to tundra now? if so, you should let Kael know how you fixed that :D
 
[to_xp]Gekko;7439346 said:
wow awesome! thanx a lot for your effort, I'll try it asap ;)

Thanks for the praise. :)

[to_xp]Gekko;7439346 said:
so do tiles with features on them turn to tundra now? if so, you should let Kael know how you fixed that :D

Yes, they do change to Tundra now. I think Kael made it the way he did it intentional (for whatever reason). He explicitly states in his algorithm to leave tiles with features alone.

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Small update to the beta version above. Features and Bonuses turning into something else while in winter state won't turn back into their original state. Keeps Ancient Forest from turning back into forest for example.
 
that's a whole lot of ice :D

is it possible to make ice no longer be impassable so that units can walk on it? that would be really interesting. it would add a nice additional strategic layer to the game I guess, using ice magic to freeze water, fire ( and possibly sun? ) to turn it back to water etc. ;)
 
[to_xp]Gekko;7439439 said:
is it possible to make ice no longer be impassable so that units can walk on it? that would be really interesting. it would add a nice additional strategic layer to the game I guess, using ice magic to freeze water, fire ( and possibly sun? ) to turn it back to water etc. ;)

It's possible. You could link it to a promotion like winterborn for example. The new SDK functions makes it very easy to change features to ice (or to any other kind of feature) for a given number of turns. The same works for bonuses. Could certainly be useful for some spells. Thinking about it, I can already see an Illian ritual turning the world back into ice or another ritual for elongating the end of winter phase. But stuff like this doesn't fit the scope of FlavourMod.
 
is it possible to disable this: "on non-flat maps the ice melts faster near the equator and much slower near the poles" ? the reason I'm asking this is that I always play ErebusWrap, i.e. Erebus mapscript with both X and Y wraps. but the "ice melts faster near the equator" thingy doesn't work well with Erebus, since it has no equator nor poles ;)
 
I don't think so. I try to stay clear of too many in-game game options (don't want to clutter the interface too much). But maybe there will be an ini file for adjusting some more options in the future.

In principle the rule that if a map wraps then it's a whole world and therefore has a real equator works quite well. ErebusWrap is an exception.
 
I'm in the middle of a Malakim game, the world has already thawed by now. feedback: this is great! it's basically end of winter as it always should have been! :) walkable ice would DEFINITELY add a whole new layer of fun to the early exploration ;)

the only weird thing I spotted so far was the message about Brigit getting killed at turn 61 ( quick speed ) , no idea what happened there :\
 
Extended End of Winter = Awesome.

I'd fiddled with the basic Thaw to make it longer - didn't really satisfy. (Fun thematically, though.) This looks great.
 
Works great, although it did mess up one of my city's BFC... Was playing Illians, managed to get out a Temple of the Hand before all the ice melted. Problem was, the ice left from the start kept melting.... left me with a few tiles of grassland in my vast expanses of ice. :(

That's a Fall from Heaven bug. I'll post it to the bug thread with a working fix later. The snow terrain added by the Temple of the Hand should stop the plot counter for switching back to the non-winter terrain, but it doesn't.
 
some more feedback and suggestions:


1) it would be AWESOME to have an additional gameoption "balanced start" that checks each starting point for potential yield output and terraforms the worst ones slightly ( you know, a grassland here, a river there, a couple resources here... :D ) to bring them all on par. this would go a long way towards a more balanced game imho. having some civs get screwed by crappy starting positions is just not very fun :\

2) Grigori currently have no flavour for any particular feature or location. I suggest they get a preference for "hard-to-reach" places like the Sidar since they also like to be peaceful and kinda detached from the world, and a preference for the Seven Pines as well ( seeing as in the lore it was Cassiel+Dagda who heavily "sponsored" the signing of the Compact )

3) Balseraphs currently have no flavour either, but as soon as the Tower of Eyes gets added to the game as a unique feature, they should like it a lot imho :D

4) Ljolsafar could get a flavour for the Tomb of Sucellus ( former god of Nature ) and Yggdrasil ( seeing as it gets bonuses from hidden paths and they just looooove FoL :D )

5) Khazad could get a flavour for the Standing Stones since in the lore those are related to Kilmorph

6) FF related: the Mazatl should get a flavour for Mount Kalshekk if they don't have that already :)
 
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