Sephi
Deity
- Joined
- Jan 25, 2009
- Messages
- 3,315
New Gameoptions :
- Challenge Awakening of the Dragons:
- Later in the Game Dragons spawn randomly on the map.They are weaker than Acheron but can easily become a threat once they gain a few promotions.
- Wild mana
- Many Raw mana nodes are converted randomly to Mana nodes a few turns after the game startet
- two new powerful mana Types (Creation and Force) which normally aren't available are placed on the map
- Challenge- Deadly Wild Mana:
- Same effects as Wild Mana Gameoption, also
- Wild Mana Nodes have a Guardian with special abilities
- The Guardian will sometimes spawn Minions to help him defend Mana node or to attack those that come close
- The Guardian and his Minions have a special UNITAI to give them a unique behavior.
- The Guardian can channel the magic energy of the node. For example a chaos node guardian sometimes mutates units close to his node while a Ice node guardian will slowly convert the terrain that surrounds the node to Ice/Snow/tundra.
- The Guardian casts spells of his mana sphere
- Faction system. For example Minions of a Ice Node won't attack Illians, Creatures from a Nature Node won't attack Elves, etc.
- Upon Death Guardians will drop a Spellbook, the type of Spellbook depends on the mana node. The Spellbook gives the Unit that reads it a few spells/experience for free. Chance to learn spells depends on techs known.[/URL]
- Gameoption more mana:
- palace gives two more free mana (some palaces give Creation/Force mana)
- more mana nodes are placed on the map, amount depends on map size
- Gameoption: Challenge AI mana boost:
- AI is given free mana based on difficulty.
- Prince: Sun,
- Monarch: Water
- Emporer: Sun,Water,Body
- Immortal:Water, Sun, Body, Mind
- Deity: Water, Sun, Body, Mind, Enchantment
- Gameoption: Advanced Terraforming:
- tundra can be scorched to plains
- grassland can be scorched to plains
- Spring turns riverside deserts to floodplains
- marsh can be scorched to grassland
- Gameoption: Improvements without Techs:
- Workers can build improvements without the needed tech, but at a slower pace.
- Gameoption: Challenge- Pirates
- Pirates try to invade Coastal Cities
- Gameoption: Tamed Wilderness
- Less Barbarians and Animals spawn
- Gameoption: Flavour Start
- Civs startregion is altered to meet the flavor of the civ (forest for elves, hills for dwarves, etc.). Gameoption is from FlavourMod for FFH by Jean Elcard
- Gameoption: Passive Training
- Barracks and a few other Buildings can be constructed. They enable Units to automatically train and gain some experience before their first combat
- Gameoption: No Animals and Barbarians spawn in visibly Land
- Animal and Barbs can only spawn in land not visible to any Civ (similar to base FFH/BTS)
- Gameoption: Noble Houses of Erebus
- Noble Houses may support a Civilization. They are similar to Corporations in BTS
- Gameoption: WINAMP GUI
- If Winamp is started before the game, allows to play orders to Winamp via game interface (no need for alt tab, etc.)
- Influence Driven War (merged in the Mod made by Moctezuma with some tweaks to fit FFH)