Magister Modmod

Eh...not exactly.

Although I'll probably make this leader Neutral instead of Good like Cardith, this one looks to cruel and evil. He also seems to embody the wild, licentious nature associated with centaurs, while I envision the leader as being a more civilized centaur like Chiron. I see him as a much older centaur that has grown tame and kind in his old age, and devoted himself to civilizing the Centaur race. He is also the closest adviser to and practically the adopted father of Cardith, although he too is rather fearful of the "Lorda"(Eurabatres) personality. Cardith has always been kind to him, but he sometimes suspects he knows the truth: that all the kindness he has shown to the boy came from the guilt over having personally killed Cardiths parents and burned their village to the ground in a raid he lead in his younger years.

He should be older, probably with gray or graying hair and beard, a more thoughtful (maybe worried) countenance, a little less muscular, probably wearing some clothing (a breastplate and a cloak over his shoulders would be nice), and with a much less massive weapon. He isn't much of a fighter anymore, but is still a very skilled field tactician.

Edit: xienwolfs recommendation might be a little closer, but it seems too lean and like a possible violation of the princess rule. I'm thinking the horse part should be like a heavy warhorse, and the torso should be somewhat stouter as well. He should look much older than Cuteunits, but more battle hardened that xienwolf's.
 
I read the plans for the new weapon system and I have a few comments:

1. The nullstone weapons seem to make the crown of azakrien underpowered. you already would not want to take it out of its city, and now that you can get the same effect for just a few gold, not having to build an expensive wonder, it is even weaker. I think it should make spells be more powerful and less easily resisted, and make the rate of exp gain be greatly increased

2. Shoudn't lead weapons add poison strength instead of regular? it seems wierd that getting cut up by lead weapons is not going to give you lead poisoning but simply holding it will. It might be interesting to let assasins get lead wapons too then.

3. are you going to allow melee disciple units to get weapon promotions?
 
1. I'm actually thinking I'll probably not include nullstone weapons anyway, or the resource (but still the Nullstone Citadel Wonder). It seems like more trouble than its worth, and yeah, it might nerf the Crown of Akarien. I may instead make a nullstone item that provides this effect, and is only gained through random events (probably just appending it to the list of items the adventure event can find)

2. I'm pretty lead poisoning almost always results only from long term exposure to/accumulation of lead. Lead wouldn't be toxic if it didn't bond to enzymes that are supposed to bond with iron/zinc/calcium, but not perform the role that those metals would. I considered giving +1 poison, but even that seemed a little much.

3. I'll probably let some disciples (Paladins, Eidola, Paramanders, Crusaders, Stygian Guards, maybe Sphener/Mardero, possibly RoK disciples) use weapons, but most disciple won't be able to.
 
And here all I wanted was a nice lady leaderhead and some tweaks to sidar :P
 
2. I'm pretty lead poisoning almost always results only from long term exposure to/accumulation of lead. Lead wouldn't be toxic if it didn't bond to enzymes that are supposed to bond with iron/zinc/calcium, but not perform the role that those metals would
That is how lead poisoning works. Real life lead weapons, such as lead shot, do not cause lead poisoning unless they stay lodged inside and break down.
 
Someon along the lines of
Spoiler :

oreius1.jpg
 
@ thomas.berubeg
I think you could use that if you edited it heavily. If you've seen the TAM mod, it's all LHs from movies like Troy that have been made very blurry. It could work well, espescially in creating a very dark mood from the Centaurs penetance from killing Lorda's parents. What will the new leader's traits be? I'd go Sprawling/Raiders/Charismatic. Also, I'd like him to have a warmongerer personality, similar to Alexis.
 
Well, I don't think I want to steal a photo from The Lion the Witch and the Wardrobe movie. I doubt any photo could be made to fit in well with the other leaders.

I'm also not sure why the human part looks so non-human. I guess its ok since they are a totally different species, but I don't think the Centaur units have ears or a jaw like that (admittedly, it's hard to tell because of their size) and I'm not a fan it for their leader. And of course, he looks to young to me.

I don't think the Centaur should be wearing a saddle, unless perhaps if he is carrying a very young (maybe sleeping?) Cardith on his back in his pic.


I haven't really decided about his traits yet. Raiders would certainly make sense for him in his youth, and would probably still be fine. However, Raiders and Charismatic together are probably overpowered. How would Raiders/Philosophical be? I'm also undecided about whether both Kuriotates leaders need the Sprawling trait.
 
I'm thinking of adding a "Mount" spell allowing goblins on the same tile as a wolf/wolf pack to become a wolf rider (since I can't seem to get the old way of auto-promoting from combat to work), and thinking it would also be cool to let Svartalfar scouts mount on giant spiders to form a new spider rider UU.

If you like the idea and have the skills feel free to make the graphics for me. Just using the svartalfar scout and giant spider graphics (with the scout sitting on the spider's back) would be fine, and I don't think it would be very hard (although I have no clue how to do it. My modding abilities are purely xml/python.)
 
This Thread discussed this. This is my idea for it.

It would be interesting if a Spider Pen allowed you to make spider riders.

Spider Pen
Can be built by a Spider
Provides 1 silk
Can build Spider Riders

The Tainted Web
World Wonder
Requires Animal Handling
Requires Spider Pen
Double Production with Shadow Mana
Creates a Spider Pen in all cities

Spider Rider
Requires Spider Pen or Stirrups
2 :move:, double movement in forest
4 :strength:, +1 poison :strength:
Invisible to most units

I'm not sure as too the hammer costs.
 
Yeah, but it doesn't include the graphics. Thats the part I don't know how to do.

I don't intend to add the wonder, and may or may not allow you to actually build them (definitely not without a spider pen).

I do think that allowing them to build a web terrain improvement would be nice. It would be buildable out side of borders, and could render units on the tile immobile for a turn (each turn the unit on the tile would either be held one more turn, or it would destroy the web). It would probably have a large negative combat bonus associated with it. (I might allow normal giant spider to build these too.)
 
Maybe sort your desires into the realm of what you know you can do, and what you cannot do, and focus on column A first, or your ambitions will collapse under their own weight and nothing gets done.

I know from experience.
 
I already listed all I'd come up with in a spoiler at the bottom of the third post. I've been really busy lately, and haven't had time to implement anything.
 
I am still probably way to busy to be working on this, but today I have been anyway. I think I've already implemented everything from the first version that I intend to, and have begun to implement some of the new stuff. here is the current (as of 9pm on Friday, 2/8/2008) changelog:

Spoiler :

XML:


GlobalDefinesAlt.xml:
removed xp limits, OCC national wonder limit, team GPP modifier


CIV4SpecialistInfos.xml:

added Local legend and Great General specialist



CIV4CivicInfos.xml:

theocracy +4 xp from state religion

Guardian of nature yield boost from forests preserves

+2 xp from fend for themselves

(added CIV4CultureLevelInfos.xml and changed CIV4GameSpeedInfos.xml add a custom speed)


CIV4BonusInfos.xml:

made mithril not spawn on grass
made law/life/spirit do holy damage, shadow poison

Added Ice mana, goats, camels, silver, lead


CIV4FeatureInfos.xml:
added accursed ground


CIV4ImprovementInfos.xm:
citadels act as cities again
hellfire has 60% defense
letum frigus provides ice mana, acts as city
mines can harness lead and silver, changed iron mines more productive, mithril gives more gold
Odio's prison provides body mana, acts as city
pastures can provide goats and camels




CIV4TerrainInfos.xml:

made peaks require more movement, block vision, give more vision, count as land (so roads may be build there), and have a slower build rate



CIV4BuildInfos.xml:
added preserve forest

CIV4PromotionInfos.xml:
made dimensional 1 be covered by 2
increased enraged chance to go barbarian, made the promotion wear off, give +1 str
allow extension 2 for disciples
replaced Gela's 2 unholy damage with 2 entropy affinity
hasted wears off if caste not on tile
hero gives navigation 1 to summons
heroic defense gives heroic defense to summons
heroic defense2 gives heroic defense2 to summons
heroic Strength gives heroic defense to Strength
heroic Strength2 gives heroic defense to Strength2
hidden allows enemy route
mobility2 requires stirrups
nomad gives +40 instad of +20 attack and defense in deserts
rod of winds gives navigation 2 to summons
spellstaff are equipment and give 5 magic resistance
subdue animal moved to hunting
subdue beasts is availible to disciples
vampires less likely to defend, must be alive, has a pyperturn effect
withered causes always heal
added Angel slaying, dark elf slaying, dwarf slaying, orc slaying, elf slaying, tutor, satiated, famished, angel bane, dark elf slaying, dwarf bane, orc bane, elf bane,

copper, bronze, brass, iron, steel, dwarven steel, galvorn, mithril, silver, and lead weapons promotions.
Added Malleus Vindex (Basium's hammer equipment)




CIV4UnitCombatInfos.xml:

added patriarchh, Vaghan, spellstaff, and malleus vindex unitclass

CIV4UnitInfos.xml:
abashi has flying
acheron has flat movement costs, move impassible, all terrain, 2 fire affinity
adepts/imps double speed production for arcane trait civs
adventurers can be settled as local legends
angels start wiht flying (yeah, probably over powered)
archers have collateral damage limit 30, 3 units max (used in bombardment)
dvarven archers have collateral damage limit 35, 3 units max (used in bombardment)
javalin thrower have collateral damage limit 40, 3 units max (used in bombardment), never go obsolete, weapon tier 2
arquebus have collateral damage limit 30, 4 units max (used in bombardment)
arthendain have collateral damage limit 50, 7 units max (used in bombardment)
tasksmasters never go obsolete
basium starts with immortal, maleus vindex
balors defensive strength 1, unholy 1, 1 fire afinity, 2 entropy affinity
great commanders can join cities as great generals
crossbowmen cost reduced to 200, combat reduced to 8,combat defense reduced to 1 have collateral damage limit 50, 6 units max (used in bombardment)
flurry strenth increased to 13, have collateral damage limit 70, 7 units max (used in bombardment), no weapon tier
disciple of leaves can preserve forest, workrate 100
druids have life 1, can build forest preserves, nature nodes, workrate 100
dwarven druids can build mines, quarries, earth nodes, wor rate 100
fawns can build forests preserves, work rate 100
gilden has collateral damage limit 70, 7 units max (used in bombardment)
govannon starts with arcane, tutor
high priests of kilmorph start with earth2, enchantment 1, 2, body 1
high priests of leaves can preserve forest, workrate 100, have sorcery, life 1, nature 1,2
high prists of empyrean has sun2, spirit2, fire 2, life1
high priests of order has law2, life1, fire2
high priests of OO have water2, mind2, death1
high priests of veil have extension1, arcane, fire1, fire2, death1, entropy1
hyborem starts with flying
bison riders require buildingclass hippodrome instad of the building
death knight require buildingclass hippodrome instad of the building
horn guard require buildingclass hippodrome instad of the building
knight require buildingclass hippodrome instad of the building
orge warchief don't require building
liches have combat 1-3, extension1
lightbringer have channeling1, sun1
firebow cost increased to 220, never obsolete, no weapon tier, combat/combat defense increased to 7, collateral damage limit 70, 5 units max (used in bombardment)
longbow cost increased to 220, never obsolete, no weapon tier, combat/combat defense increased to 7, collateral damage limit 70, 4 units max (used in bombardment)
losha has shadow1, 1 shadow affinity
pit beasts have flying
mardero has flying
marksem collateral damage limit 80, 2 units max (used in bombardment)
meshabber's 6 fire/6 unholy strength changed to 3 entropy affinity, 2 fire affinity
mithril golem is magic immune, has 2 enchentment, 1 earth, 1 mithril affinity
monk combat reduced to 1, defense to 3, never obsolete, spirit1/life1/channeling1, 2 spirit affinty
nightwatch strength and defense increased to 4, collateral damage limit 50, 6 units max (used in bombardment), no metal weapons
manticore have flying
high priests of leaves can preserve forest, workrate 100
vicars can't upgrade to inquisitors, can become monks, never obsolete, don't require state religion, have medic 1-3, spheres now life1, sun2, spirit1, fire1
ritualists can be upgraded to archmages, have arcane.
talia gossam and vaghan of lugus removed from great prophet list
repentant angel has no building requirement
added bloodguard calabim royal guard UU
satyr can preserve forest, workrate 100
scouts are only defensive
settlers faster build with expansive, sprawlling
skeletons are now melee (can get promotions)
sphener has flying
succubi can upgrade to shadows, have shadow and flying
eaters of dreams start with immortal
Teutorix has collateral damage limit 50, 5 units max (used in bombardment)
treants now siege units (can get promotions), can build forest preserves, work rate 200, collateral damage 70, collateral damage limit 50, 7 units max, bombard rate 20
war chariot require buildingclass hippodrome instad of the building
dwarven workers can move impassible (and build roads on peaks)
yvain can preserve forest, workrate 100, hassorcery and extension1
added patriarch, vaghan of lugus, talia gossam, spellstaff, tsvarlain, ship of the damned (infernal privateer undead UU, also a planar gate unit), Malleus Vindex (basium's hammer equipment), great necromancer, lord of the elements, inbuer



CIV4SpellInfos.xml:

bloom uses python instead of just xml, so eles can use it on improvements
consume soul can raze a city (python call) if it is too small
declare nationality causes war, units can still cast other spells ofterwards
defile uses python to raise plotcounter (can be used to aggressively spread hell, even in good lands, if used enough)
drown works though python istead of xml, for any living melee unit
entangel woks though python to imobilize for longer based on features, terrain, nature mana
feast removed famished, adds satiated, (in python razes cities too small)
feed removes famished, can be used before and after other spells
inquisition requires inquisitor unit instead of unitclass
enlighten added (luonnatar version of inquisition, removed religions regardless of whose state religion)
lichdom requirements changed to chaneling2, no loger displayed when not availible, (in python it requires living, either staff of souls or broken sepulcher, unitcombat_arcane or unit_vampire_lord
rusts requirements/effects all though python
spread council of esus doesn't require esus state religion (python call requires undercouncil membership)
spring can be misscast (misscast spring in python tunrs the land to coast)
stoneskin effects all living units on tile
added take spellstaff
removed all of Govannons training spells (now a passive, pyperturn effect of the Tutor promotion)
added: necromstery, (necromatsery2, the same spell for a different unit),(Takes over nearby undead)
elemental mastery, (takes over nearby elementals)
curse the ground, (new death III sorcery spell, creates accursed ground, where dieing living unit will be rased as skeletons)
Dynamis Agares, (requires gela, takes over nearby demons)
Holy War, (lets owner of the patriach force order civs into war)
world wise inquisition, (lets patriarch summon limited duration inquisitors in all order cities, under their owner;s control)
ordain, (lets the strongest prior become the patriarch)
assassinate order believers, assassinate empyrean believers, assassinate fellowship beleivers, assassinate kilmorph believers, assassinate overlords believers, assassinate ashen veil believers, (an expensive version of inquisition that shadows can use agaisnt specific religions)
barrage,
dimensional gate,
smugglers port,
retrofit light,
retrofit Heavy,
retrofit assault,
retrofit defensive,
retrofit blasting,
drop infernal grimoire,
take malleus vindex



CIV4BuildingClassInfos.xml:
added custom house, levee, nation university, dimensional gate, temple of virtue,throne of the just, gardens of cernunnos, smugglers syndicate, nullstone citadel, black forge of Eol, tome of toxology, spire to heaven building classes

CIV4BuildingInfos.xml:
alchemy lad requires strength of will, gives 2 free arcane xp (will allow alchemy lab experiment buildings, converting one resource to another)
ljosalfer archery range provides +2 archer xp,
Bazaar of mammon requires 3 markets, 3 carnivals, boosts merchant/great merchant yields, reduces priests/great priests yields, increases merchant, great artists, engineer, great engineer comerces
added assault workshop luchuip bear totem ub
moved city of a thousand slums to taxation, increased rime by 15 instead of 10
blasting workshop allows a fre engineer
added sidar elder council ub
increased yields of dwarven smithies, give 2 free engineers instead of 1
groves provinde a free specislist per forest preserve
added golem race track luchuirp hippodrome ub
svartalfar hunting lodges provide +2 recon xp
infernal grimoire provindes +2 entropy mana, no techs
siege workshps allow 1 engineer
hippus stables provinde 2 mounted xp
temple of leaves provides free specialist with forest preserve
temple of the empyrean gives +20% GPP, -10% military production
bannor training yard +2 melee, +1 disciple xp
added luchirp armamant moulds weaponsmith ub
added costom house, fieoria ub for lanun
added levee, dike ub for lanun
added national university wonder (requires 5 academies, give 2 free sages, +2 xp for adepts, disciples, naval, siege, increases yields of engineers, greatengineers, priests, great prophets, commerces of sages, great sages, artists, great artists, priests, great prophets, engineers, great engineers
added dimensional gate (like obsidain gate, but a temporary spell building, requireing dimentsional2 sorcery caster remon in city
added the black forge of eol wonder
added nullstone citadel
added gardens of cernnunos (fol wonder)
added temeple of virtue (Empyrean wonder)
added throne ofthe just (order rwonder)
added smugglers syndicate (council of esus wonder)
added tome of toxology wonder


CIV4ArtDefines_LeaderHead.xml:
added Myriel art defines

CIV4GameText_FFH2.xml:
renamed guild of hammers guild of endeavors
renemed Luridus Illuminatus




CIV4TechInfos.xml:

animal husbandry can be reached though either agriculture or hunting
astronomy cost reduced to 1300 (from 1600), requires cartography and calender
dvination requires either knowlege of the ether or priesthood
malevolent designs requires deception
orders from heaven requires either cod eof laws or divination
righteousness requires honor
seafaring allows working water tiles
way of the earth mother requirs mining or masonry


CIV4Civilization infos:
gave most civs "NONE" as their talia gossam UU
gave luchuirp the assault workshop, golem racetrack, and arament molds UBs
gave sidar their elder council UB
gave lanun dike and fietoria ub
gave calabim their bloodguard ub
gave sheaim the cortesan uu
gave infernals the Ship of the Damned UU
let barbs build settlers, arcane units
added Myriel to the Sidar


CIV4TraitInfos.xml:

aggressive gives free combat 1 to all unitclasses
added protective (city raider and drill 1 and 2 for archers, disciples)

CIV4UnitArtStyleTypeINfos.xml:
made sheaim cortesans look like succubi

CIV4LeaderHeadInfos.xml:
barbs now aggressive/agnostic/arcane/charismatic/magic resistant/raiders/summoner (lose traits at deaths of orthus and barbatos)
sabathiel's favorite religion order, weightings now +45 for order, +10for empyrean, +30 for CoE/OO/AV
capria favorite religion order, weightings now -30 OO-40AV, +45Order, +10Empyrean
Varn favorite religion Empyrean, weights -30OO/AV/Esus, +35 Empyrean
Ethne given spiritual trait again, weights -15 OO, -20AV, -10Esus, +20Empyrean
Einion given spiritual again, weights -25 OO, -50 AV, +15 Empyrean
Basium now aggressive/Ingenuity/Raiders/Spiritual/Charismatic/Magic Resistant/Organized, weight -100 AV/OO
Garrim fovorite religion Runes, has arcane trait, +40 Runes
Beeri favorite religion Runes, +30 runes
cardith weithings +10 order, +20 empyrean, +20 FoL, -10Esus
amelanchier fav relingion FoL, has protective, weight +50 FoL, -50 AV/OO
Arendel fav religion FoL, has charismatic, religion weights +45 Fol, -100 Esus, -20 OO/AV
Thessa fav religion Fol, +35Fol
Arcturus fav religion RoK, +45 RoK, -20 OO
Kandros fav Religion RoK, +45 Rok, -20 OO
Sandalphon given philosophical, weights +10 Esus, +5 FoL, -60 Order, +5 Empyrean, -90 OO
Falamar weights +20 OO, +5 Empyrean, -90 Order, -90 AV, +10 Esus
Hannah favorite religion OO, +55 OO, -25 Empyrean, -30 Order, +10 AV
Valledia fav religion Esus,weights +15 Fol, +25 Esus
Dain favorite religion Empyrean, wrights +10 Fol/Empyrean
Keelyn weightings +25 AV, +20 OO, +50 Order, -30 Empyrean
perpentach +25 esus, -20 runes, -30Empyrean, -70 Order
Alexis +25 AV, -100 Empyrean, -10 RoK, +20 Esus
flauros +10 OO, -100 Empyrean, +50 Esus
Tebyrn weightings -20 RoK, +45 AV, -10 FoL, -30 Empyrean, -90 Order
Os-Gabela -20 Rok, +35 Av, -30 Empyrean, -100 Order
Hyborem Fav religion AV, traits barbarian/aggressive/arcane/raiders/charismatic/magic resistant/spiritual/financial/expansive,fallow, summoner, religion weights -80 Esus, +100 AV, -90 OO, -100 Runes, -100 Empyrean, -100 Order
Auric's traits are charismatic/spiritual/arcane/agnostic
Added Myriel (thanks to CuteUnit)



CIV4EventTriggerInfos.xml:
changed weights for Gaelen events all to 400




Python:

CvEnentManager:
tower of divination gives a free great prophet
grove building and forest preserve improvement make treat spawing more likely
gridlines give golems city garrison 2, assault workshops give city raider 2, armamanr molds give heavy, golem race tracks give light
warrens doubles non-diciple orcs instead of non-siege, non-navel units, and they get their free experiance/promotions

azers and fire elementals cast ing of flames when they die, pyre zombies cast pillar of flames when they die

living units that dies on the accursed ground feature are raised as skeletons, with most of their old promotions (not channeling1-3, sorcery, summoning, divine, most spell spheres, racial promotions, valor, morale, blessed, burning blood) and with their old base strength/base defensive strength, (@50% health)
Mokkas Cauldron similarly turns living units into skeletons instead of flesh golems, adjustes the strength, and gives most promotions

council of esus units go to hyborem, empyrean to basium

when a treant dies on a new forest it becomes a normal forests, when one dies on a normal forests it becomes an ancient forest

the death of orthus costs the barbarian state the aggressive/charismatic/raiders traits
the death of barbatos costs the barbarian state the arcane/summoner traits

Infernal cities start size 6 (instead of 3), with demons altars (in adition to their other free buildings)

each turn there is 1 in 20 chance that an archery range/ljosalfar archery range will grant 1 xp to all unitcombat_archer units in the city,and an additional 1 for unitclass_longbowmen)
each turn there is 1 in 20 chance that a hunting lodge/svartalfar hunting lodge will grant 1 xp to all unitcombat_recon units in the city
each turn there is 1 in 20 chance that a hippidrome/golem racetrack will grant 1 xp to all unitcombat_mounted units in the city
each turn there is 1 in 20 chance that a cave of the ancestors will grant 1 xp to all unitcombat_adept units in the city
each turn there is 1 in 20 chance that an siege workshop will grant 1 xp to all unitcombat_siege units in the city
each turn there is 1 in 20 chance that an lanun harbor will grant 1 xp to all unitcombat_naval units in the city

removed some references to nonexistant technologies

ship of the damned (the new infernal privateer UU, an undead pirate with channeling1-2, entropy1, death1, and summoning) can also granted to the sheaim as a planar gate in cities with a smugglers port

all planar gate units start with (AC/4, rounded down) xp (moebius withches don't get their old free xp/levels, but still get their free promotions)

the empyrean is removed from Infernal cities just like the order


drown works on non immortal units (either unit or promotion. the xml part require it be melee) instead of only on unitclass_warrior

drown handled through python, unit becomes a drown with same promotions and base strength

cities of less than size 3 can be featsed upon, the AI won't feast at les than size 5 unless the city is in revolt.
feast razes cities below size 1

feed works regardless of health, AI will use it if the unit is damaged more than 20 or is famished. it works on bloodpets, slaves, and workers
feed kills the weakest bloodpet/slave/worker on the tile to heal the caster. If a bloodpet is eaten, the caster gets +1 moves, the satiated promotion, and the ability to attack again

for the horde can work on heroes (orthus)

added enlighten (like inquisition, but ignoring all references to state religion)

lichdom requires a living unit, wither unitcombat_adept or a vampire lord, with either the staff of souls (equipment) promotion, or on the broken sepulcher unique feature's tile

pirates coves can'r be built too close to pirates harbors or ports

march of the trees treants from normals forests only last 3 turns, those from ancient forests last 7 turns, have the strong promotion, and not the vulnerable to fire promotion

instead of dealing with gold, motherlode increases the gold and production yields of all peaks within Khazad Cultural borders, and puts mines or quarries on most of them. Randomly places mithril, gems, gold, iron, copper, silver, lead, marble, and shuet stone on peaks with the proper improvements
The AI must control 3 peaks to use it

mercenaries hired by Magnadine have loyalty, horselord, morale, and valor

Sanctify works near accursed gound, and Good Civs will use it in rival territory. It removed accursed ground

slave trade requires the slavery civic

bloom implemented through python, ljosalfar, svartalfar, and civs with both the guardian of nature civic and the gardens of cernunnos wonder can cast bloom even on tiles with improvements or in cities

added necromastery
added mastery of the elements
added dynamic agares
added overgrowth
made entange cause immobility for longer based on how much nature mana the caster's owner owns and on the presence of forests/ancient forests/jungles

added holy war
added world wide inquisition
added ordain
added barrage
added asassinate believers
added passive effect of vampirism
aded validate haste (the promotion wears off every turn that the unit is away from a caster
added retrofit
added a spell to let ships create smugglers ports, if a full member of the undercouncil





Since he next version is based on the Unit Statistics modmod for FfH 0.30h, instead of the main game. You should probably install it before installing the next version of my mod. It can be found here:

http://forums.civfanatics.com/showthread.php?t=261642

On the other hand, I don't think I've found any files that both mods need to change. It would probably be fine to install my mod first, or not to use the stats mod at all.

If you want you game to be just like mine (which is not really necessary), you would also need to download the "Fangorn Style" Ancient Forests graphics here:
http://forums.civfanatics.com/showpost.php?p=6270791&postcount=410

It really isn't necesary though, its just for show.
 
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