Hi! I hope this isn't a frequently asked question, but is it intended that cities have to be founded with a minimal distance of 3 tiles rather than the 2 of Vanilla Civ? It makes planning your city grid so much harder.
edit: very unrelated, but would it make sense to limit giant cages to evil alignment civs, or at least block good civs from using it? Seems pretty fudged up to me but i'm not entirely sure how sapient and how hill giants are viewed in lore
I have noticed that the ability of Gaelan Sedracious to transform himself into The Burned Priest doesn't appear even with those conditions :
- My nation's religion is the Undertow, all my cities are converted.
- My Gaelan have a lvl 10
- I have every tech known to man
- The only thing i cannot do is to convert Gaelan to the Undertow, but even if I do that with the editor, the problem isn't solved
I've played most of the way through several games with hardly any issues - I think there was one CTD but I couldn't reproduce it. Otherwise, the latest version is quite nice. I do have some questions:
- I've had games with multiple Graves of Asmoday spawn within a few tiles of each other. Once, I explored one and it reverted into a regular entropy node (not sure about the other as it was in another civ's territory and I never got to it). Is this supposed to happen?
- How do you get rid of smoke/blazes/burning sands? Neither sanctify not spring in a neighbouring tile seem to do it, and most units can't walk into the tile. Incidentally, one time I saw a lone Graves of Asmoday on top of burning sands and guarded by a scorpion.
- What's with the named great people with seemingly random promotions? I got Magister Cultuum (ha ha), but also Caer of Euphoria and others. They each came with at least one mana affinity and one other specialty, plus the ability to earn promotions but not upgrade to any arcane units. At first I was a little disappointed but given that one came with vitalize, another with greater charm and greater spring, and a third with muse, they're rather overpowered if anything.
- Many of the unique features like Grigi Abbattoir seem like they can be explored infinitely many times, yielding a stream of free bonuses until a bad result spawns powerful enemies. Is this intended?
- Is there any way to stop skeletons from chasing my scouts to the ends of the world, or mammoths gutting them constantly?
I started one Malakim game that was going well, but around turn 23-24 four strength 6 (3+3fire) Azers showed up, I think from another civ's scout's dungeon exploration. They beelined straight to my capital, murdered all of my warriors and kept floating around killing every unit I made until a tomb warden wandered by and captured the city. This seems a little harsh. Is there a way to adjust that event to spawn fewer azers based on the turn count?
- What's with the named great people with seemingly random promotions? I got Magister Cultuum (ha ha), but also Caer of Euphoria and others. They each came with at least one mana affinity and one other specialty, plus the ability to earn promotions but not upgrade to any arcane units. At first I was a little disappointed but given that one came with vitalize, another with greater charm and greater spring, and a third with muse, they're rather overpowered if anything.
- Many of the unique features like Grigi Abbattoir seem like they can be explored infinitely many times, yielding a stream of free bonuses until a bad result spawns powerful enemies. Is this intended?
in Magister, some Great People are "heros", coming with non-random, specific lore-related promotion (it is OP... especially as you have chances to have other non-promoted GP...)
In Magister all Great Lairs are infinitly explorable, with mainly "big Bad" and "Big Good"...
I want to talk meta-game for a minute. I love magistermodmod and its emergent storytelling as a game unfolds. However, due to game mechanics and balance, settings, and variables, i can't quite get it to tell the right story. For example, I want to see a game where I start out as a good faction, living in the world as great evil emerges, the Armageddon counter rises, hell sweeps across the land and a small coalition of good pushes back and eventually liberates the world from tyranny. I want different factions from fantasy represented, dwarves, humans, elves and the undead. However, I can't seem to produce this outcome. The evil empires generally are too weak when run by AI and I end up fighting the Khazad or Hippus, who tend to take over any game they are in. Certain good nations are almost always powerful, like the Ljosalfar, Bannor, and Malakim, but their natural enemies are generally too weak to ever beat them. Even with twice the number. My last game I tried to give evil a huge advantage. it was Sabathiel and Arendal Phaedra vs two shiem, two calabim, doviello, clan, illians and svartalfar. By midgame, the illians had 2 cities still, the elves had a huge empire, and none of the evil nations were strong enough to counter the elves all together except the doviello, and of course both Sheim died by turn 50 as usual. and the AC was still 0. The svarts were never a threat due to constant infighting and rebellions. All good really has to do to defeat evil is wait, as evil is incompetent. What settings do people recommend to get an epic tale of good vs evil in high fantasy vs the AI?
It is wonderful to find a FfH2 mod, that is still being developed after so many years! Civ4 is really an extraordinary game without a real successor.
I've played several modmods for FfH2, but I am new to Magister. From the first look of it, it's great, but I would like to ask if you would consider few minor things:
- adding another model for the Ljosalfar Phalanx and the Ljosalfar Man-at-arms (I know the second one has pointy ears, but it's annoyingly crude with that armor, mace and a stance like an orc). I know there are better models, but I could check which mod exactly uses them, if needed;
- I don't know how the Phalanx unit came by, but its a formation name and not a unit name, which is suited for an open field and not for city walls (as the bonus suggests). It is also too Greek for a fantasy game. No wonder Tolkien intentionally avoided words, that are too latin. I believe it's name should be Pikemen or Noble Pikemen...
- Men-at-arms might be suitable for some of the civilizations, but not for the elves. The high tier melee unit could be Heavy Spearmen or Heavy Swordsmen (i personally think Heavy Spearmen fits great - there is a great model, and heavy spearmen usually used a sword or another short weapon, so it is not needed to restrict the unit in terms of bonuses (well, there is a city wall charging phalanx pikemen unit already, so maybe that is nothing of concern )). Orbis has bigger variety of standard melee units with additional Spearmen/Pikemen, but I think that is not necessary.
- Another old topic, that probably no one except me cares about are the Ljosalfar ships... it would be great to have an appropriate visual representation of the elven ships
Those are cosmetic changes, but I think they will greatly improve the immersion for the Ljosalfar player and his enemies (I know most people prefer fire, guts, and ugly creatures).
I apologize, if my post is not appropriate - I know you have better things to do with your time, than implement someone's crazy wishes into your already great mod. I was just happy to see someone still working on the game, and the things I mention just annoy me so much... Maybe I'll try to do the changes myself...
For elven ships you can look at my naval module for the RiFE submod. I did a whole lineup of ships for a lot of the civs and they shouldn't take too long to port over. I just can't be bothered to do that work my self right now as that would mean having to maintain two separate mods.
I want to talk meta-game for a minute. I love magistermodmod and its emergent storytelling as a game unfolds. However, due to game mechanics and balance, settings, and variables, i can't quite get it to tell the right story. For example, I want to see a game where I start out as a good faction, living in the world as great evil emerges, the Armageddon counter rises, hell sweeps across the land and a small coalition of good pushes back and eventually liberates the world from tyranny. I want different factions from fantasy represented, dwarves, humans, elves and the undead. However, I can't seem to produce this outcome. The evil empires generally are too weak when run by AI and I end up fighting the Khazad or Hippus, who tend to take over any game they are in. Certain good nations are almost always powerful, like the Ljosalfar, Bannor, and Malakim, but their natural enemies are generally too weak to ever beat them. Even with twice the number. My last game I tried to give evil a huge advantage. it was Sabathiel and Arendal Phaedra vs two shiem, two calabim, doviello, clan, illians and svartalfar. By midgame, the illians had 2 cities still, the elves had a huge empire, and none of the evil nations were strong enough to counter the elves all together except the doviello, and of course both Sheim died by turn 50 as usual. and the AC was still 0. The svarts were never a threat due to constant infighting and rebellions. All good really has to do to defeat evil is wait, as evil is incompetent. What settings do people recommend to get an epic tale of good vs evil in high fantasy vs the AI?
I've just finished a game where the world ended up in a way you described. To get it to do that, however, I use world builder to cheat for the AI. There has always been an issue of how the AI behaves for me in CIV 4 and CIV4 mods. The world builder in this mod is very robust. Spend some time copying and pasting AI cities, give them tech, units, workers, tile improvement, etc. After about turn 50, I will open up world builder and really buff the evil civs. I have had grand coalitions of good aligned civs fighting against evil civs and the infernals. Seeing my allies mount invasions across an ocean has been very satisfying. I've had a very easy time of setting up games to play out this way with this mod.
I've just finished a game where the world ended up in a way you described. To get it to do that, however, I use world builder to cheat for the AI. There has always been an issue of how the AI behaves for me in CIV 4 and CIV4 mods. The world builder in this mod is very robust. Spend some time copying and pasting AI cities, give them tech, units, workers, tile improvement, etc. After about turn 50, I will open up world builder and really buff the evil civs. I have had grand coalitions of good aligned civs fighting against evil civs and the infernals. Seeing my allies mount invasions across an ocean has been very satisfying. I've had a very easy time of setting up games to play out this way with this mod.
That does seem very cool. I've been loath to interfere with the natural progression of the AI for fear i'd upset the balance somehow using world builder, or cause some irreparable mess up. one thing I've been experimenting with is AI teams. I'm nearing endgame, started off with doviello teamed with illian, 2 shiem teamed, 2 calabim teamed and two solo clan vs solo elf, solo dwarf and solo human (me). I play with increasing difficulty (i find if you start at deity you get outpaced too quickly, but if you can ease into it after exploring some its better later) on World of Erebus, default map settings. tried a variety of barbarian and event settings, always play with advanced politics even though it slows turns because i like the realism of a realm breaking apart when the government falls, and internal rebellions. Current game, the elves and dwarves got stomped early by an early rush from the illian/doviello team in the west while in the east jonas endain converted to runes was able form a massive empire and keep the calabim in check. the other clan just sort of acted like an extra barbarian team and the shiem in the south just durdled. I was able to liberate the elves and dwarves creating a game lasting friendship and stomped the ice faction, and in the long term went up against a huge clan empire, great times.
One nice thing about the latest patch is acheron is getting built regularly again, but i am rarely seeing infernals entering the game. unfortunately games take a while, so can't test variations of civ makeups and their effects on the world very quickly, which is why i wanted to compare notes here with the other 4 players left playing this mod, haha.
That does seem very cool. I've been loath to interfere with the natural progression of the AI for fear i'd upset the balance somehow using world builder, or cause some irreparable mess up. one thing I've been experimenting with is AI teams. I'm nearing endgame, started off with doviello teamed with illian, 2 shiem teamed, 2 calabim teamed and two solo clan vs solo elf, solo dwarf and solo human (me). I play with increasing difficulty (i find if you start at deity you get outpaced too quickly, but if you can ease into it after exploring some its better later) on World of Erebus, default map settings. tried a variety of barbarian and event settings, always play with advanced politics even though it slows turns because i like the realism of a realm breaking apart when the government falls, and internal rebellions. Current game, the elves and dwarves got stomped early by an early rush from the illian/doviello team in the west while in the east jonas endain converted to runes was able form a massive empire and keep the calabim in check. the other clan just sort of acted like an extra barbarian team and the shiem in the south just durdled. I was able to liberate the elves and dwarves creating a game lasting friendship and stomped the ice faction, and in the long term went up against a huge clan empire, great times.
One nice thing about the latest patch is acheron is getting built regularly again, but i am rarely seeing infernals entering the game. unfortunately games take a while, so can't test variations of civ makeups and their effects on the world very quickly, which is why i wanted to compare notes here with the other 4 players left playing this mod, haha.
I haven't had the AI build Infernal Pact yet. I used world builder to have the main Ashen Veil civ get one turn out from completing it. I also had a crash that I assumed was related to something the AI was doing during a turn. I deleted several civs at the end of a turn until I found the civ causing it. Then I removed units until I found the culprit. It was a Lanun adept that was doing something that caused the crash. It took a bit, but removing that adept allowed me to keep playing.
Hi! Love the mod, have a silly question regarding the Aggorating/Tolerant trait. I did some early conquests of the Calabim and Lanun capitals in a game (running on Marathon Speed and large map, so a slow game) and noticed that both of these cities reverted to my main civ status which seems like it occurs when they hit 75% of my main Civ. Wondering if anyone knows whether is how it's always worked (havn't played with this trait a lot, but I seem to remember the occupation being more "permanent") and not, is it an exposed value somewhere I can edit on my own?
(... I'll add that I was playing as the Elohim, but edited a file to get Einion to have the Tolerant trait)
I probably would have released an update yesterday had Kael not asked me to help him edit a full History of Erebus google document, including the events of the Age of Invention and the Age of Ruin that followed. It go me thinking of making some more changes to fit the new lore.
I am not supposed to share the document so I cannot reveal too much, but did at least get his permission for a pedia update for Gaelan.
I also learned where the Unraveling were locked away, and how the Four Horsemen were unleashed. It did not happen until the Age of Ruin, after the Matronae have fallen.
Spoiler:
The main change in Gaelan's story is that he did not summon Hastur, but rather a Root of Fear, one of the Seven Aspects of Mammon. It also however references a mind palace be built in the dream world of Euphoria, a world created by Condatis and Hastur before the Godswar, back when the two archangels were lovers, and ruled by their daughter Caer.
Stephanos was imprisoned within the Heron Throne, before the Patrians found it and made it the seat of the Order, long before they gifted it to Falamar and Rhoanna. Once it is destroyed by Belphegor (the son of Agares and Bhall, a Prince of Hell greater than any Archangel, who was summoned into the body of Flauros by a group of possessed by demons which Gosea had released from Basium's maul), The White King escapes and proceeds to conquer.
Buboes was locked within the Murderer's Blade, which Badb had locked away in his wandering castle. One of Belphegor's servants unleashed by Gosea kills Badb with this blade, unleashing Buboes, who took the blade and caused war wherever he went.
Yersinia is imprisoned within Seven Urns or Rotting Flesh. A plague is released whenever any is opened, but they must all be opened for Yersinia to escape. Another of Belphegor's servants unleashed by Gosea does so.
Ars Moriendi is locked inside the Heartstone. After Belphegor seduced Sarabride, she destroys the Heartstone and the Lilim for refusing to give it to her, unleashing Ars Moriendi.
Abbadon, Lord of Locusts was bound in a pit in the Underhome. In later ages the dwarven city of Vallum is built atop this pit. The Vigil of the Deep and the Umberguard make sure Abbadon is never released. Belphegor sends servants to unleash Abbadon, but they are caught and executed.
Meshabber of Dis was bound within the City of Dis. Gosea herself tried to return to hell to release him, but Basium intercepts her. At the Throne of Hell, he reclaims his maul and defeats Gosea and myriad demons she unleashed against him.
Apophis the Endless Hunger wanders Erebus as an immortal goat, who seems like a normal animal except that anything he eats is utterly destroyed. He is bound in that form by a bone circlet that lies at the bottom of the black sea beyond the razor-glass plains of Naraka. Belphegor sends an agent to retrieve it, but she is killed by Wraiths.
Another unrelated reveal that I think I can share is that the Masks of the Coven of the Black candle are not merely magical artifacts, but True Angels. The Masks are the Seven Aspects of Esus, the greatest of his servants besides the archangel Iaegus. The Compact does not apply to the Seven Aspects of any god. Presumably wearing one of his Aspects is the loophole Esus used in order to get around the Compact and enter Creation on his own.
I'm thinking that in order to reflect this lore in my modmod, I'm going to allow evil players to summon the Four Horsemen on their own (if their events have not introduced them as barbarians already).
I'd probably make them permanent summons that require Sundered (making this easiest for the Sheaim, although Gosea has the promotion too and anyone can train her as the Coven* hero) as well as the appropriate equipment promotion.
(I made the Heron Throne into an item that can be dropped into or picked up from a city, like Mokka's Cauldron or the Crown of Akharien. It has art based on the Statue of Zeus wonder, but with Zeus himself made invisible and the rest of he model desaturated and brightened.)
At first I was thinking each Unleash Unraveling spell should just have an AC requirement of half of the associated unit's Armageddon event, but that might let the Sheaim summon Stephanos way too early. I'm thinking now that it should require Malevolent Designs, and am wondering about whether to include an AC prereq at all.
I don't want the spell to be able to create multiple versions of each Unraveling, so I'd only let the spells work if none has appeared yet. I think I'll increase the AC requirements for the Four Horsemen to give the player a chance.
I'm thinking I may also add Apophis, Abaddon, and Abaddon's Pit to the game.
* The document says that Ceridwen's religion is named "The Masked Coven," but also called "The Between." It is "a small religion of mostly sorceresses whose spirits, minds and occasionally bodies explore worlds beyond Erebus." Technically the Emrys and the Chainbreakers are separate cults, although they also serve Ceridwen.
I just changed the name of the religion from "The Chainbreakers" to "The Between," with "Coven" used as the adjective form of the religion's name.
I changed Chainbreakers to be a religious champion, available at Fanaticism like Paramaners and Crusaders. They can ignore border restrictions, stir up Servile Revolts, target slaves, convert slaves to more Chainbreakers. The art is a recolored Repentant Angel, with a whip of chains, plus a dark hood and cape based on the Sons of the Inferno.
The Emrys is the Sheaim replacement for the Chainbreakers, available at Sorcery.I changed the art to a recolored Son of the Infero, with a Svartalfar Druid Crescent moon staff and the religion icon halo. The Emrys can now move through rival territory and steal arcane units from rivals without war.
I'm thinking I may make Mobius Witches into the clerics of The Between, allowing any civ to train them and letting them spread the faith. The Sheim would still get them for free through planar gates, and would likely found the religion through such a Mobius Witch.
I altered the art of the Satyr Beastmaster, Druid, and Yvain. The beast master has the same head and sholder covering as the human beastmaster. I used that same nif model and added a cape for Yvain and the Druid
I included new art for a variety of Items so that is is easier to tell equipment apart when it is dropped. I spent way too long trying to figure out how to make the body of a Lanun maceman invisible just to use his boots. I never did discover how, but instead opted to flip him upside down so that everything but the boots would be rendered below ground. I took a similar tactic on Pelian's Pallium and the Umbra Cloak, using part of the Malakim immortal art that also includes a spear which I could not eliminate but could change the coordinates so that ti would be hidden underground. Unfortunately it still shows up if dropped on hills or mountains. I couldn't make the model low enough to always hide it and not sometimes hide everything else. For the Heart of Stone I tried really hard to use just a single gem from the Dragon's Hoard, but the gems were in groups of multiples and trying to resale things and hide most underground prooved too hard. I ended up using an old druid staff/club with the handle hidden underground, as I could not figure out how to make it invisible.
Um, how can i upload a file or two to you? I can only find the maceman.nif and boots.dds. I don't know where the lanun mesh is located for the maceman or the texture file. The file you have has some odd scaling that I didn't see how to fix. I made a new mesh using the elohim crusader model with just those boots and the texture for it. If you could tell me where the lanun macemen assets are, I could edit and send just those boots to you. I have those as the models for the seven league boots in my games now.
I've also looked at some of the meshes in the Units\Heroes\ImprimaturCouncil folder. Kezef's model has a tiny noggin in the mesh and when I try to open it in blender so I can fix it I get a python error and it won't open. Same thing with Carnivean. He seems to have similar boots to what you had, but I can't open this file either. Do you have other versions?
Ok, I got the maceman file you had rescaled. Is the third screenshot what you were wanting?
Here are some more. I kind of like one with the boot tipped over and in the other I put them closer together so that they look placed and not like they're being worn and the wearer is invisible. Where is the mesh for the dragon's hoard? I could edit that, but I don't see where most of the meshes for FFH are located. I removed the spear on the Pallium and Umbra Cloak meshes. I also made these meshes double sided so that you can't see through them anymore. The interior of the mesh didn't have a texture before so you could see the terrain through them.
I have not been modding in months but just made a few changes this past week.
I decided to allow the Illians to use an ordinary settler to build the city of New Mulyr on the site of Letum Frigus, triggering the effects of the White Hand Ritual without actually needing to complete said ritual. From either the settler or the ritual, instead of giving a specific set of buildings it automatically gives whatever buildings (excluding wonders) could be built in the city based on the current tech level.
I changed the Infernal World spell from "Hellfire" (which mimicked the hellfire event, giving the Infernal Hellfire improvemnts at random tiles along with free units on those tiles) to "Whisper in the Darkness." This is basically just "Hyborem's Whisper" (the Vanilla FfH2 Infernal Worldspell), but I renamed it so it makes more sense for other Demon Lords to use it. (Note that "He Who Whispers in Darkness" is canonically the Ashen Veil's preferred title for Agares, so instead of this being Hyborem acting to corrupt mortals it now represents the demon lord appealing to Agares himself to seduce mortals into betraying their civilzation to join with the forces of hell.)
I changed Summon Balor to a spell for Summoners with Channeling 3 and Malevolent Designs, instead of being the Entropy IV spell.
Entropy IV is now Defile, which grants Unholy Taint to adjacent units (friends and foe, arcane and disciples) and acts as the inverse of Sanctify, turning tiles into hell terrain. To prevent Hyborem and the other demon lords that have Entropy Affinity and Channeling 4 from using this to completely ignore their Bound By Compact restrictions, it only effects tiles that the unit can move into. You can however use Asmoday or Profanes to use prepare a path for your Balors and Demon Lords to use to invade goodly civilizations directly.
Summon Imp is now the Ashen Veil priest spell, not available to all units with Unholy Taint.
The Ashen Veil High Priest spell is now Hellfire, which creates a temporary hellfire improvement on the caster's tile (duration depending on the caster's level and mana supply. Hellfire automatically turns that tile to hell terrain, and under Advanced tactics changes ownership of the tile to Barbarian state unless the caster is Infernal in which case the Hellfire tile will belong to the caster's owner. Hellfire generates Balors which are Bound by the Compact (cannot leave hell terrain) and now also have limited duration. If the improvement is owned by the Infernal instead of the Barbarian state, those Balors will serve the Infernal player instead. The Pact with Hyborem promotion also allows units to take control of any nearby demons, including those Balors.
I am thinking of introducing the canonical religions to the remaining gods.
SpoilerKael's Fall from Heaven History document, religion section :
Religions
Anointed (Aeron)- A small group of powerful warriors called Occisors that are devoted to Aeron. They have no real structure of their own, instead they usually serve as elite warriors for other evil organizations. Aeron is known as the Lord of Murder, and though his worshippers are usually terrifyingly powerful warriors they take great pride in making sure that the fight is never fair (or even expected). Aeron is also known as Maiden Friend, he has a great weakness for physical beauty that his worshippers often inherit. They are often unwilling to harm those of great beauty.
Aphotic Throne (Esus)- A secret council that is so good at spreading lies that it is often unaware of the truth of its own stories. They have "thrones" (secret meeting places) in most major cities and excel at sneaking goods and people into or out of areas. Esus is known as the King of Thieves, Jack Shadow, and Moonsong, though it's popular for Aphotic Throne leaders to take these names for themselves as well.
“The second most dangerous enemy is the one whose power and influence is vastly superior to yours. The most dangerous enemy is the one whose existence you are not aware of.” –Gibbon Goetia
Ashen Veil (Agares)- Religion based on demonic worship. The most devout are possessed by demons that grant them strange and terrible powers. Agares is known as the Unmaking God, the God of Despair, and the God of Dust. His worshippers call him He Who Whispers in Darkness.
“Hell has come for you. Fall down and worship me, or I will drag you into the darkness and drown you in the screams of the lost.” - Hyborem
Brotherhood of Wardens (Sirona)- Religion based on defense of the meek. In more dangerous areas membership is kept hidden since they usually find themselves at odds with the local government and powerful organizations. Often called the Goddess of Mercy.
Ember Legion (Bhall)- The church of Bhall has little long-lasting structure. Instead religious upheavals happen and huge masses of fanatical followers rise up and rebel against whatever is being protested in that area. The cause is less important than the fervor, the blessing of Bhall, and the violence that comes with the rebellion. Most worshippers of Bhall receive a brand of her mark that forever burns and inflicts pain. Bhall is also known as the Queen of Fire and the Fallen Star.
Empyrean (Lugus)- The rose of dawn and the revealer of that which is hidden. Though Lugus is worshipped in as many forms as there are cultures that revere him, they all practice the Mandate of Truth and celebrate the rebirth of each day.
Eternal Cabal (Arawn)- Arawn pays no attention to creation, occupying himself with the matters of the afterworld instead. Despite this some few choose to worship him, though it is as useful as worshipping a rock. Often called the Unhearing God because he ignores his worshippers.
Fellowship of Leaves (Cernunnos)- The Fellowship of Leaves is happy to withdraw to their forests and worship in the wilds of the world. Often called the Horned God.
Foxmen (Tali)- There are no churches to the god of air. There may be small shrines in sacred places, but the foxmen are way too disorganized and flighty to ever be able to work together and formalize a church or build a building. Often called the Laughing God, Windsong or the Dancing God.
Grey Council (Dagda)- Judges sought out to adjudicate between different parties. Their religion preaches against bias and imparts decisions without local or personal influence. Mechanic: The Grey Council is a voting body where the player can participate in elections with other players. Often called the Adjudicator.
House of Plenty (Amathaon)- Deep with the richest areas of the world (and only those areas) great temples to Amathaon provide rest and an endless bounty to those that would join them. They are less about worship and more about providing hospitality, like the world’s best bed and breakfast. Often called the Lord of Plenty.
Laeran Cord (Oghma)- Study and accumulation of knowledge is the goal of this religion. Their priests (more mages, scholars and librarians than clergy) are known as Hierophants.
Masked Coven (Ceridwen)- The “between”. A small religion of mostly sorceresses whose spirits, minds and occasionally bodies explore worlds beyond Erebus. Many are driven mad by the experience, they often refer to her as the Maiden of the Mask.
The Order (Junil)- Unquestioning obedience to the Law is the highest goal of this religio. Its adherents view mercy, friendship, and family as others may view alcohol or gambling, as dangerous vices that may mislead you. Junil is often called to hold the gods accountable to agreements, because he would rather cast all of his angels into hell then see those agreements undone. He is known as Oathbinder because he is invoked in ceremonies and Borderguard because boundary markers are inscribed with his sigil (for fear that moving them will invoke his wrath).
“When demons run loose upon the land, religious fanaticism is the only reasonable response.” - Basium
Ring-Givers (Nantosuelta)- The Ring-givers’ faith is practiced through artifice. Each accomplishment or blessing is added to their collection of charms, rings and baubles. Nantosuelta is known as the Queen of Bells (by those who build temples to her), Keymaker (by the tinkerers who practice the most intricate and arcane of her artifice) and the Mother of Knights (by warriors that rely only on their skills, weapon and her charms to protect themselves).
Runes of Kilmorph (Kilmorph)- The church of Kilmorph transformed from a very natural earth religion to powerful merchant guild. Trading is as common in their temples as prayer and theft is as viewed as wicked as murder.
Sons of Discord (Camulos)- The church of Camulos wants war between all nations. He is known as the Sanguine Fountain and the Hundred Armed God. On the nights before large battles, the skies echo with the shrill cries of Camulos's demons, peering out expectantly for the coming war. In cities that don't outlaw them, temples to Camulos are brutal arenas where corpses of the freshly killed lie in piles, feral animals feast on the bodies, and nearly every stone is blood stained. This is a religion based on hate. It is racist in some countries, anti-cultural group in others. The target doesn’t matter to the religion, only the hate that is fueled by it. Mechanic: The player is immune to war weariness but must be at war with all players. The player gets access to powerful units that grow powerful each time they kill a living victim.
Stewards of Inequity (Mammon)- This religion was established to promote the power of its members. It is influenced by Mammon, though it isn’t a true religious organization (Mammon believes the best form of worship is acting on their greed, not revering him, supplication is inherently non-greedy). Most prominent among the Balseraphs, but with agents in all cities. Mammon is known as the worm god.
Unblemished (Sucellus)- The reborn believe in healing Erebus, be it of disease, corruption or sorrow. Sucellus is known as the God in Green (for his former role as the God of Nature) and the Ljosalfar know him as Seedfather while the Svartalfar call him the Broken God (because Mulcarn tore his body into 7 pieces after killing him).
Undertow (Danalin)- Once a religion of calm and gentle force, it’s worshippers have been driven mad. Visions come to the dreams of those that revere it and for at least one (Hemah) these dreams change reality.
White Hand (Mulcarn)- Mulcarn is dead and his dominion lays unclaimed. Auric Ulvin means to become the next god of winter and if he can complete the rituals he will be able to do it.
Cults/Organizations
Aeron's Bounty- Assassin's guild founded on ritual and devotion to Aeron, but Aeron pays little attention to them.
The Betrothed- Elohim cults of hundreds of women who killed themselves in an elaborate wedding ceremony to become the “Brides of Arawn”. Arawn was so offended by their act that he won’t allow them to enter the Otherworld and they have become silkies instead.
Blinded Brotherhood- Sect of Sirona worshippers that don’t believe in defending the meek, just serving them. Popular among the Calabim where they teach the necessity of subjugation. They poke out their own eyes as proof of their service.
Broken Man- Cult dedicated to the memory of Nemed and his sacrifice.
Children of Condatis- Men devoted to waking Danalin and removing Hastur's influence.
Circle of Gaelan- Conjurers guild known for causing trouble with their rituals and lack of caution. They believe they revere Oghma, but they actually serve the angels of Ceridwen.
Coven of the Black Candle- A group of seven archmages during the Age of Magic that performed the Ritual of Endless Night and dropped creation into night for seven years.
Cult of the Dragon- Cult based on worshipping dragons instead of gods.
Cult of Temeluchus- Cult Laroth founded which teaches sacrifice, self-mutilation and often leads to suicide. It was originally a scam to get people to donate their valuables to Laroth, but it became much more severe than he intended.
Daughters of Saleos- Descendants of Duke Sallos. He made a pact with Hyborem binding him and his descendants forever. They practice incest to keep their bloodline pure and store demonic relics, the most powerful of which is the Skull of Asmodey. It maintains the spirit of Sallos’ son and is still capable of incredible entropy magic.
Emyrs- Sheaim cult that worships Cediwen and performs missionary actions in other countries while it scouts for people (mostly children) with magical talent to send back to the Sheaim lands.
Haunted- Agents working for Laroth in Erebus. They worship Laroth as the new god of death.
Heron Throne- During the Age of Magic Soqed Hozi was placed in charge of enforcing Patrian law. Soqed wasn’t very religious, but she used the strictures of the Order and those with more faith to indoctrinate those in her command. The Heron Throne was strict, but not corrupt and was responsible for protecting the empire from internal threats. Chief among their roles was the tight control of magic and rituals, that it would never slip away from the control of the Imprimatur Council.
Imprimatur Council- The council of 21 archmages Kylorin put together to rule Patria.
Radiant Guard- In the patrian empire many prophets fled into the desert to avoid death when they warned against the empires wickedness. But Kylorin specifically trained a group of sun affinity kingsguards called the radiant guard that could see through illusions and deception. They were renown for being able to stop assassinations.
Unvowed Order- Started as a group within the Order that performed less savory tasks. They end up getting disavowed after assassinating several order priests they (correctly) considered corrupt. They went into hiding, though some Order members secretly belong to the Unvowed Order and ferreting out members is a frequent topic of rumor.
Witches of the Horn- An elven cult that revered Cernunnos even before the death of Sucellus.
The Sons of Discord could be founded/spread by the Camulos shrine event. The Arena would become a Sons of Discord building instead of a Balseraph Training Yard replacement, so any player could risk their units lives for experience, turn slaves into warriors, and remove the weak promotion. Baron Duin Halfmourn and Orthus would be the religion's heroes. I might consider giving them a way to unleash the Avatar of Wrath as well. Irae would be late game champions of this faith. I am still thinking about whether to introduce the Aspect of War mechanic, where certain units (including Orthus and Magnadine) would start with a promotion granting Chaos affinity which then moves to a random new unit whenever the previous aspect of war dies. I could make the Form of the Titan into a Sons of Discord wonder, but I'm thinking I'd rather introduce use a new holy shrine called "The Sanguine Fountain," even though canonically it refers to their god himself, as it represents the greatest manifestation of his presence. I am thinking this would be a relatively cheap wonder that negates all war weariness but will disappear of the player makes peace. I'll have to look into whether it is possible for a wonder to block peace agreements. I believe the Crusade civic can, so if I have to I could rely on a new civic to do the job instead. I guess "Discord" would be a cultural value.
The Ember Legion could be founded by either the Eternal Flame, the Clan of Embers Tophet UB, or the falling piece of Bhall's heaven event. The Bhall-Orc would be the Ember legion cleric, but probably still Clan-only. I might let any unit of this faith use the Smokeless Flame ability, self immolating most likely in vain but possibly becoming a host of an Ifrit in order to launch a devastating suicide attack. Maybe the Bhall Orcs could summon Azers instead? I might also let them access Seraphim or Balors somehow. Or maybe add Salamanders as a religious champion, if I can make some decent art. (I could settle for a reskinned Colubra with a flame effect, but I'd love to have a new model based on the Infernal Beastmaster but with the wings replaced by a Lamia snake tail.)
(Now that I think of it, the Infernal beastmaster graphics are very out of place. They look nice but don't match the rest of their recon line at all. Since their ranger is practically a dark treant, I'm thinking I'll use a dark reskin of the vanilla FfH2 treant style Yvain for their beast master, letting me instead use their beast master as an Ifrit. Instead of having an Ifrit promotion, I'm thinking I'll have the Ritual of the Smokeless fire sacrifice the caster for a chance to summon a powerful Ifrit unit with all the caster's own promotions intact.)
The House of Plenty is currently the name of the Kuriotate-only wonder formerly called the City of a Thousand Gardens (replacing the City of a Thousand Slums), but I am thinking of possibly making it a religion founded by the Museum of Maponos and with clerics called Curators that can add a lot more culture than ordinary disciples. The Kuriotate wonder could still act like a holy shrine of the religion too.
The Ring-givers would probably have clerics called Tinkers. I'm not sure if I'd want to just give them the Tinkerer promotion or get rid of it to give them its abilities to repair golems, ships, siege engines, etc. I'd probably give them the abilities of workers too and let them hurry buildings like great engineers. I'm thinking I might change the Guild of Endeavors (possibly renamed) to be the shrine of this faith and to give Enchantment instead of Earth mana. The Tinkers would probably require a Forge to train, through the Guild of Endeavors would give them for free. Tinkers could be used to construct several types of buildings, including all of the Luchuirp golem-boosting unique buildings to give the Luchuirp more synergy with their patron goddess's religion.
I'm not sure if I want to include the Eternal Cabal (founded by a Shrine of Arawn, and with no real abilities except maybe making it a prereq for the Sexton unit that is currently a Sidar Berserker UU), or the Haunted (Laroth's followers), both separately, or merge them together as during the Age of Rebirth those who serve Laroth think they are serving Arawn.
I'm still having some trouble deciding how to implement the Grey Council as a religion. I would probably make more sense as an alternative to the Overcouncil and Undercouncil, perhaps only for Neutral players or which requires the player have no state religion. I guess I could add a new vote type with abilities like reassigning cities.
To display the religions in the city screen I'll need to either change the spacing to allow more per row, or change it even further to try to include a third row. I like the idea of keeping it so that one row has religions that can be adopted while the second row contains cults that cannot be state religions, but I'm not sure any of the new religions are developed enough for me to want to let it be a state religion too. I could alternately go with 3 rows organized by alignment.
It is caused by the <RequireResist>DAMAGE_COLD</RequireResist> tag.
I had forgotten that I gave that feature that tag and am not sure why I did. I guess I'll remove it unless I remember and am convinced it was a good idea.
edit: very unrelated, but would it make sense to limit giant cages to evil alignment civs, or at least block good civs from using it? Seems pretty ****ed up to me but i'm not entirely sure how sapient and how hill giants are viewed in lore
There is not a lot of lore on the hill giants. The Bestiary jus lists them under the perversions of life created by Life mages in the Age of Magic and says "Large and dumb, hill giants make bad neighbors and unpredictable allies"
Would it be better for the Giant Cage to be treated like the Human Cage, Elf Cage , Dwarf Cage, etc., and require a Balseraph Freak Show? Actually I don't think I need to add a spell like for the various slaves of different races, as I could just add <BuildingClassType>BUILDINGCLASS_FREAK_SHOW</BuildingClassType> along with <BuildingClassType>BUILDINGCLASS_CARNIVAL</BuildingClassType> in the building's xml defines.
I have noticed that the ability of Gaelan Sedracious to transform himself into The Burned Priest doesn't appear even with those conditions :
- My nation's religion is the Undertow, all my cities are converted.
- My Gaelan have a lvl 10
- I have every tech known to man
- The only thing i cannot do is to convert Gaelan to the Undertow, but even if I do that with the editor, the problem isn't solved
When I decided to give his Summon Hastur ability the same effects as Hastur's Razor (and made both deal Psychic damage), I accidentally also gave it the same python prereq. You can try again when Gaelan is around some enemy units to attack.
I'm going to change the spell anyway, not using the Hastur's Razor code at all. For one thing, a lore update made it so that he was broken not by summoning Hastur himself but rather a Root of Fear. I may make the spell cause psychic damage, grant crazed, and cause units to run away in fear, but not require there be victims nearby to allow a spell whose main effect is transforming Gaelan himself.
Speaking of Hastur's Razor, I never really understood the connection between the name and the effect of randomly redistributing damage. Hastur should really be more associated with nightmares, insanity, and fear. After I changing the spell to cause psychic damage as well as redistributing damage, I realized effects don't really play nice together. A spell redistributing damage might work better as a chaos spell.
I've played most of the way through several games with hardly any issues - I think there was one CTD but I couldn't reproduce it. Otherwise, the latest version is quite nice. I do have some questions:
- I've had games with multiple Graves of Asmoday spawn within a few tiles of each other. Once, I explored one and it reverted into a regular entropy node (not sure about the other as it was in another civ's territory and I never got to it). Is this supposed to happen?
It is not supposed to happen, but has happened to me a lot. Just a couple days ago I realized that it was the one improvement that had both <bUnique>1</bUnique> and a non-zero value for <iAppearanceProbability>, which I think means it was being placed at random like a regular lair as well as like a unique feature. I have not noticed it being duplicated since changing that to 0.
- How do you get rid of smoke/blazes/burning sands? Neither sanctify not spring in a neighbouring tile seem to do it, and most units can't walk into the tile. Incidentally, one time I saw a lone Graves of Asmoday on top of burning sands and guarded by a scorpion.
Spring (or Tsumani, or Inundation) should get rid of Smoke or Flames, unless the spell is miscasted.
Sanctify should turn Burning Sands back to Deserts, unless the spell is miscasted, and will eliminate Flames on Burning Sands in the process. It will not however eliminate smoke or flames on any other terrain type.
Burning Sands will continue to produce more Flames at random if you don't Sanctify them.
It is possible that the spells are failing if they are being miscast. If you use a mage or archmage the miscasting chance is reduced. If you use a caster with affinity rather than a regular spell sphere promotion the chance of miscasting is practically none (unless caused by a Nullstone Citadel or Nullstone Golem nearby, or by the Circle of Gaelan promotion's downside).
- What's with the named great people with seemingly random promotions? I got Magister Cultuum (ha ha), but also Caer of Euphoria and others. They each came with at least one mana affinity and one other specialty, plus the ability to earn promotions but not upgrade to any arcane units. At first I was a little disappointed but given that one came with vitalize, another with greater charm and greater spring, and a third with muse, they're rather overpowered if anything.
Kael gave all the great persons names of characters in the lore. (I changed some when I made them leaders, heroes, etc instead, introducing new canonical characters in their place.) I gave them promotions that fit the character. Some may be overpowered, but they are weak compared to their canon abilities.
Kael added me as a great person in recognition of how good I was at remembering and explaining the lore.
I added Caer of Euphoria as a replacement for Mikel Dylantyr, after introducing the master of Fire magic as a hero. Caer is the daughter of Hastur and Condatis, archangels who are bitter enemies now but were truly in love before the Godswar. Together they created the world of Euphoria, a plane that rivals those created by the gods. It is the world of dreams, where human consciousness goes while we sleep in order to allow the mind to recuperate from all the stress of waking life. Caer is the ruler of this world, although her father The Lord of Nightmares seeks to conquer it. Caer inherited Mind and Water affinity from her parents, but the Assuage spell best fits how she uses her power so I gave her Spirit 3 to let her use that too.
- Many of the unique features like Grigi Abbattoir seem like they can be explored infinitely many times, yielding a stream of free bonuses until a bad result spawns powerful enemies. Is this intended?
It is mostly intended. I never liked that exploring an epic lair could destroy them permanently. I am considering ways to prevent them from being explored, such as using Temporary terrain Timers.
- Is there any way to stop skeletons from chasing my scouts to the ends of the world, or mammoths gutting them constantly?
I started one Malakim game that was going well, but around turn 23-24 four strength 6 (3+3fire) Azers showed up, I think from another civ's scout's dungeon exploration. They beelined straight to my capital, murdered all of my warriors and kept floating around killing every unit I made until a tomb warden wandered by and captured the city. This seems a little harsh. Is there a way to adjust that event to spawn fewer azers based on the turn count?
Hi! Love the mod, have a silly question regarding the Aggorating/Tolerant trait. I did some early conquests of the Calabim and Lanun capitals in a game (running on Marathon Speed and large map, so a slow game) and noticed that both of these cities reverted to my main civ status which seems like it occurs when they hit 75% of my main Civ. Wondering if anyone knows whether is how it's always worked (havn't played with this trait a lot, but I seem to remember the occupation being more "permanent") and not, is it an exposed value somewhere I can edit on my own?
(... I'll add that I was playing as the Elohim, but edited a file to get Einion to have the Tolerant trait)
I believe it was permanent in vanilla FfH2 but I changed it a very long time ago and have not thought of it in years.
In CustomFunctions.py, under doCitiesTurn, around line 1931, I added this code to change a city's civilization type based on its current culture rather than making them stuck with their builder's culture forever.
Code:
if pPlayer.hasTrait(iTolerant):
if not gc.getGame().isOption(GameOptionTypes.GAMEOPTION_WB_THE_BLACK_TOWER):
iDominantCiv = iCiv
iMostCivCulture = 0
for iCiv2 in xrange(gc.getNumCivilizationInfos()):
if (iCiv2 == iInfernal and iCiv == iMercurians) or (iCiv2 == iMercurians and iCiv == iInfernal):
continue
iCivCult = 0
for jPlayer in xrange(gc.getMAX_CIV_PLAYERS()):
if gc.getPlayer(jPlayer).getCivilizationType() == iCiv2:
iCivCult += pCity.getCulture(jPlayer)
if iCiv == iCiv2:
iCivCult /= 4
if iCivCult > iMostCivCulture:
iMostCivCulture = iCivCult
iDominantCiv = iCiv2
if iDominantCiv != pCity.getCivilizationType():
pCity.setCivilizationType(iDominantCiv)
CyInterface().setDirty(InterfaceDirtyBits.CityInfo_DIRTY_BIT, True)
If you never want the city civ type to change I think you can just comment that out.
Um, how can i upload a file or two to you? I can only find the maceman.nif and boots.dds. I don't know where the lanun mesh is located for the maceman or the texture file. The file you have has some odd scaling that I didn't see how to fix. I made a new mesh using the elohim crusader model with just those boots and the texture for it. If you could tell me where the lanun macemen assets are, I could edit and send just those boots to you. I have those as the models for the seven league boots in my games now.
I've also looked at some of the meshes in the Units\Heroes\ImprimaturCouncil folder. Kezef's model has a tiny noggin in the mesh and when I try to open it in blender so I can fix it I get a python error and it won't open. Same thing with Carnivean. He seems to have similar boots to what you had, but I can't open this file either. Do you have other versions?
Ok, I got the maceman file you had rescaled. Is the third screenshot what you were wanting?
Here are some more. I kind of like one with the boot tipped over and in the other I put them closer together so that they look placed and not like they're being worn and the wearer is invisible. Where is the mesh for the dragon's hoard? I could edit that, but I don't see where most of the meshes for FFH are located. I removed the spear on the Pallium and Umbra Cloak meshes. I also made these meshes double sided so that you can't see through them anymore. The interior of the mesh didn't have a texture before so you could see the terrain through them.
You should be able to upload files here if you put them all inside a .zip archive. If they are too big we can try to find another way.
The original unit I on which based Kezef (I think it was the Master of Magic Jotnar Skald) had another bigger head connected to it, but I intentionally deleted that part specifically so that he would have a tiny head. Canonically Kezef was a normal-sized human archmage who grafted himself into the body of a giant. It might be cool to have an entire torso and an extra set of arms and a wizard staff come out of the giant's neck instead of just a head, but I definitely want his head to be small compared the body.
Thanks for the work on the equipment!
The third screenshot is what I was asking for, but I think I like both the 4th and 5th screenshots better.
The Dragon's Hoard mesh is inside Pak0.FPK inside the Assets folder.
You need a special program to open it. Civ4 PakBuild
I have not tried to use that utility recently, but have had some issues many years ago where it crashed before finishing the packing or unpacking process and did not extract all the files properly. It might be compatibility issue as it was made for older operating systems. I just make sure I keep a copy of the whole art directory from one time years ago when it did work fine. On my computer the mesh you want is found at C:\Users\jonmi_r2m\Documents\My Games\Civ 4 Art Unpacked\FfH2 Art\equipment\dragons horde\treasurepile.nif
These new religious ideas sound extremely enticing.
Would all of these (except Grey Council or other exceptions) be implemented as state religions? I could see Sons of Discord being extremely fun to play, especially with Bannor, Clan, Doviello or Infernal.
Would all state religions have corresponding missionaries, priests & high priests? It would be interesting to see other mechanics for some, like Sons of Discord not having priests/high priests and instead spreading religion by bloodletting in their arenas.
The Bhall-Orc repurposing into a cleric w. Azer summon sounds good. I like the Ifrit suicide spell too, very appropriate for the faith.
The Ring-givers sound intriguing, but i would suggest keeping the Tinkerer promotion so other units can pick it up, otherwise this religion risks being too important for the Luchuirp to get something else.
Imo the Grey Council should not bar those with religions (as i suspect that every civ will try to pick one up especially if these new religions are added), but maybe still only be available for neutral civs. I don't know what kind of mechanics it would have however, aside from copying most Overcouncil features.
I have not been modding in months but just made a few changes this past week.
I decided to allow the Illians to use an ordinary settler to build the city of New Mulyr on the site of Letum Frigus, triggering the effects of the White Hand Ritual without actually needing to complete said ritual. From either the settler or the ritual, instead of giving a specific set of buildings it automatically gives whatever buildings (excluding wonders) could be built in the city based on the current tech level.
I changed the Infernal World spell from "Hellfire" (which mimicked the hellfire event, giving the Infernal Hellfire improvemnts at random tiles along with free units on those tiles) to "Whisper in the Darkness." This is basically just "Hyborem's Whisper" (the Vanilla FfH2 Infernal Worldspell), but I renamed it so it makes more sense for other Demon Lords to use it. (Note that "He Who Whispers in Darkness" is canonically the Ashen Veil's preferred title for Agares, so instead of this being Hyborem acting to corrupt mortals it now represents the demon lord appealing to Agares himself to seduce mortals into betraying their civilzation to join with the forces of hell.)
I changed Summon Balor to a spell for Summoners with Channeling 3 and Malevolent Designs, instead of being the Entropy IV spell.
Entropy IV is now Defile, which grants Unholy Taint to adjacent units (friends and foe, arcane and disciples) and acts as the inverse of Sanctify, turning tiles into hell terrain. To prevent Hyborem and the other demon lords that have Entropy Affinity and Channeling 4 from using this to completely ignore their Bound By Compact restrictions, it only effects tiles that the unit can move into. You can however use Asmoday or Profanes to use prepare a path for your Balors and Demon Lords to use to invade goodly civilizations directly.
Summon Imp is now the Ashen Veil priest spell, not available to all units with Unholy Taint.
The Ashen Veil High Priest spell is now Hellfire, which creates a temporary hellfire improvement on the caster's tile (duration depending on the caster's level and mana supply. Hellfire automatically turns that tile to hell terrain, and under Advanced tactics changes ownership of the tile to Barbarian state unless the caster is Infernal in which case the Hellfire tile will belong to the caster's owner. Hellfire generates Balors which are Bound by the Compact (cannot leave hell terrain) and now also have limited duration. If the improvement is owned by the Infernal instead of the Barbarian state, those Balors will serve the Infernal player instead. The Pact with Hyborem promotion also allows units to take control of any nearby demons, including those Balors.
I am thinking of introducing the canonical religions to the remaining gods.
SpoilerKael's Fall from Heaven History document, religion section :
Religions
Anointed (Aeron)- A small group of powerful warriors called Occisors that are devoted to Aeron. They have no real structure of their own, instead they usually serve as elite warriors for other evil organizations. Aeron is known as the Lord of Murder, and though his worshippers are usually terrifyingly powerful warriors they take great pride in making sure that the fight is never fair (or even expected). Aeron is also known as Maiden Friend, he has a great weakness for physical beauty that his worshippers often inherit. They are often unwilling to harm those of great beauty.
Aphotic Throne (Esus)- A secret council that is so good at spreading lies that it is often unaware of the truth of its own stories. They have "thrones" (secret meeting places) in most major cities and excel at sneaking goods and people into or out of areas. Esus is known as the King of Thieves, Jack Shadow, and Moonsong, though it's popular for Aphotic Throne leaders to take these names for themselves as well.
“The second most dangerous enemy is the one whose power and influence is vastly superior to yours. The most dangerous enemy is the one whose existence you are not aware of.” –Gibbon Goetia
Ashen Veil (Agares)- Religion based on demonic worship. The most devout are possessed by demons that grant them strange and terrible powers. Agares is known as the Unmaking God, the God of Despair, and the God of Dust. His worshippers call him He Who Whispers in Darkness.
“Hell has come for you. Fall down and worship me, or I will drag you into the darkness and drown you in the screams of the lost.” - Hyborem
Brotherhood of Wardens (Sirona)- Religion based on defense of the meek. In more dangerous areas membership is kept hidden since they usually find themselves at odds with the local government and powerful organizations. Often called the Goddess of Mercy.
Ember Legion (Bhall)- The church of Bhall has little long-lasting structure. Instead religious upheavals happen and huge masses of fanatical followers rise up and rebel against whatever is being protested in that area. The cause is less important than the fervor, the blessing of Bhall, and the violence that comes with the rebellion. Most worshippers of Bhall receive a brand of her mark that forever burns and inflicts pain. Bhall is also known as the Queen of Fire and the Fallen Star.
Empyrean (Lugus)- The rose of dawn and the revealer of that which is hidden. Though Lugus is worshipped in as many forms as there are cultures that revere him, they all practice the Mandate of Truth and celebrate the rebirth of each day.
Eternal Cabal (Arawn)- Arawn pays no attention to creation, occupying himself with the matters of the afterworld instead. Despite this some few choose to worship him, though it is as useful as worshipping a rock. Often called the Unhearing God because he ignores his worshippers.
Fellowship of Leaves (Cernunnos)- The Fellowship of Leaves is happy to withdraw to their forests and worship in the wilds of the world. Often called the Horned God.
Foxmen (Tali)- There are no churches to the god of air. There may be small shrines in sacred places, but the foxmen are way too disorganized and flighty to ever be able to work together and formalize a church or build a building. Often called the Laughing God, Windsong or the Dancing God.
Grey Council (Dagda)- Judges sought out to adjudicate between different parties. Their religion preaches against bias and imparts decisions without local or personal influence. Mechanic: The Grey Council is a voting body where the player can participate in elections with other players. Often called the Adjudicator.
House of Plenty (Amathaon)- Deep with the richest areas of the world (and only those areas) great temples to Amathaon provide rest and an endless bounty to those that would join them. They are less about worship and more about providing hospitality, like the world’s best bed and breakfast. Often called the Lord of Plenty.
Laeran Cord (Oghma)- Study and accumulation of knowledge is the goal of this religion. Their priests (more mages, scholars and librarians than clergy) are known as Hierophants.
Masked Coven (Ceridwen)- The “between”. A small religion of mostly sorceresses whose spirits, minds and occasionally bodies explore worlds beyond Erebus. Many are driven mad by the experience, they often refer to her as the Maiden of the Mask.
The Order (Junil)- Unquestioning obedience to the Law is the highest goal of this religio. Its adherents view mercy, friendship, and family as others may view alcohol or gambling, as dangerous vices that may mislead you. Junil is often called to hold the gods accountable to agreements, because he would rather cast all of his angels into hell then see those agreements undone. He is known as Oathbinder because he is invoked in ceremonies and Borderguard because boundary markers are inscribed with his sigil (for fear that moving them will invoke his wrath).
“When demons run loose upon the land, religious fanaticism is the only reasonable response.” - Basium
Ring-Givers (Nantosuelta)- The Ring-givers’ faith is practiced through artifice. Each accomplishment or blessing is added to their collection of charms, rings and baubles. Nantosuelta is known as the Queen of Bells (by those who build temples to her), Keymaker (by the tinkerers who practice the most intricate and arcane of her artifice) and the Mother of Knights (by warriors that rely only on their skills, weapon and her charms to protect themselves).
Runes of Kilmorph (Kilmorph)- The church of Kilmorph transformed from a very natural earth religion to powerful merchant guild. Trading is as common in their temples as prayer and theft is as viewed as wicked as murder.
Sons of Discord (Camulos)- The church of Camulos wants war between all nations. He is known as the Sanguine Fountain and the Hundred Armed God. On the nights before large battles, the skies echo with the shrill cries of Camulos's demons, peering out expectantly for the coming war. In cities that don't outlaw them, temples to Camulos are brutal arenas where corpses of the freshly killed lie in piles, feral animals feast on the bodies, and nearly every stone is blood stained. This is a religion based on hate. It is racist in some countries, anti-cultural group in others. The target doesn’t matter to the religion, only the hate that is fueled by it. Mechanic: The player is immune to war weariness but must be at war with all players. The player gets access to powerful units that grow powerful each time they kill a living victim.
Stewards of Inequity (Mammon)- This religion was established to promote the power of its members. It is influenced by Mammon, though it isn’t a true religious organization (Mammon believes the best form of worship is acting on their greed, not revering him, supplication is inherently non-greedy). Most prominent among the Balseraphs, but with agents in all cities. Mammon is known as the worm god.
Unblemished (Sucellus)- The reborn believe in healing Erebus, be it of disease, corruption or sorrow. Sucellus is known as the God in Green (for his former role as the God of Nature) and the Ljosalfar know him as Seedfather while the Svartalfar call him the Broken God (because Mulcarn tore his body into 7 pieces after killing him).
Undertow (Danalin)- Once a religion of calm and gentle force, it’s worshippers have been driven mad. Visions come to the dreams of those that revere it and for at least one (Hemah) these dreams change reality.
White Hand (Mulcarn)- Mulcarn is dead and his dominion lays unclaimed. Auric Ulvin means to become the next god of winter and if he can complete the rituals he will be able to do it.
Cults/Organizations
Aeron's Bounty- Assassin's guild founded on ritual and devotion to Aeron, but Aeron pays little attention to them.
The Betrothed- Elohim cults of hundreds of women who killed themselves in an elaborate wedding ceremony to become the “Brides of Arawn”. Arawn was so offended by their act that he won’t allow them to enter the Otherworld and they have become silkies instead.
Blinded Brotherhood- Sect of Sirona worshippers that don’t believe in defending the meek, just serving them. Popular among the Calabim where they teach the necessity of subjugation. They poke out their own eyes as proof of their service.
Broken Man- Cult dedicated to the memory of Nemed and his sacrifice.
Children of Condatis- Men devoted to waking Danalin and removing Hastur's influence.
Circle of Gaelan- Conjurers guild known for causing trouble with their rituals and lack of caution. They believe they revere Oghma, but they actually serve the angels of Ceridwen.
Coven of the Black Candle- A group of seven archmages during the Age of Magic that performed the Ritual of Endless Night and dropped creation into night for seven years.
Cult of the Dragon- Cult based on worshipping dragons instead of gods.
Cult of Temeluchus- Cult Laroth founded which teaches sacrifice, self-mutilation and often leads to suicide. It was originally a scam to get people to donate their valuables to Laroth, but it became much more severe than he intended.
Daughters of Saleos- Descendants of Duke Sallos. He made a pact with Hyborem binding him and his descendants forever. They practice incest to keep their bloodline pure and store demonic relics, the most powerful of which is the Skull of Asmodey. It maintains the spirit of Sallos’ son and is still capable of incredible entropy magic.
Emyrs- Sheaim cult that worships Cediwen and performs missionary actions in other countries while it scouts for people (mostly children) with magical talent to send back to the Sheaim lands.
Haunted- Agents working for Laroth in Erebus. They worship Laroth as the new god of death.
Heron Throne- During the Age of Magic Soqed Hozi was placed in charge of enforcing Patrian law. Soqed wasn’t very religious, but she used the strictures of the Order and those with more faith to indoctrinate those in her command. The Heron Throne was strict, but not corrupt and was responsible for protecting the empire from internal threats. Chief among their roles was the tight control of magic and rituals, that it would never slip away from the control of the Imprimatur Council.
Imprimatur Council- The council of 21 archmages Kylorin put together to rule Patria.
Radiant Guard- In the patrian empire many prophets fled into the desert to avoid death when they warned against the empires wickedness. But Kylorin specifically trained a group of sun affinity kingsguards called the radiant guard that could see through illusions and deception. They were renown for being able to stop assassinations.
Unvowed Order- Started as a group within the Order that performed less savory tasks. They end up getting disavowed after assassinating several order priests they (correctly) considered corrupt. They went into hiding, though some Order members secretly belong to the Unvowed Order and ferreting out members is a frequent topic of rumor.
Witches of the Horn- An elven cult that revered Cernunnos even before the death of Sucellus.
The Sons of Discord could be founded/spread by the Camulos shrine event. The Arena would become a Sons of Discord building instead of a Balseraph Training Yard replacement, so any player could risk their units lives for experience, turn slaves into warriors, and remove the weak promotion. Baron Duin Halfmourn and Orthus would be the religion's heroes. I might consider giving them a way to unleash the Avatar of Wrath as well. Irae would be late game champions of this faith. I am still thinking about whether to introduce the Aspect of War mechanic, where certain units (including Orthus and Magnadine) would start with a promotion granting Chaos affinity which then moves to a random new unit whenever the previous aspect of war dies. I could make the Form of the Titan into a Sons of Discord wonder, but I'm thinking I'd rather introduce use a new holy shrine called "The Sanguine Fountain," even though canonically it refers to their god himself, as it represents the greatest manifestation of his presence. I am thinking this would be a relatively cheap wonder that negates all war weariness but will disappear of the player makes peace. I'll have to look into whether it is possible for a wonder to block peace agreements. I believe the Crusade civic can, so if I have to I could rely on a new civic to do the job instead. I guess "Discord" would be a cultural value.
The Ember Legion could be founded by either the Eternal Flame, the Clan of Embers Tophet UB, or the falling piece of Bhall's heaven event. The Bhall-Orc would be the Ember legion cleric, but probably still Clan-only. I might let any unit of this faith use the Smokeless Flame ability, self immolating most likely in vain but possibly becoming a host of an Ifrit in order to launch a devastating suicide attack. Maybe the Bhall Orcs could summon Azers instead? I might also let them access Seraphim or Balors somehow. Or maybe add Salamanders as a religious champion, if I can make some decent art. (I could settle for a reskinned Colubra with a flame effect, but I'd love to have a new model based on the Infernal Beastmaster but with the wings replaced by a Lamia snake tail.)
(Now that I think of it, the Infernal beastmaster graphics are very out of place. They look nice but don't match the rest of their recon line at all. Since their ranger is practically a dark treant, I'm thinking I'll use a dark reskin of the vanilla FfH2 treant style Yvain for their beast master, letting me instead use their beast master as an Ifrit. Instead of having an Ifrit promotion, I'm thinking I'll have the Ritual of the Smokeless fire sacrifice the caster for a chance to summon a powerful Ifrit unit with all the caster's own promotions intact.)
The House of Plenty is currently the name of the Kuriotate-only wonder formerly called the City of a Thousand Gardens (replacing the City of a Thousand Slums), but I am thinking of possibly making it a religion founded by the Museum of Maponos and with clerics called Curators that can add a lot more culture than ordinary disciples. The Kuriotate wonder could still act like a holy shrine of the religion too.
The Ring-givers would probably have clerics called Tinkers. I'm not sure if I'd want to just give them the Tinkerer promotion or get rid of it to give them its abilities to repair golems, ships, siege engines, etc. I'd probably give them the abilities of workers too and let them hurry buildings like great engineers. I'm thinking I might change the Guild of Endeavors (possibly renamed) to be the shrine of this faith and to give Enchantment instead of Earth mana. The Tinkers would probably require a Forge to train, through the Guild of Endeavors would give them for free. Tinkers could be used to construct several types of buildings, including all of the Luchuirp golem-boosting unique buildings to give the Luchuirp more synergy with their patron goddess's religion.
I'm not sure if I want to include the Eternal Cabal (founded by a Shrine of Arawn, and with no real abilities except maybe making it a prereq for the Sexton unit that is currently a Sidar Berserker UU), or the Haunted (Laroth's followers), both separately, or merge them together as during the Age of Rebirth those who serve Laroth think they are serving Arawn.
I'm still having some trouble deciding how to implement the Grey Council as a religion. I would probably make more sense as an alternative to the Overcouncil and Undercouncil, perhaps only for Neutral players or which requires the player have no state religion. I guess I could add a new vote type with abilities like reassigning cities.
To display the religions in the city screen I'll need to either change the spacing to allow more per row, or change it even further to try to include a third row. I like the idea of keeping it so that one row has religions that can be adopted while the second row contains cults that cannot be state religions, but I'm not sure any of the new religions are developed enough for me to want to let it be a state religion too. I could alternately go with 3 rows organized by alignment.
It is caused by the <RequireResist>DAMAGE_COLD</RequireResist> tag.
I had forgotten that I gave that feature that tag and am not sure why I did. I guess I'll remove it unless I remember and am convinced it was a good idea.
There is not a lot of lore on the hill giants. The Bestiary jus lists them under the perversions of life created by Life mages in the Age of Magic and says "Large and dumb, hill giants make bad neighbors and unpredictable allies"
Would it be better for the Giant Cage to be treated like the Human Cage, Elf Cage , Dwarf Cage, etc., and require a Balseraph Freak Show? Actually I don't think I need to add a spell like for the various slaves of different races, as I could just add <BuildingClassType>BUILDINGCLASS_FREAK_SHOW</BuildingClassType> along with <BuildingClassType>BUILDINGCLASS_CARNIVAL</BuildingClassType> in the building's xml defines.
When I decided to give his Summon Hastur ability the same effects as Hastur's Razor (and made both deal Psychic damage), I accidentally also gave it the same python prereq. You can try again when Gaelan is around some enemy units to attack.
I'm going to change the spell anyway, not using the Hastur's Razor code at all. For one thing, a lore update made it so that he was broken not by summoning Hastur himself but rather a Root of Fear. I may make the spell cause psychic damage, grant crazed, and cause units to run away in fear, but not require there be victims nearby to allow a spell whose main effect is transforming Gaelan himself.
Speaking of Hastur's Razor, I never really understood the connection between the name and the effect of randomly redistributing damage. Hastur should really be more associated with nightmares, insanity, and fear. After I changing the spell to cause psychic damage as well as redistributing damage, I realized effects don't really play nice together. A spell redistributing damage might work better as a chaos spell.
It is not supposed to happen, but has happened to me a lot. Just a couple days ago I realized that it was the one improvement that had both <bUnique>1</bUnique> and a non-zero value for <iAppearanceProbability>, which I think means it was being placed at random like a regular lair as well as like a unique feature. I have not noticed it being duplicated since changing that to 0.
Spring (or Tsumani, or Inundation) should get rid of Smoke or Flames, unless the spell is miscasted.
Sanctify should turn Burning Sands back to Deserts, unless the spell is miscasted, and will eliminate Flames on Burning Sands in the process. It will not however eliminate smoke or flames on any other terrain type.
Burning Sands will continue to produce more Flames at random if you don't Sanctify them.
It is possible that the spells are failing if they are being miscast. If you use a mage or archmage the miscasting chance is reduced. If you use a caster with affinity rather than a regular spell sphere promotion the chance of miscasting is practically none (unless caused by a Nullstone Citadel or Nullstone Golem nearby, or by the Circle of Gaelan promotion's downside).
Kael gave all the great persons names of characters in the lore. (I changed some when I made them leaders, heroes, etc instead, introducing new canonical characters in their place.) I gave them promotions that fit the character. Some may be overpowered, but they are weak compared to their canon abilities.
Kael added me as a great person in recognition of how good I was at remembering and explaining the lore.
I added Caer of Euphoria as a replacement for Mikel Dylantyr, after introducing the master of Fire magic as a hero. Caer is the daughter of Hastur and Condatis, archangels who are bitter enemies now but were truly in love before the Godswar. Together they created the world of Euphoria, a plane that rivals those created by the gods. It is the world of dreams, where human consciousness goes while we sleep in order to allow the mind to recuperate from all the stress of waking life. Caer is the ruler of this world, although her father The Lord of Nightmares seeks to conquer it. Caer inherited Mind and Water affinity from her parents, but the Assuage spell best fits how she uses her power so I gave her Spirit 3 to let her use that too.
I guess I could move the Azer from being always on the big bad list to only being added after the grace period.
I believe it was permanent in vanilla FfH2 but I changed it a very long time ago and have not thought of it in years.
In CustomFunctions.py, under doCitiesTurn, around line 1931, I added this code to change a city's civilization type based on its current culture rather than making them stuck with their builder's culture forever.
Code:
if pPlayer.hasTrait(iTolerant):
if not gc.getGame().isOption(GameOptionTypes.GAMEOPTION_WB_THE_BLACK_TOWER):
iDominantCiv = iCiv
iMostCivCulture = 0
for iCiv2 in xrange(gc.getNumCivilizationInfos()):
if (iCiv2 == iInfernal and iCiv == iMercurians) or (iCiv2 == iMercurians and iCiv == iInfernal):
continue
iCivCult = 0
for jPlayer in xrange(gc.getMAX_CIV_PLAYERS()):
if gc.getPlayer(jPlayer).getCivilizationType() == iCiv2:
iCivCult += pCity.getCulture(jPlayer)
if iCiv == iCiv2:
iCivCult /= 4
if iCivCult > iMostCivCulture:
iMostCivCulture = iCivCult
iDominantCiv = iCiv2
if iDominantCiv != pCity.getCivilizationType():
pCity.setCivilizationType(iDominantCiv)
CyInterface().setDirty(InterfaceDirtyBits.CityInfo_DIRTY_BIT, True)
If you never want the city civ type to change I think you can just comment that out.
You should be able to upload files here if you put them all inside a .zip archive. If they are too big we can try to find another way.
The original unit I on which based Kezef (I think it was the Master of Magic Jotnar Skald) had another bigger head connected to it, but I intentionally deleted that part specifically so that he would have a tiny head. Canonically Kezef was a normal-sized human archmage who grafted himself into the body of a giant. It might be cool to have an entire torso and an extra set of arms and a wizard staff come out of the giant's neck instead of just a head, but I definitely want his head to be small compared the body.
Thanks for the work on the equipment!
The third screenshot is what I was asking for, but I think I like both the 4th and 5th screenshots better.
The Dragon's Hoard mesh is inside Pak0.FPK inside the Assets folder.
You need a special program to open it. Civ4 PakBuild
I have not tried to use that utility recently, but have had some issues many years ago where it crashed before finishing the packing or unpacking process and did not extract all the files properly. It might be compatibility issue as it was made for older operating systems. I just make sure I keep a copy of the whole art directory from one time years ago when it did work fine. On my computer the mesh you want is found at C:\Users\jonmi_r2m\Documents\My Games\Civ 4 Art Unpacked\FfH2 Art\equipment\dragons horde\treasurepile.nif
I'll put the zipped files here soon hopefully. I got the unpacker (I wondered if it was something like an archive, but had not know what these files types were). I've had to do a virus scan on my computer, though, as now things are funky. I don't think it's the unpacker though. I mess around with fallout new vegas mods and I think I got something from one of them. It takes my computer about ten minutes to open your mod now which makes checking things in game too unwieldy.
There being a lore reason for Kezef is pretty neat. I thought it was just something with the file. I split the gems off from the dragon's horde. They look kinda rough up close though. The textures for them are pretty low, but it might be what you would prefer. There's also a sceptre hidden in the treasure pile I was thinking about pulling off and adjusting. I'm trying to mess with Brigit/Condatis/Gyra right now. I've given them a set of wings from the Mercurian angel of death and I think it looks better. The problem I'm running into are the animations. I can attach the wings and scale them down, but they don't move with Brigit and company when they attack. I've done almost no work with animations so this is something I'm trying to figure out. I really like the scaled down wings for them and want to change angelic units to have these wings. I modified some to where they are folded down and it looks better to me. I need to either learn how to join the animations together or remove the animations, make them static, and attach them to the unit meshes. I'll upload some of the files tonight. Any changes to the angelic units will have to wait until I can check them in game. Let me know if there are any other files you'd like for me to look at. I'm going to be a kid in a candy store now that I have all these assets unpacked.
Hey y'all it might already be answered but how exactly do I install this mod to my steam version? I have FFH2 with patch o. Now I need to rename a copy of it Magister Mod for Fall From Heaven 2 and it should be good to go? Or do I need to do something in resources since it's on steam?
Hey y'all it might already be answered but how exactly do I install this mod to my steam version? I have FFH2 with patch o. Now I need to rename a copy of it Magister Mod for Fall From Heaven 2 and it should be good to go? Or do I need to do something in resources since it's on steam?
I've never had the steam version myself. In you steamapps/common folder is there a civ mod complete folder or anything? The file path I think would be something like steam/steamapps/common/civ4 complete/bts/mods/mod name. Something like that. You should be able to extract the mod files into that and then you can make a shortcut to the exe or load the mod under advanced options in beyond the sword. The shortcut to the exe is a lot quicker though.
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