WHERE TO GET IT:
http://www.marnok.com/Civ4/marnok.rar
This rar file ought to have an Assets folder which can be dropped in to FfH installation folder. Please backup your FfH folder before installing! Even better, make a copy of the folder so you can play this modmod and still play FfH.
WHAT THIS MOD DOES
Changes:
LAIRS (Barrows, Ruins)
VILLAGES
MONSTERS
other features:
HOW YOUR GAME EXPERIENCE WILL CHANGE
There are many more Barbarians in the mod. Some of them will be powerful.
(Balance systems mean units tend to spawn Boss types in a rational way, and more powerful villains tend to lurk in Lairs and villages during the earlier stages of the game)
You will find that you need to put some effort into clearing an area to settle it properly. You may want to protect villages, or leave them as "flypaper" for passing barbarians, or pillage them for loot...
Exploration of "dungeons" may bring treasure, magic items (including some of Vehem's magic items, thanks Vehem!), experience, and other things...
DISCLAIMER
This mod is still being developed. At the moment it seems to work, do what I intended, and not mess things up. But, because I kept having to stop/start work on it, and update for the main mod patches - there may be oddities. So, backup first!
Please report:
Bugs, Oddities, Failings etc.
Ideas and Suggestions
General balance/gameplay/feel feedback
Permission is granted to use the stuff I've made up here in other mods and modmods - please give credit where appropriate, unless it doesn't work in which case leave my name out of it.
Thanks for looking!
http://www.marnok.com/Civ4/marnok.rar
This rar file ought to have an Assets folder which can be dropped in to FfH installation folder. Please backup your FfH folder before installing! Even better, make a copy of the folder so you can play this modmod and still play FfH.
WHAT THIS MOD DOES
Changes:
LAIRS (Barrows, Ruins)
- do not vanish when a unit steps on them
- can be Explored - send a unit in to the lair to face the perils, possibly finding danger and rewards within.
- act as breeding grounds for monsters, spawning an interesting variety of monsters.
- can be Visited by barbarian allies while still at peace with the barbarians, to stir up trouble and possibly find reward
- can be Converted by barbarian allies when within cultural borders, becoming a useful plot improvement
VILLAGES
- no longer vanish when a unit steps on them
- barbarians will occupy villages, possibly breeding/spawning/growing
- can be relocated by a player once they have protected the village for long enough. Villagers can also be added to a city for population gain.
- can be Visited - costs some gold, maybe gain support from village
- can be Attacked for gold and slaves
- can be Converted when within a city's cultural border, becoming a hamlet or other useful improvement (will become a Farm if the village was build on Corn, for example)
MONSTERS
- monster units often spawn, with unique names thanks to the name generator
- Some monsters can spawn special lair types - Lich tower, Giant's castle
- Animals have extra lairs (to help populate with animals) and predators will feed on meat resources they find
other features:
- Units can become Adventurers, individual named characters better suited to clearing lairs
- Naming system is sensitive to civ, alignment, religion and more
- Treasure chest items spawn, only recoverable by treasure hunter characters. These chests can provide a lot of wealth.
HOW YOUR GAME EXPERIENCE WILL CHANGE
There are many more Barbarians in the mod. Some of them will be powerful.
(Balance systems mean units tend to spawn Boss types in a rational way, and more powerful villains tend to lurk in Lairs and villages during the earlier stages of the game)
You will find that you need to put some effort into clearing an area to settle it properly. You may want to protect villages, or leave them as "flypaper" for passing barbarians, or pillage them for loot...
Exploration of "dungeons" may bring treasure, magic items (including some of Vehem's magic items, thanks Vehem!), experience, and other things...
DISCLAIMER
This mod is still being developed. At the moment it seems to work, do what I intended, and not mess things up. But, because I kept having to stop/start work on it, and update for the main mod patches - there may be oddities. So, backup first!
Please report:
Bugs, Oddities, Failings etc.
Ideas and Suggestions
General balance/gameplay/feel feedback
Permission is granted to use the stuff I've made up here in other mods and modmods - please give credit where appropriate, unless it doesn't work in which case leave my name out of it.
Thanks for looking!