Minor Leaders as Major Leaders in Fall From Heaven

notque

Artificially Intelligent
Joined
Nov 13, 2005
Messages
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FfH2 Minor Leader Mod Version 2 for Patch Y

You will need to copy your ffh directory again when you install. The option to copy your ffh directory is checked on by default in the installer.

Changelog For Version 2
Spoiler :

1. Growth Control fixed. Now functional. Not ideal, I want Growth Control for the AI turned on by default. When I had a screwed up install of Growth Control and it was on by default (as in 1.8) the AI performs much better. I like that.

2. Added a bunch more Xienwolf tweaks including more aggressive Barbarians. This is causing 2 problems. Orthus is much more... determined. Intelligent. And thus, if he wins a few battles I've seen him kill the whole continent. I've tried to deal with this by increasing defenses in AI cities, and putting a higher priority on Archery. It's done some good. The Guardians of Pristine Pass are also more vicious.

3. Tons of changes to the Tech AI. The most interesting one at the moment involves second and third tier religious techs.

My current implementation is, If you gain a religon, and adopt it, you have a 10% chance to learn it's second tier religous tech. So gain OO, adopt it, and the AI has a 10% chance to go after Mind Stapling.

Now, this isn't exactly true since there are other techs ahead of it in line. Less than 10%, but it's there to push the AI that adopts a religon to use it.

If the AI has the Spiritual trait, that percentage jumps to 25%.

I meant to add a founding percentage in there too, but I haven't yet.

4. In a previous version I made the AI build no scouts. I loved the change, until I watched their workers being eaten by Spiders. The last straw was when I watched a City found on a spider, and go the whole game like that with no issue.

So, the AI can have up to 2 scouts.

5. Currently I'm testing a block of building a settler after 4 cities with the AI unless they have 100 gold. They are still taking tons of cities, so it isn't really doing what I wanted.

6. Fixed some errors in a lot of places. I'm having an error free, CTD free game right now.

7. Changed settling logic to go to an island before taking a really bad spot on their current land mass. I had put in a check that they'd favor their land mass, but why make them build in the ice first?

8. I've made it so that High Experience units and Heros will not attack if in a group unless they have 93% odds of winning. Otherwise, they sacrifice others in the stack.

9. I've changed some more of the Naval AI. It's improved I think. I still need to add a shadow escort to picking up stranded units. If at war would be best.

10. Put some blocks on buildings if in a land war. No wonders (unless close to finish). No health buildings.

I watched the AI at war for 100 turns, and yet never build a unit. Too focused on pretty buildings while their cities crumbled. No more.

They may die, but they'll be building units to go down fighting.

11. Put a limit on workers the AI can build. The AI is really screwed up with this lumbermill on every forest deal. I was going to try and fix it, but xienwolf said he would work on it soon, and I trust that will be better than what I come up with. Since I want to merge to fall further at some point, it makes sense if he focuses on that I can just use it.

12. Fixed Utiruso's death popup

13. Added more Text Keys and Diplo Text

14. Fixed Projects to not be built until 2 cities exist. (need to make some check for OCC)

15. Fixed a couple random Python errors

16. rewrote DOW XML for Minor Leaders

17. Allowed production overflow for the AI

18. Kuriotates will build cities further apart, and ignore settlements while building cities.

19. Improved AI use of magic a bit

20. Made immortal units more likely to go attack. Once they lose immortal, they pull back and try to stay alive like normal Heros

21. Removed City Defense from several heros. Their unitai will change based on experience

22. Removed negative research rate for minor trait. Increased negative culture rate. You already only have 1 trait, that's enough of a negative. (to deal with Barbarian Trait again)

23. Added all death popups missing.

24. The AI workers will now chop down forests.



Changelog for Previous versions
Spoiler :

v1.8 patch Y

1. Merged Snarko's Improved AI Diplomacy and Several sea AI changes (not all)
2. Fixed invasion AI
3. AI now builds more boats
4. AI will now remove Pirate's Hidden Nationality to use for escorting cargo
5. Emma given Opportunistic Trait
6. Esirce's playstyle is now based off an Anarchist Philosopher
7. Emma and Duin are the only 2 leaders that can build Duin if they are in the game. Otherwise, anyone can.
8. Tech AI changed some more.
9. AI all around improved in a variety of ways.
10. New Diplo Text
11. Added Growth Control from Jean Elcard

v1.7 patch Y

1. Gave escort unitai to Pirates
2. Increased cargo space on all ships by 1.
3. Merged the Better AI mod version 6.0 http://forums.civfanatics.com/forumdisplay.php?f=245
4. Merged Xienwolf's tweaks from Fall Further
5. Improved tech AI
6. Added new traits - Dominant, Opportunistic
7. Fixed a bug with the charismatic trait.
8. Added new diplo text.
9. Replaced the image for Lorelei.

v1.6 Minor Leaders Mod Patch V

1. Removed Treacherous from Poisons. Volanna now starts with Treacherous
2. Changed Traits for Mordmorgan, now Financial
3. Made Death popups for Minor Leaders
4. Added Emma to Doviello (Minor / Agnostic / Philosophical)
5. Added Prime Minister Esirce to Grigori (Minor / Agnostic / Tolerant)
6. Added New music for Duin and Emma (Emma credit Loocam)
7. Improve Tech AI and added Flavors to some Minor Civs
8. Added Civolopedia entries for Kane / Esirce / Athel / Goodreau (credit KillerClowns / Korias / KingofLands)
9. Split out GameTextFile to keep all MinorLeaderMod txt keys separate.
10. Changed Braeden's Flavor to improve early defenses before Samhain
11. Added Feral Trait for Duin. Changed Duin's Traits to Minor/Feral. Feral allows animal and beast capturing for all recon and melee.
12. Removed scout building from AI. This will allow them to last longer in the game, and build more durable units. Higher recon line is not affected. Human players will still be able to build scouts.

Changelog for older patches

1. Fixed Problem with CATACOMB_LIBRALUS and other building based criteria. Tabbing was off.
2. Added Infernal Leaders. Now when you build the demonic pact project you will Randomly get an Infernal leader. The Heros are the same unit, but weaker. (Credit MagisterCultuum)
3. a. Minister Koun Playable Leader for Grigori
b. Magic Resistance gained from building 1st Alter of Lunnatar, will not lose Minor Trait. Can't gain Ingenuity and Magic Resistance, one or the other.
c. Only non-infernal leaders can spawn more infernals. If Infernal leaders are allowed, you are getting all 7 pretty quick.
4. a. Added a ton of new Minors leaders
b. Complete trait overhaul
c. World text notifications for gaining minor trait
d. Illusionist Trait and Protective Trait added.
5. a. Added New Traits Swashbuckler and Treacherous
b. AI tech beelines edited
c. Removed barbarian from Minor Leaders
d. Added option to decline a trait.
e. Changed Minor to -3% negative research, and +25 upkeep modifier
f. Removed expansive for population growth.
g. Added tons of new trait criteria based on technology. See 3rd post for details
h. Now a percentage chance to get 2 traits instead of 1.



Start with a Minor Leader, You will have the Minor Trait.

Complete one of several Criteria, You will lose the Minor Trait, and gain the trait that matches the Criteria. You can choose to decline the Trait.

The Criteria is organic. Just play however you want, and you'll get delt a trait based on your actions.

Credits:
Spoiler :
Kael and FFH Team for creating an amazing mod
Xienwolf for Fall Further Tweaks, help with coding
Better AI Mod Team
Snarko for Snarko's options mod Sea AI, Diplomacy AI, and Religion Spreading slowdowns.
Orbi Mod for Pillaging Mission
Vehem for help with coding and ideas for gaining traits
MagisterCuultum for Infernal Leaders mod code
Loocam for Emma (Doviello minor leader) and Duin/Emma music
Phnx0221 for great ideas, pictures, coding
Killer Clowns for Prime Minister Esirce, Kane, and Furia civilopedia entries
King of Lands for Athel civilopedia entry
Korias for Goodreau civilopedia entry
Images: JAE Studios, Justin Sweet, Pen-Paper.net, Greg Staples
 

Attachments

  • FfH2MinorLeadersMod_02_patch_y.zip
    8.2 MB · Views: 692
Bugs Reported:

1. A ton of undocumented features
2. No listing of Alignments and correct Leader Traits for all Minors leaders in this forum.
3. No explanation of what the new traits do in this forum.
4. A lack of sleep on the part of the modder.

Dumb things the AI still does I haven't completely fixed

1. Pyre Zombies are still city defense
2. Attacking over Rivers odds are broke, so the AI thinks it has much better chances
3. Too many forts inside BFC
4. Tech AI could use even more tweaks. Probably time just devoted to that.
5. Heros don't win every battle, nor always get the girl.

List of things I probably should have done for this patch, but didn't.

1. Made founding a religion make you more likely to research other techs that give heros for that religion, or are later techs for that religion. Currently just state religion does that, but there's no additional push if the ai founded the religion.
2. Get H/N units to escort cargo properly, or if they are UNITAI_Escort to reveal nationality.
3. Add more traits, leaders and flavour.
4. Add your suggestion you've been bugging me about that I keep forgetting.
5. Add Flavourmod


If you find a bug, please report it. If it's multiplayer OOS, attach your OOSlog.

Colorless green ideas sleep furiously.
 
Here is the list of current minor leaders. All minor leaders will start with the minor trait, as well the traits listed below (as well as civilization traits).


Spoiler :
Bannor
Tethira - Industrious

Malakim
Kane - Financial

Elohim
Thessalonica - Defender

Luchuirp
Gimil - Financial
Letigo - Exansive

Kuriotates
Herne - Protective
Cheron - Raiders
Yakut - Philosophical

Ljosalfar
Eldarwen - Spiritual

Khazad
Athel - Industrious
Reorx - Aggressive

Sidar
Mirrough - Charismatic
Shekinah - Philosophical

Lanun
Casin Loveless - Financial
Mordmorgan - Financial
Captain Blackheart - Swashbuckler

Grigori
Goodreau - Financial
Minister Koun - Organized
Prime Minister Esirce - Tolerant

Hippus
Captain Ostanes - Creative
Captain Uldanor - Financial

Amurites
Tya - Summoner
Lorelei Coral - Arcane

Doviello
Duin - Feral
Emma - Philosophical - will be Opportunistic as of next patch

Balseraphs
Weevil, Pickle, and Hyde - Aggressive
Nojah the Illusionist - Illusionist, Arcane
Furia the Mad - Charismatic
Melisandre - Expansive

Clan of Embers
Hafgan the Purger - Aggressive
Sauros - Treacherous

Svaltalfar
Rivanna the Wraith Lord - Opportunistic - as of next patch
Utiruso - Protective
Volanna - Treacherous

Calabim
Mahon the Butcher - Aggressive
Elijah - Dominant - as of next patch

Sheaim
Averax the Champion - Aggressive
Gosea - Philosophical
Malchalvic - Summoner

Illian
Braeden - Industrious
Dummanios - Financial
Riuros - Charismatic
Anagantios - Orgaized



Release 1.5 will include this criteria

Spoiler :

Aggressive
Bronze Working - 3%
Iron Working - 5%
Kill Another Civ - 100%

Arcane
Knowledge of the Ether - 3% - if gained, 5% chance to also gain Summoner
Sorcery - 50% - if gained 5% chance to also gain Summoner
Build Arcane Libralus - 100%

Creative
Festivals - 3%
Drama - 20%

Expansive
Sanitation - 10% - if gained, 5% chance to also gain Ingenuity
Medicine - 20%
Upon Reaching 8 Cities - 20%

Financial
Trade - 10%
Currency - 20% - if gained, 5% chance to also gain Organized
Mathematics - 50% - if gained, 5% chance to also gain Philosophical

Industrious
Construction - 3% - if gained, 5% chance to also gain Expansive
Smelting - 10% - if gained, 5% chance to also gain Aggressive
Engineering - 20% - if gained 5% chance to also gain Expansive

Ingenuity
Start a Golden Age - 50%

Magic Defense
Build 2nd Altar of Luonnotar - 100%

Organized
Code of Laws - 3% - if gained, 5% to also gain Financial
Military Strategy - 20% - if gained, 5% to also gain Aggressive
Build Forbidden Palace - 100%

Philosophical
Writing - 3% - if gained 5% to also gain Creative
Philosophical - 50% - if gained, 5% to also gain Creative
Each Great Person Born - 10%

Raiders
Pillage Improvement - 5%
Raze City - 10%

Spiritual
Priesthood - 3%
Religious Law - 10%
Fanatacism - 20%
Found a Religion - 50%
 
Sidar
Shekinah- Defender/Philisophical

Svartalfar
Volanna - Agressive/Summoner
Rivanna The Wraith Lord - Organized/Industrious

Amurites
Tya Kiri - Arcane/Magic Defense or Summoner? Looks like a powerful mage, so all traits having to do with magic would seem to fit nicely with her.
 
Braeden The Laconic (Evil) - Agnostic / Defender / Barbarian

Meant to be a weak leader obviously, gives the Illians a challenging leader to play. Defender also seems like a good trait for someone who is protecting the Illians between godlike leaders and I chose barbarian because he's representing the Illians after Mulcarn and before Auric which is a low point in their history.

Dumannios (Evil) - Agnostic / Financial / Expansive

Riuros (Evil) - Agnostic / Charismatic / Philosophical

Anagantios (Evil) - Agnostic / Organized / Aggressive
 
Excellent Mailbox, thanks! Adding those now. Well thoughtout, and useful!
 
I personally like 3 evil balseraphs' dwarfs very much. Killer clown midgets fir their theme.
This mod contents are gonna be a must-have when we (hopefully) get the Revolutions component integrated into FF.
 
Updated with precreated civilizationinfos file. Next to add traits!
 
I really like this idea so far!

2. Picking Traits for each new Leader
...
c. Does this affect Scenarios (I'd guess so)

Have you tried to make two versions of each minor leader, one the currently existing version (for example LEADER_TETHIRA) and one you mod into the epic game (LEADER_TETHIRA_EPIC_GAME)? If you do so, you can change LEADER_TETHIRA_EPIC_GAME as much as you like while the scenario version stays unaffected.
Elohim

Spoiler :

Thessalonica (Good) - Defender / Organized
Suggested Traits - Defender / Organized
As far as I know tolerante is no civ trait, so you'ld better apply it to her.
Doviello

Baron Duin Halfmorn (Evil) - Aggressive
Suggested Traits - Aggressive / Raiders
This sounds like Tsanuke. What about magic resistant? After all the hero Duin starts with the magic resistance promotion.
Amurites

Spoiler :

Tya Kiri (Neutral) - Arcane
Suggested Traits - Arcane / Summoner

Sounds like the sheim guy whose name I can't pronaunce. What about industrious?
 
What about industrious?
Arcane/summoner/industrious? A bit overpowered combo IMHO :).
You don't spend hammers on armies (your prolonged summons of overhyped mages are your army which requires no maintaince) so you spend them all on buildings, and you have all wonders. I would play this leader most time :)
 
Arcane/summoner/industrious? A bit overpowered combo IMHO :).

Oh, my bad. I meant replace summoner with industrious to get a leader with a truly unique playstyle. :mischief:
 
Okay, I just play tested Tya with Arcane / Summoner / Magic Resistant / Weak and it was a blast.

If I can get the AI to play it like I did with some simple XML edits, I want to keep that. So much fun. Magic Resistant allowed me to take down Orthius with my 2 strength warriors (on a hill city defense to wear him down first).

The scout is extremely weak that way, but it's playable. I like it a lot. Wolves and 2 movement guys are the real fear with the scout being 1 stg.

The XML changes would be, make a lot of military, and found cities on hills. I'll look through and check that. Need to fix Weevil, then I'll respond to the posts.
 
Have you tried to make two versions of each minor leader, one the currently existing version (for example LEADER_TETHIRA) and one you mod into the epic game (LEADER_TETHIRA_EPIC_GAME)? If you do so, you can change LEADER_TETHIRA_EPIC_GAME as much as you like while the scenario version stays unaffected.

That's a good idea, would just take some work on my end. A few files would need to be changed so they all match. Something to do.

As far as I know tolerante is no civ trait, so you'ld better apply it to her.

Good point! Doing that next.

This sounds like Tsanuke. What about magic resistant? After all the hero Duin starts with the magic resistance promotion.

Sure! Good call.

Sounds like the sheim guy whose name I can't pronaunce. What about industrious?

Already have changed TYA. What do you think of the last change to her?

Thanks for the excellent input. Really appreciate it.
 
Braeden The Laconic (Evil) - Agnostic / Foolish / Weak
Suggested Traits - Agnostic / Defender / Barbarian

That's a very weak combination. The Barbarian trait changes gameplay, but by itself it's only marginally an advantage; any civ with Barbarian needs at least two other traits to be balanced. But Agnostic isn't a real trait, either, since it offers only disadvantages. And Defender is a pretty weak trait as it is. Braeden could be Agnostic / Defender / Raiders / Barbarian to be more balanced. Aggressive could replace Raiders.

Agnostic is already a Civilization trait for the Grigori. I'm not sure why it isn't for the Illians, but it should be.
 
I played as Tya, and while the weak trait was certainly something to consider, it was playable. The first run I had, Mokka was created, and five warriors sitting on a hill were destroyed by a barb lizardman, wolfrider (frostling), and of course, Mokka.

The second game I had, I built five warriors, then three to accompany a settler. I explored a nearby dungeon, and received two axemen which was a huge help. After the first two cities were settled, and defenses were built, I was pretty good to go.

Weak is tough, and depending on circumstances of the game (city placement, barbs, spawing barb units (orthus mokka), an argument for inginuity could be made for her. At the early stage of the game, your warriors have 2 str, and your scouts have 1. Upgrading asap becomes very important, but the 75 gold cost to do so was a bummer (forgot about that).

Still, after a tough start, the rest of the game looks like it will be really fun. :) I didn't get my adepts out yet, but I'm definitely looking forward to it.
 
Maybe 2 scouts and 2 warriors to start out for Tya... Help you get out of the beginning game, and give you a better opportunity for hut collection.
 
Maybe 2 scouts and 2 warriors to start out for Tya... Help you get out of the beginning game, and give you a better opportunity for hut collection.

Yeah, that would work just fine. Inginuity wouldn't be as necessary in the later game, I wouldn't think. It's only in the beginning where it would be really helpful.
 
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