Links to Modules by other Users are on Post #2 of this thread. This Mod-Mod requires a little bit of explaining to use properly I believe. So bear with it please. The most important thing is that the ONLY thing which is changed in FfH itself, is to change the first setting in the .ini: Code: ; Modular XML Loading ModularLoading = 0 Changes to Code: ; Modular XML Loading ModularLoading = 1 This is the ONLY change that will be required to update this Mod-Mod when a new patch comes out. Everything else is in the folder Assets/Modules which is not a part of the standard mod. Upon first installing the mod, this change will be done for you. Now, the other big thing about how this mod works is that it could actually be much smaller than it is. There are many files in here which are completely redundant (Schema Files). This is done for your convenience: Any change which you do not want to use, you simply delete the folder which it is in. (The changelog is sorted and named by folders for easy selection of what to delete. Every sub-bullet is a sub-folder) That brings me to the biggest part of this Mod-mod: I am willing to entertain requests for essentially any Mod that you desire. It has to be something which can be implemented through XML alone, and ideally is something which has not been modded yet so that new people can play with all of them activated should they desire. Spoiler Cumulative Changelog : Cumulative Changelog Event Fixes View attachment 173560 Increased event Frequency by a factor of 2. (Primary reason for change is to make it easier to modify your own event speed if you want it much more often or much less often) View attachment 173559 Created new Buildings as Rewards for First & Second Events. Unlinked the Event Chain and made the new Buildings the Pre-Req instead Event chain now works if proper choices are made. However, improper choices do not remove the buildings as the Tooltip states they should. AI Tweaks View attachment 174003 (Requires patch to work with Fall Further: View attachment 174004 ) Removed the Building Requirements for AI by default and hid the Option Granted AI the ability to directly build upgraded Arcane Units (requires the No Building Requirements to work, which is why it is hidden now) Minor Sideeffect is that if the AI actually manages to get some Mages upgraded on their own then they can bypass the 3 unit restriction Changed the AI weighting to ensure that the AI does indeed build some of these units. View attachment 173561 Body Rank 2: Second Skin 4 Strength 1 Move Permanent Summon Can see Invisible Cannot Attack Immune to First Strikes Always selected as first Defender Rank 3: Restrainer 8 Strength +1 Body Affinity, Can use Weapons 1 Move Can only deal 99% Damage to any unit (Cannot kill) Mind Rank 2: Dominator 4 Strength 1 Move 50% Chance to create a slave from combat Rank 3: Empathic Entity 0 Strength 7 Move Can Explore Rival Territory & Reveal Rival City Details Cannot Reveal New Map Ignores Terrain Costs, Can Move Through All Tiles Invisible Starts with: Commando Spirit Rank 2: Insidious Thoughts 2 Strength 2 Move Starts with: Flying, Dominate Dominate: Can Capture all Combat Unit Types Rank 3: Tormenting Visions 3 Strength 1 Move Starts with: Tormenting Visage Unit Causes Fear Unit selected as first target for all combat Enchantment Rank 2: Midas Flies 2 Strength +1 Enchantment Affinity 1 Move Starts with: Flying Produces 10 Gold from Combat Victory Rank 3: Dust Swarm 4 Strength 1 Move Starts with: Angel, Flying Immune to First Strikes 15 First Strikes Metamagic Rank 2: Dimensional Rift 0 Strength 7 Move 3 Cargo Space Starts with: Flying, Elemental Rank 3: Space Fold 7 Strength +2 Dimensional Affinity 0 Move Permanent Summon Starts with: Flying Explodes on Death Kills self after successful combat Deals full strength Collateral to 1 Unit Invisible & HN View attachment 173893 Added a Stronger version of: Tiger, Gorilla Added a Weaker version of: Bears Enabled the Stronger versions of: Lions New Lairs will automatically spawn on the map at random Stronger versions spawn weaker versions and weaker versions upgrade to the stronger (Like the Wolves do) Newest Version Changelog Revisions to Previous Release: Revised the extra Animals to work the same as the Wolf/Wolf Pack does in Main Mod New Additions: Download the Modules you wish to use and unpack them in the folder Assets/Modules, which you will have to create for yourself if you have not used any Modules before. Then remember to turn on the Modular Loading in your .ini file and you should be able to play with the changes in effect. WARNING FOR VISTA USERS: From reports thus far, Modular XML doesn't work for vista users. So if you want to use any of these changes you will have to load it into the mod manually. If you desire to do that but do not understand XML very well then you can ask for assistance in this thread with the process. Basically you just have to ignore any file that ends with Schema, and cut/paste parts from the other files to the end of the similarly named XML of the main mod (it doesn't matter if it is changing something which was already in the XML, so long as it is at the end of the file it will simply overwrite it).