TC01
Deity
Frozen Civilization v1.0
For Fall Further 0.51c
This mod adds the Frozen civilization to Fall Further. It contains everything from v1.0 of the Frozen civilization. The Frozen are a divine civ, like the Mercurians and the Infernals. They are summonable by all non-good civilizations, after building the Liberation ritual (project) at Elementalism. However, this ritual has an Ice Mana production bonus. They cannot be summoned if the "Compact Enforced" gameoption, which blocks the Infernals and Mercurians from entering the game, is turned on.
Why should you play as them? Well, in addition to having have several unique abilities, units, buildings, and spells, you can also ascend as the Frozen, creating Taranis Ascended (whose art is Mulcarn's from the Age of Ice scenario), as well as completing any "Spell of Winter" ritual that the Illians have not yet already created. The rest of the Frozen art is composed of a bizarre mix of Frostling, Infernal, and Illian art. See the feature list for more information.
In the past, much of this mod was in modular form. However, v1.0 removes all modularity. This is for two reasons- one, two XML files could not be made modular due to errors with FF's modular loading system (techs and projects), and so needed to overwrite original files anyway, and two, Python was not modular anyway.
(Actually, the Diplomacy Text file is still in modular form, because I really didn't feel like merging it. But apart from that, nothing is modular... and if you remove that module Taranis just uses default diplo text).
NOTE! If, when you switch to the Frozen, you find that you can still see your previous empire's terrain, and the plots where you have appeared are black and invisible, there are two ways to fix this.
1. Founding a city.
2. Saving, then reloading.
Either method is fine. However, it is NOT a Frozen bug- this is a bug in Fall Further.
Features:
Links:
Download here
Frozen for Fall from Heaven 2
Rise from Erebus Discussion Thread
Changelog:
The changelogs for versions v0.9, v0.9's patches, and v1.0 can be found in the Frozen for Fall from Heaven 2. All changes made there have been made to v1.0 of this mod.
To Install:
I have included an installer packaged using an Inno script (thanks to Valkrionn). It will automatically copy your Fall Further 051 directory, rename it "FF Frozen", and then install this mod over it.
So, to install, just run that. And then (if you let it create a shortcut) start the mod using that.
Likewise, to uninstall, a file "unins000.exe" will be added to the Mods\FF Frozen directory. Run that and the mod will be uninstalled automatically. (Or you could just delete the "FF Frozen" directory).
Credits:
-TC01 (civ, idea)
-MagisterCultuum (help, Ascended Passive Snowfall Spread spell)
-The_Coyote (the old Kocrachon/Locust)
-Lord Tirian (the new Kocrachon/Locust graphic)
-Bill Bisco (ideas, feedback)
-Valkrionn (help, merger with RIFE, install script)
-Sephi (help, merger with Wildmana)
-Xienwolf (help)
-mimic, Cupric Leane (ideas)
-Cyther (rationale for Taranis's ascension)
-Tarquelne (alignment idea)
-Tasunke (feedback)
-Deon (feedback, palace art)
-DioAurion (Wildmana feedback)
-Other Planetfall art contributors (some promotion buttons)
-Gravage, Swinkscalibur, 2Hydroclopse, Breez, Schwarzbart, Brokenbone, jimmythes, Sarisin (RIFE feedback)
And many other people who give feedback, including Rise from Erebus testers.
-Fall from Heaven 2 Mod Team (for making FFH 2) and anyone who contributed to it (see their "Credits" thread)
-Fall Further Mod Team (for making FF) and anyone who contributed to it (see their "Credits" thread)
-Firaxis/2K Games (maker of Civ 4)
For Fall Further 0.51c
This mod adds the Frozen civilization to Fall Further. It contains everything from v1.0 of the Frozen civilization. The Frozen are a divine civ, like the Mercurians and the Infernals. They are summonable by all non-good civilizations, after building the Liberation ritual (project) at Elementalism. However, this ritual has an Ice Mana production bonus. They cannot be summoned if the "Compact Enforced" gameoption, which blocks the Infernals and Mercurians from entering the game, is turned on.
Why should you play as them? Well, in addition to having have several unique abilities, units, buildings, and spells, you can also ascend as the Frozen, creating Taranis Ascended (whose art is Mulcarn's from the Age of Ice scenario), as well as completing any "Spell of Winter" ritual that the Illians have not yet already created. The rest of the Frozen art is composed of a bizarre mix of Frostling, Infernal, and Illian art. See the feature list for more information.
In the past, much of this mod was in modular form. However, v1.0 removes all modularity. This is for two reasons- one, two XML files could not be made modular due to errors with FF's modular loading system (techs and projects), and so needed to overwrite original files anyway, and two, Python was not modular anyway.
(Actually, the Diplomacy Text file is still in modular form, because I really didn't feel like merging it. But apart from that, nothing is modular... and if you remove that module Taranis just uses default diplo text).
NOTE! If, when you switch to the Frozen, you find that you can still see your previous empire's terrain, and the plots where you have appeared are black and invisible, there are two ways to fix this.
1. Founding a city.
2. Saving, then reloading.
Either method is fine. However, it is NOT a Frozen bug- this is a bug in Fall Further.
Features:
- This mod adds a new summonable, ice-themed civ, the Frozen, to the game.
- The Frozen are summoned by a ritual called Liberation, which requires the tech Elementalism and for the summoner to be either evil or neutral. Liberation also gives the summoner a few Ice Golems.
- The Frozen are led by Taranis the Unchanging, archangel of Mulcarn, who is also their civilization hero. His traits are Agnostic, Arcane, Defender, and Fallow. The hero unit has the Unchanging promotion, which makes him immortal (in that he must be killed twice in one turn and returns to his owner's capital on death).
- Like Auric, Taranis is capable of ascending and creating an Auric Ascended unit, as well as creating all the "Spells of Winter" (Samhain, The White Hand, The Deepening, The Draw, Ascension, and Stir from Slumber). Since he is also their hero, doing this kills the Taranis unit in-game.
- The Frozen are Fallow, and gain population just as the Infernals do. When units with the Winterborn or Frozen Soul promotions die, the Frozen get a Frozen Soul, a unit equivalent to the Infernal Mane.
- Frozen Unique Units:
- Aquilan: Replaces the Knight
- Frost Giant: Replaces the Berserker
- Ice Golem: Replaces the Longbowman
- Kocrachon: Replaces the Chariot
- Nive: Replaces the Ranger
- Winter Wolf: Replaces the Hunter
- Frozen Unique Buildings:
- Frozen Palace: Replaces Palace, provides Ice and Law Mana, as well as Iron
- Swamp of Souls: Replaces Aqueduct, gives production bonuses at cost of health
- Temple of the Hand: Replaces Pagan Temple, same as the Illian UB
- Other Frozen Stuff:
- The Frozen Worldspell is called Wintering, and it spreads the Wintered promotion to around 20% of living units. It also turns all Blizzards inside Frozen territory into Winter features.
- The Winter feature provides +2 production and commerce bonuses to the Frozen alone.
- Unit with the Ice Demon promotion, the Frozen racial promotion, pass the Frozen Soul promotion to enemies in combat.
- The Kocrachon unit passes the Nested promotion to enemies in combat, which has a chance of killing the unit with it and spawning several Young Kocrachon units under either Frozen or barbarian control.
- This mod also adds Blizzards, capable of moving around and spreading ice terrain, that begin to spawn after the Deepening is completed.
- It also increases the powers of Auric Ascended and Taranis Ascended:
- Taranis and Auric have gained +10 Ice Affinity, which means they start out at 70, as both their palaces provide Ice Mana
- They can also spread ice terrain around the map as they move, in an effect similar to the Temple of the Hand.
- They can cast a greater version of the Slow spell (Ice I), with a two-plot radius.
- They can cast a spell called Summon Winter Creatures, which lets the player choose which type of "winter creature" they want to summon.
- This mod also gives both the Frozen and Illians a Mulyalfar Elf unit, a Druid UU that can use the Freeze Forest spell, which either creates snow under forest or a forest on a snow plot.
- In-game documentation is available both for the Frozen, for Blizzards, and for the Orb of Sucellus mechanic, under the "Fall from Heaven 2 Concepts" section of the pedia. Other things, like new promotions, buildings, and units, have strategy and help text available as well.
Links:
Download here
Frozen for Fall from Heaven 2
Rise from Erebus Discussion Thread
Changelog:
The changelogs for versions v0.9, v0.9's patches, and v1.0 can be found in the Frozen for Fall from Heaven 2. All changes made there have been made to v1.0 of this mod.
Spoiler Old Changelogs :
Code:
v0.8 Changelog:
-Made compatible with patch 0.51c
-Merged in [URL="http://forums.civfanatics.com/showthread.php?t=336856"]Blizzards Modcomp[/URL], also by me, with documentation
-Created new graphic for the Winter feature (generated by Wintering worldspell)
-Added new Frozen Palace graphic by Deon
-Gave the Aquilan the Call Blizzard spell (by tying it to a new "Blizzard Caller" promotion)
-Frozen cities with the Swamp of Souls building have a chance to spawn a Tar Demon
-Added Part 2 of "The Liberation", story covering the founding of the Frozen
-Rename Wintered promotion to Frozen Soul
-Allow Dispel Magic spell to remove Wintered from affected units.
-Wintered/Frozen Soul now applies -15% strength, -25% against cold damage
-Frozen units no longer have Winterborn promotion
-Wintered/Frozen Soul is no longer spread by Winterborn... it is spread by Ice Demon instead
-All Frozen units now have Ice Demon (except for the Ice Golem, which starts with Golem)
-Removed Winterborn trait (it was useless now that Frozen do not start with Winterborn)
-Your own units no longer turn into Frozen Souls
-Wintering no longer causes Frozen or Winterborn units to gain Wintered/Frozen Soul
-Blocked Winterborn units from gaining the Wintered/Frozen Soul promotion
Code:
Patch v0.7b:
-Fixed bug where Frozen units without Ice Demon promotion suffered damage from Blizzards
-Removed Frozen Souls from a Frozen city when someone else captures it
-Added Part 1 of "The Liberation", detailing the liberation of Taranis by Auric, to the pedia
-Blocks the Frozen from being summoned if the No Hyborem or Basium gameoption is enabled
To Install:
I have included an installer packaged using an Inno script (thanks to Valkrionn). It will automatically copy your Fall Further 051 directory, rename it "FF Frozen", and then install this mod over it.
So, to install, just run that. And then (if you let it create a shortcut) start the mod using that.
Likewise, to uninstall, a file "unins000.exe" will be added to the Mods\FF Frozen directory. Run that and the mod will be uninstalled automatically. (Or you could just delete the "FF Frozen" directory).
Credits:
-TC01 (civ, idea)
-MagisterCultuum (help, Ascended Passive Snowfall Spread spell)
-The_Coyote (the old Kocrachon/Locust)
-Lord Tirian (the new Kocrachon/Locust graphic)
-Bill Bisco (ideas, feedback)
-Valkrionn (help, merger with RIFE, install script)
-Sephi (help, merger with Wildmana)
-Xienwolf (help)
-mimic, Cupric Leane (ideas)
-Cyther (rationale for Taranis's ascension)
-Tarquelne (alignment idea)
-Tasunke (feedback)
-Deon (feedback, palace art)
-DioAurion (Wildmana feedback)
-Other Planetfall art contributors (some promotion buttons)
-Gravage, Swinkscalibur, 2Hydroclopse, Breez, Schwarzbart, Brokenbone, jimmythes, Sarisin (RIFE feedback)
And many other people who give feedback, including Rise from Erebus testers.
-Fall from Heaven 2 Mod Team (for making FFH 2) and anyone who contributed to it (see their "Credits" thread)
-Fall Further Mod Team (for making FF) and anyone who contributed to it (see their "Credits" thread)
-Firaxis/2K Games (maker of Civ 4)