WarKirby
Arty person
Hello everyone.
Afeter a lot of tearing my hair out and screaming at the limits of modular loading, I've finally managed to squeeze my xml tweaks into a few manageable modules, adding some new stuff along the way, and dropping some other stuff which just wouldn't work..
In case you're not in the mood for reading, download here -------> http://www.magotek-industries.com/files/WarKirby Modules v1.0.zip
First of all, to use these modules, you need to enable modular loading. To do this...
Do modules break savegames? Short answer, no. You can install them and load a game in progress though with some oddities.
Long answer
Now, without further ado, my modules.
Sabathiel
Omniscient Auric
Sighting and Archery
Unit Tweaks
Promotion Tweaks
Better Radiant Guard
That's all for now, but I hope to add more to this list in future.
All my modules can be downloaded in a .zip here: http://www.magotek-industries.com/files/WarKirby Modules v1.0.zip
Please do post your thoughts, comments, complaints, death threats, and indifferent "mehs" here.
Afeter a lot of tearing my hair out and screaming at the limits of modular loading, I've finally managed to squeeze my xml tweaks into a few manageable modules, adding some new stuff along the way, and dropping some other stuff which just wouldn't work..
In case you're not in the mood for reading, download here -------> http://www.magotek-industries.com/files/WarKirby Modules v1.0.zip
First of all, to use these modules, you need to enable modular loading. To do this...
Spoiler :
1. Find the file "Fall Further 050.ini" This is located in \Sid Meier's Civilisation IV\Beyond the Sword\Mods\Fall Further 050
2. Change the first option in there, where it says
; Modular XML Loading
ModularLoading = 0
To
; Modular XML Loading
ModularLoading = 1
3. Save
4. Go into the Assets folder in your FF directory, and create a new folder there. Name it "Modules" (without the quotes). If you've been using other modmods, you may already have one.
5. Place all modules you get inside this directory, and that's it! They will automatically load up on startup.
2. Change the first option in there, where it says
; Modular XML Loading
ModularLoading = 0
To
; Modular XML Loading
ModularLoading = 1
3. Save
4. Go into the Assets folder in your FF directory, and create a new folder there. Name it "Modules" (without the quotes). If you've been using other modmods, you may already have one.
5. Place all modules you get inside this directory, and that's it! They will automatically load up on startup.
Do modules break savegames? Short answer, no. You can install them and load a game in progress though with some oddities.
Long answer
Spoiler :
Some things don't update properly when adding new functionality. Most notably, promotions. If you change the effect of a promotion, any units which gain that promo after it's changed, will have the new effect. But those which already had the promotion, will keep the old effect instead.
Farther adding to confusion, the promotion will display the new effect, regardless of whether the unit has it. If you load my Promotion Tweak module, which adds +20 hill attack to Guerilla I, that will be shown when you hover over the promotion on any unit which already had it, but those units will NOT get +20 hill attack in the combat calculation.
So, for best results, it's a good idea to start a new game. But you don't have to. If you can live with a few oddities like these, feel free to load modules into a game in progress.
Farther adding to confusion, the promotion will display the new effect, regardless of whether the unit has it. If you load my Promotion Tweak module, which adds +20 hill attack to Guerilla I, that will be shown when you hover over the promotion on any unit which already had it, but those units will NOT get +20 hill attack in the combat calculation.
So, for best results, it's a good idea to start a new game. But you don't have to. If you can live with a few oddities like these, feel free to load modules into a game in progress.
Now, without further ado, my modules.
Sabathiel
Spoiler :
This module adds a second hero for the Bannor, their angelic leader Sabathiel. Choosing to fall from heaven, and lead his people personally in the fight against the tides of darkness.
Sabathiel becomes available at Righteousness, costing 1000
but double production speed with Law mana.
He has 6 base strength, +4 holy, and he also carries a magic sword, Justice, which gives him a farther +2 holy strength, and reduces the AC a little every time an enemy is killed, redeeming their souls.
So in total, 12 starting strength. Sabathiel also has 3 movement (including the +1 from Flying)
Farther to this, however, Sabathiel has +2 Law mana affinity, allowing his power to scale quickly, and match up to most of the best endgame heroes.
Due to the free Law mana from Code of Junil, Order is a natural religion choice for the Bannor, but not the only one. Sabathiel cares primarily about opposing evil, and will tolerate worship of Lugus, Kilmorph, or Cernunnos, as long as the Bannor remain on the side of law and order. Sabathiel cannot be built if your alignment drops below good.
In addition to raw power, Sabathiel has a lot of utility. He has access to all spells in the Law and Life spheres, all Order priest spells, as well as Cure disease and Heal. His full list of starting promotions:
Medic I-III
Hero
Life I
Law I
Divine
Channeling I-III
Demon Slaying
Angel
Flying
People's Champion
Command IV (this is due to a limitation. Despite his unit religion being Order, he was unable to learn command IV unless the bannor were Order state religion.)
Justice (his sword. +2 holy strength, and lowers the AC by 1 after battle)
Caveats:
At present, Sabathiel does not have a unique model. He uses an enlarged version of the Seraph model, which is still quite awe inspiring. I hope to make a unique model for him as my art skills improve.
I'd certainly welcome some feedback about him. The Sabathiel module is the biggest project I've done so far, and I'm wondering if I maybe made him too powerful. Let me know if you're steamrolling the AI too badly, and perhaps suggest what to do to tone him down without sacrificing flavour.
Sabathiel becomes available at Righteousness, costing 1000

He has 6 base strength, +4 holy, and he also carries a magic sword, Justice, which gives him a farther +2 holy strength, and reduces the AC a little every time an enemy is killed, redeeming their souls.
So in total, 12 starting strength. Sabathiel also has 3 movement (including the +1 from Flying)
Farther to this, however, Sabathiel has +2 Law mana affinity, allowing his power to scale quickly, and match up to most of the best endgame heroes.
Due to the free Law mana from Code of Junil, Order is a natural religion choice for the Bannor, but not the only one. Sabathiel cares primarily about opposing evil, and will tolerate worship of Lugus, Kilmorph, or Cernunnos, as long as the Bannor remain on the side of law and order. Sabathiel cannot be built if your alignment drops below good.
In addition to raw power, Sabathiel has a lot of utility. He has access to all spells in the Law and Life spheres, all Order priest spells, as well as Cure disease and Heal. His full list of starting promotions:
Medic I-III
Hero
Life I
Law I
Divine
Channeling I-III
Demon Slaying
Angel
Flying
People's Champion
Command IV (this is due to a limitation. Despite his unit religion being Order, he was unable to learn command IV unless the bannor were Order state religion.)
Justice (his sword. +2 holy strength, and lowers the AC by 1 after battle)
Caveats:
At present, Sabathiel does not have a unique model. He uses an enlarged version of the Seraph model, which is still quite awe inspiring. I hope to make a unique model for him as my art skills improve.
I'd certainly welcome some feedback about him. The Sabathiel module is the biggest project I've done so far, and I'm wondering if I maybe made him too powerful. Let me know if you're steamrolling the AI too badly, and perhaps suggest what to do to tone him down without sacrificing flavour.
Omniscient Auric
Spoiler :
I grew tired of the Final Boss of Erebus being so disappointing. I feel that successfully building Auric should essentially be a victory condition for the illians, and that short of taking him on with the Godslayer, nobody should have any real hope of standing up to him.
With that in mind, I present my Omniscient Auric module. Just a few tiny tweaks to make auric horribly overpowered and unstoppable.
Auric now has:
45 Base Strength +30 cold. 75 Strength total.
11 movement (inc. flying)
4 first strikes
And the following Free Promotions:
Flying
Avatar
Sentry I-II
Blitz
Cannibalize
Implacable
Perfect Sight
Try and stop him now. Muahahahahahahaaha
With that in mind, I present my Omniscient Auric module. Just a few tiny tweaks to make auric horribly overpowered and unstoppable.
Auric now has:
45 Base Strength +30 cold. 75 Strength total.
11 movement (inc. flying)
4 first strikes
And the following Free Promotions:
Flying
Avatar
Sentry I-II
Blitz
Cannibalize
Implacable
Perfect Sight
Try and stop him now. Muahahahahahahaaha
Sighting and Archery
Spoiler :
Unfortunately this module has kind of been torn to pieces, by modular loading limitations. I had to cut the changes to bowyers, precision, and perfect sight. And Vehem already incorporated my changes to Dextrous, so this module is now a fairly minor thing. Changelog:
Wall Defender gives +1 Ranged Combat
Wall Defender gives +1 visibility
Wall Defender now has Walls of Stone as an optional prereq
Flying grants +2 visibility
Wall Defender gives +1 Ranged Combat
Wall Defender gives +1 visibility
Wall Defender now has Walls of Stone as an optional prereq
Flying grants +2 visibility
Unit Tweaks
Spoiler :
Just a few minor tweaks to various units. mostly of the not-obsoleting kind
Baron Duin halfmorn now starts with Cannibalise, as per his lore entry
Moroi never become obsolete
soldiers of kilmorph will never obsolete.
Diseased Corpses never obsolete
Treants now cost no maintenance. For Ljosalfar world spell
Baron Duin halfmorn now starts with Cannibalise, as per his lore entry
Moroi never become obsolete
soldiers of kilmorph will never obsolete.
Diseased Corpses never obsolete
Treants now cost no maintenance. For Ljosalfar world spell
Promotion Tweaks
Spoiler :
This module adjusts a few promotions, that didn't seem to be worthy of individual modules
Mounted, disciple, and archery units can now learn Scourge promotion
Twincast now has no promotion prereq, and instead requires lv10. It is also learnable by Disciple units, as well as Arcane units. And can now be learned by non-heroes
Woodsman I now available to archery units.
Guerilla I tweaked. Reduced hill defense bonus, but gain some hill attack bonus too.
-Guerilla I - 20% hill attack, 30% hill defence (down from 40% defence)
Elven racial now gives +15% forest attack (was +10%)
The Twincast change is perhaps the most notable thing here. Firstly, I found it annoying that this ability was limited only to heroes. I also found it illogical that to reach the pinnacle of arcane power, your unit had to train in hand to hand combat. It makes no sense. Also, promotion prereqs don't work with modules. My main motivation was just making it available to disciples, but I had to go with the minimum level route, to prevent it being available to anyone at lv1
I had intended to alter the rather overpowered Guerilla II, but limitations of modules made that impossible.
Mounted, disciple, and archery units can now learn Scourge promotion
Twincast now has no promotion prereq, and instead requires lv10. It is also learnable by Disciple units, as well as Arcane units. And can now be learned by non-heroes
Woodsman I now available to archery units.
Guerilla I tweaked. Reduced hill defense bonus, but gain some hill attack bonus too.
-Guerilla I - 20% hill attack, 30% hill defence (down from 40% defence)
Elven racial now gives +15% forest attack (was +10%)
The Twincast change is perhaps the most notable thing here. Firstly, I found it annoying that this ability was limited only to heroes. I also found it illogical that to reach the pinnacle of arcane power, your unit had to train in hand to hand combat. It makes no sense. Also, promotion prereqs don't work with modules. My main motivation was just making it available to disciples, but I had to go with the minimum level route, to prevent it being available to anyone at lv1
I had intended to alter the rather overpowered Guerilla II, but limitations of modules made that impossible.
Better Radiant Guard
Spoiler :
RG are one of my favourite units. Not sure why. This module makes them a bit more than just a generic axeman alternative, instead making them a valuable defensive unit.
Radiant guard are now Disciple units (they can still get equipment promos, like Paladins)
Radiant guard get +1 str (to 5)
Radiant Guard lose +10% city attack bonus
Radiant Guard gain +25% city defence bonus
Radiant Guard get free Guardsman promotion
Radiant Guard will never become obsolete
Radiant guard are now Disciple units (they can still get equipment promos, like Paladins)
Radiant guard get +1 str (to 5)
Radiant Guard lose +10% city attack bonus
Radiant Guard gain +25% city defence bonus
Radiant Guard get free Guardsman promotion
Radiant Guard will never become obsolete
That's all for now, but I hope to add more to this list in future.
All my modules can be downloaded in a .zip here: http://www.magotek-industries.com/files/WarKirby Modules v1.0.zip
Please do post your thoughts, comments, complaints, death threats, and indifferent "mehs" here.