My own FFH modmod

Lone Wolf

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Dec 4, 2006
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Since everyone is releasing FFH modmods now, why not? The FFH stories in my signature were played with it.

It's also named "Fall from Heaven 2", so rename your originals before unpacking.

nchr.png


* Revamped AI - includes most of undeservingly forgotten Turinturambar's AI plus some my own XML AI tweaks.
* The Malakim can build Desert Ranches in non-Fresh Water deserts, a 2/0/0 improvement that receives +1 food with Sanitation and +1 hammer with Taxation.
* Malakim Desert Shrine turns all Plains in city radius to Deserts.
* Derwishes, the Malakim Shadows, don't require Esus.
* Shadows, however, do require Esus as a State Religion.
* The Bannor and the Malakim receive very slightly buffed up versions of the 2nd and 3rd tier disciplines of their lore religions.
* Lightbringers are now strength 3.
* Fyrdwells don't require Deer, since the latter is usually found in polar regions.
* The Elohim are now no longer Tolerant, but Spiritual; I've shamelessly stolen their unique mechanics from Paredeigma mod. I'll remove that particular thingy if the creator objects.
* The Elohim now receive Abbey Worker as an UU, the same thing as BTS Indian Fast Worker. Einion is the Gandhi of Erebus, so it's fitting.
* Default Workers now use the European Worker BTS graphics. Feels slightly more fitting.
* Cassiel is now Tolerant, though no longer Adaptive. The Grigori receive Museums as a Pagan Temple UU and Forums as a Market UU. Both provide +10% GPP.
* The Grigori receive Grenadiers as Berserker replacements. I wanted for them to have a Steampunkish hint.
* Infernal Palace receives a higher inherent bonus and requires Fallow as a trait (so as to prevent Tolerant leaders building it, it's meant for buffing Hyborem, not for Tolerant conquest).
* Bannor Pagan Temple replacements, Battle Memorials, provide +1 XP.
* Bannor Crusade is now a Membership civic. It's now possible to build Monuments under it.
* Amurite Mages and Archmages (Wizards and Archwizards) receive +1 and +2 Strength respectively, to bring them closer to Amurite Govannon-taught Priests.
* Charadon is Agg/Cha/Bar; Mahala is Exp/Rai/Ing.
* Second-tier Disciplines abandon you upon religion switch.
* Some late-game technologies like Mithril Working have their beaker cost slightly reduced.
* Cost of Planar Gates reduced, Industrial trait receives additional reduction.
* Vitalize now takes 10 turns. Probably a bit too much.
* Shekinah and Kane are 'full-time' leaders now.
* All transport naval vessels have their cargo capacity increased by 1.
* Empyrean Temples now give +10% GPP and -10% military unit production in addition to their science benefit.
* The Kuriorates now have their Lahmians.
* Includes a bunch of graphics from these fora (Elohim Archmages, Kuriorate Lahmians).
* RoK and FoL spread rate reduced.
* You can now build Lumbermills on Ancient Forests. FoL should have some value for the non-Elves, too.
* Includes the Citystyles Modmod.
* AI No Minimum Levels, No Tech Brokering, No Vassal States, No Acheron, No Orthus, All Unique Features are checked by default. You can easily disable this by Custom Game.

Link.
 
well.. I forgot at the time you released.. but Thanks for sharing. :D
 
The Elohim are now no longer Tolerant, but Spiritual; I've shamelessly stolen their unique mechanics from Paredeigma mod. I'll remove that particular thingy if the creator objects.
I'm glad you did. :)

Malakim Desert Shrine turns all Plains in city radius to Deserts.
Fyrdwells don't require Deer, since the latter is usually found in polar regions.
Cassiel is now Tolerant, though no longer Adaptive.
The Grigori receive Grenadiers as Berserker replacements. I wanted for them to have a Steampunkish hint.
Infernal Palace receives a higher inherent bonus and requires Fallow as a trait
Empyrean Temples now give +10% GPP and -10% military unit production in addition to their science benefit.
And I will think about that for my own mod... ;)
 
Deleted for now, will re-upload it with a nasty bug of the AI sometimes not building anything removed.
 
I dislike terraforming in general, but I agree, it's too weak now. Changing it to 5 would be fine.
 
I dislike terraforming in general, but I agree, it's too weak now. Changing it to 5 would be fine.

That would make sense if it wasn't a tier 3 spell. It doesn't really deserve a nerf as the archmage is basically forgoing better spells in favor of terraforming.
 
Well, I usually find that Archmages gain spells relatively quickly, especially since their base strength is high enough that they can acquire XP when fighting.

Anyway, I've realized and fixed the reason why the AI sometimes didn't build anything. It, apparently, only existed if No AI Minimum Levels is checked on. I had to remove the Adept portion of AI instructions, but it overbuilt them, anyway.

Re-uploaded, with Vitalize now 4 turns. Also, Stables now grant an additional trade route, and Mage Guilds an additional Sage specialist slot.
 
Wow that's a way over nerfed viltalize.

I mean which would you rather have, two upgraded plains, or a revived hero?

In the end game tiny tile changes matter little anyway.
 
We just aren't sure why it need the nerf in the first place? As archers are underused, non-elven players hardly use the 2nd spell, and treetop defense has a very specialized use. Vitalize barely makes those spells worthwhile to study.

To crunch some numbers like Q started on, lets say you have access to archmages at turn 300 and have assigned 1 of them to vitalizing the nasty tundra lands and upgrading your aristofarms. You have maybe until turn 500 for any changes to have any meaningful impact...assuming you are playing the long game and don't end the game before then.

Assuming 1 turn between vitalizing for traveling/emergencies you can change a total of 33 squares under your plan. That is time that could have been spent supporting the SoD instead.
 
true.. IMO summoning elementals (or snow-fall or dominating 1-unit-turn or ...) are stronger than vitalise. and more useful for your civ.

but true, many level III spells are underwellming.. so why not "balance it" by lowering all level III spells instead of rendering them more useful.
(spiritIII, lawIII, (mindIII is so risky), enchantIII is meh as you can only stockpile one and its not a free-spell, but a "transfer ONE spell from one turn to the other", shadow III :( death III ... allow more level III casters which is meh save for elementals level III, Entropy III is meh, chaos III is meh as too random, meta III is not so good either), life III is meh too, you only get 1 hero to resurrect (giving immortal to the stronger unit in stack would be different).
there were 8 good level III spells:

4 elemental summons (but it is better to specialise in one than use the 4)
sun III (2affinity to sun is quite strong)
death III somehow : 2 affinity to death.
nature III (vitalize)
ice III: snow-fall

now, with your change there are only 7 good level III spells... and save snowfall, all are summons.
yep.
IMO you used the nerf-stick wrongly.
nerfing spectre spam with death affinity would be more needed.
or boosting all those other level III spells :D

vitalize was the ONLY useful lvl 3 builder spell (other is spirit III... but it is meh IMO)
 
Yeah I've used vitalize before and it never fails to underwhelm me (without your changes).
By that stage of the game war has become pretty dominating, so taking a archmage away from the front line is quite big, especially considering travel time between and too the front.

Id hate to see the decent lvl3 spells nerfed though - considering the investment made they're nowhere near powerful enough to deserve it.
 
Well, my playstyle involves long peace/long war, during which Archmages can all gain Nature III and start vitalizing. Having more then one Level III spell on Archmages is pretty routine for me (that's why my games routinely see Arquebusiers on every civ capable of building one).

I do think that Trust is underwhelming (Trust needs a GPP bonus). Mind III is fine, since even if you lose it, you can regain it anyway. Enchantment III probably also needs buffing, though I'm not sure what thematic fitting buff can it have.

I believe Life III in previous FFH versions had an unique, different from all others, summon, called Lifespark. That's how Kael described it:

There is a new spell in 0.15 called Summon Lifespark. It creates a non-combat glowing ball that you can run around with and sacrifice to heal your units 40%. But the interesting part is that if a defending unit in a stack with a lifespark is about to die, the lifespark will sacrifice itself to heal the unit in combat.

Could be useful, I guess.
 
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