New FF Civilization:Faeries

Billyank

Chieftain
Joined
Jan 11, 2010
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28
I'm not any good at art, so none of that's original, but everything else is. The changed files are included and changed sections are marked by the tag "Faeries".

Here is (more or less) the changelog:

Basically, the Faeries are split into a Summer and Winter Court (represented as civics), each with its own units, and terrain. Whenever you switch between Winter and Summer Courts, your units all change too.
The Summer Court gradually turns all your terrain to Grassland, and plants forests. The Civic also gives an extra health per city, -10% maint. and allows you to hurry with gold.
The Winter Court freezes your empire, gives +10% production, +10% maint. Each one has a ritual that you must complete, and then you build a third ritual that allows the Eternal Court.
The Eternal Court gives bonus production, culture, and GP points. It allows the units of Winter and Summer, and transforms your terrain to Never Never, and grows Eternal Forests. Both of these grant yields to the Faeries. Eternal Forests also transform plant resources to Eternal Fruits, Horse and Cow to Unicorns, pig and sheep to toads.

Every Faerie starts with a color that gives it special abilities. Once you get Eternal Court, these become stronger.
  • White Faerie - Snow str. converts tiles to snow
  • Green - x2 forest moves, plants forests
  • Blue - grants ranged damage
  • Red - 2 fire damage
  • Purple - teleportation range of 4
  • Clear - invisible for 6 turns, then visisble for 4

Also all the Court unique units have special auras that give city bonuses. The Summer Court ones all boost your cities, while the Winter Court ones hurt enemy cities.

General Unique Units:
  • Fetch - Shadow replacement, has all physical strength (instead of Poison) and steals race promotions from enemies (adapted from TweakMod)
  • Flurry - sames as Ljosalfar

Summer Court Unique Units:
  • Sprite - Axeman replacement, can't use weapons, 4str. 2 fire, 2 moves, aura grants culture and defense
  • Sun Faerie - Assassin replacement, has fire damage instead of poison, can caste Brilliance, which damages Vampires and Werewolves, no aura
  • Dryad - Champion, again, no weapons, starts with woodsman I, has Nature affinity, aura adds food
  • Wood Spirit - Phalanx, same as Dryad but stronger, aura adds happiness and health
  • Summer Lord - Immortal, 2 fire damage, starts with Nature 1, 2 and 3, no aura

Winter Court Unique Units:
  • Pixie - Axeman, same as Sprite, but Cold damage, aura removes production
  • Furie - same as Dryad, but with cold damage, ice affinity, and aura removes food
  • Troll - Stronger version of Phalanx, can only use Mithril Weapons, no aura
  • Moon Faerie - Assassin, has promotion that gains research from kills, no aura
  • Winter Lord - like Summer Lord but with cold damage, and ice 1, 2 and 3 instead of Nature

The Eternal Court has a unique Immortal. called Fae Lord, that has ice and nature promotions, and all Faerie colors

Buildings:
  • Palace - grants ice, nature and force mana
  • Mushroom Garden - infirmary, one less health, +2 food
  • Spirit Mill - Deruptus, like Scion Spirit Mill (I think it is a cool name) but grants commerce for force spirit and metamagic mana
  • Force Chamber - grants free production from population (like Necropolis)

Hero: Foxfire, magical beast available at Divine Essence, splits after combat

Leader: Larincsidhe, Spiritual and Charismatic, gains Raiders during Winter Court, and Fae for Eternal Court, (basically summoner, but also used as requirement for Eternal Court)

World Spell: Berjarl, summons Erlking, who has Hidden Nationality and combat duration, creates Wild Hunters from combat who are identical, but weaker. (I originally wanted to have this summon Erlking and Wild Hunters all at once, but I couldn't get that to work, so if someone could change that I'd be grateful)

Once all four Fae Lords have been built, you can construct a ritual that restores Larincsidhe to his original power as a semi-god, with affinity for Eternal Fruits

Archers can buy a promotion that grants collat. damage, and Arcane units, on Spirit Mill can get a promotion that increases spell range. Arcane units also have a spell that adds a promotion to enemy units that does damage every turn



For the Rife version, now compatible with 1.22.2, just paste in the Art folder, and replace Python and Xml folders with the ones attached. Listed are some changes:
  • Eternal Woods will also make mushrooms
  • Removed the Larincsidhe unit
  • Larincsidhe is now Lawful Neutral
  • Winter Court modifies alignment -400
  • True Purple Faerie only grants +9 teleportation range
  • Purple Faerie only grants +3 teleportation range
  • Included all the button art Sephi implemented in WildMana
  • Deruptus is now replaced by Wishing Well, allows each unit to make a wish
  • White Faerie causes cold damage to units around it, rather then modify terrain
  • Green does what Blue used to do
  • Blue does what Spirit Pentacle used to do
  • Spirit Pentacles removed
  • Faerie Racial promotion gives -1 str.
  • Faerie Dust now castable by any unit of at least level 4
  • Foxfire is reduced in str. now a summon available at level 8
  • New Hero: Kiol, a Moon Faerie with the ability to change color
  • Erlking stronger, has a 50% chance for every unit defeated to join the Hunt, which will only last for ten turns
  • Added new color: Black Faerie, grants 30% stigmata bonus, True Black gives 50%, +1 to AC
  • True Clear removed, Clear now gives permanent invisibility, -1 str.
  • Renamed The Fey
  • Larincsidhe has Expansive during Summer Court
  • Larincsidhe has Fallow during Winter Court, Winter Court also allows units to be built with food, gives -50% war weariness, +2 xp.
  • Palace no longer gives xp
  • Summer Court creates New Forests, terrain mods for Winter and Summer nerfed slightly
  • Fae Lord renamed Fey Lord, no longer starts with Clear

Let me know what you think of this, I'm always open to suggestions
 

Attachments

I'm not any good at art, so none of that's original, but everything else is. The changed files are included and changed sections are marked by the tag "Faeries".

Here is (more or less) the changelog:

Basically, the Faeries are split into a Summer and Winter Court (represented as civics), each with its own units, and terrain. Whenever you switch between Winter and Summer Courts, your units all change too.
The Summer Court gradually turns all your terrain to Grassland, and plants forests. The Civic also gives an extra health per city, -10% maint. and allows you to hurry with gold.
The Winter Court freezes your empire, gives +10% production, +10% maint. Each one has a ritual that you must complete, and then you build a third ritual that allows the Eternal Court.
The Eternal Court gives bonus production, culture, and GP points. It allows the units of Winter and Summer, and transforms your terrain to Never Never, and grows Eternal Forests. Both of these grant yields to the Faeries. Eternal Forests also transform plant resources to Eternal Fruits, Horse and Cow to Unicorns, pig and sheep to toads.

Every Faerie starts with a color that gives it special abilities. Once you get Eternal Court, these become stronger.
  • White Faerie - Snow str. converts tiles to snow
  • Green - x2 forest moves, plants forests
  • Blue - grants ranged damage
  • Red - 2 fire damage
  • Purple - teleportation range of 4
  • Clear - invisible for 6 turns, then visisble for 4

Also all the Court unique units have special auras that give city bonuses. The Summer Court ones all boost your cities, while the Winter Court ones hurt enemy cities.

General Unique Units:
  • Fetch - Shadow replacement, has all physical strength (instead of Poison) and steals race promotions from enemies (adapted from TweakMod)
  • Flurry - sames as Ljosalfar

Summer Court Unique Units:
  • Sprite - Axeman replacement, can't use weapons, 4str. 2 fire, 2 moves, aura grants culture and defense
  • Sun Faerie - Assassin replacement, has fire damage instead of poison, can caste Brilliance, which damages Vampires and Werewolves, no aura
  • Dryad - Champion, again, no weapons, starts with woodsman I, has Nature affinity, aura adds food
  • Wood Spirit - Phalanx, same as Dryad but stronger, aura adds happiness and health
  • Summer Lord - Immortal, 2 fire damage, starts with Nature 1, 2 and 3, no aura

Winter Court Unique Units:
  • Pixie - Axeman, same as Sprite, but Cold damage, aura removes production
  • Furie - same as Dryad, but with cold damage, ice affinity, and aura removes food
  • Troll - Stronger version of Phalanx, can only use Mithril Weapons, no aura
  • Moon Faerie - Assassin, has promotion that gains research from kills, no aura
  • Winter Lord - like Summer Lord but with cold damage, and ice 1, 2 and 3 instead of Nature

The Eternal Court has a unique Immortal. called Fae Lord, that has ice and nature promotions, and all Faerie colors

Buildings:
  • Palace - grants ice, nature and force mana
  • Mushroom Garden - infirmary, one less health, +2 food
  • Spirit Mill - Deruptus, like Scion Spirit Mill (I think it is a cool name) but grants commerce for force spirit and metamagic mana
  • Force Chamber - grants free production from population (like Necropolis)

Hero: Foxfire, magical beast available at Divine Essence, splits after combat

Leader: Larincsidhe, Spiritual and Charismatic, gains Raiders during Winter Court, and Fae for Eternal Court, (basically summoner, but also used as requirement for Eternal Court)

World Spell: Berjarl, summons Erlking, who has Hidden Nationality and combat duration, creates Wild Hunters from combat who are identical, but weaker. (I originally wanted to have this summon Erlking and Wild Hunters all at once, but I couldn't get that to work, so if someone could change that I'd be grateful)

Once all four Fae Lords have been built, you can construct a ritual that restores Larincsidhe to his original power as a semi-god, with affinity for Eternal Fruits (it fits in the lore (which is pretty crappy, but whatever...))

Archers can buy a promotion that grants collat. damage, and Arcane units, on Spirit Mill can get a promotion that increases spell range. Arcane units also have a spell that adds a promotion to enemy units that does damage every turn

Well I think that's about it...

Sounds interesting, but one question:

What mod is it for? The title says FF, but you posted it in the FfH modmods forum (which would be for FfH, not FF). If it is for FF, you should make a post in their forum as well. ;)

Edit: Also, if you want to get as many people playing with them as possible you could release a version for RifE as well... Everything you do in FF is possible in RifE. ;)
 
it's for Fall Further. I would've had a Rife version, but I haven't downloaded it yet because my computer's really bad, and I can only just play Fall Further
 
Would this work for Rife as it is?

I think so

Actually, no, it won't. :p

Placing this in your RifE folder would remove a LOT of python we've added, as well as virtually all new units/civs/buildings/etc. Would be a very bad thing. Not difficult to merge, but it is definitely NOT compatible as is.
 
looks pretty cool.

I hope you don't mind that I merged the faeries into Wildmana. Had to disable a few things which required FF specific XML tags and might add some replacements so they will be a bit different.

btw, it seems that the frozen module by TC01 is necessary to use this civ as some art is linked to the frozen.
 
The whole summer/winter court thing has already been done by the elves.
 
Also could use a better name. Fae/Faerie is there race, but there civilization should have something more unique (similiar to the way the Calabim aren't called the Vampires).

Also, being Fae, perhaps they should be at peace with the Animals/Beasts of the world?
 
Wordspell way over powered. Needs to be much latter. A 7 strength hero with hidden nationality that makes an instant army. I think that he should be out of the player's control(RiFE's crazed), and come latter. Mabey after both courts are built, but not the finnal. Or at druid tech(can't remeber name). Or prehaps just human control at druid tech. Anyway, I just found this a total game breaker...
 
I moved the worldspell back to Sorcery, and reduced his starting duration to 4. Should balance it a bit more.
 
I was trying this today, and this seems to work fine with Rife if you just change the leaderhead info to include ethical alignment
 
I was trying this today, and this seems to work fine with Rife if you just change the leaderhead info to include ethical alignment

As I said a few posts up, it does NOT work with RifE. You may be able to get it to load (you include enough files that it should work), but in doing so you're removing the Mechanos, the Frozen, the D'tesh, all new leaders, every unit/building/promotion that has been added, all of our changed python.... Essentially, everything that is RifE.

It is not compatible as is, and shouldn't be advertised as such; A merge would be relatively simple, though.
 
As I said a few posts up, it does NOT work with RifE. You may be able to get it to load (you include enough files that it should work), but in doing so you're removing the Mechanos, the Frozen, the D'tesh, all new leaders, every unit/building/promotion that has been added, all of our changed python.... Essentially, everything that is RifE.

It is not compatible as is, and shouldn't be advertised as such; A merge would be relatively simple, though.

Not sure what you mean by this, because I stuck the faeries in Rife, and was still able to play as the Mechanos and D'tesh, and everything else was still there.
 
What I meant was that your files as posted would overwrite most of RifE's changes. Merging them in, rather than overwriting the files, would prevent that.

So for the average player, it is not compatible, but it is very easy to merge (which is what you must have done if the Mechanos and D'tesh were there). Which is what I said. ;)
 
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