Onionsoilder
Reaver
- Joined
- Mar 19, 2007
- Messages
- 3,173
Man, FF's code is a messier then vanilla FfH2... Took me longer than expected to port this over. Anyway, I hereby present, Rebalanced Religions(For FF)!
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Not all religions are created equal. This is very apparent in FFH2, where some religions are just better then others, regardless of your playstyle. This is my own little attempt to remedy that. Right now it's in it's very, very early stages. I haven't played a full game with this yet so there may be some bugs, though I've done my best to eliminate all of them.
Download Here
Changes:
Roads, Farms, Mines, Cottages, Plantations, Quarries, Pastures and Wineries can be built in forests by Fawns and Satyrs. This makes Fellowship of Leaves a viable religion for non-elven civilizations. Fawns work slower then Workers, so Elves still have the advantage of building improvements faster and earlier. Satyrs build slightly faster then Workers, so the penalty for other civilizations isn't permanent.
New Economic civic added Enlightened Unison for Empyrean only. This is an attempt to give the Empyrean some more economic-boosting potential. The civic reduces maintenance costs in all cities and increases the output of hamlets, villages and towns. In addition, it increases by 50%. This comes at a cost: a +100% War Weariness penalty. Not for aggressive Chalid abusers!
Council of Esus units now have a number of 'miracles' that can give powerful promotions to the unit - for a price. These promotions are only temporary, and meant to get your units out of sticky situations. They are:
Evade Death: Removed Disease, Withered and Poisoned from the unit. Adds the Regeneration and Cheat Death promotions to the unit, but is pricey. However, being able to save that valuable hero is worth it. Wears off after the unit is fully healed. Note: This spell does not resurrect units, it only stops them from dying.
Flee the Scene: This miracle adds 2 movement, but reduces combat strength by 50%. Wears off after one turn.
Sway the Odds: This miracle increases combat strength by 50% and adds 2 first strikes to the unit. Wears off after combat.
Shadowscry: This miracle allows caster units to cast a second spell. Theoretically you can cast an infinite number of spells with this, as long as you have infinite gold.
The AI can not use Evade Death and Flee the Scene, because they don't seem smart enough to use these abilities intelligently. Then again, when has the AI ever used any religious abilities intelligently...
Planned for the Future:
Add a new Empyrean hero that functions as a governor. He will have little or no combat abilities, but can greatly enhance one of your cities.
Add a new Council of Esus hero that functions as a spy or assassin.
Add a new civic for Octopus Overlords
Add more miracles for Council of Esus units
Make subsequent castings of Shadowscry cost more; IE. first costs 80 gold, second costs 120, third costs 160 etc.
-----------------------------------------------------------------------------------------------------
Not all religions are created equal. This is very apparent in FFH2, where some religions are just better then others, regardless of your playstyle. This is my own little attempt to remedy that. Right now it's in it's very, very early stages. I haven't played a full game with this yet so there may be some bugs, though I've done my best to eliminate all of them.
Download Here
Changes:
Roads, Farms, Mines, Cottages, Plantations, Quarries, Pastures and Wineries can be built in forests by Fawns and Satyrs. This makes Fellowship of Leaves a viable religion for non-elven civilizations. Fawns work slower then Workers, so Elves still have the advantage of building improvements faster and earlier. Satyrs build slightly faster then Workers, so the penalty for other civilizations isn't permanent.
New Economic civic added Enlightened Unison for Empyrean only. This is an attempt to give the Empyrean some more economic-boosting potential. The civic reduces maintenance costs in all cities and increases the output of hamlets, villages and towns. In addition, it increases by 50%. This comes at a cost: a +100% War Weariness penalty. Not for aggressive Chalid abusers!
Council of Esus units now have a number of 'miracles' that can give powerful promotions to the unit - for a price. These promotions are only temporary, and meant to get your units out of sticky situations. They are:
Evade Death: Removed Disease, Withered and Poisoned from the unit. Adds the Regeneration and Cheat Death promotions to the unit, but is pricey. However, being able to save that valuable hero is worth it. Wears off after the unit is fully healed. Note: This spell does not resurrect units, it only stops them from dying.
Flee the Scene: This miracle adds 2 movement, but reduces combat strength by 50%. Wears off after one turn.
Sway the Odds: This miracle increases combat strength by 50% and adds 2 first strikes to the unit. Wears off after combat.
Shadowscry: This miracle allows caster units to cast a second spell. Theoretically you can cast an infinite number of spells with this, as long as you have infinite gold.
The AI can not use Evade Death and Flee the Scene, because they don't seem smart enough to use these abilities intelligently. Then again, when has the AI ever used any religious abilities intelligently...
Planned for the Future:
Add a new Empyrean hero that functions as a governor. He will have little or no combat abilities, but can greatly enhance one of your cities.
Add a new Council of Esus hero that functions as a spy or assassin.
Add a new civic for Octopus Overlords
Add more miracles for Council of Esus units
Make subsequent castings of Shadowscry cost more; IE. first costs 80 gold, second costs 120, third costs 160 etc.