Changes since the last version:
- Updated to work with FfH2 032l
- Removed:
- Removed the animal frenzy option
- Removed the culture defense modifier option.
- Added:
- Added a barbarian animal civ option
- Added a barbarian demon civ option
- Added a religion spread by alignment option
- Changed:
- All options, save booleans and permanent alliances, have been changed into percentages.
- Improved the random option (see below)
- You can enter a custom value without first selecting custom value. The game will automaticly select an appropriate option.
- Changed the AI diplo demands option to a new AI diplo option, with many improvements:
- The AI will not make any demands unless their power is more than 4/3 of yours. This is because the AI will never accept such demands. Requests for help (pleased or friendly) are not affected by this rule.
- The AI won't make demands if they're at war (not including things like civics/religion/you joining them in war)
- The AI is more likely to make demands the more powerful they are compared to you. The same applies to giving you things and the opposite to asking you for help.
- The AI will not ask you to join a war if you are already at war
- The AI will no longer decide who to ally based on how long they've had defensive pact/shared war. Instead they decide based on the strength of the other civ and their attitude towards it. This scale with the permanent alliance option. If you get "we just don't like you enough" but they do like you try increasing your power (or attitude even more).
I have reworked how random selection work. Before it would pick a random option of those that existed. Now you can specify what values are acceptable. You can separe values with ; or use - if you want a range. For example 5;10-15 will select a number out of (5,10,11,12,13,14).
The demon civ option includes undead. The Infernals start at peace with this civ if it's in the game or the normal barbarians if it's not. Currently it is possible to bribe the Infernals into declaring war on this civ, I'm not sure if it's a good idea to keep this or not. The only game I tried it they asked for a very low amount (135 gold) to do it.
The new barbarian civs start at peace with the real barbarians. This has no effect for the animals as they are HN.
For the religion spread option it was neccessary to reduce the spread chance for missionaries, so I halved it. This is because the chance to spread into a city with no religions was around 100% and couldn't be increased. When spreading a religion with missionaries you will now see the chance that the religion will spread (even with the option off).
Spread chances using a missionary with the option set to 100 to a city with no religion:
Code:
Good Neutral Evil Average
Order 80% 40% 30% 50%
RoK/Emp 55% 55% 40% 50%
FoL 50% 50% 50% 50%
OO/CoE 40% 55% 55% 50%
Veil 30% 40% 80% 50%
That's what it's supposed to be, I realized when making this table that the changes weren't large enough for being the maximum and increased them. I have not tested that the percentages are correct.
Known problems:
Barbatos is a normal barb (I think?) because he's created before you get to select modoptions.
You can get it
from the download database.