Svartalfar Mod

Ah... then I'd suggest tying them to the recon line... it'll make him a bit weaker (though having combat V heroic strength HN spider at hunting was rather overpowered in the first place :p), but it'd also let you allow him to become much stronger with each age... Might even be worth it to have him become a 15 Str dire animal or something at Animal Mastery... *drools*
 
I would much prefer if you actually choose what animal Rith becomes, and if some required promotions out of the combat line.
 
Surefire Modmod 0.22h4
Same as previous version but with Rith added, with new functionality:

Rith (available with Tracking, as before)
1 :strength:, 1 :move:
Promotions: Hero, Elven, Shapeshifter

Form - requirements
Human - no requirements.
Wolf - no requirements.
Lion - Level 2 or higher, no tech requirements.
Panther - Level 3 or higher, no tech requirements.
Gorilla - Level 4 or higher, no tech requirements.
Tiger - Level 5 or higher, no tech requirements.
Bear - Level 6 or higher, no tech requirements.
Spider - Level 7 or higher, Poisons tech.
Griffon - Level 8 or higher, Elementalism tech.
Giant Tortoise - Level 9 or higher, Sailing tech.
Sea Serpent - Level 10 or higher, Optics tech.
Sand Lion - Level 11 or higher, Elementalism tech.
Elephant - Level 12 or higher, Animal Handling tech.
Green Dragon - Level 13 or higher, Divine Essence tech.
All forms are an option if you meet the requirements.

Note that you have to be in some animal form to start gaining levels, as Rith as a human can't gain promotions (shapeshift into a wolf to gain promotions at first). All the regular animals can gain the typical promotions available to animals, but with just them you might never reach a high enough level to become a dragon (I think you run out of promotions to pick) unless you research certain techs like Warfare (for City Raider promotions) or Horseback Riding (for Mobility promotions). If you have Elementalism, the Sand Lion form grants you access to extra promotions as well, as does the Dragon once you are level 13 or higher. Griffons can't gain any promotions, so if you're liking that one, you'll need to switch to something else to level up.
It's best to only choose the water animals if you're adjacent to a water tile, otherwise you can't move, and if you're on water, best to only change to a land animal if you're next to land.
Don't cage your shifter! lol
When Rith is in human form he can upgrade to a hunter, and all subsequent units that hunters can upgrade to. This costs money usually, and can only be done near cities with hunting lodges, and it is not a permanent change. If you go shifting into a bear don't expect Rith to remember to bring along his equipment and animal companions. He'll have to "rebuy" his equipment and animals if he wants the benefits of a hunter+ after a shift. Becoming a hunter or something higher can be a good way to get Rith experience, or previously unavailable promotions, or to cope with a dangerous world if you're impatient (him as a wolf can be an easy target until he levels up a bit).
 
Downloading the patch now, looking forward to Rith returning, sounds interesting the additional animals that are availible.

Just to echo don't cage him, I've done it any number of times (out of interest what would happen if he were to escape? A Barb hero?)
 
Couldn't a check be made against the Hero promo to bar the option for him? I can see the AI caging him a lot if it builds cages at all. That'd need the Python editing somewhere I'd imagine.
 
I think my Rith might always become a druid. A level I-III Divine/Summoning/Sorcery casting Green Dragon is too much to pass up.

Now if only this were compatible with Snarko's option's mod (I might try to combine them, but will probably wait for Blaze's MaxMod to incorporate your changes and try to combine that)
 
i actually combined them for my own use too lol
snarkos options mod rocks, love forming giant alliances and having AIs make demands of other AIs, makes it so they clash with each other so its not always AIs attacking humans, plus the cultural defense multiplier is a must, i hate how in vanilla ffh walls are pointless except in very special situations.

about the terraformers, i accidently updated the 0.22h2 version instead so i missed the terraformers, ill readd them in next version once i come up with somethin else to add, i may also post the files that make snarkos mod compatible
 
I think my Rith might always become a druid. A level I-III Divine/Summoning/Sorcery casting Green Dragon is too much to pass up.

i hadnt thought that far ahead heh, forgot that hunter path eventually lead to druids too, but thats cool. going as a hunter/ranger can get you some nice promotions that are otherwise unavailable too, like forest stealth or mobility2.
 
Thanks Sureshot! They are needed when not Neutral or Fellowship.

I have thinked about Undeads and Demons. In my head, undeads are mindles fools that do what you tell them to do. Could'nt a strong Necromancer be able to take command of such fools?

And Demons, I think, are quite random in their nature. Maybe, if you have something better to offer than their former master, your soul or something, they can be commanded to?

And goblins and orcs... covards!

And Hippus? Are'nt they merchenarys?

Just some random thoughts.... Locust
 
Snarko patch

This just fixes the conflict between the two mods. The only overlap between the two mods are 2 python files, FFHSpells.py and CvEventManager.py.

So just install both mods, in any order, then apply this small patch to make them compatible.

I'll release a proper 0.22h5 later on with the terraforming and maybe something else, and a patch for that as well.
 
I'm new to FFH2...

Searching for more Svartalfar 'stuff' has opened up a whole new world of modding for me. Thank you for providing your Modmod!

BTW, I love the coastal cottages. :goodjob:
 
The merge doesn't seem to work if you install Options then yours, but in the other order it is fine.
 
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