Svartalfar Mod

depending on how long til patch D (if such exists) i will likely be doing a version for patch C

I dont think there will be a patch "d". Im about 20-30 hours into converting the spell system to BtS, and its been very slow going. Im just now getting versions that will actually load (thats a scary thought) so there is a lot of work left to do. Right now thats my priority.

I will of course patch 0.23 if significant issues pop up, but Im just as happy to leave it as is. Plus I would expect at least one patch for AoI to be produced.

Never a lack of things to do. ;)
 
Also, religions would not counter the fog of war in BtS, only espionage would. I assumed that the hidden would help out with espionage immensely.
 
I dont think there will be a patch "d". Im about 20-30 hours into converting the spell system to BtS, and its been very slow going. Im just now getting versions that will actually load (thats a scary thought) so there is a lot of work left to do. Right now thats my priority.

I will of course patch 0.23 if significant issues pop up, but Im just as happy to leave it as is. Plus I would expect at least one patch for AoI to be produced.

Never a lack of things to do. ;)

good to know, thanks :p
 
The main problem is that in Vanilla (and FfH II), the AI does not use Fog of War (everything is completely displayed to the AI once displayed at all). Smarter Orcs has Fog of War implemented pretty well (I think there's a minor defect, but I've no report of it having been observed yet), and I suspect that Beyond the Sword will, as well. Note that in either case, lots of fog of war may cause the AI to do spurious (and pointless) fog-busting moves; there may need to be tweaks to UnitAI to get it to work well.

i love using the AIs cheating advantages against them... i empty my city so their scouts will head for it and not huts, so i can wait with my warriors to kill them heh
 
Surefire Modmod 0.23c1

the svartalfar units redone for new strengths and such integrated into 0.23c, plus the team gp fix (so that a team mate getting a great person doesnt affect other team members gp threshholds), and removed the huge bonus that the AI gets against barbs because i hate it so much lol
 
Surefire Modmod 0.23c1

the svartalfar units redone for new strengths and such integrated into 0.23c, plus the team gp fix (so that a team mate getting a great person doesnt affect other team members gp threshholds), and removed the huge bonus that the AI gets against barbs because i hate it so much lol


Oh yeha! Thx for that, a nother reason to finaly try your submod. Just unsippin´:scan:
 
Using Ffh2.23c with latest Svart release (for .23c). Will post error file next time it happens.
 
I'm not seeing the new Barbarian heroes. Orthus appeared on schedule, but it's almost year 200 and no sign of any others. I'm using Smartmap_ffh if that matters.
 
you asked if we had ideas to add ... (2nd post)
...

... so I will add mine.

I've always wondered how doviello can live around horses without eating them (them being barbarians and all...).

So I thought about bear-mounting units ..
maybe it's off-flavour or to complicated to do (I have no design-graphic skills so I won't know)
something they may build upon having a bear cage...
something like : bear cage +tech X ==> bear mounting unit X
(ex bear cage + AH ==> bear ; + Animal Handling ==> bear rider; stirrups allows for cave-bear axe. + engineering ==> bear-mounted crossbow : stable, slow, powerful mount + can defend itself in close comabt : ideal for transporting crossbowmen :))

and those bear mounting units have the unique ability to by caged.. so 1 bear captured allows the whole civ to make bear units.

it would give them a really barbarian looking cavalry.
and you can have bear handlers (foot units) then bear axemen, cave bear cavalry, grizzly lancer...etc (but with better names...)

the issue is that bears are not so frequent depending on games,
bear are slow, so they would not have really fast moving units.
there are lots of horse using units (horsemen line, chariot line) so it means lot of work for the graphics and animations + lot of new units and abilities to come by.

so maybe it's not so much a good idea.

Cala.
 
Bears can be eaten. They taste delicious.

Okay, I don't really know, but if you can catch it you can eat it. ;)
Still great idea for flavor! Post it in some unit design thread!
 
Tiny 15 Civ scenario

I was trying to puzzle a way of making a balanced map with a bunch of civs so i made this. 15 civs, 5 are good, 5 are neutral, 5 are evil. I tried to get everyone balanced and according to their flavour. Its best used without settlers, i had changed my version to have cost of -1 for settlers so they can't be built, tho the "No Settlers" option will be perfect for this later.

I'm thinkin I'll try a 21 civ version with 0.25
 
I'm thinkin I'll try a 21 civ version with 0.25

Very fitting for ffh :)
 
Hey Sureshot,

Is this still being worked on? I took a break from Civ IV for a while, and now that I'm back I find out that your mod no longer has everything I loved :( I consider your complete-mod essential to play the game, so I hope you continue to work on it. In particular, the added terraforming spells and the lanun costal cottages are dearly missed.
 
Well, I'm glad to hear that you're still working on it. Can you tell me what thread would have the spells and lanun cottages though? Also, would this be for vanilla Civ, or has all work moved to the expansion?
 
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