Svartalfar Mod

new version ready, religious promotions, hippus gained new upgrades (warriors to horsemen, archers to horse archers), and svartalfar and hippus horse archers can switch back and forth to longbowmen in cities if the city has the ability to build the unit they wish to switch into. two new spells (freeze and mineralize), new bard unit available with festivals, other random stuff like fixes i cant think of atm heh, linked here and in the first post:
Sureshot Complete Modmod 1.41J


Looking forward to the update :) The Hippus stuff looks cool
 
Seems to be a problem with the Bard unit unless it's supposed to be a red/pink tent. No screenshot sorry
 
You might want to take a look at the Great Hunt creature a beastmaster (hero) was able to defeat and therefore caputure it. Given the high stats I was then able to cause even more havoc than normal.

Overall your modette greatly adds to my enjoyment of FFH2
 
cool, havent actually had it come in any of our games. its definately powerful to have on your side, tho getting a tier 4 unit to beat a tier 3 unit tech ritual seems alright to me, and the benefit of gaining it is powerful, but an enemy could easily capture it from you via their own beastmasters so it seems stoppable heh

glad you're enjoying it
 
Bard's head still pink, but aside from that and the fact that the new wonders have no new button, i like this...

Also, is it on purpose that Rith, if he transforms into animals, is stuck on a cycle between two animals? he cannot go back right now to his original shape...

sincerely
thomas.berubeg
 
Three things

Any news on the next features? I'd love to see the treant as a buildable unit (I could not get your earlier fix to work :( )

Are you able to get Rith out of his cage yet? (Yes I'm an idiot and yes it happened again)

Finally this modette is well worth playing so I figured a bump was warranted.
 
hmm, did you try the treant fix with normal 0.16J version? i made it for the regular ffh not my mod

i have a few fixes i intend to do, so i could add that in as well. about rith, theres no nice way of fixing that except to make 6 entirely new units and unit classes (i wouldnt give the new animal forms the ability to be caged), so it would be ugly, i can try gettin one done for you if you like, but i don't think id do it for my main mod just because its pretty heavy for just that fix.

im not working on new stuff at the moment because mainly im learning 3d modelling stuff because i want to make new models.
 
Yeah maybe thats my problem I added the fix from one of the threads in the dev forum, my problem was the two files were quite a bit smaller than the ones I replaced. It had n't ocurred to me it was purely a vanilla ffh adjustment (excuse the oxymoron).

As for Rith I guess I'll have to be more careful or suffer the consequences.

I 'll look forward to the new models, never a good idea to disturb artists at work.

Thanks for the quick reply
 
Many thanks for the update.

I like the idea of the Treant being a seige unit, but I'd suggest adding the vul to fire (similiar to the drowned). I think the max speed of 1 may be a little limiting and prevent the likes of Quickbeam so perhaps 2 should be availible via promotions.

Again many thanks
 
I don't know if it's easy to do , why not give the treant a high vulnerability to fire and immune them when on a river side .

Thanks for your add , tcho !
 
I don't know if it's easy to do , why not give the treant a high vulnerability to fire and immune them when on a river side .

Not sure that would be a good idea, complicated and does not add hugely to play

SS the designer diary seems to open up some brilliant opportunties for your modette

I like having the Teant as a National unit, prevent the Wooden Horde
 
Further Query despite having Collateral Damage promotions my treants seem unable to damage other additional units, is something missing? <-note highly technical geek speak ;)
 
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