Svartalfar Mod

I don't appear to be able to build Rith in cities with Hunting Lodges. Is that deliberate? It's rather annoying when those are the ones with the hammers...
 
I recommend building him as Lanun. They can upgrade his elephant form to a War Tortoise, giving him the water-walking promotion for free.

I don't recommend him for Kazad, since they have no rangers they cannot turn him into a druid.
 
Make sure you get the last version on the previous page (link at the top of the bost detailing Rith's abilities). Copy your FfH2 folder and rename it "FFH 2 022 Svartalfar" or something, then unrar the mod to that location, overwriting files and launch that copy of the mod. I made a shortcut for it by copying and editing the FfH shortcut.
 
I'm having a problem with the latest version of this mod. Whenever I try to play a game using FfH2 + Svartalfar the entire in-game interface is gone. The only parts that are visible are anything that pop's up, a.k.a Message Windows and the Main (Esc) Menu. This has basically rendered the game unplayable, as I cannot see any information or issue advanced orders without use of the keyboard shortcuts.

I'm using FfH2 .22h plus the latest version of Svartalfar. I also attempted several searches to find a solution to this problem in an attempt to fix it myself, to no avail.

Any advice will be appreciated.
 
Well, I'm not entirely certain why, but I seem to have gotten it working. I had to go through the Svartalfar dir and move all the files individually, instead of just dumping them into the FfH2 dir. I can't figure out why that would make a difference, but it did.

Thank you both for helping. :)
 
Why can't Svaltafar arcane units build Air nodes? And why do their workers upgrade to elven horseman?
 
patch c is out already ... are u working on the integration already?
i seriously need your mod :)

cheers

HahnHolio
 
just for svartalfar.

sorry, what do you mean about archers and bows? heh

the traits is because ive done nothing to make the hidden trait viable, but i wanted to make the svartalfar viable.
Maniac's version that makes all units invisible inside their own territory worried me some because keeping improvements defended seems impossible in that (usually always easier to defend then it is to attack due to terrain defense), though it seems neat.
Vehem's version that unreveals map terrain is closer to what the hidden trait is supposed to do, but seems like it does nothing in practicality because the AI seems to know anytime you empty a city (AI scouts will beeline for an empty city when they can't even see it). it would certainly have some affect on human players, but one thats easily countered by religions or even just remembering what is where. the greatest bonus from it i can think of is that it could hide a resource before someone found the tech to reveal it.. so like if someone saw terrain that had an unrevealed copper on it that a svartalfar built a city on before it was revealed to them, then the map was unrevealed before they got mining, then they wouldnt know the svartalfar had copper in their borders or where to pillage it.
the intended implementation, as i perceive it from the statement "Lands are always covered by the fog of war to other civs", is more powerful and on par with real traits. even with religion in their cities you wouldnt be able to see into hidden lands, and unit line of sight wouldnt work and you'd basically be moving blindly, only seeing the terrain you're on.
so im still waiting on hidden trait. a combined version of vehems and maniacs might be neat, myself i haven't thought of anything for it that would be close to what seems to be intended, nor do i know an easy way of doing what is intended.
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.
 
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