TC01
Deity
Frozen Civilization v1.02
For Fall from Heaven 2 0.40n
This civ has been in the development for some time. A while ago, FFH 2 first got me into modding, and I wanted to (like many others) make new civilizations. But the types of civs I wanted to make weren't normal civs- rather, I wanted to expand the number of summonable civs. Like the Infernals and Mercurians. And since Winter was my favorite part of the game (Illians = favorite civ), I chose to make an Ice "divine civ".
The lore behind the Frozen is simple enough. Taranis, former archangel of Mulcarn, is imprisoned. Even if you beat him in the Age of Ice scenario, I assume he is retrapped (instead of "killed"). The Illians cast a ritual powerful enough to free him called Liberation, expecting him to pledge allegiance to Auric Ulvin. But... he doesn't, and instead gathers all the former demons of ice together. His goal: to bring back the Age of Ice, and to ascend to the God of Winter's position. Taranis is capable of ascending to produce a "Taranis Ascended" unit.
If you have a suggestion or bug report, please post it here. I welcome feedback.
As of v1.0, this is probably a finished product. I don't intend to add any new content, but if there still are bugs or balance issues, I will fix them. I'll also update for compatibility when a patch for FFH 2 is released.
Features:
Links:
Download main mod here (v1.01)
Download latest patch here (v1.02)
Fall Further version
Rise of Erebus Discussion Thread
Changelog:
To Install:
To install v1.01, all you need to do is run the included executable. It automatically copies your FFH 2 directory.
However, you should make sure FFH 2 is updated to 0.41n first. You must have FFH 2 patched to 0.41n before installing this mod.
Credits:
-TC01 (civ, idea)
-MagisterCultuum (help, Ascended Passive Snowfall Spread spell)
-The_Coyote (the old Kocrachon/Locust)
-Lord Tirian (the new Kocrachon/Locust graphic)
-Bill Bisco (ideas, feedback)
-Valkrionn (help, merger with RIFE)
-Sephi (help, merger with Wildmana)
-Xienwolf (help)
-mimic, Cupric Leane (ideas)
-Cyther (rationale for Taranis's ascension)
-Tarquelne (alignment idea)
-Tasunke (feedback)
-Deon (feedback, palace art)
-DioAurion, BlackArchon (Wildmana feedback)
-Other Planetfall art contributors (some promotion buttons)
-Gravage, Swinkscalibur, 2Hydroclopse, Breez, Schwarzbart, Brokenbone, jimmythes, Sarisin (RIFE feedback)
And many other people who give feedback, including Rise from Erebus testers.
-Fall from Heaven 2 Mod Team (for making FFH 2)
-People credited by FFH 2 team in the Credits thread
-Firaxis for making Civilization IV
-Sid Meier for making original Civilization
Screenshots:
See download page for screenshots. Currently there are:
-All unique units and units with unique art
-Passive ice spread by the Ascended units
-The Summon Winter Creatures spell menu
For Fall from Heaven 2 0.40n
This civ has been in the development for some time. A while ago, FFH 2 first got me into modding, and I wanted to (like many others) make new civilizations. But the types of civs I wanted to make weren't normal civs- rather, I wanted to expand the number of summonable civs. Like the Infernals and Mercurians. And since Winter was my favorite part of the game (Illians = favorite civ), I chose to make an Ice "divine civ".
The lore behind the Frozen is simple enough. Taranis, former archangel of Mulcarn, is imprisoned. Even if you beat him in the Age of Ice scenario, I assume he is retrapped (instead of "killed"). The Illians cast a ritual powerful enough to free him called Liberation, expecting him to pledge allegiance to Auric Ulvin. But... he doesn't, and instead gathers all the former demons of ice together. His goal: to bring back the Age of Ice, and to ascend to the God of Winter's position. Taranis is capable of ascending to produce a "Taranis Ascended" unit.
If you have a suggestion or bug report, please post it here. I welcome feedback.
As of v1.0, this is probably a finished product. I don't intend to add any new content, but if there still are bugs or balance issues, I will fix them. I'll also update for compatibility when a patch for FFH 2 is released.
Features:
- This mod adds a new summonable, ice-themed civ, the Frozen, to the game.
- The Frozen are summoned by a ritual called Liberation, which requires the tech Elementalism and for the summoner to be either evil or neutral. Liberation also gives the summoner a few Ice Golems.
- The Frozen are led by Taranis the Unchanging, archangel of Mulcarn, who is also their civilization hero. His traits are Agnostic, Arcane, Defender, and Fallow. The hero unit has the Unchanging promotion, which makes him immortal (in that he must be killed twice in one turn and returns to his owner's capital on death).
- Like Auric, Taranis is capable of ascending and creating an Auric Ascended unit, as well as creating all the "Spells of Winter" (Samhain, The White Hand, The Deepening, The Draw, Ascension, and Stir from Slumber). Since he is also their hero, doing this kills the Taranis unit in-game.
- The Frozen are Fallow, and gain population just as the Infernals do. When units with the Winterborn or Frozen Soul promotions die, the Frozen get a Frozen Soul, a unit equivalent to the Infernal Mane.
- Frozen Unique Units:
- Aquilan: Replaces the Knight
- Frost Giant: Replaces the Berserker
- Ice Golem: Replaces the Longbowman
- Kocrachon: Replaces the Chariot
- Nive: Replaces the Ranger
- Winter Wolf: Replaces the Hunter
- Frozen Unique Buildings:
- Frozen Palace: Replaces Palace, provides Ice and Law Mana, as well as Iron
- Swamp of Souls: Replaces Aqueduct, gives production bonuses at cost of health
- Temple of the Hand: Replaces Pagan Temple, same as the Illian UB
- Other Frozen Stuff:
- The Frozen Worldspell is called Wintering, and it spreads the Wintered promotion to around 20% of living units. It also turns all Blizzards inside Frozen territory into Winter features.
- The Winter feature provides +2 production and commerce bonuses to the Frozen alone.
- Unit with the Ice Demon promotion, the Frozen racial promotion, pass the Frozen Soul promotion to enemies in combat.
- The Kocrachon unit passes the Nested promotion to enemies in combat, which has a chance of killing the unit with it and spawning several Young Kocrachon units under either Frozen or barbarian control.
- This mod also adds Blizzards, capable of moving around and spreading ice terrain, that begin to spawn after the Deepening is completed.
- It also increases the powers of Auric Ascended and Taranis Ascended:
- Taranis and Auric have gained +10 Ice Affinity, which means they start out at 70, as both their palaces provide Ice Mana
- They can also spread ice terrain around the map as they move, in an effect similar to the Temple of the Hand.
- They can cast a greater version of the Slow spell (Ice I), with a two-plot radius.
- They can cast a spell called Summon Winter Creatures, which lets the player choose which type of "winter creature" they want to summon.
- This mod also gives both the Frozen and Illians a Mulyalfar Elf unit, a Druid UU that can use the Freeze Forest spell, which either creates snow under forest or a forest on a snow plot.
- In-game documentation is available both for the Frozen, for Blizzards, and for the Orb of Sucellus mechanic, under the "Fall from Heaven 2 Concepts" section of the pedia. Other things, like new promotions, buildings, and units, have strategy and help text available as well.
Links:
Download main mod here (v1.01)
Download latest patch here (v1.02)
Fall Further version
Rise of Erebus Discussion Thread
Changelog:
Code:
v1.02 Patch Changelog:
-Ice Demon units are no longer alive
-The Ice Golem now has Resist Cold
-The Mulyalfar Elf now gets +25% Ice Resistance, rather than -25%
-Taranis can now be Obsidian Gated around the map
-Fixed a bug where both the Illians and the Frozen would create Auric Ascended
v1.01 Changelog:
-Made compatible with FFH 0.41n
v1.0 Changelog:
-Made compatible with 0.41m
-Blizzards will not spawn until someone completes the Deepening
-Added Orb of Sucellus event that triggers after Liberation
-The Orb of Sucellus Shards are given to the strongest player
-Any arcane unit (units with Channeling I) can reforge the Shards at a Forge
-Then, the artifact destroys blizzards and weakens Ice Demon/Winterborn units within a 2-plot radius
-Added new Kocrachon unit art from Lord Tirian
-Reworked Frozen worldspell- it has a 20% chance of giving units Frozen Soul when cast
-Also, it causes all Blizzards in Frozen lands become Winter features
-Updated help text, strategy text, and concept text for Frozen stuff
-Added new buttons for Adult, Young, and Nested promotions from Planetfall mod
Spoiler Old Changelogs :
Code:
v0.9b Changelog:
-Implemented a "Diminishing Returns" mechanic for Frozen Souls
-Lowered Taranis's attack and increased his defense, as he cannot attack
-The same civ must create Ascension and the Draw (so the Frozen can't do one and the Illians the other)
-Allowed the Frozen to select the Illian option for the Mulcarn constellation event
-Fixed a bug when the Frozen capture a city
-Stopped Frozen Soul promotion from passing itself in combat
-Increased the cost of Kocrachon
-Nested can be removed by Dispel Magic, and Dragons are now immune to it
-Young Kocrachon have an increased chance to die, Nested units a decreased chance to hatch
v0.9a Changelog:
-Combined the two Dedicate Monument event options
-Decreased the rate Tar Demons can spawn in a Frozen city
-Limited the number of Tar Demons that can spawn in a Frozen city
-Frozen now only get 1 Frozen Soul on a unit's death, like Mercurian Angels, unlike Infernal Manes
-If a unit would create a Frozen Soul but also create Manes\Angels, it will not create a Frozen Soul
-Units cannot create both Manes and an Angel on their death
-Fixed a bug where all AI Frozen souls would be assigned as city population
-Fixed a bug in Blizzards, and also lowered creation, raised death, chances
-Blocked blizzards from being created in cities and moving onto water
-Before creating a blizzard, the game will check if too many other blizzards are nearby
v0.9 Changelog:
-Made compatible with patch 0.41j
-Auric/Taranis Ascended now can cast a version of Slow with a 2-plot radius
-Auric/Taranis Ascended now can summon many different ice creatures
-Fixed bug where units with Blizzard Caller could not cast Call Blizzard
-Fixed bug where Ice Demon could be dispelled by Dispel Magic
-Changed Taranis's diplo music to the Age of Ice theme
-Frozen Temples of the Hand now only freeze the BFC, nothing beyond it
-If the Frozen have died, and units are still Nested by the Kocrachon, they produce barbarian units
-Balance changes to Blizzards: many less water tiles turned into ice
-Liberation now grants the summoning civilization a few ice golems
-If Blizzards are not in Frozen or Illian lands, they have an extra chance to "die"
-Scorch can now remove water ice within one plot of the caster.
-The Dedicate Monument event now has an option for the Frozen as well
-Updated concept articles documenting Frozen features and added a lot of links
-Added the final part of Liberation, the story covering the founding of the Frozen
Code:
v0.8 Changelog:
-Made compatible with patch 0.41i
-Merged in [URL="http://forums.civfanatics.com/showthread.php?t=336856"]Blizzards Modcomp[/URL], also by me, with documentation
-Created new graphic for the Winter feature (generated by Wintering worldspell)
-Added new Frozen Palace graphic by Deon
-Gave the Aquilan the Call Blizzard spell (by tying it to a new "Blizzard Caller" promotion)
-Frozen cities with the Swamp of Souls building have a chance to spawn a Tar Demon
-Added Part 2 of "The Liberation", story covering the founding of the Frozen
-Rename Wintered promotion to Frozen Soul
-Allow Dispel Magic spell to remove Wintered from affected units.
-Wintered/Frozen Soul now applies -15% strength, -25% against cold damage
-Frozen units no longer have Winterborn promotion
-Wintered/Frozen Soul is no longer spread by Winterborn... it is spread by Ice Demon instead
-All Frozen units now have Ice Demon (except for the Ice Golem, which starts with Golem)
-Removed Winterborn trait (it was useless now that Frozen do not start with Winterborn)
-Your own units no longer turn into Frozen Souls
-Wintering no longer causes Frozen or Winterborn units to gain Wintered/Frozen Soul
-Blocked Winterborn units from gaining the Wintered/Frozen Soul promotion
Code:
v0.7b Patch:
-Fixed bug where Frozen units without Ice Demon promotion suffered damage from Blizzards
-Fixed worldspell placement bug, hopefully for the last time...
-Removed Frozen Souls from a Frozen city when someone else captures it
-Fixed bug where the Illians and Doviello could build TumTum
-Blocks the Frozen from being summoned if the No Hyborem or Basium gameoption is enabled
-Added Part 1 of "The Liberation" to the pedia, detailing the liberation of Taranis by Auric
v0.7a Patch:
-Fixed worldspell tech prereq (back to Sorcery from Arcane Lore)
-Gave Taranis Arcane trait instead of Spiritual
-Removed research/gold/culture bonus per state religion in city from Frozen Palace
-Fixed bug when casting Worldspell
v0.7 Changelog:
-Made compatible with patch 0.41g.
-Added city names to the Frozen
-Added Nive unit as Ranger UU from the Bestiary
-Added Mulyalfar Elf unit, ice elf druid with a "freezing" spell
-Added Kocrachon unit as Chariot UU from the Bestiary
-Kocrachon passes "Nested" to enemies in combat, Nested units "hatch" to spawn young Kocrachon that last a few turns
-Added new graphic for Wintered promotion
-Renamed Demonic Citizens building to Frozen Souls
-Doviello and Illian civs given Winterborn as civilization trait
-When a Winterborn city is razed, the Frozen get Frozen Souls (like Infernals from evil city)
-Fixed issue where the "building Temple of the Hand" code does not work after capturing a city
-Added pedia page for concept information on the Frozen (this is a work in progress)
-Create Fall Further version of this civilization
Code:
v0.6b Patch:
-Made Frozen start with Temple of the Hand instead of Training Yard
-Blocked Wintering from giving Wintered to "unalive" units (naval and siege units, etc.)
-Blocked Wintering from damaging any non-Winterborn Frozen units
-Moved Wintering Worldspell to Arcane Lore
-Fixed bug where if non-Illians summon Taranis, Taranis does not get Winter Tech
-Weakened defensive strength of Ice Golem by 4
v0.6a Patch:
-Fixed Frozen spawning popup text to say "abandon your original civilization"
-Fixed units getting random Defensive promotion when built
-Fixed issue where Taranis declares war on the enemies of those who summon him
-Prevented blizzards from dealing damage to Ice Demon units (Frozen units)
-Fixed bug where other civs besides Frozen/Illians could research Winter Tech
-Fixed Ascension ritual so that Taranis/Auric is actually summoned
-Fixed Frozen Worldspell button art
v0.6 Changelog:
-Made Liberation a ritual that all non-good civs can create
-Added diplo text and defeat text to the Frozen
-Added the ability for Taranis to ascend (which kills the hero unit)
-Used Mulcarn art from AoI for Taranis Ascended unit
-Allowed the Frozen to make all other rituals of winter (Deepening, Draw, Ascension)
-Added "Winter Tech" that Frozen and Illians start with
-Added passive snow spreading for Ascended units, thanks to MagisterCultuum
To Install:
To install v1.01, all you need to do is run the included executable. It automatically copies your FFH 2 directory.
However, you should make sure FFH 2 is updated to 0.41n first. You must have FFH 2 patched to 0.41n before installing this mod.
Credits:
-TC01 (civ, idea)
-MagisterCultuum (help, Ascended Passive Snowfall Spread spell)
-The_Coyote (the old Kocrachon/Locust)
-Lord Tirian (the new Kocrachon/Locust graphic)
-Bill Bisco (ideas, feedback)
-Valkrionn (help, merger with RIFE)
-Sephi (help, merger with Wildmana)
-Xienwolf (help)
-mimic, Cupric Leane (ideas)
-Cyther (rationale for Taranis's ascension)
-Tarquelne (alignment idea)
-Tasunke (feedback)
-Deon (feedback, palace art)
-DioAurion, BlackArchon (Wildmana feedback)
-Other Planetfall art contributors (some promotion buttons)
-Gravage, Swinkscalibur, 2Hydroclopse, Breez, Schwarzbart, Brokenbone, jimmythes, Sarisin (RIFE feedback)
And many other people who give feedback, including Rise from Erebus testers.
-Fall from Heaven 2 Mod Team (for making FFH 2)
-People credited by FFH 2 team in the Credits thread
-Firaxis for making Civilization IV
-Sid Meier for making original Civilization
Screenshots:
See download page for screenshots. Currently there are:
-All unique units and units with unique art
-Passive ice spread by the Ascended units
-The Summon Winter Creatures spell menu