Note: Unlike recent versions of EitB, this is not a standalone installer, but a copy of the updated Assets file. As such, if you have any ongoing pbem games, you will need to make a backup copy of EitB for use in them. To install, just paste over your current assets file.
Edit: 10.1 is now released. This is functionally identical, simply rolling in a couple of bugfixes. I have updated the link above to link to 10.1.
Changelog:
Unit Change: Chaos Marauder: Is buildable, Cost: 45H, Requires: Planar Gate, Carnival
Unit Change: Manticore: Is buildable, Cost: 240H, Requires: Planar Gate, Grove
Unit Change: Mobius Witch Is buildable, Cost: 150H, Requires: Planar Gate, Mage Guild
Unit Change: Minotaur: Is buildable, Cost: 240H, Requires: Planar Gate, Obsidian Gate
Unit Change: Reveler: Is buildable, Cost: 150H, Requires: Planar Gate, Gambling House
Unit Change: Succubus: Is buildable, Cost: 150H, Requires: Planar Gate, Public Baths
Unit Change: Tar Demon: Is buildable, Cost: 150H, Requires: Planar Gate, Temple of the Veil
Building Change: Khazad Palace Loses Gold Resource, Gains Enchantment Mana
Ritual Change: Elegy of the Sheaim Cost Halved: 600H -> 300H
Ritual Change: Hallowing of the Elohim Cost Halved: 600H -> 300H
Unit Change: Boost Mud Golem Cost: 50H -> 75H (Same base cost as Worker)
Unit Change: Puppets gain SPECIALUNIT_SPELL which means they are in the same class as floating eye, fireball, and meteor and do not benefit from SUMM (Summoner Balsareph Exponentiation Problems)
Bug: Match Grigori Tavern cost to the new Tavern cost
Crash: Nox Noctis Crash fixed
Unit Change: Increase Fawn Cost: 60H -> 75H
Trait Change: Varn Gosam trait change: SPI/CHM (ADA) -> SPI/CRE (ADA)
Building Change: Planar Gate Cost Reduced: 300H -> 250H
Building Change: Planar Gate Doubled by Summoner
Building Change: Planar Gate Spawn rates changed to the following: Increased to Roughly a Third of the AC, number of units changed to as bracketed [] (5% 0->9 [2], 10% 10->29 [4], 13% 30->39 [8], 17% 40->49 [10], 20% 50->59 [12], 23% 60->69 [14], 27% 70->79 [16], 30% 80->89 [18], 33% 90-99 [20], 40% 100 [25])
Bug: Thessalonica's Alignment (Good -> Neutral)
Bug: Furia's Alignment (Evil -> Neutral)
Building Changes: Subtowers are Team Nationals (Alteration, Necromancy, Divination, Elementalism) (REVERTED until Tower of Mastery issue solved)
Unit Change: Spawned Mobius Witches appear with 5xp and level 3 (/10xp)
Unit Change: Built Mobius Witches now appear with 5xp and level 3 (/10xp) and a chance of starting with any level 1 spell spheres
Art Change: Mobius Witches now use the Calabim mage artstyle
Art Change: Revelers now use the Mobius Witch art style
Setup Change: Removed No Baron Duin Halfnorn as an option, replaced with Tower of Mastery requires Omniscience [Game option not implemented yet]
Building Change: Khazad Vault Thresholds Halved To: Empty: [<25 gold per city{-1 happy}], Low: [25-49 gold per city {-1 happy}], Normal: [50-74 gold per city {No Effect}], Stocked: [75-99 gold per city {+1 happy}], Abundant: [100-149 gold per city {+10% hammers and +2 happy}], Full: [150-249 gold per city {+25% hammers and +2 happy}], Overflowing: [>249 gold per city {+40% hammers, +3 happy, and +25% GPP}]
Bug Fix: Teutorix is now a Malakim-only unit
Bug Fix: Fixed the PBEM Turn 0/1 issue (NEEDS TESTING)
Promotion/Effect Change: Bless gives +15 Fire Resistance along with +1 Holy Strength
Promotion Change: Upgrades are free for Adventurers
Spell Change: Pillar of Fire available at Righteousness to Chalid
Unit Change: Chalid moved back to Religious Law
Civilization Change: The Infernal now have their spawning units changed to the following: Number of (2*Manes), Axes, Workers and Settlers is equal to the average number of enemy cities divided by two. Spawned longbowmen now start with iron weapons. As well as the rest, they receive one extra settler with the starting settler promotion. Other units (2 Champions, Hyborem, Imp, 2 Longbows) are unchanged.
Promotion Change: Hero promotion gets free upgrades (really only applies to Grigori Adventurers) Strip druids of Channelling 1-3 promos. Grant Earth 1-3/Nature 1-3 instead
Spell Change: Tier 4 Priest Spells require the appropriate Unitclass (prevents Druidic abuse)
Civilization Change: Infernal Cities now start with 6, not 3, population
Civic Change: Overcouncil and Undercouncil now each available at Trade
Civilopedia Change: many entries updated. Credits to Bobchillingworth, myself, RefSteel, TheIanOakley, KillerClown, Maksim, Amelia, Bramble
Please use this thread to report any bugs or issues you come across. I was able to implement pretty well every major change I was looking at in the previous thread. I decided to go with TBS's suggestion of halving the vault levels for the Khazad because I think I'd rather see how that goes rather then changing their mechanics. I was able to come up with a better solution for Druids so they should be identical to base, just without the ability to cast Tier 4 Divine spells. Most of the outstanding issues are because I didn't want to delay this release (and my other priorities) with compiling a DLL, but that should come in v11 and/or v10.1, the others are because I only noticed them as the file was uploading.
I've included pretty much all of the civilopedia updates.
Have fun!
Current Known Issues:
Tower of Mastery doesn’t read from Team wonders, only national (Once solved, implement Towers are team wonders change)
Tower of Mastery Requires Omniscience not implemented yet
Built Mobius Witches do not receive xp from civics but do receive promotions from SotC
Planar gate units do not receive xp from civics – intentional?
Bug: Turn number displays twice, once counting from turn 0 and another from turn 1
Bug: Reveler and Mobius Witch button art is incorrect
The Game Option Disable Non-Core Events has not been implemented
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Playtesting finds two new errors. The first can be overcome by replacing your Civ4UnitInfos (in Assets/XML/Units) with the attatched file, but the second I've yet to find the cause for.
Issues:
1. Minotaurs and other PG units occur as AI start units or player start units in later-era games. This is because they didn't have any tech or Civ pre-requisites tagged, but I didn't think would be an issue - RESOLVED
2. People researching a religious tech after it has been founded do not recieve the appropriate disciple unit. (I have located the erroneous file - CyEventsManager.py - but I'm not sure why it isn't working as I never messed with that section of the file and that section is the same as my backup. Still working on why this is, if anyone has any ideas, do tell me) - RESOLVED
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
And whilst fiddling around to make sure that the Minotaur problem really was fixed, I managed to fix the other game-killing issue I had, (the others are just syncing civilopedia updates and art issues, which I'll get to when I have more time) the disciple not-spawning issue. I was literally missing a single equals sign...
With that in mind, I'm releasing V10.1! The main change here is now that I've fixed the big, emergency issues I can resume modding again, so I will be splitting this up into several new threads and looking at what changes we want for the next version (and/or what changes I can convince myself the community wants by muttering inanely into an echo chamber ).
Download here. Simply paste over your current asset file, as mentioned earlier in this thread.
Alternatively, if you have already downloaded the earlier units file, just paste this file over your CvEventManager file in ...Assets/Python.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Whosit says the previous links are giving an incorrect unitinfosfile. Unfortunately I haven't had time to compile a new link to the overall mod, but that link has the latest version which I was using (and also, now that I think of it, fixes mistforms so they spawn with the correct unitai. Must remember to put that in the changelog.)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Please list any findings. I have provided my full change log (in the download) and whilst it is possible that there are unlisted changes, it is unlikely.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.