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ETMP

Erebus Tas+Thirlan Multiplayer Patch

the mod itself can be found here for download http://forums.civfanatics.com/showthread...st12279128

Yes, I know EitB is for PvP ... ETMP is too.

ETMP attempts to make the Lanun balanced without having to restrict Oceans in all maps where the Lanun are allowed.

ETMP gives Fire2 to Dwarven Cannons

ETMP is based off of EitB v9

To install ETMP, simply merge this folder with a folder of EitB v9. If v10 only uses XML changes, can probably merge with v10 as well.



Edit: Can't attach the file here for some reason? Will attach at Civfanatics.

Anywho, here is the changelog smile

Uses EitB v9 as a base
‘new’ Membership Civics
->Neutrality (low upkeep)
Req. Grigori, Req. Neutral Alignment
+25% GPP, +25% War Weariness
->Isolationism (no upkeep)
Req. Sidar
No foreign trade, +1 culture per specialist, +100% in-borders experience
->Crusade
Req. Bannor
Its crusade, but -50%WW instead of -75%WW due to access to Nationhood and Social Order

New Government Civics
->Sons of Junil (low upkeep)
Req. Bannor Req. Good
+100% cottage growth
+1 commerce for Cottage/Hamlet
+1 hammer for Village/Town
-50% number of cities maintenance costs

New Economy Civics
Urban Planning: +1 food villages/towns (High upkeep)

Changes to old Civics
Guilds: removed unlimited Sages, Bards. Added +1 food for workshops
Caste System: added unlimited Sages, Bards
Slavery: added +1 hammer for workshops
Mercantilism: +1 Commerce on workshops
Conquest upkeep from Medium to Low
Crusade. WW reduction from -75% to -50%, added 4 drafts per turn.
//**Pacifism** -> had changed from (-20% military +25% WW) to (-10% military +50% WW) but reversed this change.//


Changes to Units
Boarding Party: req Training yard instead of Harbor and increased from 5 str to 6 str, so that it is more on par with the rest of the Champion units.
Hunters req. Tracking
Fawns and Satyrs have ‘Fawn’ Race (elf copy without the cold weakness)
Satyrs require Feral Bond (still require level 4)
Fawns and Satyrs require a Temple of Leaves to build/upgrade
Removed mithril weapons from Axemen and other Tier2 melee
Moroi cost from 60 to 50
Catapult cost from 90 to 60
Trebuchet cost from 90 to 75
Cannon from 180 cost to 120 cost
Dwarven Cannon remains at 180 but gains Fire2
Marksman moves from 1 to 2
Marksman requires lv 4 rather than lv 6
Demagogues from the Rally spell now start with 2 experience. Used to start with 0 experience. Normally spawned Demagogues still spawn with 0 experience.

Changes to Buildings
Great Library: req. Writing and Philosophy
Great Lighthouse: req. Trade
Harbor: req. Cartography
Sea Haven: free Navigation1 for new units (Lanun)
Heron’s Throne: req. Cartography

Tech Tree Stuff
Forest Chop @ Crafting
Jungle Chop @ Mining
Forest Chop Changes: Used to be 20 hammers for forest and 30 for ancient forest, 30/45 after Archery. Well, changed it to 2 hammers for forest and 4 hammers for ancient forest. With Mining that turns into 20 hammers/ 40 hammers. With Smelting that turns into 30 hammers/ 60 hammers. Mining adds 900% and Smelting adds another 500%.

Message of the Deep req. Sailing
Way of Forests req. Tracking
Earthmover increased 100 beakers
Exploration and Seafaring are removed
Hunting -> Cartography -> Tracking
Fishing -> Cartography -> Sailing


Pirate Coves
Require Cartography
10->20->20->40
Cove and Harbor are (+1 C w/ mathematics)
Village, Port, and Town (+1 C w/ mercantilism)
Village, Port, and Town (+1 hammer w/engineering)
Port and Town (+1 food w/ Medicine)
Town (+1 hammer w/ machinery, +1 food w/ Guilds)

Everyone has 2 food on coasts from the start
Only Lanun has 2 food on oceans from the start
Increased heal rate for units on coves
Increased defensive aura on coves
**** The old was (+1 C w/ Trade for first 2 levels, +1 C w/ Taxation on second two … +1 production w/ Construction for latter three levels, +1 food at Sanitation for latter three levels, and +1 food at medicine for final)
**Note** a few ways to go back to the ‘old way’
1. To make barbarian galleys appear earlier
2. To remove the (+1 water food bonus) or at least delay it until the late game
3. Either of those could justify a shift. Another justification for the shift would be for further testing. The old way was too self-synergistic … now interesting decisions must be made. (ie IW for shipyards vs Engi for +1H ports vs Medicine for +1 F ports). I’d probably go for the shipyards, but again that requires a hammer investment instead of raw tech. A high tech Lanun civ might deem it worth it to gather up the expensive techs in order to increase their ports’ base yield without having to invest any actual hammers.
Sidar
Shekinah the Patient -> Arcane/ Creative
Shekinah the Furious -> Philo/Raiders
The Pope of Shadow: Spiritual/Creative/Adaptive. (loses Creative)
Default race ‘Homeland’
+2 Shade GPP in palace
Asylum
Removes enraged (keeps crazed) Note: makes lunatics ‘tame’ while remaining inside the city.

Infernal
Can build cottages on burning sands
Can build workshops on burning sands

Pillaging
Pillage yields increased for:
Pirate Cove line (greatly)
Windmill (mild)
Workshop (mild)

Economics at Large
Moved the extra trade route from Trade to Currency
Fort upgrade system replaced with the Castle. Now at 50% defense, a static improvement. Can (still) be built outside of borders. Defense upgrades used to be 10 – 25 – 40, but now its 50. However the secondary effects are fixed at Castle level, and reduced to a range of 1.

Grigori
Grigori Tavern gives +2 gpp rather than +1 gpp, from 250 hammers to 150 hammers to match with ordinary Taverns.
Adventurers cost nothing to upgrade
Museum (Pagan UB) +1 adventurer GPP, @ Education
Curator, req. Museum, can pop culture, @ Writing
Cassiel starts with Phi/Cre instead of Phi/Org. still keeps Phi as ‘permanent trait’
 Cassiel can adopt other religions if leading a non-agnostic nation (already in EitB). Only pertinent to Unrestricted Leaders variant.

Leaders
Auric Ulvin is now Spiritual/Charismatic
Illians now have Agnostic as a Civ Trait
Human Auric can adopt religions if leading a non-agnostic nation. (only pertinent to UnRestricted variant)
**considering adding Defender to Auric’s traits

Spells
Tsunami from 2 range, 30-75 damage, to 1 range, 10-60 damage. (Range change already in EitB v9)
Raging Seas: from 75-100 damage to 50-95 damage
Divine Retribution: from 50-100 to 50-95 damage.
//**Pyre Zombie explosion damage capped at 90% (Already in Erebus in the Balance)**//

Golem Changes
Pallens Engine @ Engineering, gives Mobility 1 to golems. (180 hammers unchanged)
Note: Pallens, Adularia, and Blasting Workshop all give their promos dynamically (EitB v9 change)
 If you move unpromoted woodgolems into a city with a Blasting Workshop, it should give all the old ones Fire2 as well.
Mud Golem cost increased from 50 to 75, to be on par with Worker cost. (Was 100 in FFH)
Added Valor to Barnaxus.
New Buildings
FloodGates @ Engineering (150 cost), gives 50% cold resist to garrison troops. Requires coastal city.
Bug Fixes
Rally and Demagogue spawn now properly works


Planned Changes
- Sprites (Shadow1)
- Agent of Esus
- Lumbermill +1C w/ Guardian of Nature
- Game Preserve at Animal Handling (+1 F)
- Ancient Council for Vampires @ Feudalism (2 culture and a sage slot)
- Floodgates building @ Engineering (temp 50% cold resist)


Contemplated Changes
->Ocean Based
- Bring cove bonuses back to earlier values and remove the global +1 food (all)
- This would coincide with a late-game building to bring back the +1 food (possibly)
- At maybe Astronomy + Medicine … ‘Sushi Bar’?
- Would also be nice if Barbarian galleys showed up a ‘little’ bit earlier. As is they show up far too late on Noble
->Land Based
- Have ‘Wild Camps’ for Orcs that give extra food in Jungle (2-3 max?) while offering a chance to find certain ‘jungle’ type animals, such as Cows, Pigs, Deer, Furs, Ivory. Think Indian cows and wild boars. Would help the Orcs out at flavor starts … and since Jungle can be removed at mining now, I don’t think it is ‘such’ a big deal per se.
- Governor manors lose the anger production, but gain +50% hammers? Probably a (deserved?) nerf, but at the expense of losing a cool mechanic. On the plus side, Vampires would now have reason to build the Pillar of Chains; the Gov manor would make the PoC much more effective rather than just overlapping the functionality.
- If I made the Gov manor change, there would have to be something else involved I feel … uncertain what though.
- Removing summons from Vampires while giving them a large variety of spells and perhaps making them cheaper in terms of hammer costs … has always been a dream. But poor implementation would spell disaster. Having Vampires as a unique civ-unit would be a possibility, while having the 5 str Soldat/Soldier as a cheap cannon fodder at Iron Working. Would need to decide if the Soldat should be able to use Burning Blood or not. If so, probably should not have access to Mithril Weapons at any point in time.


only things listed above 'planned changes' are actually in-game.

Seafaring is essentially removed as a tech, but trade gives +1 C on fishing boats and Sea Haven gives free Nav 1 for ships.


Attached Files
.docx   ETMP patch notes.docx (Size: 22.15 KB / Downloads: 3)
Reply

Could you paste the changelog?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

changelog is within the file. But yes I suppose I could attach it separately smile
Reply

I mean paste it here smile
I don't intend to download it unless I like what it does.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

eh, u don't want to download even a Microsoft word file? wink

I guess I could try a Ctrl C/ Ctrl V ... but would be more visually appealing inside the current format imho.

Anywho yea ... the text file is uploaded. wink ... couldn't figure out how to upload the mod, but at least the text file is there ^_^
Reply

Just cntrl c cntrl v into spoilers please.
My version of word sucks anyway.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

It's a modmodmod scared
MP
Pitboss Demo - Darrell's Tropical Trolls
PBEM45G - Sareln
Reply

Updated the changelog
Reply

Wow that sounds overbalanced...
Why'd you nerf lanun/illian?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

Lanun I would like to move towards Naval Combat rather than Naval economy 'per se' ... yet the coves ensure that they will still have the strongest sea economy.

Floodgates are only buildable in coastal cities, and their function is to limit the Sirian doctrine which was extremely effective. Only 1 cultist was truly needed per enemy coastal city -> assuming no enemy navy.

Tested the new tsunami and well ... I am considering upping the base damage from 10 to 15. This would place max effectiveness for the spell at 4 untrained cultists rather than 6 untrained cultists. In addition, if one is aggressive it would only require 3 untrained cultists (combat 1 gives +5% spell damage iirc).

This would also place maximum single cultist damage at 40%, meaning that only 1 or 2 additional cultists would be needed to reach max of 60%. If the number of Priests (tier 3 unit) were ever limited/ ie national limit, I could see an increase to the 75% max if say an empire could only have like 10 priests at a time. Would still leave initial damage at 15% though, I'd imagine.

Does anyone currently (v9) have pillar of fire? I know Priors and Chalid will have them v10 (with Righteousness), but curious if anyone currently has them. Also, since Chalid will have PoF at Righteousness, I suppose his current form will be moved back to Religious Law?

I hope PoF is strictly promotion + tech based, because it would be very confusing to see Sphener casting Pillar of Fire ;p

Also, a stronger version of tsunami available to Speakers might seem appropriate. (Perhaps as strong as the old Tsunami).

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all tier4 religious spells should just require the State Religion. That should be another planned change. In this way, we can limit the effectiveness of Druid abuse without actually altering the Druid itself.

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For the purposes of simul turn play, Blinding Light and Entangle will be required to change into a promotion based spell. Ever notice how they last twice as long during simultaneous play?

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The nerf to Illians was indirect, but due to the water's regulation of temperature, it would make sense that 'snow fall' would be less effective against coastal cities.
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