Heavenfall Heavenfall

[eMOD] Hostile Population 2.1 for 1.09 (now with Converters)

[eMOD] Hostile Population 2.1 for 1.09 (now with Converters)

Another night, another mod!

This idea has been conceptualized for a long time, but it was kenata (who is doing the Wizard's Tower mod) who finally figured out a way to make it happen in-game.

Hostile Population

This mod directly disables the buildings of each faction from being built in a captured enemy city of a different faction. Kingdom players cannot construct new buildings in Empire cities, and Empire players cannot construct new buildings in Kingdom cities. 

For this mod, Elves count as their OWN faction. Undead 2.1 do NOT count as their own faction, but rather as an Empire faction (this is due to how the original mod was constructed, not a choice I made). Lizardmen are not supported, and will not work with the mod.

Players are also automatically given access to the Raze technology for cities (if you didn't know, click the large round portrait near the middle bottom screen when your town is selected, and you'll open the Hiergamenon entry for the town).

 

In 2.0, the ability to convert cities was added. You now have the ability to construct a building that takes 25 turns, 200 gold and 25 materials in Hostile towns. Once finished, you can once again build your own buildings in that town. Kingdom players build cultural centers, Empire players build propaganda centers and Elves build spiritual centers.

 

 


 

Extreme Edition 2.1

http://www.mediafire.com/?ly7pv5z1cndyhbs

The Extreme edition disables all buildings in hostile towns except: Resource buildings (including diplomacy unit buildings) and huts/houses/hovels/shanties.

 


 

Must read this!

- If you are using the Bugfix Mod, you will need to delete from the bugfix folder: HF109_race_Yithril.xml and HF109_race_Umber.xml

9,269 views 32 replies
Reply #26 Top

Heavenfall, would you mind adding in support for the Cybermen from the Doctor Who mod? They're their own race/faction with seperate improvements (except for most resources).

 

Reply #27 Top
We need people to keep working on these mods, otherwise they won't work on improving it for subsequent releases. I liked the work you did on the elf mod, heavenfall (you and others that is). I just wish there was more that could be changed. I want unique units, unique heros, unique buildings (besides just artwork), unique talents. Basically I just want a lot more diversity in the play of the game, so hopefully a lot changes for 1.1 (fingers crossed)
Reply #28 Top

Quoting Heavenfall, reply 25
My ideal solution would be that buildings in hostile towns were converted over a series of turns to those of the conquerer. Basically it would go through each building and "convert" it. That way a part of the city could be converted instead of all of it at once, and we could also visually see the city changing over time. In my opinion, the cost for converting a building should be around 10% of the original cost. Buildings that cannot be converted, ie a few faction-specific buildings, should be burned down.
End of Heavenfall's quote

 

I like this idea, but I would prefer for it to be a slow process. It would be really cool if we could tie the amount of time to things like Charisma or some new stat or ability. So some factions might be better at assimilating other cultures, and some might be unable to entirely. I also want to build towards being able to create unique units and buildings based on integrating other cultures. Obviously this is way beyond the scope of this mod right now, but it does have me thinking.

Reply #29 Top

First up, I like the basic premise here.  There is very little to stop you from stomping other faction's cities and doubling up on improvements for ubercities right now.  Unless they finally fixed that bug.  I always thought it strange that you could have two building that were the same thing, but just had different names. 

If you remember the game Master of Orion II, you could have multiple races in your faction.  This was realy cool because you could have Klackons building your ships with their hyper-efficient planets.  But they were ruled by the Psilons or something.

Personaly, I'd like to see the ability to conquer and subjugate.  If you recall in Master of Magic, you could take over an Elven city, and they could still make Pegasus Riders, even if your primary faction was High Men, or Dwarves or whatever.

Thoughts?

Reply #30 Top

Possible, but not viable, with the current limitations to modding.

 

Reply #31 Top

That was basically my thought on it.  The game isn't structured to support multiple races in this way.  We'll see what happens with 1.1, I guess.

Reply #32 Top

If more feed back is needed then perhaps an official review thread sticky might be a good idea.  Of course, there would have to be some clear rules on constructive criticism.

 

Keep in mind it's still way too early to be expecting the progress in our mod community to have a major impact, especially before 1.1 patch expansion is out.