View Full Version : Rise from Erebus Credits
Valkrionn Jun 29, 2009, 04:18 PM Credits
Rise from Erebus Team
Valkrionn - Master of Hamsters
Grey Fox - Master of Points
Opera - Master of Design
Black_Imperator - Master of Events
Jheral - Master of Blueprints
Shoggi - Master of Modules
The Fallen - Inactive RifE Team Members
Arcticnightwolf - Master of Accessories
Snarko - Master of the AI
Vermicious Knid - Mad Tweaker
KillerClowns - Resident Scribe
Fall Further Team - Without them leading the way, there would be no RifE
Vehem
Xienwolf
Tarquelne
Jean Elcard
Notque
Warkirby
Orbis Team - We've merged so much from there, RifE could be called an FF/Orbis modmod. :mischief:
Ahwaric
Rise from Erebus Team Interns
Cyther
ExMachina
Jhoniten
Korias
Lemonjelly
Mailbox
Odalrick
Ornedan
Riot_Starter
Seven05
Sylvain5477
Thomas.Berubeg
VSPavlov
Rise from Erebus Testers
(name here)
Aoleleb
Blade117
Gravage
Hroth
Not-Prime
Schizoid
Swinkscalibur
Vainglory
Wfsaxton
New Civilizations:
Mechanos
Created by Ahwaric
The Legion of D'tesh
Created by Mailbox
The Frozen
Created by TC01
Fall Further Civilizations:
Archos
Unit Art - Modified from existing FFH Artwork
Leaderhead - "Thomas Anlauf" (Posted on Elfwood)
Music - Posted previously by Stoik (DiploWar music)
Original Suggestion and Flag - Slvynn
Palace Art - Woodelf and Winddelay
Chislev
Unit Art - bernie14, sepamu92 (From Civfanatics FileDB)
Leaderhead - Kirby Sattler (Website here (http://kirbysattler.sattlerartprint.com/))
Music - White Buffalo by Native Amazonas
Palace Art - Woodelf and Winddelay
Dural
Unit Art - danrell (From Civfanatics FileDB)
Leaderhead - Patron Wizard (Magic: The Gathering)
Music - Posted previously by Stoik (DiploWar music)
Palace Art - Woodelf and Winddelay
Statues of the Seven Virtues Art - Woodelf and Winddelay
Mazatl
Unit Art - From Dragonia Mod (Woodelf, Winddelay and Darque)
Music - Posted previously by Stoik (DiploWar music)
Palace Art - Woodelf and Winddelay
Hero Art and Wyvern Guard - remodeled and reskinned by Winddelay
Cualli
Unit Art - From Dragonia Mod (Woodelf, Winddelay and Darque)
Leaderhead - Saurus Warrior (WHFB - property of Games Workshop)
Music - Posted previously by Stoik (DiploWar music)
Palace Art - Woodelf and Winddelay
Kahdi
Initial civ concept, concept artwork and original lore: Slyvnn
Unit Art - NikNaks, Slyvnn and Varietas Delectat
Music - Ambition (louisfoxfire.com (http://louisfoxfire.com/))
Scions of Patria
Concept, lore, development: Tarquelne
Building Artwork: woodelf
Jotnar
Original implementation by ArcticCircle with a few graphical tweaks by Vehem
Vast tweaks by Vermicious Knid
Absorbed Modmods and Stolen Ideas:
Ahwaric - Creator of the Mechanos, Pedia fixes, lots of art, and probably a few things I'm forgetting. :goodjob:
Opera - Creator of much of the leader tweaks we use; Hated Civic, Hated Wonder, Leader Relations, and so on.
Notque - Original author of the Minor Leaders mod.
Deon - Original implementation for the Malakim+, and various artwork.
Iceciro - Various pedia entries and stolen ideas. :p
Shatner - Inspiration for the Khazad Auditor UU, and the man behind the Theocracy changes.
Warkirby - Many, many ideas, the Monstrous Creature changes, and some truly excellent art. :goodjob:
Deadliver - Bringing up the Wild Mana mod. Without him, it wouldn't exist. :lol:
Milaga - Helped balance the Mechanos, and contributed many ideas.
Beardy Dan - Excellent spider reskins... Use one of the spider promotions to see them. ;)
Secret_Squirrel - Some excellent AI work from his 'Improved FFPlus AI' mod.
MaxAstro - Many ideas taken from his mod, 'Ridiculously Long Drop'.
Denev - Multiple Production Modcomp
Afforess - Multiple Research Modcomp
Sephi - Allowing Malakim to trade over desert without roads
Material inherited from Fall Further:
Diverse Citysets Woodelf, Winddelay and Darque (Dragonia II mod)
GeoModder, asioasioasio, Chamaedrys, C.Roland, Ganart, Sevo, White Rabbit, Woodelf and "the FfH art team" (Ethnic Citystyles Mod)
Partial BUG mod Ported to FfH by Falc.
BUG mod by "The BUG team"
Component mods by Emperor Fool, SimCutie, Impaler[WrG], TheLopez, AsioAsioAsio, Ruff_hi, Alerum68, eotinb, Dr Elmer Jiggles, Taelis, Cammagno, Sevo and Chinese American
Text:
Will most likely miss quite a few people here, and probably not give everyone I do mention full credit... Rather hard to find at this point. :p
2Hydroclopse for the Mod's new name! :goodjob:
King of Lands for Athel civilopedia entry
Korias for Goodreau civilopedia entry, and Ophelia Rosenthal.
Jabie for Weevil, Pickle, and Hyde entry.
Far_Wanderer for Mordmorgan's entry.
Shatner for the Auditor and Dwarven improvement entries.
Warriorofala for quite a few entries.
Darksaber1 for the Kya Tiri, Reorx Veinhunter, and Lorelei pedia entries.
Cypher132 for Corane.
Art and Music:
The_Coyote - Camel rider artwork.
Rhye - Swamp terrain
Psychic_Llamas - Many things, including (but not limited to) Seven Pines, Tower of Eyes, Bair of Lacuna.
MrUnderhill - Dervish unit, the experience share code for the Doviello, and the revised Claim Fort code.
Walter Hawkwood - Buildings imported from Kohan 2.
VSPavlov - Civilization banners for all new civs, unique Specialist buttons
FlameRaven - Artist on deviantART.
Akira Yamaoka(Silent Hill 4) - Promise(Reprise), Theme(Piano), Never Forgive Me Never Forget Me, Tears of Pain, The Room
9 Inch Nails(Silent Hill 4) - The Frail
/|rchon - New Goliath artwork
Lastly, but certainly not least, I'd like to thank both the Fall Further and Fall from Heaven teams for making a great mod, and helping me with my (many) questions. :goodjob:
Earlier Mod Threads
Original FFPlus (Now known as RifE) Thread - http://forums.civfanatics.com/showthread.php?t=319999
Malakim+ - http://forums.civfanatics.com/showthread.php?t=301725
Doviello+ - http://forums.civfanatics.com/showthread.php?t=317945
Minor Leaders - http://forums.civfanatics.com/showthread.php?t=322643
Valkrionn Jul 04, 2009, 06:37 PM Wiki Credits
Page design, and hosting space - Grey Fox
Page layout - FF Team
Wiki Admins
Black_Imperator
Shoggi
Wiki Contributors
7ate9tin11s
Anw
Camper Joe
Darken24
Evalis
GIR
Hotpie
Isthmus
Jheral
Saucetenuto
Shinzen
Shoggi
Swinkscalibur
Darksaber1 Jul 06, 2009, 10:52 AM Oh, one think, I also did an Entry for Lorelei. It's in the Minor Leader's thread somewhere.
Valkrionn Jul 06, 2009, 12:48 PM Yes you did... I'll have to find it. :lol:
Valkrionn Aug 15, 2009, 06:40 PM As of now, the combined downloads from CivFanatics and WePlayCiv are at 2001. :goodjob:
Just wanted to thank all of the people who play this mod... Would never have gotten this far without you. :p
Valkrionn Oct 29, 2009, 10:47 AM Had to update the first post..... :mischief:
Valkrionn Feb 03, 2010, 06:48 PM And the first post must be updated again!
KillerClowns has offered the team his services as Resident Scribe, writing pedia entries for items that lack it... Obviously, the offer has been accepted. :goodjob:
Valkrionn Feb 03, 2010, 11:33 PM Added a new section to the credits post as well; For the people who actively help write code and make the game better, but aren't actually on the team. ;)
Seven05 Feb 16, 2010, 01:59 PM You mean like map scripts? :p
Valkrionn Feb 16, 2010, 02:16 PM Yes, will DEFINITELY put you on the list; Just forgot to update it. :lol:
Seven05 Feb 16, 2010, 03:20 PM Nice, gave me a good laugh and now everybody at work thinks I'm goofing off... :)
Milaga Feb 16, 2010, 04:07 PM Nice, gave me a good laugh and now everybody at work thinks I'm goofing off... :)
Man, I love that map script. I recently switched to it from mountain-coast. I do wish I could make more of a LOTR/Europe type map with one side ending in a fierce mountain range instead of an ocean. I don't like playing on Pangaeas, I like to feel that my game is taking place in a small region of the continent.
But still, ErebusContinent does peaks, chokepoints, temperature zones and unique features better than anythink else I've tried.
Cheers!
Valkrionn Mar 09, 2010, 07:27 PM Updated the credits post to include a few more people, and to include the Fall Further credits; Wasn't an issue while we were in the FF forum, but now that we're not we're need to include it. ;)
Valkrionn Mar 14, 2010, 02:06 PM I'd like to welcome our newest team member....
:assimilate:
Opera - The Operator
:assimilate:
Have fun speculating over what this shall mean for RifE. :p
Valkrionn Jul 09, 2010, 11:08 AM I have an important announcement to make...
Snarko is now an official member of the team. His AI work (and general bug fixing) has already come in handy, so he more than deserves it. :goodjob:
arcticnightwolf Jul 09, 2010, 11:36 AM I have an important announcement to make...
Snarko is now an official member of the team. His AI work (and general bug fixing) has already come in handy, so he more than deserves it. :goodjob:
... *cough**cough* ... CCOONNGGRRAATTUULLAATTIIOONNSS SSNNAARRKKOO!!! :D
Valkrionn Jul 12, 2010, 04:56 PM And we have another new team member!
Everyone please welcome arcticnightwolf to the fold. :borg::assimilate::borg:
Thanks to his work, we have truly modular python - A boon to modmodders everywhere. Stick the python file within your module, and it will be loaded into the game, without conflicts with other modules or new patches. ;)
He is also developing a third-party program for us, but we won't discuss that one just yet. ;)
Darksaber1 Jul 12, 2010, 05:59 PM You belong to us. You will be like us-Cybermen
Cyrusfan Jul 12, 2010, 06:02 PM I have no idea what Valk just said, but congrats arcticnightwolf!
Grey Fox Jul 12, 2010, 06:21 PM He is also developing a third-party program for us, but we won't discuss that one just yet. ;)Which won't be the first third-party program he's made for us.
Welcome to the Team anw, you noob.
Jhoniten Jul 12, 2010, 06:39 PM This seems long overdue but congrats anw
PhoenixMuse Aug 18, 2010, 09:12 AM How much are Rise from Erebus and Wild Mana alike? Where do they overlap and where do they differ? And why don't both teams just merge and make a sum total version if they are not contradictory and come from a lot of the same places anyway?
Calavente Aug 18, 2010, 09:18 AM many differences.
as for how does RifE works that WM doesnt I can only orient you here (http://forums.civfanatics.com/showpost.php?p=9494066&postcount=18).
there are many differences in philosophy,
In many ways the civs have different mechanisms.
It's just that the modders dwelves in the same forums so good ideas from one mod are taken/adapted into the other and vice-versa. But I can assure you, these are 2 different games.
Maybe after both "magical systems" are put in place they will look a bit more alike ? I'm not even sure.
Valkrionn Aug 18, 2010, 06:39 PM How much are Rise from Erebus and Wild Mana alike? Where do they overlap and where do they differ? And why don't both teams just merge and make a sum total version if they are not contradictory and come from a lot of the same places anyway?
They are very, very different. Though honestly, a large part of that difference is simply due to the general philosophy of the design teams....
many differences.
as for how does RifE works that WM doesnt I can only orient you here (http://forums.civfanatics.com/showpost.php?p=9494066&postcount=18).
there are many differences in philosophy,
In many ways the civs have different mechanisms.
It's just that the modders dwelves in the same forums so good ideas from one mod are taken/adapted into the other and vice-versa. But I can assure you, these are 2 different games.
Maybe after both "magical systems" are put in place they will look a bit more alike ? I'm not even sure.
That post isn't a terribly good summary, I'll work on writing one up soon (after I finish checking all the threads from today :lol:).
Both are implementing magic systems that are similar on an extremely broad scale (spells cost mana), but the specifics of each are quite different. IMO, they'll be more different than they are now, rather than more similar.
Calavente Aug 19, 2010, 02:23 AM well, Valk if you do not agree with my summary, feel free to make one.
I didn't orient anywhere else as I don't think there are any general summaries on RifE anywhere.
I tried to tell the the game differences without entering into too many details;
I didn't want to tell each and every civ's differences (especially as I don't know them; only played 1 RifE game in the last 5months... and 5 WM games)
I could only give my feeling on them...
and appart from saying "different philosophy".. it's hard to tell.
But as you created RifE and played a bit WM and read a bit more the forums, I'm sure a post of yours on the subject would be excellent :lol:
Valkrionn Aug 19, 2010, 02:54 AM well, Valk if you do not agree with my summary, feel free to make one.
I didn't orient anywhere else as I don't think there are any general summaries on RifE anywhere.
I tried to tell the the game differences without entering into too many details;
I didn't want to tell each and every civ's differences (especially as I don't know them; only played 1 RifE game in the last 5months... and 5 WM games)
I could only give my feeling on them...
and appart from saying "different philosophy".. it's hard to tell.
But as you created RifE and played a bit WM and read a bit more the forums, I'm sure a post of yours on the subject would be excellent :lol:
Well, it wasn't that it was bad or that I disagree. It's just not complete. :lol:
Something that was posted on a different forum, by Grey Fox (NOTE: Made some minor edits so it flows better in this context):
The Mod started out as an update to Malakim, and later the Doviello. Those two mods were called Malakim+ and Doviello+. The idea was to make these more unique and fun. This turned into FF+ once Valkrionn started making changes to the entire mod. Eventually he wanted a name change and there was a vote among several suggested names and Rise from Erebus won (a bit of a pun on Fall from Heaven, as Erebus is the name of the world). The team has expanded greatly since those early days, over a year ago now.
Some of the Fall Further (FF) Changes
9 new civilizations. Two of them are lizardmen based, one is giants, one is sorta undead, one is worshiping spiders, and the others are various human niche civilizations.
Austrin - Wandering explorers, able to found a city with any recon unit after constructing a special ritual.
Archos - Men who sheltered from the ice within a cave inhabited by spiders, who they have begun to worship.
Chislev - A once peaceful tribe of men, their existence was shattered by the Clan.
Cualli - A group of lizardmen who survived the Age of Ice by worshipping Aeron, they have become evil and focused on the right of the strongest to rule.
Dural - A nation of scholars
Jotnar - Giants
Mazatl - A nation of lizardmen who were able to keep the old ways alive by sheltering near a dormant volcano, they remain isolationist.
Scions of Patria - Patria reborn, an undead civilization
Kahdi - since removed in latest version of RifE - but leader and some units and buildings kept for an Amurite specific event
Ranged Combat
Barbarians have been divided into three factions, Animals, Savages and Demons. Some civs are at peace with the animals, some with the demons, and some with the Savages, etc.
The Savages are at peace with the Clan of Embers.
Animals are at peace with the Doviello and the Archos, and those who complete the Nature's Revolt ritual.
Demons are at peace with the Infernals, Sheaim while following Ashen Veil, and those civilizations who follow Ashen Veil and complete the Pax Diabolis ritual, which destroys the city it is built in.
Includes True Modular loading, which means modules must only contain changed information, allowing them to more easily maintain compatibility.
Commanders can command multiple units instead of attaching to one, it stays as a unit and the units it commands gain bonuses if within range (various promotions). The commander gets xp based on the xp the units it commands gain.
And more...
Some of the Rise from Erebus (RifE) changes
4 new Civilizations so far (one of them modular), Mechanos (steampunk tech anti-magic kinda civ), Legion of D'Tesh (True Undead civ with a necromancer as leader), Frozen (some kind of icy demons that spawns similar to Mercurians/Infernals and terraforms their territory to snow), Mekara Order (Transhumanist mages, led by an Archmage with a messiah complex).
A climate system which automatically terraforms terrain within certain civs borders (a "team intern" is working on expanding upon this system with his maps that he makes for us)
Malakim - Desert
D'tesh - Wasteland (useless to other civs)
Mazatl/Cualli - Marsh
Illians - Snow
Also, the White Hand religion transforms the terrain of all civs (including those listed above) to Glacial terrain.
Leaders now have a Moral and Ethical alignment. So now they can be anything from Good to Evil to Lawful to Chaotic. Or Chaotic Evil, or Lawful Evil, you get the point.
Cities can now cast spells - all Worldspells are now City Spells
Has many game options including;
Wild Mana - Barbarian guardians on mana resources
Broader Alignments - Ethical and Moral Alignment are values on a range instead of absolutes and can be changed in more ways than just adopting a religion
Well Known Faces - Only Major civs will be assigned when using random civs
Flavour Start - Civs and Unique Features start in flavourwise appropriate regions
Many civs have been changed to be more unique or more fun to play. For example:
Grigori's Adventurer spawn system have moved from Great Person points to a system of it's own.
Doviello are now able to spawn various animals, gain the ability for their troops to duel, and are able to scavenge after successful combat, stealing weapons and becoming maintenance free for several turns.
Malakim are now able to thrive in the desert, through trade.
Illians are no longer agnostic, but Auric can only adopt the White Hand. Their other leader Raitlor, which is new, can adopt any religion, but she is locked out of several of the Illian rituals if she don't go White Hand.
The clan no longer have any goblins in it's ranks. Instead they have a series of commander uu's called Bosses and other changes. A goblin civ might be coming later on.
The Sidar can no longer Wane their high level units, instead these have a chance to become temporarily immortal every turn. Sidar can now also hide their cities in Mist with a new City Spell.
The White Hand religion has been added. White Hand following civs also get their terrain converted to glacial.
Leaders come in three variety's now; Major, Minor and Emergent leaders. Majors are generally the leaders from FfH2/FF or the main leader of the civ. The difference between these are that Emergent leaders start with one trait and can gain another during the game. In 1.4 this will change and they will be called Historical, Important and Emergent. Important (minor now) will start with one trait and can gain another. Emergent leaders will have a unique trait that can level up twice.
All forts have a Fort Commander which are immobile and is automatically created when you construct OR claim a fort. (AI was recently taught to understand this too)
A Cultural Control mechanic has been added; This means that certain improvements (principally forts) are now able to generate culture for you, and expand your borders. The AI has been taught this mechanic, and will build forts in areas it wants to claim but does not want a city in.
The Healer Specialist have been added, with the accompanying great person which is useful in combat, or can be used to create an Apothecary where your units can purchase potions. If settled it will add greatly to that city's health, alleviating much of the added unhealthiness we have added.
There is more info available at the blog (http://greyfox.me/rife/blog/), the wiki (http://rife.wiki.greyfox.me/), and the forums (http://forums.civfanatics.com/forumdisplay.php?f=360).
Calavente Aug 19, 2010, 03:30 AM Mouahah..ok
But you'll notice that most of the information you have in this post that was not on mine are... civilisation mechanisms :lol: those I didn't want to dwell into! or they are things that exist also in WM (even if work a bit different) or are transparent for a lambda player. (barbs in 3/4 kinds, White Hand, emergent leaders, ranged combat, some civs... are already in WM in one way or the other).
IMO I really forgot :
-healer
-city spells !
-climate (but really closely linked to civilisation special mechanisms so.... :/)
-broader alignement... but I don't even understand what it does :D
Valkrionn Aug 19, 2010, 03:36 AM There's a lot more, honestly, that was just a repost of something GreyFox had posted, as I said. :p
But really, both Rise from Erebus and Wild Mana are FfH modmods. Differences in the way we implement the various civilizations make up a LARGE part of the differences between the mods; Kinda have to dwell on them.
As for the things in WM from my list.... White Hand is not in WM. Emergent Leaders were, by and large, taken from Rise from Erebus and LENA (original idea, and many leaders, come from Notque's Minor Leaders mod.... But when you rename Minor to Emergent as RifE did, merge leaders directly including traits developed for RifE, you took them from RifE, not Minor Leaders). The civs generally came from the same source: Fall Further.
PhoenixMuse Aug 19, 2010, 09:18 AM "A Cultural Control mechanic has been added; This means that certain improvements (principally forts) are now able to generate culture for you, and expand your borders. The AI has been taught this mechanic, and will build forts in areas it wants to claim but does not want a city in."
That, as far as I know, is not in Wild Mana. It totally should be; that sounds particularly awesome!
Calavente Aug 19, 2010, 09:31 AM well... it is awesome but it requires some hard balancing as it allows to grab a lot of territory without even having to build settlers nor having to build culture into a city.
The kuriotates don't even need to build settlements ... why build settlers when forts can do exactly the same ? (well you have to do things unique for settlement...etc)
Grey Fox Aug 19, 2010, 09:48 AM That was me trying to explain what was new and changed since FfH2 with FF and RifE.
Calavente Aug 19, 2010, 09:52 AM I know, (we know) Valk gave all the credit to you :D
Valkrionn Aug 19, 2010, 07:10 PM "A Cultural Control mechanic has been added; This means that certain improvements (principally forts) are now able to generate culture for you, and expand your borders. The AI has been taught this mechanic, and will build forts in areas it wants to claim but does not want a city in."
That, as far as I know, is not in Wild Mana. It totally should be; that sounds particularly awesome!
It is awesome. :lol: The Kurios and D'tesh both use the mechanic extensively.
All forts have a Fort Commander, and many civs have unique commanders; A mage for the Amurites, an enhanced Pyre Zombie for the Sheaim... The Mechanos can even turn the fort itself into a unit, movable only on Railroads and hugely powerful.
well... it is awesome but it requires some hard balancing as it allows to grab a lot of territory without even having to build settlers nor having to build culture into a city.
The kuriotates don't even need to build settlements ... why build settlers when forts can do exactly the same ? (well you have to do things unique for settlement...etc)
Well, the Kurios are going to get some changes, including settlements being one-tier cities capable of producing non-world limited items (non-wonders, non-heroes).
mosesj Sep 24, 2010, 10:28 PM there seems to be a glitch in which the game doesn't allow you to have order and doesn't register order either spreading into a city or being founded
Valkrionn Sep 24, 2010, 10:33 PM there seems to be a glitch in which the game doesn't allow you to have order and doesn't register order either spreading into a city or being founded
First off, this is the credits thread, not bug thread. :p
Second, run a play now game before using a custom game; There are hidden game options (including one to deactivate each religion) which may be activated if you switch from a different mod, due to the way Civ4 stores saved options.
kgoodrid Oct 16, 2010, 08:13 AM Great mod. What is the theme music in the game launcher? I checked out the credited music from NIN and Silent Hill, but that didn't seem to be it.
Thanks!
Valkrionn Oct 16, 2010, 04:06 PM Ah, sorry. That one was added later on.
It is The Room, by Akira Yamoaka, and appears in Silent Hill 4 like the old theme music.
kgoodrid Oct 17, 2010, 04:04 AM Ah, sorry. That one was added later on.
It is The Room, by Akira Yamoaka, and appears in Silent Hill 4 like the old theme music.
Cool, thanks. However, I don't see that track on the official soundtrack on iTunes, and I can't seem to find it in the mod folder. Was it renamed to something else?
Thanks!
Valkrionn Oct 17, 2010, 05:32 AM In the mod folder it is in Sounds/Diplomacy, and was renamed to Dtesh.mp3
Simpler to refer to it that way as it's immediately obvious what it is used for. The trackinfo was maintained, should have the real title there.
kgoodrid Oct 17, 2010, 06:20 AM In the mod folder it is in Sounds/Diplomacy, and was renamed to Dtesh.mp3
Simpler to refer to it that way as it's immediately obvious what it is used for. The trackinfo was maintained, should have the real title there.
Got it. Thanks again.
Opera Nov 25, 2010, 03:15 PM There's been some changes in the credits and Valkrionn didn't mention them.
black_imperator and Jheral are now full members of the team! :D
Valkrionn Nov 25, 2010, 03:41 PM I had to go have Thanksgiving Dinner, it's not my fault. :p
Valkrionn Feb 23, 2011, 12:10 PM Shoggi is now a full team member :goodjob:
arcticnightwolf Feb 24, 2011, 11:30 AM congratulation shoggi !! :)
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