View Full Version : Rise of Darkness Plus


cyther
Oct 20, 2009, 09:31 PM
It's here. (http://forums.civfanatics.com/downloads.php?do=file&id=13496) :eekdance:

It is also quite basic as of now.

The only components are the Cult of Nikito Civ and two new heroes: Malchavic and Herne.

Original thread here (http://forums.civfanatics.com/showthread.php?t=299914)

Cult Of Nikito:

The followers of a mysterious man named Nikito, who saved a small village from frostlings in the Age of Ice. Nikito is a shapeshifter and visionary who knows many strange facts and spells. The ordinary citizens of his empire are weaker than normal people due to strange disaperances of those who challenge him. Although a select few can become shapeshifters themselves. Nikito himself fights for good but his methods and tactics are disturbingly evil in their nature.

The Cult of Nikito has access to a unique line of Tier 4 units, shapeshifters and massive fleets of airships. Unfortunately, all units that the Cult of Nikito builds are given the weak promotion. Nikito starts out as a weak leader with only one trait but soon he gains more traits than any normal leader can hope to accumulate. Upon reaching some techs when using Licina or Koli you will receive minor heroes.

The most important building is the library of souls. It allows the building of the sacred Tome of Truths, a sinister volume consisting of the souls of his worshipers, and when harnessed by other Nikitan leaders, it can raise great armies from the dead.

Arkitan:

Elves who decided to leave the forests and worship Tali, the Arkitan have become a winged civilization. Their leader Tuanra is an ex-priest of Sucellous who discovered the powers of geomancy. Apart from the powerful general and hero Urcitas, only some women in the Arkitan empire can get wings. The Arkitan are a civilization of powerful mages but one that can also attack from almost anywhere.

The Arkitan have access to a flying mounted and recon line and a flying naval line. Their navy although having the ability to fly the early units can only enter the land inside cities. Their hero Urcitas is a strong midgame hero and his upgrades can specialize in a stealthy or an all out attack. Archmages are harder to obtain but are made stronger by their terrain dependent geomancy spell. Overall the civ offers a strong playstyle for players who wish to use more strategy than a brute force to kill their enemies.

An Ancient leader named Cirgala also hopes to take control over the Arkitan but he is more suited to using the Cult of the Dragon instead of Tuanra's magic.

cyther
Oct 20, 2009, 09:31 PM
Reserved

cyther
Oct 20, 2009, 09:32 PM
Also Reserved

cyther
Oct 20, 2009, 09:32 PM
Bugs and Troubleshooting

For some users the Great Shapeshifter is causing crashes while loading. Removing it stops the crashes.

cyther
Oct 20, 2009, 09:33 PM
Scenarios?

I might think of some.

Anyways, I'm done with reserves.



Time to sleep. (Yes, death sleeps)

Valkrionn
Oct 20, 2009, 11:37 PM
Well... This is awesome. :lol:

Schwarzbart
Oct 21, 2009, 02:55 AM
I whanted to wait for Patch A of FF+ for my next game but I will thry this ModModModMod now ;)
Edit:
Typo in the CIV4UnitInfos.xml
BUILDING_TEPLE_OF_NIKITO instead of correct Building BUILDING_TEMPLE_OF_NIKITO.
Edit2:
Civopledia shows TXT_KEY_UNIT_ANGELA TXT_KEY_UNIT_OGAN TXT_KEY_UNIT_BRUTUS UND TXT_KEY_UNIT_ALGARO instead of theyr Name
Edit3:
The Wild Mana Options somehow dont work with your Mod. Tested With Custom Continents and PerfectWorld2. (All 3 Wild Mana Options enabled)
Button to Explore a Dungeon is not working tested with scout in differnt maps and Races also with Wild Mana enabled and disabled.

Because the later is to much gamebreaking for me I desided to wait for FF+ 22 Patch A and then have a look for your Updated Comaptible Version

cyther
Oct 21, 2009, 07:53 AM
How odd. My copy of FF+ CtDs whenever I select a Wildmana option. (WePlayCiv Mirror). This also applies for other options that go into the eventmanager. Now I can't play at all.

Edit 15: I can play, but only sometimes. It will not work most of the time.

Valkrionn
Oct 21, 2009, 08:47 AM
Hmm... I'd look at the option, if not for the fact that it and Flavourmod are left on at all times for me, even when testing. :lol:

cyther
Oct 21, 2009, 03:02 PM
Got it. My python exceptions were off and everything was reset. Fixed version up now.

Schwarzbart
Oct 21, 2009, 04:25 PM
Gave your Mode one more thry but still No Wild Mana and Dungeons not Explorable (Game also Chrashed to Desktop on processing 1th Turn but thats probably a known FF+ Bug because I haved Jontar Civ as NPC in Game)
But I still hope you will get it to work (after Patch A) because I also hope for your Arkitan. :)

BiffQJ
Oct 21, 2009, 07:20 PM
Yeah, I tried the mod too. Had the same issues about dungeons, and I can't figure out when the hero (nikita?) is supposed to spawn/be buildable?

Seems really interesting though.

lemonjelly
Oct 22, 2009, 04:04 AM
Wow! Now I will be able to borrow some RoD stuff for FA!!!

Oh, Cyther, would you mind updating the FA dll for FFPlus 0.22 please? I looked at it, and I really don't get the dll at all...

And, now I can play RoD again, yey! =]

cyther
Oct 22, 2009, 10:05 PM
Wow! Now I will be able to borrow some RoD stuff for FA!!!

Oh, Cyther, would you mind updating the FA dll for FFPlus 0.22 please? I looked at it, and I really don't get the dll at all...

And, now I can play RoD again, yey! =]

No, I don't mind at all. I'll try and get it updated tomorrow. I think Valk imported almost everything I did.

It looks like we already of Leader Relations.

So I'll add my parts to his poplimit, add hated civics and wonders, the dynamic civ/leader changer, and I'll throw in Advanced Combat Odds like I wanted to before.


__________________________________________________ __

RoD+ Updated. Added in the Arkitan, a bit of the Cult of the Dragon and Guild of the Nine, and as an added bonus: it works! :eekdance:

Valkrionn
Oct 22, 2009, 10:20 PM
Hated Civics are in, just not used for most leaders yet. ;)

darkedone02
Oct 22, 2009, 10:52 PM
Your mod need more improvement, you only listed the two new civilizations. Try making some more so that your mod looks detailed and packed. It will be nice if you make a civilization similar to Arabian Nights... something like the Mages in Heroes of Might and Magic 5.

Valkrionn
Oct 22, 2009, 11:03 PM
Rather presumptuous of you to tell him what his mod does and does not need, isn't it?

Just so you know, this is actually the remake of a larger mod, shown here.


Also, in case you came here from the Downloads Database, this isn't a standalone mod, it's a modmodmodmod. When you take into consideration what it is based on, there are over 30 civilizations, all unique. A desert-themed civilization already exists, btw. ;)

lemonjelly
Oct 23, 2009, 11:28 AM
ohh, thanks cyther. =]

cyther
Oct 23, 2009, 05:38 PM
New Update. Adds the full Cult of the Dragon, completes some bug fixes, adds Advanced Combat Mod (by PieceofMind), and a few minor python things.

Valkrionn
Oct 23, 2009, 05:40 PM
This is pretty rapidly growing back to it's full size. :goodjob:

lemonjelly
Oct 23, 2009, 06:22 PM
Yeah. I wish I had this much time. But, thanks to Cyther, I will be able to get the whole FA system working =]

darkedone02
Oct 24, 2009, 01:50 AM
I play the mod and got the most wierdest bug of them all.. and that is a frozen UI... got stuck on the city screen and click on a unit and still get the city screen when you out of the city...

Psychic_Llamas
Oct 24, 2009, 02:31 AM
Your mod need more improvement, you only listed the two new civilizations. Try making some more so that your mod looks detailed and packed. It will be nice if you make a civilization similar to Arabian Nights... something like the Mages in Heroes of Might and Magic 5.

EDIT: Trolling removed.

Rather presumptuous of you to tell him what his mod does and does not need, isn't it?

almost every single one of his posts are like that... T_T

*puts civil face back on*

This mod looks fantastic :D im really looking foward to the Arkitan :) are they in yet or still to come?

Valkrionn
Oct 24, 2009, 03:27 AM
AFAIK, the Arkitan were included in the latest version. ;)

Schwarzbart
Oct 24, 2009, 05:06 AM
Got a Crash starting CIV IV BTS with your mod.
Loding follow up was at "init XML (Uncached)"
Error Message:

AppName: civ4beyondsword.exe AppVer: 3.1.9.0 ModName: ntdll.dll
ModVer: 5.2.3790.4455 Offset: 00021619

cyther
Oct 24, 2009, 06:34 AM
I play the mod and got the most wierdest bug of them all.. and that is a frozen UI... got stuck on the city screen and click on a unit and still get the city screen when you out of the city...

There could be something messed up there but I remember fixing that error.

Got a Crash starting CIV IV BTS with your mod.
Loding follow up was at "init XML (Uncached)"
Error Message:

AppName: civ4beyondsword.exe AppVer: 3.1.9.0 ModName: ntdll.dll
ModVer: 5.2.3790.4455 Offset: 00021619

Mods shouldn't ever have any effect on BtS or Civ4. This is something else.

Schwarzbart
Oct 24, 2009, 07:21 AM
its only when loading your mod (the newest Version) the older Version and FF+ (or any other mod so fare) I dont have this crash.
FF+ is still the same as when last installed your mod. I unistalled Rice of Darkness Plus, removed the Rise of Darkness Plus directory and installed the new Version after this Runing Civ with the direct link for your mod give the crash 100% Repeatable.

cyther
Oct 24, 2009, 07:37 AM
So unloading the mod option, as in RoD->BtS crashes. I think I heard that a while ago in FF. It is a problem that has always been a part of the FF code.

Schwarzbart
Oct 24, 2009, 07:44 AM
Not unloading crashes ... starting your Mod crashes. I even unistalled Rise od Darkness Plus again donwnloaded it again and installet it again still the sam crash in starting up BTS with your Mod. I use a direct link ("D:\Spiele\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=\Rise of Darkness Plus) because I know that loading a other mod from a running CIv isnt optimal. (thats why I have 7 diverent BTS links on my desktop to load the mods direct.)

Deman40
Oct 24, 2009, 04:06 PM
I also am having interface issues at turn 145 the interface disappears.I saved and reloaded it cleared up for 1 turn then happened again.I have all the latest FFH,FF and FF+ and they work fine.I've attached the save for you.

darkedone02
Oct 24, 2009, 07:44 PM
omg i cant stand your oppinionated demands.



almost every single one of his posts are like that... T_T

*puts civil face back on*

This mod looks fantastic :D im really looking foward to the Arkitan :) are they in yet or still to come?

sorry but that's the way I am though... however what I do is voice my opinion and help make this game improve by my own suggestions. Some of them does affect only me but there is somebody else (lurker or not) that might want the same things that I requested.

If i don't like the mod, i always wait for a while and wait for future versions and updates then I might like it... My most dislike is slow development, tons of bugs, and some minor annoyances.

Again, the first thing when i look at this mod first is the first post, how organized it is, what's the features/new features are, what are your goals and whatnot... The more decorative your first post, the more people might play your mod... just make sure your mod have the features that you listed, otherwise you lied about your mod.

You already place in two civilizations but you didn't say anything of any changes until you said something about it. So I played the mod and played until I got that weird bug and decide to delete the mod and come back when most of the major bugs are removed and new features comes to this mod to help make your mod more fun then what it is.

I know I might ask too much, but what I really like for everyone to do when they make there mods is to be different and not generic or have too little detail and things you added to make it look very minor and not as huge as Rise of Mankind, Fall from Heaven, Total War, and Planetfall.

Psychic_Llamas
Oct 24, 2009, 09:57 PM
AFAIK, the Arkitan were included in the latest version.

yay :) i think ill download it and have a play then :D

BiffQJ
Oct 25, 2009, 04:46 AM
I'm liking the Arkitan a lot, but is there a reason that they don't seem to really get any bonus from Cult of the Dragon events? I'm just curious.

cyther
Oct 25, 2009, 06:38 AM
I'm liking the Arkitan a lot, but is there a reason that they don't seem to really get any bonus from Cult of the Dragon events? I'm just curious.

Tuanra doesn't but Cirgala does.

lemonjelly
Oct 26, 2009, 11:21 AM
I get a CtD when trying to play =[

But, the code is still there, so I can still steal stuff xD

And, that python file you gave me crashed the Civilopedia. I replaced the file, and it runs fine though.

alanis2883
Oct 26, 2009, 11:42 AM
is there anyway to mix the civilizations in ff+ with ff051 so that they are all in one game?

lemonjelly
Oct 26, 2009, 11:47 AM
Yeah, but it would require XML/Python/Art editing. But, it is possible =]

alanis2883
Oct 26, 2009, 12:01 PM
i was afraid of something like that. I was hoping there was some easy way i hadn't thought of.

lemonjelly
Oct 26, 2009, 12:18 PM
Couldn't you just use FFPlus? It is based on FF.

alanis2883
Oct 26, 2009, 12:21 PM
there are alot more civs in ff051, ff+ adds more to the existing civs in ffh2 so i was wanting to try to combine the 2

Valkrionn
Oct 26, 2009, 12:22 PM
is there anyway to mix the civilizations in ff+ with ff051 so that they are all in one game?

All civilizations in FF are in FFPlus... So yes, there is a way to mix them. ;)

FFPlus is based on FF, even if it's no longer required to install... All changes made in FF051 are in FFPlus. ;)

cyther
Oct 26, 2009, 12:45 PM
No, FF+ adds more existing civs to FF051. It contains all of FF051 but it has more things.

Edit: Ninja'ed (It helps when Valk didn't have the page open for a hour before replying)

lemonjelly
Nov 01, 2009, 06:13 AM
Cyther, can you update the source again?

And, can you include the source code? I may have a go merging some stuff and see if I can get it to work xD Thanks =]

Schwarzbart
Nov 07, 2009, 08:22 AM
cyther will you make your mod 1.12 compatible?

cyther
Nov 07, 2009, 08:39 AM
I'm working on it but time and the DLL are giving me strange problems.

Avahz Darkwood
Nov 09, 2009, 09:46 PM
I'm working on it but time and the DALL are giving me strange problems.


Yea general relativity always seems to get in my way too... :D

cyther
Nov 18, 2009, 01:49 PM
New version up. It fixes some bugs and gets the mod up to the current version of RifE. I also added an overpowered demon named cyther. You can't actually kill him (there is a way but it probably will never happen) ;)

jacktannery
Nov 21, 2009, 09:37 AM
I am unable to load the mod. It seems that some other people have been having a similar problem - did anyone find a way to fix it? I have tried deleting the cache but that didn't work. I am using Rife 1.12 (with one mod: the imperial roads mod - could this be the problem?)

Valkrionn
Nov 21, 2009, 11:54 AM
Depending on the python, those two mods could very well conflict... And I'm fairly sure they both use quite a bit, so I highly doubt they are compatible.

scutarii
Nov 21, 2009, 07:08 PM
my rise of darkness plus simply crashes on loading: I have rife and FF and the're clean installs.

BiffQJ
Nov 22, 2009, 03:24 AM
my rise of darkness plus simply crashes on loading: I have rife and FF and the're clean installs.

I'm having the same problem.

Schwarzbart
Nov 22, 2009, 03:46 AM
Last Version just removing the Great Shapeshifter was enough for me to prevent the crash at CIV Startup with this mod but now its even crash after removing the Great Shapeshifter from UnitInfos.
Edit: Crash is now loading the Fonts or what is loading immediatly after the fonts.
Edit2: Just repacing the Fonts with the RifE Fonts didnt help so its probably somehing that is loaded afer the Fonts. But sadly I dont know what is loaded then.

cyther
Nov 22, 2009, 10:16 AM
I'll try some testing with the loadings but this mod is going to have to wait for a while. There are too many gameplay bugs to work out. (Mine, Valks, Xiens, Kaels, etc.) I'm going to wait for a new RifE patch before trying another upload.

Schwarzbart
Nov 22, 2009, 11:19 AM
Btw the problem I haved with the Great Shapshifter from your last version looks like its gone because the XML loading Phase works fine even with your UnitInfos.

cyther
Nov 22, 2009, 12:53 PM
Btw the problem I haved with the Great Shapshifter from your last version looks like its gone because the XML loading Phase works fine even with your UnitInfos.

Good, I'm working on cutting out some different bugs. One of the lizard groups starts without settlers, the Jotnar CtD on turn one, and I keep on getting the Blue Screen of Death. I'd say I'm making progress ;)

stormyorky
Nov 26, 2009, 04:06 PM
In what folder shall it be installed? under \RifE\ or a separate folder under \mods\ ?

Edit: i cant seem to get installation to work

jacktannery
Nov 28, 2009, 09:21 AM
Cyther, I think I worked out why there are so many problems installing & running your mod. Although it is RiFE 1.2 compatible, the default RoD installer copies all of the Fall Further Plus files (rather than the RiFE files).

cyther
Nov 28, 2009, 12:32 PM
That is just a graphical error. Thanks, though.

Schwarzbart
Dec 18, 2009, 11:03 AM
RIFE 1.20 is out :) , hopefull its Bugfree enough for you to try again for your mod.

cyther
Dec 23, 2009, 05:13 AM
RIFE 1.20 is out :) , hopefull its Bugfree enough for you to try again for your mod.

Thanks, winter break is here so now I can get everything fixed up.

Schwarzbart
Mar 09, 2010, 01:36 AM
Any news on this mod?

cyther
Mar 09, 2010, 12:46 PM
Not much is going on. Valk is working on some big things and a new release would just get obsoleted. I might do an update later this week.

(Is it sad that I can only find time to mod during spring break?)

Meldon
Mar 09, 2010, 02:10 PM
Just a bit confused, is this a RifE modmod, or a standalone mod?

cyther
Mar 09, 2010, 02:20 PM
It is a RifE modmod.

Meldon
Mar 09, 2010, 08:05 PM
Cool, I'll be sure to try it out later.

Haerzog
Apr 17, 2010, 06:50 PM
Any news?

warschlumpf
Jun 16, 2010, 04:22 AM
Instaling RoD+ won´t work. Ctd while loading. i´m playing rife 1.23 and used default installation.:(

Schwarzbart
Jun 18, 2010, 12:22 AM
There are 2 problems first of all you would need the right RifE Version because its a Full Conversion but 2nd sadly the curent uploaded Version didnt work even with the right RifE Version.

XenoRufus
Jun 21, 2010, 09:44 PM
how do I install?