Éa, The Ageless and the Divine (phase 2, alpha)

That seems too close to the role of the Pantheism branch. They are the stewards of the land (though in this case the kings -- i.e., the gods -- are still present). And these two branches are supposed to be in opposition.

I understand your point about the "thin line". But I'm not sure that folks in the old days even had a concept of being "stewards of the land" (except perhaps to a limited degree by some large land holders). Today, we cringe at some yahoos pushing over an old rock formation in Utah. But that comes from a very modern worldview. For most of human history, subdue and dominate was the order of the day. Folks would stand proudly for pictures (in the 1800s) after cutting down the world's largest trees. Or killing off all the wolves or grizzlies. Wilderness was bad, except to the degree that it could be exploited for some resource. This is the worldview that I'm trying to capture in this policy branch. (And anyway there is a "Subduer" victory condition based on large population and "improvement" of land.)
Oh I agree. In the old days what should have been translated as stewardship has in fact been translated as dominion. Because of this man became the land's absolute masters by divine decree rather than it's stewards in servitude by divine decree. The effects of this old day view on dominion fits a "Subduer" victory condition well. Yes, dominion is an accurate term for this mod.
 
The mod does not appear in my Mods menu. I have downloaded both the mod proper and the media pack, I have unzipped both into my C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Mods folder. What am I missing?
 
The mod does not appear in my Mods menu. I have downloaded both the mod proper and the media pack, I have unzipped both into my C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Mods folder. What am I missing?

it should go into the mod folder in documents\my games\civilization 5
 
Hi Pazyryk,

I do hope you work, already impressive, will come to fruition. I would be happy to purchase Civ 5 and whatever expansions are needed to run your mod (just like I bought Civ 4 back in the day to play FFH :) )
 
Got it installed (note to self: read installation path more carefully). Civ5 crashes when starting a new game with mod and media pack enabled. Lua.log attached (lualog.txt, because .log files are inexplicably disallowed).
 

Attachments

I think I know what's wrong with v17. Fix will have to wait til Sunday or Monday.

Bouncing back to the spells;
If Identify or one of the other scrying spells reveals GP (of a Civ you're at war with), can you then attack them? Must the other unit on the tile (if any) be killed first or does the scrying allow targeting of the GP?
Which will Banishment work on if there's a known GP and combat unit on the same tile or will the caster be able to select?
Will there be a delay on repeated castings of Time Stop? It will be a bit of a steam roller if it can (afford to be) cast several times in a row without breaks?
Are Scrying and True Seeing the only Divination spells that counter Partial Invisibility? Is the promo lost once the unit is seen, is there a duration or is it permanent? Similar question for Shield?

With spells linked to Techs, will there be an option for a magic user to delay using up a promo so they can save it for the spell they want?

Will there be anyway (grimoire?) for GP to teach/transfer spells to other GP?

Will there be buildings, e.g. Mage's Guild/Magic Library that facilitates an arcane GP gaining xp faster so they can learn more spells?
All great questions. Some I don't have answers to because I haven't ... well ... thought everything through entirely. Tech is almost always needed to gain spell.

Is a caster's tower purely personal or can other magic users use it?
Personal. Although another Thaumaturge can occupy a tower if the original owner has passed on. (Which allows a new caster to punch way above his level since the tower takes on attributes of caster...)
 
hotfix a for v17. Download and "Extract Here" from inside your MODS folder.

Fixes problems with map selection during game setup (introduced by October patch).
 
Sadly, this did not fix my game start.

I still get the same symptom:

1. I can see and selection continents map type.
2. The game will proceed to load.
3. I lose immediately. For the instant I am able to see the world before the defeat screen comes up, all I see are clouds. If I had to guess, my starting units are not being spawned.
 
Try this:
  1. Open Sid Meier's Civilization 5 folder (where your MODS folder lives) and:
  2. Delete cache folder
  3. Delete ModUserData folder
  4. Open config.ini in Notepad or any text editor. Delete "[UserSettings]" and everything after this if it exists. Save/close.
  5. Start mod, being careful to never use "Back" button. For now, avoid Advanced Settings.

If that doesn't solve the problem, post the whole Lua.log for me.
 
Hi there

First, i recently started playing the mod (4-5 games yet) and i really love it!
ATM i play Sidhe and was first to go to the ocean, but my main and only city so far is suffering an -80% town malus on production? Where does that come from? A Druid is currently building the +5 Mana wonder, is he taking production away?
 
@Sezneg, I haven't forgotten you. The lua log makes me sure that something fishy is happening at map creation. Perhaps something wrong with starting plot assignment. If the map generator doesn't give you a starting plot, then you enter the game with no units and immediately loose.

However, I haven't been able to reproduce the problem (after downloading v17 w/ hotfix a). Have you tried playing with different map scripts? Also, do you happen to own BNW? (the mod should be deactivating this DLC on its own. However, I found at least one instance where having the DLC installed but not activated matters ... and I'm modding with it installed.)


, but my main and only city so far is suffering an -80% town malus on production? Where does that come from? A Druid is currently building the +5 Mana wonder, is he taking production away?
Many GP constructions/actions have a cost, which is either production or gold. The cost is extracted from the nearest city (for production) or the treasury (for gold). If you are short on cost (say you can only provide 70% of production) then there is a proportionate chance that no progress will be made on that turn (30% in this example).

However, I'm kinda starting to think that this is an annoying mechanism that maybe should be removed. That will change balance, but there will be a lot of balancing to do in phase 3 anyway...
 
Possible thing to think about: I used to have CiV installed in my main steam directory on my c drive. I recently added a new HD, and was reinstalling (i haven't tried ea since about build 10, and it worked fine). I installed a new steam library on my new HD. Could having the game on a different drive play a role here? It's the only thing I can think of that's changed on my end other than your version.

Or maybe the uninstall through steam was dirty and is causing a conflict.

I would be up for trying to reinstall on C (I do have some space left) and trying to clean up my previous uninstall if you think these may be factors.
 
What about other complex mods? Are these working for you?

All my effort now is on phase III. So you could wait for that. But it's probably a month or more away still...
 
What about other complex mods? Are these working for you?

All my effort now is on phase III. So you could wait for that. But it's probably a month or more away still...

You're the only complex mod I've been following for CiV (so far you already sold one expansion to me, you're working on a second...).

I'm going to try to reinstall to the old HD and see if I can also clean up the previous uninstall. If it's working for most players, clearing it's something specific to me so hopefully I can get it working.
 
A bit of an update: I did reinstall. Beforehand I completely deleted the Civilization 5 folder from My Games (something I did not due between the last installation). I installed to the original drive.

No luck.

I tried to screencap an error message, which I see in the background of the defeat screen I receive on game start, but it comes up blank.

From what I see the error is "Tried to reference eaplayer, a nil value".
 
I tried to screencap an error message, which I see in the background of the defeat screen I receive on game start, but it comes up blank.

From what I see the error is "Tried to reference eaplayer, a nil value".

Don't need to screenshot, the same text appears in the Lua.log. The basic problem is that your units are not being placed. I can try to look for more clues in the Lua.log, but I'd rather do that after knowing that you can play other mods. Try any of the mods that are clearly current from the forum (e.g., Faerun).

It would be helpful to know if any others are having a similar problem...
 
Faerun runs well, after testing it. So no idea really, if there's any other way I can help you pinpoint the issue, let me know.

edit: I also don't own BNW. Been contemplating grabbing it.
 
edit: I also don't own BNW. Been contemplating grabbing it.
There is a small chance that this is the problem. Don't want you to buy it and find out that it doesn't solve the problem ... but Phase 3 will require BNW.


Phase 3 update:

I'm working through the basic workings for the Destroyer Victory. This obviously looks a lot like FFH's Armageddon Counter, which is not a bad thing. I'm hoping to make it a little bleaker though.

Instead of a counter going up, things spiral downhill as mana is consumed and the Sum of all Mana depletes to zero. The game starts with some arbitrary large amount of mana (1000000 in current build) and the only way to put a dent in that is by a lot of Sorcery, which is practiced only by Fallen civs (other arcane civs use mana but don't "consume" it). And I mean a lot of high-level Sorcery. Small-time practicers aren't going to have an impact. But in most games you will have at least one AI civ that is developing in this direction, and if they are gaining power, you will want to deal with them early rather than later.

Note: Blight is just base Civ5 fall-out. The existing graphic looks hellish enough so suits the purpose just fine. It displaces living terrain (forest, jungle, marsh) and causes no yield on a plot except mana (if any). Blight is caused early by certain spells, and later spreads or spawns on its own. It will be removable by both magic and non-magic means (possibly by workers and slaves, though not easily).

There will be a graphic indicator that shows the Sum of all Mana by percent. Bad stuff happens at the following thresholds:

90% Warning (popup will explain the basic idea of mana depletion)
80% Undead begin to spawn from old battlefields and city graveyards, and demons from any blighted plots (1% chance per plot per turn increasing to 10% as Mana depletes to zero).
66% Begins to sap happiness and health from all civilizations (-5 for both increasing to -20 as Mana depletes to zero).
50% Blight now spreads from already blighted plots (1% chance per blight per turn increasing to 10% as Mana depletes to zero)
33% All mana accumulative processes are reduced by 33% (increasing to 90% as Mana depletes to zero). Does not affect Divine Favor.
25% Blight begins to appear spontaneously (0.5% chance per unaffected plot per turn increasing to 2% as Mana depletes to zero).
20% Pestilence, the first of the Four Horsemen, arrives riding a White Horse. He carries the Bow of Pestilence (causing disease in all units hit) and the Crown of Pestilence (causing disease or plague in all nearby cities).
15% War arrives riding a Red Horse. He carries a sword called War that causes nearby civilizations and city states to declare war on each other and the cities and units of larger civilizations to revolt and war upon their owners.
10% Famine arrives riding a Black Horse. He carries the Scales of Want which bring starvation to all nearby units and cities.
5% Death arrives riding a Pale Horse. He carries no items but kills by sword, famine, plague and the enraged beasts and animals of Éa.
1% The fabric of Éa unravels and the world ends in fiery armageddon. The primary contributor to this (i.e., the civilization that consumed the most mana) wins the Destroyer Victory.


On the Four Horsemen: The first three spawn anywhere, possibly near or within Fallen civilizations that are bringing on the destruction. Although tough to deal with, they drop powerful items when killed that can be used by the player. The last, Death, will generally move toward non-Fallen civilizations. He is no fun to be around at all.
 
At this stage, I believe it's the lack of BNW.

However, Steam Sale to the rescue. Grabbed it for $10, and I'll let you know if that did the trick. Even if it doesn't, that's a good price point for a CiV expansion.
 
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