Holy Warriors: Modular mod with new Pal/Eid./Druid type units for each religion.

Tarquelne

Follower of Tytalus
Joined
Dec 8, 2001
Messages
3,718
"Holy Warriors" takes the Alignment-oriented units - Paladins, Druids, and Eidolons - and associates each with a particular religion. Only followers of the Order can create Paladins, The Fellowship Druids, and the Ashen Veil Eidolons. The mod adds units for each of the other religions.

Octopus Overlords: Deep One
Runes of Kilmorph: Earthmaster (The Dwarven Druid).
Council of Esus: Illrigger
Empyrean: Prime Radiant

These units will abandon your civ if you change religions.

Download here.

V1: Seems to work!
V2: Fixed some spelling errors. Added "Enervated" to Illriggers.
V3: Fixed the buttons, considerable changes to Prime Radiant, Illriger's special damage changed to Cold, cost bumped up.


The Paladin, Eidolon, Druid and Dwarven Druid are unchanged except for being assigned to religions rather than alignments, and the Dwarven Druid is now called the "Earthmaster."

The other units have new graphics and stats.

Graphics: The Prime Radiant uses a modified "Middle East Infantry" mesh and skin from Danrell and Sakha. The Illrigger uses the "Shadowflame" graphics from GarretSidzaka. The Deep One uses modified Stygian Guard graphics.

Screenshot:




Stats:

The Deep One has 14/10(+2 Unholy), Cannibalism, Demon, Vulnerable to Fire, Water Walking. Move 2. Doesn't need any Resources to build but costs more than an Eidolon. Requires Malevolent Designs.

Prime Radiant: Like the Paladin but: 9/10(+1 Holy), Channeling I and II, Law I, Life I, Magic Resistance, Courage, Medic 2, and the custom "Attack by Stratagem" spell. It's the Prime Radiant's only Sun spell. With the exception of Destroy Undead all the PR's spells are support spells.

Illrigger: 7(+6 Cold), Stealth, Undead, Enervated. Requires Shadow Mana + Iron or Mithril, cheaper than an Eidolon. Requires Arcane Lore to build.
 
Sorry, I'd meant to add more details but got distracted.
/moved to first post./
 
I really don't see CoE as an undead oriented religion. It is more about natural evil (greed, lying, stealing, being ruthlessly efficiently) that anything "holy" or "unholy." I'd probably see the Shadowriders as their "holy warrior" equivalent (although Eidolon means shadow, ghost, or apparition in Greek, and so still seems somewhat appropriate).
 
Given the Shadowriders I was indeed tempted to not include a CoE unit... but I like the CoE too much to not add something extra. :)

In the 'pedia entry the Illrigger is presented as an arcane result of an Esus "miracle." Hmm... in fact stealing and being ruthlessly efficient are directly addressed in the 'pedia entry, and lying is indirectly. The Illriggers are skilled fighters that the Undercouncil killed and "mated" to Esus-blessed blades. The Illriggers go and fight on the front lines so the lords of the Undercouncil can stay at home weighing their gold. Or maybe the blades were consecrated to Aeron. That's OK, they're probably stolen anyway. Which means they belong to Esus. :) So... I agree about the CoE not being into undead, but in this case I had what they are interested in lead them to an undead unit anyway.

OTOH, "unholy" damage doesn't really seem right... as you say they're about natural evil. But I didn't want to go with poison. When I post another version I'll probably change it to cold or death. Or fire.
 
Shadowflame graphics:

I didn't get any weird errors, but I couldn't get it to show up until I had the unit artdefines file point to Civ4's samurai keyframe file rather than the one included. I also removed the large hemispherical green-ish glow before I did anything but look at it in the civlopedia window.
 
Well, it was one of the first graphics I played with. I am reasonably certain that he didn't include a NIF of the same name as the KFM in the folder, which is known to cause major issues. Thus pointing it at the Civ4 folder fixes what is wrong with it.
 
Feedback on the balance of the new units?

I feel the Prime Radiant is a little too plain. A more powerful Radiant Guard - which is appropriate - but I wanted something more unique. Something that hit's on the "wisdom" aspect of the religion more without just more Sun-magic. Maybe Spirit? Courage+Hope?

I think the Illrigger should be more expensive, or have one or two points taken off it's strength.
 
give the prime radiant some kind of aura of healing.

I like that. I might take his combat abilities down a little more and give him one or more support-type effects. Perhaps including a one-turn effect with a small combat-bonus and withdraw, to reflect "wise" field command.

I could call it "Sūn Zǐ Bīng Fǎ" or even just "Sun Tzu".

Get it, get it? :rolleyes:
 
I like that. I might take his combat abilities down a little more and give him one or more support-type effects. Perhaps including a one-turn effect with a small combat-bonus and withdraw, to reflect "wise" field command.

I could call it "Sūn Zǐ Bīng Fǎ" or even just "Sun Tzu".

Get it, get it? :rolleyes:

AAARRRRGGGGHHHH!!!!!!!!:p:p:p:p

Sun Zi Bing Fa Dao Jia Xin Zhu Jie, actually, but I did enjoy the joke!
 
V3 up. Fixed the buttons, Illrigger's cost bumped up and special damage changed to Cold.

The Prime Radiant received several changes: -2 attack, -1 defense. Law rather than Sun, Medic 2, and a new spell: Attack by Stratagem. It adds a promotion giving +1 fs chance, +10% strength, +20% withdraw and immunity to fear. It has a 50/50 chance of wearing off each turn.
So, with the exception of Destroy Undead all the spells are support spells.
 
how come you replaced the sun sphere? the prime radient should be the most sun oriented religious unit shouldnt it?

Even though the spells aren't from the Sun sphere the PR is meant to have very "Empyrean" abilities. Ones that fit the spirit of the religion well... I think the blasts of heat and light are really secondary to it's central philosophy. After all, "The Sun is not god." And the PR is supposed to be more a leader (spiritual and military) than a combatant. I also assume there's more to the Empyrean's magic than the "operational level" spells listed in the Sun sphere, that the followers of Lugus have access to other abilities having more to do with perception, truth, etc. That's the sort of ability the PR displays.

With the PR I'm trying to play up the differences between the Empyrean and the Order. While the PR has several Empyrean-type support abilities it has no operational level combat spells. (Except the limited-use by very fitting "Destroy Undead." "Attack by Stratagem", if it's magical, is more divination than anything else.) Nor does it have very high combat scores, relatively speaking. So overall it should be quite a contrast to the Paladin.

Plus I wanted it to be more unique. Empyrean players are often going to have access to Sun mana. And will certainly have access to the other Empyrean special units. So Mages, Radiant Guards and Rathas would all easily have the Sun I or II abilities. I didn't think I should go all the way to Sun III.

EDIT: Tempting to give him the Vicar's Sand Lion spell, though.

In the mystical/paradoxical way that religious thinkers like to go, imagine that the Prime Radiant has a bright glow you cannot see.

Like the Tick.
Spoiler :

I am mighty! I have a glow you cannot see. I have a heart as big as the moon! As warm as bathwater! We are superheroes, men, we don't have time to be charming! The boots of evil were made for walkin'! We're watching the big picture, friend! We know the score! We are a public service, not glamor boys! Not captains of industry! Keep your vulgar moneys! We are a justice sandwich. No toppings necessary. Living rooms of America, do you catch my drift? Do you dig?
 
Maybe you shall turn Prime Radiant to single-unit graphics? Otherwise the idea looks great.
 
Does Vista not run Modual mods to Civ or something? I see a post right above me which says that this works with the current FF and even after changing my .ini I can load up FF, read about and look at these nifty units in my civpedia, but I can't load a game (crashes each time durring world generation). When I change my .ini back to modual loading = 0 it works fine.
 
I have vista and it works fine for me, but I've heard that a lot of people have trouble getting modular mods to work with vista. maybe you need to de-select the UAC and all those damn vista warnings ..
 
Back
Top Bottom