Rise from Erebus Credits

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?
 
many differences.
as for how does RifE works that WM doesnt I can only orient you here.
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.
 
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.
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.
 
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, 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, the wiki, and the forums.
 
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
 
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.
 
"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!
 
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)
 
That was me trying to explain what was new and changed since FfH2 with FF and RifE.
 
I know, (we know) Valk gave all the credit to you :D
 
"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).
 
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
 
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.
 
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!
 
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!
 
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.
 
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