Fall Further - The Original Thread

That seemed to work. Thanks!:)

It is a pain to have to change the target directory each time for the patches, etc. as the 2K Games directory is added by the Complete Civ IV.

I should have set it up differently when I did the original installation.

Thanks again.
 
Just install it on your desktop, then copy everything from the Assets folder into the Assets folder of FfH, see if that works for you

Aye - that's normally the best way if things are looking messy.

Which "Zip-program" are you using? If it's just "Compressed Folders" (Windows' built in), I'd suggest getting something else. I tend to use WinRAR for everything (it does most archive-formats - ZIP, RAR, TAR, BZ2 etc) and the layout is actually really useful for things like looking at Patches - you can move around the directory structure *inside* the archive, then drag and drop the "Assets" folder where you want it.
 
Any chance you'd want to add a 4th civ to this add-on pack? Maybe a lizzie civ? :D
 
Any chance you'd want to add a 4th civ to this add-on pack? Maybe a lizzie civ? :D

Aye - once I've made sure these work ok, I'm planning on opening a thread to discuss what comes next.

The main keypoints;

Who are the civ? (background, motivations)
What do they look like? (unit art, building art - does it already exist or can it be made easily?)
How are they different to the others? (in terms of offering a unique play experience)

I'd probably implement another 3 races as one update at once (rule of 3 and all that - plus it's easier to work on several at once as you catch earlier mistakes as you work on the second/third race)
 
That's terrific. There's a thread about lizzies already in the main FfH area. As for art...they have a cityset in Dragonia II by winddelay and myself, they have units by winddelay, and I can make UBs as necessary.
 
That's terrific. There's a thread about lizzies already in the main FfH area. As for art...they have a cityset in Dragonia II by winddelay and myself,

Good stuff :)

When I get to it could you erm... *cough* show me what to do with the Citysets and L-System for them *cough* :mischief: . I originally looked at adding the tribal cityset for the Chislev but chickened out after looking at how LSystem worked.
 
If you're interested, you could salvage my Villalfar civ - I've all but given up on them due to my inferior knowledge of Python and also school.

  • Who are the civ? (background, motivations)
    A nation of elves who are an offshoot of the Ljosalfar, who were separated from the bulk of their people during the Age of Ice. They survived by losing their civilisation and becoming wild (Villalfar means "wild elves") and ferociously defending the few forest areas that survived the Age of Ice. They befriended and developed strong bonds with the animals who were also trying to scrape a living off the snowbound forests, and after the Age of Ice they vowed that their purpose would be to defend nature, avoiding war at all costs to protect and nurture their forests.​
  • What do they look like? (unit art, building art - does it already exist or can it be made easily?)
    They can just use all the current elven models, or if anyone can be bothered, the current elven moddels with black and brown hair and more feral-looking clothing. Also, a city set that replaced the houses with trees would be appropriate for them.​
  • How are they different to the others? (in terms of offering a unique play experience)
    They rely heavily on animals for combat, since their normal units can only defend. As such, there are a lot of animal related elements - totems replace cages at the carnival, which (well, with the right Python) give boosts to all units of their type; they get a unique beastmaster who can summon animals; their scout UU is a panther; etc. They can only capture enemy cities using their beastmaster, as animal units can't capture cities.​

Edit: I have a ton of .txt files with the XML I've used in them. So there's quite a bit of work done already and they were very much playable in the version I released, if a little underpowered. So all that's left is to implement a few new features - I also have a .txt file detailing those.
 
I would think the lizzies might be easier than other civs since I would set them to their own non-religion and make the lizzie set work as the other religious city sets work in FfH2 right now. I think the plan was for them to not form a religion.

Dragonia II right now uses specific city set art for races and not religions so that would be a good place to look for info. I'm not sure if they switch when a religion is founded ala FfH though which could be an issue here. The orc set there would be a nice addition for the Chislev if you were going to use Tribal beforehand.

Even though I've never done LSystem XML work I'm sure it can be done. Have no fear!
 
They rely heavily on animals for combat, since their normal units can only defend. As such, there are a lot of animal related elements - totems replace cages at the carnival, which (well, with the right Python) give boosts to all units of their type; they get a unique beastmaster who can summon animals; their scout UU is a panther; etc. They can only capture enemy cities using their beastmaster, as animal units can't capture cities.​

It'd certainly be an interesting one to look at - though I'd probably temper the hard-restriction on "Defend Only" by reducing their base strength, allowing them to attack but giving them substantial defensive bonuses, especially in Forests/Jungles. It should maintain the flavour of play without restricting them quite so much.

At this stage I'm just playing with a few ideas in my head (and I've probably got at least more one version of the first three civs with a few "rebalance" changes in before I start on the next ones - Meskwaki's tech and the Statue hammer costs mostly) but this would be an option I'd look at.
 
Ideas for other Civilizations (which would probably need massive artwork developed sadly):

Takasic: A race which in appearance would be likened to a ringworm almost. Long, flat bodies, with 6 arms. Not 4 legs and 2 arms like a Centaur, but a full on 6 arms, and no conventional legs. Due to massively non-humanoid body structure they tend not to care "which end is up." This is due to the fact that they are a subterral race. Not subterranean, which implies caves, but a subterral, they actually live within the earth, much like an earthworm, who travels through the earth but does not leave a tunnel system in it's wake.

This race would be newly emergent into the world of Erebus having been developed in the ground far below the permafrost during the Age of Ice, and only just now has the land softened enough that they can make their way to the surface. Being as they have 6 hands (with 2 opposable digits, basically a thumb on each side of the hand), they are master craftsmen, surpassing even the dwarves in quality and durability of goods, and surpassing even the elves in beauty and form (due to hightened manual dexterity).

Mechanics wise I would suppose the following:
  1. Do not build roads, but all units treat all tiles as if they had roads on them (not sure if you can easily force traderoutes to exist without roads though).
  2. Suffer major penalties for crossing rivers, to include use of all movement points to do so.
  3. No sailing/seafaring techs at all. Can never work sea tiles nor cross the water. This may of course cause major issues for gameplay, but is perfect flavor-wise. So maybe still allow them the most basic of cargo ships just so they can actually survive an island-heavy map.

Cledarn: A Floral Race, the Treants are to them what the Apes are to us. Due to photosynthesis requirements, they absorb light in a 360 degree field, due to sentience they can process this as information as well as food. Hence they have incredibly hightened senses.

While Fauna breed and reproduce in fairly linear fashion, Flora are not quite so limited:
  • They can send out shoots underground, a process much like growing an extra limb, which happens to be a couple cities away from the rest of you. If the underground connection is severed (willfully or otherwise) then so is the mental connection, thus resulting in a split which causes for the 1 entity to now be 2 entities, though each shares similar memories up until the point of the split, and will likely continue to grow in parallel as they still WERE the same person.
  • Reproduction can also be done through clippings, in which case once the clipping has developed sufficiently it does start as a completely new entity into the world, it must experience life from a blank slate and figure things out as a newborn, though it possesses the advantages of the physiology of what it was clipped from. The advantage to a clipping however is that it need not value the placement of its roots and solidify itself to a single location, but it is also better than seeding because it can be custom selected as the best portions of a once great, but now fading, elder Cledarn.
  • And of course there is the standard cycle of seeding, which will result in a very similar reproduction to that of Fauna.

Mechanics wise I suppose the following:
  1. As most of the minds are connected, communication and exchange of ideas is vastly improved. Hence so is tehcnological development.
  2. Cities cannot build much of anything. Units are spawned automatically every few turns and can be developed from a baseline set by the city.
  3. Buildings are all created by settling a unit into the city (putting down roots), various promotions are required to be capable of creating various buildings, as well as the appropriate Technology. Each building can enable faster generation of new Cledarn, or a more Robust version when they are created
  4. Units must upgrade from the baseline units that spawn, but can also downgrade into multiple units of a lower tier which will share current promotions, but start at 0 XP

Sar: An Avian race. The Sar value freedom and beauty above all else. As a race they are incredibly claustrophobic, needing to know that they have the freedom to soar away at any moment. Their wings are able to wrap around their torso when they are forced to be landbound, thus leaving them essentially with only 2 limbs at the time. Their claws are zygodactyl (2 forward, 2 backward) plus an additional pair of much larger claws extending from mid-calf. The hip joints are rotary joints and there are 4 double-bend joints (knees, but able to bend in either direction) along the legs, thus allowing them to utilize their legs effectively for manipulation of tools, but making them almost useless for mobility.

Mechanics I suppose:
  1. All units have Flying promotion from the start.
  2. Workers are absolutely horrible for workrate. Again I would say that roads ought not be needed for trade-routes to be established, as the Sar themselves wouldn't ever use them. But I suppose other races would still require them, so could be required still pretty easily (same goes for Takasic above)
  3. Massive withdrawal chances on all units

Voviel: A 3 legged Aquatic Race. Each leg is bell-shaped when standing, but "unrolls" like a tongue when walking (slithering like a slug more aptly stated). Additionally there is a second set of "limbs" protruding from the armpit which control a flap of skin spanning from torso to fore-arm, primarily utilized for swimming.

The race is quad-gendered, XY chromosomal (Male) fertilize the eggs, YX chromosomals (Female) generate the eggs, while the YY chromosomals (Etir) bear the egg to conception, then the XX chromosomal (Masri) carry infants to maturity in a marsupial fashion. Due to the more involved gestation process birthrates are very slow, but family structures are incredibly tight-knit.

Mechanics I suppose
  1. All units possess water-walking promotion and have vastly enhanced movement rates in the ocean
  2. Cities suffer a penalty if not coastal or irrigated
  3. Units cost more to produce, but all of them gain XP over time (stretching on this one, can't think of how to reflect the family structure)
 
Arashan
Feline race similar to Khajit from Elder Scrolls world (Morrorwind/ Oblivion)

Rest imagine by yourselves (after job too tired :) )
 
@Xienwolf - wow. Some really good races for world-building there and the societies/physiologies seem well thought out. I must admit, I hadn't really considered moving away from the existing Erebus races so drastically though it does hold a certain appeal. I'll have to think about that and as you said - the artwork would be a major factor, as would the Unit-types - I'm not sure Subterral or Avian races would necessarily have axemen, phalanxs, hunters, catapults etc.

That being said - they definitely meet the "being different" requirement :D
 
A little too different, imho.

Personally I'd rather stick to civs that are known to have been present in Erebus/Kael's campaigns to maintain the unity of the mod. I'm not limiting it to those that are in the game now, as I'm sure there were some other civs in the campaigns that could be included if we ignored the patron god/sphere theme. Some minor civs and multiple barbarian states could be good. Of course, if this were for scenarios it would be great to include extinct civs like the Aquatic Aifons, Thraxians, and the factions in the Patrian civil war, or new civs formed by the remnants of the current civs once Hyborem has brought the Age of Rebirth to an end.

Of course, since I'm unlikely to download this modmod anyway, feel free to include as many crazy civs as you want.
 
Looking forward to Spore, much? :)
 
Nah, it is actually some of the notes from a book I am working on. I am attempting to write something which is so completely removed from our own reality and understanding that it cannot possibly be called Anthropomorphic and analyzed by English Majors as a reflection upon society.

Of course, physiology is the smallest part of attempting to create something which is NOTHING like us and our world and experiences. So this isn't even really a decent glimmer at the entire work I have done so far (Heck, I don't even mention the fact that they all evolved simultaneously and speak in 3 seperate tones at once)
 
I've been playing the Archos a bunch, and I noticed a few things.

Chosen loose their poison strength when they upgrade, so could we at least have a Immortal UU since you have pretty awesome special art for it? Same for huntsmen-> assassin.

Chosen can't upgrade to Spartaioi (sp?) or Paladins.

Huntsman have 5 defensive strenght. Regular hunters only have 4.
 
I've been playing the Archos a bunch, and I noticed a few things.
Chosen loose their poison strength when they upgrade, so could we at least have a Immortal UU since you have pretty awesome special art for it? Same for huntsmen-> assassin.

Good point regarding the Immortals. Adding a little poison damage and a few first strikes would seem to fit, given the way the model looks. Assassins should have 1 poison damage already if I recall correctly. I decided not to add any more to them as Assassins aren't really a strength of the Archos - they have them, but they're not really any better than anyone else's.

Chosen can't upgrade to Spartaioi (sp?) or Paladins.

Nope - and you can't build the Phalanx/Spartaoi with the Archos either. Their weapons are generally crude and they never really develop the sophistication that this unit represents. Paladins are buildable if you are of Good Alignment I believe, but Chosen cannot upgrade to them as someone so "blessed" by Mother would have a hard time gaining a Paladin's purity of body and spirit (just doesn't seem to fit that a Spider-mutant becomes a Paladin).

Huntsman have 5 defensive strenght. Regular hunters only have 4.

As intended. Quite a few Archos units have a slight defensive emphasis - helps to protect the nest.
 
i had an idea of an avian race before in another thread, what do you think?:

personally i would love to see a civ based around an Bird/humanoid race, lets call them 'Avians' for now.
(Im making all this up on the spot btw )
Avians should be a race of birdlike people who live in great eeires on the tops of mountains. they do not worship the gods and angels as the other races do, and neither do they worship the dragons. instead they worship the Earth itself, each individual piece of it, from every rock, to every tree, and every other living being. above all they worship the sun and acknowledge its gifts to the world.
they strive to develope an understanding of the natural bounds of the earth, and read the signs in nature, particulary those left upon the winds as they carry the knowlege and information from every corner of Erebus to the next, and this knowlege is eternal as wind will never cease to exist, it is a permanent record of the history of the world.
Avian are generally a peaceful race, living above the clouds they rarely meet any other inhabitants of Erebus except when they go down below the cloudscape to examine the world. however, if they are threatened they protect themselves as best they can. they would use their knowlege gained from their studies to persuade the winds of the world to do their bidding, to seek the suns aid, and to use the worlds spirit to defend themselves. they would call together flocks of warrior Avains, armed with javelins, spears, bows and lances, and charge any opponent as well as any blood lusted race.

so

Palace should provide Air, Sun, and Spirit mana.
all their units should have be able to do little recon runs like the hawk, but with shorter distances, they should specialise in long shafted weapons (lances, spears etc, and ranges weapons that can be used from the sky. all units should ignore wall defence bonuses (would a wall stop a bird?) but they should all get sever penalties vs enemy ranged units. they should get bonuses in research, but be agnostic (and instead of getting priests etc, they should get 'scryers' who scry the winds for knowlege and meaning. with divine spells for Air and sun spheres etc.) they could be able to build cities in peaks, but if they do, enemy units can also enter the peaks, and perhaps unable to build cities on flatlands (only on hills and peaks)

anyway, those are my ideas, i doubt they will ammount to anything , but there you have it
 
Aye - that's normally the best way if things are looking messy.

Which "Zip-program" are you using? If it's just "Compressed Folders" (Windows' built in), I'd suggest getting something else. I tend to use WinRAR for everything (it does most archive-formats - ZIP, RAR, TAR, BZ2 etc) and the layout is actually really useful for things like looking at Patches - you can move around the directory structure *inside* the archive, then drag and drop the "Assets" folder where you want it.

I use something called PeaZip which also handles WinRAR. It seems to work very well for me most of the time.

Lots of good ideas on other civs here - I like the Lizardman idea.

If you do the next one anything like the last three, we are all in for a real treat. :)
 
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