Rise from Erebus Frequently Asked Questions

So hi, I'll just be incredibly late here and ask about the civ 5 project you're working on. Searches for "Eden" turn up some scifi mod that I'm not really interested. Are you guys still working on that? Was there a name change I missed while I was not paying any attention to RifE for a year?
 
Interesting, but...

I prefer archipelago maps and have also become addicted to the BUG mod. So, I must ask: will this mod include features
- from the BUG mod?
- from More Naval AI?

If yes and yes, I'll sure play this mod a lot.
If no and no, I most likely won't play.
If one of each, I may have a look.
 
Interesting, but...

I prefer archipelago maps and have also become addicted to the BUG mod. So, I must ask: will this mod include features
- from the BUG mod?
- from More Naval AI?

If yes and yes, I'll sure play this mod a lot.
If no and no, I most likely won't play.
If one of each, I may have a look.

Some features from the bug mod are possible.

Improved naval AI is guaranteed (though not a merge of his work, necessarily; Some quick xml adjustments had the AI expanding over ocean. The core culprit behind poor naval AI in FfH mods are the crew promotions.)
 
Thanks, Valkrionn, for the quick and encouraging answer. :)
I'll keep an eye on your mod's progress.
 
Improved naval AI is guaranteed (though not a merge of his work, necessarily; Some quick xml adjustments had the AI expanding over ocean. The core culprit behind poor naval AI in FfH mods are the crew promotions.)

As I'm sure you know, naval AI in BtS seems to work pretty well, so wouldn't the basic solution be to move back in the direction of BtS navies? Crew promotions are a major difference between BtS and the FfH mods, but so are the upgrade paths -- upgrade paths in BtS are much simpler. Just a thought. Glad to hear that you're confident of improving naval AI in the next version.
 
As I'm sure you know, naval AI in BtS seems to work pretty well, so wouldn't the basic solution be to move back in the direction of BtS navies? Crew promotions are a major difference between BtS and the FfH mods, but so are the upgrade paths -- upgrade paths in BtS are much simpler. Just a thought. Glad to hear that you're confident of improving naval AI in the next version.

Yep, which is the other part of the "simple xml changes"; Once the unit revamp is done, there will be clear transport, escort, and naval attack units.
 
If it's helpful, I summarized the differences between BtS and FfH naval upgrade paths in the first post of this thread a long time ago. You obviously don't need to agree with any of my (or others') suggestions in that thread, I just thought you might find it helpful to have a quick comparison of the upgrade paths handy.
 
Any chance an update could be made to this post? There are numerous other changes that haven't been listed, like the Clan's War Boss line and the balseraphs auto masquerade and changes to the mutated mechanic. The elohim have recieved a complete overhall with upgradable monks, new happiness and great-priest centric buildings. The Illian have been totally revamped with auto terraforming and other goodies.

Quite a few more haven't been mentioned. Of the civs that haven't been changed I think the list is as follows: Kuriotates, Lanun, Calabim, Svartalvar, Losaljafar, Luchuirup
 
Guess I'm late here too but I better ask and try to get an answer than not ask at all....

how does the MultipleProduction mechanic for the bannor work?
I get multiple msgs that X city can't handle the overflow of hammers and turns it into gold
I would much rather turn it into more production.

Also I know this will never happen but it would be great if the Crusade civic would be available earlier in the game
 
Guess I'm late here too but I better ask and try to get an answer than not ask at all....

how does the MultipleProduction mechanic for the bannor work?
I get multiple msgs that X city can't handle the overflow of hammers and turns it into gold
I would much rather turn it into more production.

Also I know this will never happen but it would be great if the Crusade civic would be available earlier in the game

i believe that you can change the tech requirement for crusade easily in XML (civ4civics.xml or something)
as for the multiple production per turn, i believe it means that if you have enough production that if production overflow would be sufficient to build another unit from queue, than that unit would be build ( not sure qbout that though, it's been long time since the last time i played ffh )
as for the overflowing hammers being turned into gold, i'm afraid that it would require changes in dll
 
Guess I'm late here too but I better ask and try to get an answer than not ask at all....

how does the MultipleProduction mechanic for the bannor work?
I get multiple msgs that X city can't handle the overflow of hammers and turns it into gold
I would much rather turn it into more production.

Also I know this will never happen but it would be great if the Crusade civic would be available earlier in the game

Another good way to get crusade early on is, get a few basic techs and then beeline for fanaticism or theology or whatever down the religious tech tree. Probably not what you were looking for, but it might be worth a try if you haven't already done that.:dunno:
 
Oh wow that was quick I thought I get no reply at all - so you that would mean if I have two items in my queue the overflow will just go towards the 2nd?

the other thing I have no coding experience but will look at that xml since the tech tree option I feel like i would miss out on a lot of other tech I need along the way to successfully use crusade...
 
What they said. If you have no items queued, it will go towards gold, but if you do have them queued, it will go towards the next item.

Hey Valk, got any plans for your next fantasy based mod when Gods and Kings comes out next week? Any deadlines for 1.0/Beta? :mischief:
 
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